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- // SPDX-License-Identifier: Unlicense OR MIT
- package gl
- import (
- "fmt"
- "math"
- "runtime"
- "sync"
- "syscall"
- "unsafe"
- "golang.org/x/sys/windows"
- )
- func loadGLESv2Procs() error {
- dllName := "libGLESv2.dll"
- handle, err := windows.LoadLibraryEx(dllName, 0, windows.LOAD_LIBRARY_SEARCH_DEFAULT_DIRS)
- if err != nil {
- return fmt.Errorf("gl: failed to load %s: %v", dllName, err)
- }
- gles := windows.DLL{Handle: handle, Name: dllName}
- // d3dcompiler_47.dll is needed internally for shader compilation to function.
- dllName = "d3dcompiler_47.dll"
- _, err = windows.LoadLibraryEx(dllName, 0, windows.LOAD_LIBRARY_SEARCH_DEFAULT_DIRS)
- if err != nil {
- return fmt.Errorf("gl: failed to load %s: %v", dllName, err)
- }
- procs := map[string]**windows.Proc{
- "glActiveTexture": &_glActiveTexture,
- "glAttachShader": &_glAttachShader,
- "glBeginQuery": &_glBeginQuery,
- "glBindAttribLocation": &_glBindAttribLocation,
- "glBindBuffer": &_glBindBuffer,
- "glBindBufferBase": &_glBindBufferBase,
- "glBindFramebuffer": &_glBindFramebuffer,
- "glBindRenderbuffer": &_glBindRenderbuffer,
- "glBindTexture": &_glBindTexture,
- "glBindVertexArray": &_glBindVertexArray,
- "glBlendEquation": &_glBlendEquation,
- "glBlendFuncSeparate": &_glBlendFuncSeparate,
- "glBufferData": &_glBufferData,
- "glBufferSubData": &_glBufferSubData,
- "glCheckFramebufferStatus": &_glCheckFramebufferStatus,
- "glClear": &_glClear,
- "glClearColor": &_glClearColor,
- "glClearDepthf": &_glClearDepthf,
- "glDeleteQueries": &_glDeleteQueries,
- "glDeleteVertexArrays": &_glDeleteVertexArrays,
- "glCompileShader": &_glCompileShader,
- "glCopyTexSubImage2D": &_glCopyTexSubImage2D,
- "glGenerateMipmap": &_glGenerateMipmap,
- "glGenBuffers": &_glGenBuffers,
- "glGenFramebuffers": &_glGenFramebuffers,
- "glGenVertexArrays": &_glGenVertexArrays,
- "glGetUniformBlockIndex": &_glGetUniformBlockIndex,
- "glCreateProgram": &_glCreateProgram,
- "glGenRenderbuffers": &_glGenRenderbuffers,
- "glCreateShader": &_glCreateShader,
- "glGenTextures": &_glGenTextures,
- "glDeleteBuffers": &_glDeleteBuffers,
- "glDeleteFramebuffers": &_glDeleteFramebuffers,
- "glDeleteProgram": &_glDeleteProgram,
- "glDeleteShader": &_glDeleteShader,
- "glDeleteRenderbuffers": &_glDeleteRenderbuffers,
- "glDeleteTextures": &_glDeleteTextures,
- "glDepthFunc": &_glDepthFunc,
- "glDepthMask": &_glDepthMask,
- "glDisableVertexAttribArray": &_glDisableVertexAttribArray,
- "glDisable": &_glDisable,
- "glDrawArrays": &_glDrawArrays,
- "glDrawElements": &_glDrawElements,
- "glEnable": &_glEnable,
- "glEnableVertexAttribArray": &_glEnableVertexAttribArray,
- "glEndQuery": &_glEndQuery,
- "glFinish": &_glFinish,
- "glFlush": &_glFlush,
- "glFramebufferRenderbuffer": &_glFramebufferRenderbuffer,
- "glFramebufferTexture2D": &_glFramebufferTexture2D,
- "glGenQueries": &_glGenQueries,
- "glGetError": &_glGetError,
- "glGetRenderbufferParameteriv": &_glGetRenderbufferParameteriv,
- "glGetFloatv": &_glGetFloatv,
- "glGetFramebufferAttachmentParameteriv": &_glGetFramebufferAttachmentParameteriv,
- "glGetIntegerv": &_glGetIntegerv,
- "glGetIntegeri_v": &_glGetIntegeri_v,
- "glGetProgramiv": &_glGetProgramiv,
- "glGetProgramInfoLog": &_glGetProgramInfoLog,
- "glGetQueryObjectuiv": &_glGetQueryObjectuiv,
- "glGetShaderiv": &_glGetShaderiv,
- "glGetShaderInfoLog": &_glGetShaderInfoLog,
- "glGetString": &_glGetString,
- "glGetUniformLocation": &_glGetUniformLocation,
- "glGetVertexAttribiv": &_glGetVertexAttribiv,
- "glGetVertexAttribPointerv": &_glGetVertexAttribPointerv,
- "glInvalidateFramebuffer": &_glInvalidateFramebuffer,
- "glIsEnabled": &_glIsEnabled,
- "glLinkProgram": &_glLinkProgram,
- "glPixelStorei": &_glPixelStorei,
- "glReadPixels": &_glReadPixels,
- "glRenderbufferStorage": &_glRenderbufferStorage,
- "glScissor": &_glScissor,
- "glShaderSource": &_glShaderSource,
- "glTexImage2D": &_glTexImage2D,
- "glTexStorage2D": &_glTexStorage2D,
- "glTexSubImage2D": &_glTexSubImage2D,
- "glTexParameteri": &_glTexParameteri,
- "glUniformBlockBinding": &_glUniformBlockBinding,
- "glUniform1f": &_glUniform1f,
- "glUniform1i": &_glUniform1i,
- "glUniform2f": &_glUniform2f,
- "glUniform3f": &_glUniform3f,
- "glUniform4f": &_glUniform4f,
- "glUseProgram": &_glUseProgram,
- "glVertexAttribPointer": &_glVertexAttribPointer,
- "glViewport": &_glViewport,
- }
- for name, proc := range procs {
- p, err := gles.FindProc(name)
- if err != nil {
- return fmt.Errorf("failed to locate %s in %s: %w", name, gles.Name, err)
- }
- *proc = p
- }
- return nil
- }
- var (
- glInitOnce sync.Once
- _glActiveTexture *windows.Proc
- _glAttachShader *windows.Proc
- _glBeginQuery *windows.Proc
- _glBindAttribLocation *windows.Proc
- _glBindBuffer *windows.Proc
- _glBindBufferBase *windows.Proc
- _glBindFramebuffer *windows.Proc
- _glBindRenderbuffer *windows.Proc
- _glBindTexture *windows.Proc
- _glBindVertexArray *windows.Proc
- _glBlendEquation *windows.Proc
- _glBlendFuncSeparate *windows.Proc
- _glBufferData *windows.Proc
- _glBufferSubData *windows.Proc
- _glCheckFramebufferStatus *windows.Proc
- _glClear *windows.Proc
- _glClearColor *windows.Proc
- _glClearDepthf *windows.Proc
- _glDeleteQueries *windows.Proc
- _glDeleteVertexArrays *windows.Proc
- _glCompileShader *windows.Proc
- _glCopyTexSubImage2D *windows.Proc
- _glGenerateMipmap *windows.Proc
- _glGenBuffers *windows.Proc
- _glGenFramebuffers *windows.Proc
- _glGenVertexArrays *windows.Proc
- _glGetUniformBlockIndex *windows.Proc
- _glCreateProgram *windows.Proc
- _glGenRenderbuffers *windows.Proc
- _glCreateShader *windows.Proc
- _glGenTextures *windows.Proc
- _glDeleteBuffers *windows.Proc
- _glDeleteFramebuffers *windows.Proc
- _glDeleteProgram *windows.Proc
- _glDeleteShader *windows.Proc
- _glDeleteRenderbuffers *windows.Proc
- _glDeleteTextures *windows.Proc
- _glDepthFunc *windows.Proc
- _glDepthMask *windows.Proc
- _glDisableVertexAttribArray *windows.Proc
- _glDisable *windows.Proc
- _glDrawArrays *windows.Proc
- _glDrawElements *windows.Proc
- _glEnable *windows.Proc
- _glEnableVertexAttribArray *windows.Proc
- _glEndQuery *windows.Proc
- _glFinish *windows.Proc
- _glFlush *windows.Proc
- _glFramebufferRenderbuffer *windows.Proc
- _glFramebufferTexture2D *windows.Proc
- _glGenQueries *windows.Proc
- _glGetError *windows.Proc
- _glGetRenderbufferParameteriv *windows.Proc
- _glGetFloatv *windows.Proc
- _glGetFramebufferAttachmentParameteriv *windows.Proc
- _glGetIntegerv *windows.Proc
- _glGetIntegeri_v *windows.Proc
- _glGetProgramiv *windows.Proc
- _glGetProgramInfoLog *windows.Proc
- _glGetQueryObjectuiv *windows.Proc
- _glGetShaderiv *windows.Proc
- _glGetShaderInfoLog *windows.Proc
- _glGetString *windows.Proc
- _glGetUniformLocation *windows.Proc
- _glGetVertexAttribiv *windows.Proc
- _glGetVertexAttribPointerv *windows.Proc
- _glInvalidateFramebuffer *windows.Proc
- _glIsEnabled *windows.Proc
- _glLinkProgram *windows.Proc
- _glPixelStorei *windows.Proc
- _glReadPixels *windows.Proc
- _glRenderbufferStorage *windows.Proc
- _glScissor *windows.Proc
- _glShaderSource *windows.Proc
- _glTexImage2D *windows.Proc
- _glTexStorage2D *windows.Proc
- _glTexSubImage2D *windows.Proc
- _glTexParameteri *windows.Proc
- _glUniformBlockBinding *windows.Proc
- _glUniform1f *windows.Proc
- _glUniform1i *windows.Proc
- _glUniform2f *windows.Proc
- _glUniform3f *windows.Proc
- _glUniform4f *windows.Proc
- _glUseProgram *windows.Proc
- _glVertexAttribPointer *windows.Proc
- _glViewport *windows.Proc
- )
- type Functions struct {
- // Query caches.
- int32s [100]int32
- float32s [100]float32
- uintptrs [100]uintptr
- }
- type Context interface{}
- func NewFunctions(ctx Context, forceES bool) (*Functions, error) {
- if ctx != nil {
- panic("non-nil context")
- }
- var err error
- glInitOnce.Do(func() {
- err = loadGLESv2Procs()
- })
- return new(Functions), err
- }
- func (c *Functions) ActiveTexture(t Enum) {
- syscall.Syscall(_glActiveTexture.Addr(), 1, uintptr(t), 0, 0)
- }
- func (c *Functions) AttachShader(p Program, s Shader) {
- syscall.Syscall(_glAttachShader.Addr(), 2, uintptr(p.V), uintptr(s.V), 0)
- }
- func (f *Functions) BeginQuery(target Enum, query Query) {
- syscall.Syscall(_glBeginQuery.Addr(), 2, uintptr(target), uintptr(query.V), 0)
- }
- func (c *Functions) BindAttribLocation(p Program, a Attrib, name string) {
- cname := cString(name)
- c0 := &cname[0]
- syscall.Syscall(_glBindAttribLocation.Addr(), 3, uintptr(p.V), uintptr(a), uintptr(unsafe.Pointer(c0)))
- issue34474KeepAlive(c)
- }
- func (c *Functions) BindBuffer(target Enum, b Buffer) {
- syscall.Syscall(_glBindBuffer.Addr(), 2, uintptr(target), uintptr(b.V), 0)
- }
- func (c *Functions) BindBufferBase(target Enum, index int, b Buffer) {
- syscall.Syscall(_glBindBufferBase.Addr(), 3, uintptr(target), uintptr(index), uintptr(b.V))
- }
- func (c *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
- syscall.Syscall(_glBindFramebuffer.Addr(), 2, uintptr(target), uintptr(fb.V), 0)
- }
- func (c *Functions) BindRenderbuffer(target Enum, rb Renderbuffer) {
- syscall.Syscall(_glBindRenderbuffer.Addr(), 2, uintptr(target), uintptr(rb.V), 0)
- }
- func (f *Functions) BindImageTexture(unit int, t Texture, level int, layered bool, layer int, access, format Enum) {
- panic("not implemented")
- }
- func (c *Functions) BindTexture(target Enum, t Texture) {
- syscall.Syscall(_glBindTexture.Addr(), 2, uintptr(target), uintptr(t.V), 0)
- }
- func (c *Functions) BindVertexArray(a VertexArray) {
- syscall.Syscall(_glBindVertexArray.Addr(), 1, uintptr(a.V), 0, 0)
- }
- func (c *Functions) BlendEquation(mode Enum) {
- syscall.Syscall(_glBlendEquation.Addr(), 1, uintptr(mode), 0, 0)
- }
- func (c *Functions) BlendFuncSeparate(srcRGB, dstRGB, srcA, dstA Enum) {
- syscall.Syscall6(_glBlendFuncSeparate.Addr(), 4, uintptr(srcRGB), uintptr(dstRGB), uintptr(srcA), uintptr(dstA), 0, 0)
- }
- func (c *Functions) BufferData(target Enum, size int, usage Enum, data []byte) {
- var p unsafe.Pointer
- if len(data) > 0 {
- p = unsafe.Pointer(&data[0])
- }
- syscall.Syscall6(_glBufferData.Addr(), 4, uintptr(target), uintptr(size), uintptr(p), uintptr(usage), 0, 0)
- }
- func (f *Functions) BufferSubData(target Enum, offset int, src []byte) {
- if n := len(src); n > 0 {
- s0 := &src[0]
- syscall.Syscall6(_glBufferSubData.Addr(), 4, uintptr(target), uintptr(offset), uintptr(n), uintptr(unsafe.Pointer(s0)), 0, 0)
- issue34474KeepAlive(s0)
- }
- }
- func (c *Functions) CheckFramebufferStatus(target Enum) Enum {
- s, _, _ := syscall.Syscall(_glCheckFramebufferStatus.Addr(), 1, uintptr(target), 0, 0)
- return Enum(s)
- }
- func (c *Functions) Clear(mask Enum) {
- syscall.Syscall(_glClear.Addr(), 1, uintptr(mask), 0, 0)
- }
- func (c *Functions) ClearColor(red, green, blue, alpha float32) {
- syscall.Syscall6(_glClearColor.Addr(), 4, uintptr(math.Float32bits(red)), uintptr(math.Float32bits(green)), uintptr(math.Float32bits(blue)), uintptr(math.Float32bits(alpha)), 0, 0)
- }
- func (c *Functions) ClearDepthf(d float32) {
- syscall.Syscall(_glClearDepthf.Addr(), 1, uintptr(math.Float32bits(d)), 0, 0)
- }
- func (c *Functions) CompileShader(s Shader) {
- syscall.Syscall(_glCompileShader.Addr(), 1, uintptr(s.V), 0, 0)
- }
- func (f *Functions) CopyTexSubImage2D(target Enum, level, xoffset, yoffset, x, y, width, height int) {
- syscall.Syscall9(_glCopyTexSubImage2D.Addr(), 8, uintptr(target), uintptr(level), uintptr(xoffset), uintptr(yoffset), uintptr(x), uintptr(y), uintptr(width), uintptr(height), 0)
- }
- func (f *Functions) GenerateMipmap(target Enum) {
- syscall.Syscall(_glGenerateMipmap.Addr(), 1, uintptr(target), 0, 0)
- }
- func (c *Functions) CreateBuffer() Buffer {
- var buf uintptr
- syscall.Syscall(_glGenBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&buf)), 0)
- return Buffer{uint(buf)}
- }
- func (c *Functions) CreateFramebuffer() Framebuffer {
- var fb uintptr
- syscall.Syscall(_glGenFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&fb)), 0)
- return Framebuffer{uint(fb)}
- }
- func (c *Functions) CreateProgram() Program {
- p, _, _ := syscall.Syscall(_glCreateProgram.Addr(), 0, 0, 0, 0)
- return Program{uint(p)}
- }
- func (f *Functions) CreateQuery() Query {
- var q uintptr
- syscall.Syscall(_glGenQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&q)), 0)
- return Query{uint(q)}
- }
- func (c *Functions) CreateRenderbuffer() Renderbuffer {
- var rb uintptr
- syscall.Syscall(_glGenRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&rb)), 0)
- return Renderbuffer{uint(rb)}
- }
- func (c *Functions) CreateShader(ty Enum) Shader {
- s, _, _ := syscall.Syscall(_glCreateShader.Addr(), 1, uintptr(ty), 0, 0)
- return Shader{uint(s)}
- }
- func (c *Functions) CreateTexture() Texture {
- var t uintptr
- syscall.Syscall(_glGenTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&t)), 0)
- return Texture{uint(t)}
- }
- func (c *Functions) CreateVertexArray() VertexArray {
- var t uintptr
- syscall.Syscall(_glGenVertexArrays.Addr(), 2, 1, uintptr(unsafe.Pointer(&t)), 0)
- return VertexArray{uint(t)}
- }
- func (c *Functions) DeleteBuffer(v Buffer) {
- syscall.Syscall(_glDeleteBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v)), 0)
- }
- func (c *Functions) DeleteFramebuffer(v Framebuffer) {
- syscall.Syscall(_glDeleteFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
- }
- func (c *Functions) DeleteProgram(p Program) {
- syscall.Syscall(_glDeleteProgram.Addr(), 1, uintptr(p.V), 0, 0)
- }
- func (f *Functions) DeleteQuery(query Query) {
- syscall.Syscall(_glDeleteQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&query.V)), 0)
- }
- func (c *Functions) DeleteShader(s Shader) {
- syscall.Syscall(_glDeleteShader.Addr(), 1, uintptr(s.V), 0, 0)
- }
- func (c *Functions) DeleteRenderbuffer(v Renderbuffer) {
- syscall.Syscall(_glDeleteRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
- }
- func (c *Functions) DeleteTexture(v Texture) {
- syscall.Syscall(_glDeleteTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
- }
- func (f *Functions) DeleteVertexArray(array VertexArray) {
- syscall.Syscall(_glDeleteVertexArrays.Addr(), 2, 1, uintptr(unsafe.Pointer(&array.V)), 0)
- }
- func (c *Functions) DepthFunc(f Enum) {
- syscall.Syscall(_glDepthFunc.Addr(), 1, uintptr(f), 0, 0)
- }
- func (c *Functions) DepthMask(mask bool) {
- var m uintptr
- if mask {
- m = 1
- }
- syscall.Syscall(_glDepthMask.Addr(), 1, m, 0, 0)
- }
- func (c *Functions) DisableVertexAttribArray(a Attrib) {
- syscall.Syscall(_glDisableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0)
- }
- func (c *Functions) Disable(cap Enum) {
- syscall.Syscall(_glDisable.Addr(), 1, uintptr(cap), 0, 0)
- }
- func (c *Functions) DrawArrays(mode Enum, first, count int) {
- syscall.Syscall(_glDrawArrays.Addr(), 3, uintptr(mode), uintptr(first), uintptr(count))
- }
- func (c *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) {
- syscall.Syscall6(_glDrawElements.Addr(), 4, uintptr(mode), uintptr(count), uintptr(ty), uintptr(offset), 0, 0)
- }
- func (f *Functions) DispatchCompute(x, y, z int) {
- panic("not implemented")
- }
- func (c *Functions) Enable(cap Enum) {
- syscall.Syscall(_glEnable.Addr(), 1, uintptr(cap), 0, 0)
- }
- func (c *Functions) EnableVertexAttribArray(a Attrib) {
- syscall.Syscall(_glEnableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0)
- }
- func (f *Functions) EndQuery(target Enum) {
- syscall.Syscall(_glEndQuery.Addr(), 1, uintptr(target), 0, 0)
- }
- func (c *Functions) Finish() {
- syscall.Syscall(_glFinish.Addr(), 0, 0, 0, 0)
- }
- func (c *Functions) Flush() {
- syscall.Syscall(_glFlush.Addr(), 0, 0, 0, 0)
- }
- func (c *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) {
- syscall.Syscall6(_glFramebufferRenderbuffer.Addr(), 4, uintptr(target), uintptr(attachment), uintptr(renderbuffertarget), uintptr(renderbuffer.V), 0, 0)
- }
- func (c *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
- syscall.Syscall6(_glFramebufferTexture2D.Addr(), 5, uintptr(target), uintptr(attachment), uintptr(texTarget), uintptr(t.V), uintptr(level), 0)
- }
- func (f *Functions) GetUniformBlockIndex(p Program, name string) uint {
- cname := cString(name)
- c0 := &cname[0]
- u, _, _ := syscall.Syscall(_glGetUniformBlockIndex.Addr(), 2, uintptr(p.V), uintptr(unsafe.Pointer(c0)), 0)
- issue34474KeepAlive(c0)
- return uint(u)
- }
- func (c *Functions) GetBinding(pname Enum) Object {
- return Object{uint(c.GetInteger(pname))}
- }
- func (c *Functions) GetBindingi(pname Enum, idx int) Object {
- return Object{uint(c.GetIntegeri(pname, idx))}
- }
- func (c *Functions) GetError() Enum {
- e, _, _ := syscall.Syscall(_glGetError.Addr(), 0, 0, 0, 0)
- return Enum(e)
- }
- func (c *Functions) GetRenderbufferParameteri(target, pname Enum) int {
- syscall.Syscall(_glGetRenderbufferParameteriv.Addr(), 3, uintptr(target), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
- return int(c.int32s[0])
- }
- func (c *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
- syscall.Syscall6(_glGetFramebufferAttachmentParameteriv.Addr(), 4, uintptr(target), uintptr(attachment), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])), 0, 0)
- return int(c.int32s[0])
- }
- func (c *Functions) GetInteger4(pname Enum) [4]int {
- syscall.Syscall(_glGetIntegerv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])), 0)
- var r [4]int
- for i := range r {
- r[i] = int(c.int32s[i])
- }
- return r
- }
- func (c *Functions) GetInteger(pname Enum) int {
- syscall.Syscall(_glGetIntegerv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])), 0)
- return int(c.int32s[0])
- }
- func (c *Functions) GetIntegeri(pname Enum, idx int) int {
- syscall.Syscall(_glGetIntegeri_v.Addr(), 3, uintptr(pname), uintptr(idx), uintptr(unsafe.Pointer(&c.int32s[0])))
- return int(c.int32s[0])
- }
- func (c *Functions) GetFloat(pname Enum) float32 {
- syscall.Syscall(_glGetFloatv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.float32s[0])), 0)
- return c.float32s[0]
- }
- func (c *Functions) GetFloat4(pname Enum) [4]float32 {
- syscall.Syscall(_glGetFloatv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.float32s[0])), 0)
- var r [4]float32
- copy(r[:], c.float32s[:])
- return r
- }
- func (c *Functions) GetProgrami(p Program, pname Enum) int {
- syscall.Syscall(_glGetProgramiv.Addr(), 3, uintptr(p.V), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
- return int(c.int32s[0])
- }
- func (c *Functions) GetProgramInfoLog(p Program) string {
- n := c.GetProgrami(p, INFO_LOG_LENGTH)
- if n == 0 {
- return ""
- }
- buf := make([]byte, n)
- syscall.Syscall6(_glGetProgramInfoLog.Addr(), 4, uintptr(p.V), uintptr(len(buf)), 0, uintptr(unsafe.Pointer(&buf[0])), 0, 0)
- return string(buf)
- }
- func (c *Functions) GetQueryObjectuiv(query Query, pname Enum) uint {
- syscall.Syscall(_glGetQueryObjectuiv.Addr(), 3, uintptr(query.V), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
- return uint(c.int32s[0])
- }
- func (c *Functions) GetShaderi(s Shader, pname Enum) int {
- syscall.Syscall(_glGetShaderiv.Addr(), 3, uintptr(s.V), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
- return int(c.int32s[0])
- }
- func (c *Functions) GetShaderInfoLog(s Shader) string {
- n := c.GetShaderi(s, INFO_LOG_LENGTH)
- buf := make([]byte, n)
- syscall.Syscall6(_glGetShaderInfoLog.Addr(), 4, uintptr(s.V), uintptr(len(buf)), 0, uintptr(unsafe.Pointer(&buf[0])), 0, 0)
- return string(buf)
- }
- func (c *Functions) GetString(pname Enum) string {
- s, _, _ := syscall.Syscall(_glGetString.Addr(), 1, uintptr(pname), 0, 0)
- return windows.BytePtrToString((*byte)(unsafe.Pointer(s)))
- }
- func (c *Functions) GetUniformLocation(p Program, name string) Uniform {
- cname := cString(name)
- c0 := &cname[0]
- u, _, _ := syscall.Syscall(_glGetUniformLocation.Addr(), 2, uintptr(p.V), uintptr(unsafe.Pointer(c0)), 0)
- issue34474KeepAlive(c0)
- return Uniform{int(u)}
- }
- func (c *Functions) GetVertexAttrib(index int, pname Enum) int {
- syscall.Syscall(_glGetVertexAttribiv.Addr(), 3, uintptr(index), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
- return int(c.int32s[0])
- }
- func (c *Functions) GetVertexAttribBinding(index int, pname Enum) Object {
- return Object{uint(c.GetVertexAttrib(index, pname))}
- }
- func (c *Functions) GetVertexAttribPointer(index int, pname Enum) uintptr {
- syscall.Syscall(_glGetVertexAttribPointerv.Addr(), 3, uintptr(index), uintptr(pname), uintptr(unsafe.Pointer(&c.uintptrs[0])))
- return c.uintptrs[0]
- }
- func (c *Functions) InvalidateFramebuffer(target, attachment Enum) {
- addr := _glInvalidateFramebuffer.Addr()
- if addr == 0 {
- // InvalidateFramebuffer is just a hint. Skip it if not supported.
- return
- }
- syscall.Syscall(addr, 3, uintptr(target), 1, uintptr(unsafe.Pointer(&attachment)))
- }
- func (f *Functions) IsEnabled(cap Enum) bool {
- u, _, _ := syscall.Syscall(_glIsEnabled.Addr(), 1, uintptr(cap), 0, 0)
- return u == TRUE
- }
- func (c *Functions) LinkProgram(p Program) {
- syscall.Syscall(_glLinkProgram.Addr(), 1, uintptr(p.V), 0, 0)
- }
- func (c *Functions) PixelStorei(pname Enum, param int) {
- syscall.Syscall(_glPixelStorei.Addr(), 2, uintptr(pname), uintptr(param), 0)
- }
- func (f *Functions) MemoryBarrier(barriers Enum) {
- panic("not implemented")
- }
- func (f *Functions) MapBufferRange(target Enum, offset, length int, access Enum) []byte {
- panic("not implemented")
- }
- func (f *Functions) ReadPixels(x, y, width, height int, format, ty Enum, data []byte) {
- d0 := &data[0]
- syscall.Syscall9(_glReadPixels.Addr(), 7, uintptr(x), uintptr(y), uintptr(width), uintptr(height), uintptr(format), uintptr(ty), uintptr(unsafe.Pointer(d0)), 0, 0)
- issue34474KeepAlive(d0)
- }
- func (c *Functions) RenderbufferStorage(target, internalformat Enum, width, height int) {
- syscall.Syscall6(_glRenderbufferStorage.Addr(), 4, uintptr(target), uintptr(internalformat), uintptr(width), uintptr(height), 0, 0)
- }
- func (c *Functions) Scissor(x, y, width, height int32) {
- syscall.Syscall6(_glScissor.Addr(), 4, uintptr(x), uintptr(y), uintptr(width), uintptr(height), 0, 0)
- }
- func (c *Functions) ShaderSource(s Shader, src string) {
- var n uintptr = uintptr(len(src))
- psrc := &src
- syscall.Syscall6(_glShaderSource.Addr(), 4, uintptr(s.V), 1, uintptr(unsafe.Pointer(psrc)), uintptr(unsafe.Pointer(&n)), 0, 0)
- issue34474KeepAlive(psrc)
- }
- func (f *Functions) TexImage2D(target Enum, level int, internalFormat Enum, width int, height int, format Enum, ty Enum) {
- syscall.Syscall9(_glTexImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(internalFormat), uintptr(width), uintptr(height), 0, uintptr(format), uintptr(ty), 0)
- }
- func (f *Functions) TexStorage2D(target Enum, levels int, internalFormat Enum, width, height int) {
- syscall.Syscall6(_glTexStorage2D.Addr(), 5, uintptr(target), uintptr(levels), uintptr(internalFormat), uintptr(width), uintptr(height), 0)
- }
- func (c *Functions) TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte) {
- d0 := &data[0]
- syscall.Syscall9(_glTexSubImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(x), uintptr(y), uintptr(width), uintptr(height), uintptr(format), uintptr(ty), uintptr(unsafe.Pointer(d0)))
- issue34474KeepAlive(d0)
- }
- func (c *Functions) TexParameteri(target, pname Enum, param int) {
- syscall.Syscall(_glTexParameteri.Addr(), 3, uintptr(target), uintptr(pname), uintptr(param))
- }
- func (f *Functions) UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint) {
- syscall.Syscall(_glUniformBlockBinding.Addr(), 3, uintptr(p.V), uintptr(uniformBlockIndex), uintptr(uniformBlockBinding))
- }
- func (c *Functions) Uniform1f(dst Uniform, v float32) {
- syscall.Syscall(_glUniform1f.Addr(), 2, uintptr(dst.V), uintptr(math.Float32bits(v)), 0)
- }
- func (c *Functions) Uniform1i(dst Uniform, v int) {
- syscall.Syscall(_glUniform1i.Addr(), 2, uintptr(dst.V), uintptr(v), 0)
- }
- func (c *Functions) Uniform2f(dst Uniform, v0, v1 float32) {
- syscall.Syscall(_glUniform2f.Addr(), 3, uintptr(dst.V), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)))
- }
- func (c *Functions) Uniform3f(dst Uniform, v0, v1, v2 float32) {
- syscall.Syscall6(_glUniform3f.Addr(), 4, uintptr(dst.V), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)), uintptr(math.Float32bits(v2)), 0, 0)
- }
- func (c *Functions) Uniform4f(dst Uniform, v0, v1, v2, v3 float32) {
- syscall.Syscall6(_glUniform4f.Addr(), 5, uintptr(dst.V), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)), uintptr(math.Float32bits(v2)), uintptr(math.Float32bits(v3)), 0)
- }
- func (c *Functions) UseProgram(p Program) {
- syscall.Syscall(_glUseProgram.Addr(), 1, uintptr(p.V), 0, 0)
- }
- func (f *Functions) UnmapBuffer(target Enum) bool {
- panic("not implemented")
- }
- func (c *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) {
- var norm uintptr
- if normalized {
- norm = 1
- }
- syscall.Syscall6(_glVertexAttribPointer.Addr(), 6, uintptr(dst), uintptr(size), uintptr(ty), norm, uintptr(stride), uintptr(offset))
- }
- func (c *Functions) Viewport(x, y, width, height int) {
- syscall.Syscall6(_glViewport.Addr(), 4, uintptr(x), uintptr(y), uintptr(width), uintptr(height), 0, 0)
- }
- func cString(s string) []byte {
- b := make([]byte, len(s)+1)
- copy(b, s)
- return b
- }
- // issue34474KeepAlive calls runtime.KeepAlive as a
- // workaround for golang.org/issue/34474.
- func issue34474KeepAlive(v interface{}) {
- runtime.KeepAlive(v)
- }
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