diff options
Diffstat (limited to 'vendor/gioui.org/internal/gl/gl_unix.go')
-rw-r--r-- | vendor/gioui.org/internal/gl/gl_unix.go | 1222 |
1 files changed, 1222 insertions, 0 deletions
diff --git a/vendor/gioui.org/internal/gl/gl_unix.go b/vendor/gioui.org/internal/gl/gl_unix.go new file mode 100644 index 0000000..f223ced --- /dev/null +++ b/vendor/gioui.org/internal/gl/gl_unix.go @@ -0,0 +1,1222 @@ +// SPDX-License-Identifier: Unlicense OR MIT + +//go:build darwin || linux || freebsd || openbsd +// +build darwin linux freebsd openbsd + +package gl + +import ( + "fmt" + "runtime" + "strings" + "unsafe" +) + +/* +#cgo CFLAGS: -Werror +#cgo linux freebsd LDFLAGS: -ldl + +#include <stdint.h> +#include <stdlib.h> +#include <sys/types.h> +#define __USE_GNU +#include <dlfcn.h> + +typedef unsigned int GLenum; +typedef unsigned int GLuint; +typedef char GLchar; +typedef float GLfloat; +typedef ssize_t GLsizeiptr; +typedef intptr_t GLintptr; +typedef unsigned int GLbitfield; +typedef int GLint; +typedef unsigned char GLboolean; +typedef int GLsizei; +typedef uint8_t GLubyte; + +typedef struct { + void (*glActiveTexture)(GLenum texture); + void (*glAttachShader)(GLuint program, GLuint shader); + void (*glBindAttribLocation)(GLuint program, GLuint index, const GLchar *name); + void (*glBindBuffer)(GLenum target, GLuint buffer); + void (*glBindFramebuffer)(GLenum target, GLuint framebuffer); + void (*glBindRenderbuffer)(GLenum target, GLuint renderbuffer); + void (*glBindTexture)(GLenum target, GLuint texture); + void (*glBlendEquation)(GLenum mode); + void (*glBlendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcA, GLenum dstA); + void (*glBufferData)(GLenum target, GLsizeiptr size, const void *data, GLenum usage); + void (*glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); + GLenum (*glCheckFramebufferStatus)(GLenum target); + void (*glClear)(GLbitfield mask); + void (*glClearColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); + void (*glClearDepthf)(GLfloat d); + void (*glCompileShader)(GLuint shader); + void (*glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); + GLuint (*glCreateProgram)(void); + GLuint (*glCreateShader)(GLenum type); + void (*glDeleteBuffers)(GLsizei n, const GLuint *buffers); + void (*glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers); + void (*glDeleteProgram)(GLuint program); + void (*glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers); + void (*glDeleteShader)(GLuint shader); + void (*glDeleteTextures)(GLsizei n, const GLuint *textures); + void (*glDepthFunc)(GLenum func); + void (*glDepthMask)(GLboolean flag); + void (*glDisable)(GLenum cap); + void (*glDisableVertexAttribArray)(GLuint index); + void (*glDrawArrays)(GLenum mode, GLint first, GLsizei count); + void (*glDrawElements)(GLenum mode, GLsizei count, GLenum type, const void *indices); + void (*glEnable)(GLenum cap); + void (*glEnableVertexAttribArray)(GLuint index); + void (*glFinish)(void); + void (*glFlush)(void); + void (*glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); + void (*glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); + void (*glGenBuffers)(GLsizei n, GLuint *buffers); + void (*glGenFramebuffers)(GLsizei n, GLuint *framebuffers); + void (*glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers); + void (*glGenTextures)(GLsizei n, GLuint *textures); + GLenum (*glGetError)(void); + void (*glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint *params); + void (*glGetFloatv)(GLenum pname, GLfloat *data); + void (*glGetIntegerv)(GLenum pname, GLint *data); + void (*glGetIntegeri_v)(GLenum pname, GLuint idx, GLint *data); + void (*glGetProgramiv)(GLuint program, GLenum pname, GLint *params); + void (*glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); + void (*glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params); + void (*glGetShaderiv)(GLuint shader, GLenum pname, GLint *params); + void (*glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); + const GLubyte *(*glGetString)(GLenum name); + GLint (*glGetUniformLocation)(GLuint program, const GLchar *name); + void (*glGetVertexAttribiv)(GLuint index, GLenum pname, GLint *params); + void (*glGetVertexAttribPointerv)(GLuint index, GLenum pname, void **params); + GLboolean (*glIsEnabled)(GLenum cap); + void (*glLinkProgram)(GLuint program); + void (*glPixelStorei)(GLenum pname, GLint param); + void (*glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); + void (*glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); + void (*glScissor)(GLint x, GLint y, GLsizei width, GLsizei height); + void (*glShaderSource)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); + void (*glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); + void (*glTexParameteri)(GLenum target, GLenum pname, GLint param); + void (*glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); + void (*glUniform1f)(GLint location, GLfloat v0); + void (*glUniform1i)(GLint location, GLint v0); + void (*glUniform2f)(GLint location, GLfloat v0, GLfloat v1); + void (*glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); + void (*glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); + void (*glUseProgram)(GLuint program); + void (*glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); + void (*glViewport)(GLint x, GLint y, GLsizei width, GLsizei height); + + void (*glBindVertexArray)(GLuint array); + void (*glBindBufferBase)(GLenum target, GLuint index, GLuint buffer); + GLuint (*glGetUniformBlockIndex)(GLuint program, const GLchar *uniformBlockName); + void (*glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); + void (*glInvalidateFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum *attachments); + void (*glBeginQuery)(GLenum target, GLuint id); + void (*glDeleteQueries)(GLsizei n, const GLuint *ids); + void (*glDeleteVertexArrays)(GLsizei n, const GLuint *ids); + void (*glEndQuery)(GLenum target); + void (*glGenQueries)(GLsizei n, GLuint *ids); + void (*glGenVertexArrays)(GLsizei n, GLuint *ids); + void (*glGetProgramBinary)(GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary); + void (*glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint *params); + const GLubyte* (*glGetStringi)(GLenum name, GLuint index); + void (*glDispatchCompute)(GLuint x, GLuint y, GLuint z); + void (*glMemoryBarrier)(GLbitfield barriers); + void* (*glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); + GLboolean (*glUnmapBuffer)(GLenum target); + void (*glBindImageTexture)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); + void (*glTexStorage2D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); + void (*glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +} glFunctions; + +static void glActiveTexture(glFunctions *f, GLenum texture) { + f->glActiveTexture(texture); +} + +static void glAttachShader(glFunctions *f, GLuint program, GLuint shader) { + f->glAttachShader(program, shader); +} + +static void glBindAttribLocation(glFunctions *f, GLuint program, GLuint index, const GLchar *name) { + f->glBindAttribLocation(program, index, name); +} + +static void glBindBuffer(glFunctions *f, GLenum target, GLuint buffer) { + f->glBindBuffer(target, buffer); +} + +static void glBindFramebuffer(glFunctions *f, GLenum target, GLuint framebuffer) { + f->glBindFramebuffer(target, framebuffer); +} + +static void glBindRenderbuffer(glFunctions *f, GLenum target, GLuint renderbuffer) { + f->glBindRenderbuffer(target, renderbuffer); +} + +static void glBindTexture(glFunctions *f, GLenum target, GLuint texture) { + f->glBindTexture(target, texture); +} + +static void glBindVertexArray(glFunctions *f, GLuint array) { + f->glBindVertexArray(array); +} + +static void glBlendEquation(glFunctions *f, GLenum mode) { + f->glBlendEquation(mode); +} + +static void glBlendFuncSeparate(glFunctions *f, GLenum srcRGB, GLenum dstRGB, GLenum srcA, GLenum dstA) { + f->glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA); +} + +static void glBufferData(glFunctions *f, GLenum target, GLsizeiptr size, const void *data, GLenum usage) { + f->glBufferData(target, size, data, usage); +} + +static void glBufferSubData(glFunctions *f, GLenum target, GLintptr offset, GLsizeiptr size, const void *data) { + f->glBufferSubData(target, offset, size, data); +} + +static GLenum glCheckFramebufferStatus(glFunctions *f, GLenum target) { + return f->glCheckFramebufferStatus(target); +} + +static void glClear(glFunctions *f, GLbitfield mask) { + f->glClear(mask); +} + +static void glClearColor(glFunctions *f, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { + f->glClearColor(red, green, blue, alpha); +} + +static void glClearDepthf(glFunctions *f, GLfloat d) { + f->glClearDepthf(d); +} + +static void glCompileShader(glFunctions *f, GLuint shader) { + f->glCompileShader(shader); +} + +static void glCopyTexSubImage2D(glFunctions *f, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { + f->glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); +} + +static GLuint glCreateProgram(glFunctions *f) { + return f->glCreateProgram(); +} + +static GLuint glCreateShader(glFunctions *f, GLenum type) { + return f->glCreateShader(type); +} + +static void glDeleteBuffers(glFunctions *f, GLsizei n, const GLuint *buffers) { + f->glDeleteBuffers(n, buffers); +} + +static void glDeleteFramebuffers(glFunctions *f, GLsizei n, const GLuint *framebuffers) { + f->glDeleteFramebuffers(n, framebuffers); +} + +static void glDeleteProgram(glFunctions *f, GLuint program) { + f->glDeleteProgram(program); +} + +static void glDeleteRenderbuffers(glFunctions *f, GLsizei n, const GLuint *renderbuffers) { + f->glDeleteRenderbuffers(n, renderbuffers); +} + +static void glDeleteShader(glFunctions *f, GLuint shader) { + f->glDeleteShader(shader); +} + +static void glDeleteTextures(glFunctions *f, GLsizei n, const GLuint *textures) { + f->glDeleteTextures(n, textures); +} + +static void glDepthFunc(glFunctions *f, GLenum func) { + f->glDepthFunc(func); +} + +static void glDepthMask(glFunctions *f, GLboolean flag) { + f->glDepthMask(flag); +} + +static void glDisable(glFunctions *f, GLenum cap) { + f->glDisable(cap); +} + +static void glDisableVertexAttribArray(glFunctions *f, GLuint index) { + f->glDisableVertexAttribArray(index); +} + +static void glDrawArrays(glFunctions *f, GLenum mode, GLint first, GLsizei count) { + f->glDrawArrays(mode, first, count); +} + +// offset is defined as an uintptr_t to omit Cgo pointer checks. +static void glDrawElements(glFunctions *f, GLenum mode, GLsizei count, GLenum type, const uintptr_t offset) { + f->glDrawElements(mode, count, type, (const void *)offset); +} + +static void glEnable(glFunctions *f, GLenum cap) { + f->glEnable(cap); +} + +static void glEnableVertexAttribArray(glFunctions *f, GLuint index) { + f->glEnableVertexAttribArray(index); +} + +static void glFinish(glFunctions *f) { + f->glFinish(); +} + +static void glFlush(glFunctions *f) { + f->glFlush(); +} + +static void glFramebufferRenderbuffer(glFunctions *f, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { + f->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); +} + +static void glFramebufferTexture2D(glFunctions *f, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { + f->glFramebufferTexture2D(target, attachment, textarget, texture, level); +} + +static void glGenBuffers(glFunctions *f, GLsizei n, GLuint *buffers) { + f->glGenBuffers(n, buffers); +} + +static void glGenFramebuffers(glFunctions *f, GLsizei n, GLuint *framebuffers) { + f->glGenFramebuffers(n, framebuffers); +} + +static void glGenRenderbuffers(glFunctions *f, GLsizei n, GLuint *renderbuffers) { + f->glGenRenderbuffers(n, renderbuffers); +} + +static void glGenTextures(glFunctions *f, GLsizei n, GLuint *textures) { + f->glGenTextures(n, textures); +} + +static GLenum glGetError(glFunctions *f) { + return f->glGetError(); +} + +static void glGetFramebufferAttachmentParameteriv(glFunctions *f, GLenum target, GLenum attachment, GLenum pname, GLint *params) { + f->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); +} + +static void glGetIntegerv(glFunctions *f, GLenum pname, GLint *data) { + f->glGetIntegerv(pname, data); +} + +static void glGetFloatv(glFunctions *f, GLenum pname, GLfloat *data) { + f->glGetFloatv(pname, data); +} + +static void glGetIntegeri_v(glFunctions *f, GLenum pname, GLuint idx, GLint *data) { + f->glGetIntegeri_v(pname, idx, data); +} + +static void glGetProgramiv(glFunctions *f, GLuint program, GLenum pname, GLint *params) { + f->glGetProgramiv(program, pname, params); +} + +static void glGetProgramInfoLog(glFunctions *f, GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { + f->glGetProgramInfoLog(program, bufSize, length, infoLog); +} + +static void glGetRenderbufferParameteriv(glFunctions *f, GLenum target, GLenum pname, GLint *params) { + f->glGetRenderbufferParameteriv(target, pname, params); +} + +static void glGetShaderiv(glFunctions *f, GLuint shader, GLenum pname, GLint *params) { + f->glGetShaderiv(shader, pname, params); +} + +static void glGetShaderInfoLog(glFunctions *f, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { + f->glGetShaderInfoLog(shader, bufSize, length, infoLog); +} + +static const GLubyte *glGetString(glFunctions *f, GLenum name) { + return f->glGetString(name); +} + +static GLint glGetUniformLocation(glFunctions *f, GLuint program, const GLchar *name) { + return f->glGetUniformLocation(program, name); +} + +static void glGetVertexAttribiv(glFunctions *f, GLuint index, GLenum pname, GLint *data) { + f->glGetVertexAttribiv(index, pname, data); +} + +// Return uintptr_t to avoid Cgo pointer check. +static uintptr_t glGetVertexAttribPointerv(glFunctions *f, GLuint index, GLenum pname) { + void *ptrs; + f->glGetVertexAttribPointerv(index, pname, &ptrs); + return (uintptr_t)ptrs; +} + +static GLboolean glIsEnabled(glFunctions *f, GLenum cap) { + return f->glIsEnabled(cap); +} + +static void glLinkProgram(glFunctions *f, GLuint program) { + f->glLinkProgram(program); +} + +static void glPixelStorei(glFunctions *f, GLenum pname, GLint param) { + f->glPixelStorei(pname, param); +} + +static void glReadPixels(glFunctions *f, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) { + f->glReadPixels(x, y, width, height, format, type, pixels); +} + +static void glRenderbufferStorage(glFunctions *f, GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { + f->glRenderbufferStorage(target, internalformat, width, height); +} + +static void glScissor(glFunctions *f, GLint x, GLint y, GLsizei width, GLsizei height) { + f->glScissor(x, y, width, height); +} + +static void glShaderSource(glFunctions *f, GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) { + f->glShaderSource(shader, count, string, length); +} + +static void glTexImage2D(glFunctions *f, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) { + f->glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); +} + +static void glTexParameteri(glFunctions *f, GLenum target, GLenum pname, GLint param) { + f->glTexParameteri(target, pname, param); +} + +static void glTexSubImage2D(glFunctions *f, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { + f->glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); +} + +static void glUniform1f(glFunctions *f, GLint location, GLfloat v0) { + f->glUniform1f(location, v0); +} + +static void glUniform1i(glFunctions *f, GLint location, GLint v0) { + f->glUniform1i(location, v0); +} + +static void glUniform2f(glFunctions *f, GLint location, GLfloat v0, GLfloat v1) { + f->glUniform2f(location, v0, v1); +} + +static void glUniform3f(glFunctions *f, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { + f->glUniform3f(location, v0, v1, v2); +} + +static void glUniform4f(glFunctions *f, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { + f->glUniform4f(location, v0, v1, v2, v3); +} + +static void glUseProgram(glFunctions *f, GLuint program) { + f->glUseProgram(program); +} + +// offset is defined as an uintptr_t to omit Cgo pointer checks. +static void glVertexAttribPointer(glFunctions *f, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t offset) { + f->glVertexAttribPointer(index, size, type, normalized, stride, (const void *)offset); +} + +static void glViewport(glFunctions *f, GLint x, GLint y, GLsizei width, GLsizei height) { + f->glViewport(x, y, width, height); +} + +static void glBindBufferBase(glFunctions *f, GLenum target, GLuint index, GLuint buffer) { + f->glBindBufferBase(target, index, buffer); +} + +static void glUniformBlockBinding(glFunctions *f, GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { + f->glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); +} + +static GLuint glGetUniformBlockIndex(glFunctions *f, GLuint program, const GLchar *uniformBlockName) { + return f->glGetUniformBlockIndex(program, uniformBlockName); +} + +static void glInvalidateFramebuffer(glFunctions *f, GLenum target, GLenum attachment) { + // Framebuffer invalidation is just a hint and can safely be ignored. + if (f->glInvalidateFramebuffer != NULL) { + f->glInvalidateFramebuffer(target, 1, &attachment); + } +} + +static void glBeginQuery(glFunctions *f, GLenum target, GLenum attachment) { + f->glBeginQuery(target, attachment); +} + +static void glDeleteQueries(glFunctions *f, GLsizei n, const GLuint *ids) { + f->glDeleteQueries(n, ids); +} + +static void glDeleteVertexArrays(glFunctions *f, GLsizei n, const GLuint *ids) { + f->glDeleteVertexArrays(n, ids); +} + +static void glEndQuery(glFunctions *f, GLenum target) { + f->glEndQuery(target); +} + +static const GLubyte* glGetStringi(glFunctions *f, GLenum name, GLuint index) { + return f->glGetStringi(name, index); +} + +static void glGenQueries(glFunctions *f, GLsizei n, GLuint *ids) { + f->glGenQueries(n, ids); +} + +static void glGenVertexArrays(glFunctions *f, GLsizei n, GLuint *ids) { + f->glGenVertexArrays(n, ids); +} + +static void glGetProgramBinary(glFunctions *f, GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary) { + f->glGetProgramBinary(program, bufsize, length, binaryFormat, binary); +} + +static void glGetQueryObjectuiv(glFunctions *f, GLuint id, GLenum pname, GLuint *params) { + f->glGetQueryObjectuiv(id, pname, params); +} + +static void glMemoryBarrier(glFunctions *f, GLbitfield barriers) { + f->glMemoryBarrier(barriers); +} + +static void glDispatchCompute(glFunctions *f, GLuint x, GLuint y, GLuint z) { + f->glDispatchCompute(x, y, z); +} + +static void *glMapBufferRange(glFunctions *f, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) { + return f->glMapBufferRange(target, offset, length, access); +} + +static GLboolean glUnmapBuffer(glFunctions *f, GLenum target) { + return f->glUnmapBuffer(target); +} + +static void glBindImageTexture(glFunctions *f, GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) { + f->glBindImageTexture(unit, texture, level, layered, layer, access, format); +} + +static void glTexStorage2D(glFunctions *f, GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height) { + f->glTexStorage2D(target, levels, internalFormat, width, height); +} + +static void glBlitFramebuffer(glFunctions *f, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { + f->glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); +} +*/ +import "C" + +type Context interface{} + +type Functions struct { + // Query caches. + uints [100]C.GLuint + ints [100]C.GLint + floats [100]C.GLfloat + + f C.glFunctions +} + +func NewFunctions(ctx Context, forceES bool) (*Functions, error) { + if ctx != nil { + panic("non-nil context") + } + f := new(Functions) + err := f.load(forceES) + if err != nil { + return nil, err + } + return f, nil +} + +func dlsym(handle unsafe.Pointer, s string) unsafe.Pointer { + cs := C.CString(s) + defer C.free(unsafe.Pointer(cs)) + return C.dlsym(handle, cs) +} + +func dlopen(lib string) unsafe.Pointer { + clib := C.CString(lib) + defer C.free(unsafe.Pointer(clib)) + return C.dlopen(clib, C.RTLD_NOW|C.RTLD_LOCAL) +} + +func (f *Functions) load(forceES bool) error { + var ( + loadErr error + libNames []string + handles []unsafe.Pointer + ) + switch { + case runtime.GOOS == "darwin" && !forceES: + libNames = []string{"/System/Library/Frameworks/OpenGL.framework/OpenGL"} + case runtime.GOOS == "darwin" && forceES: + libNames = []string{"libGLESv2.dylib"} + case runtime.GOOS == "ios": + libNames = []string{"/System/Library/Frameworks/OpenGLES.framework/OpenGLES"} + case runtime.GOOS == "android": + libNames = []string{"libGLESv2.so", "libGLESv3.so"} + default: + libNames = []string{"libGLESv2.so.2"} + } + for _, lib := range libNames { + if h := dlopen(lib); h != nil { + handles = append(handles, h) + } + } + if len(handles) == 0 { + return fmt.Errorf("gl: no OpenGL implementation could be loaded (tried %q)", libNames) + } + load := func(s string) *[0]byte { + for _, h := range handles { + if f := dlsym(h, s); f != nil { + return (*[0]byte)(f) + } + } + return nil + } + must := func(s string) *[0]byte { + ptr := load(s) + if ptr == nil { + loadErr = fmt.Errorf("gl: failed to load symbol %q", s) + } + return ptr + } + // GL ES 2.0 functions. + f.f.glActiveTexture = must("glActiveTexture") + f.f.glAttachShader = must("glAttachShader") + f.f.glBindAttribLocation = must("glBindAttribLocation") + f.f.glBindBuffer = must("glBindBuffer") + f.f.glBindFramebuffer = must("glBindFramebuffer") + f.f.glBindRenderbuffer = must("glBindRenderbuffer") + f.f.glBindTexture = must("glBindTexture") + f.f.glBlendEquation = must("glBlendEquation") + f.f.glBlendFuncSeparate = must("glBlendFuncSeparate") + f.f.glBufferData = must("glBufferData") + f.f.glBufferSubData = must("glBufferSubData") + f.f.glCheckFramebufferStatus = must("glCheckFramebufferStatus") + f.f.glClear = must("glClear") + f.f.glClearColor = must("glClearColor") + f.f.glClearDepthf = must("glClearDepthf") + f.f.glCompileShader = must("glCompileShader") + f.f.glCopyTexSubImage2D = must("glCopyTexSubImage2D") + f.f.glCreateProgram = must("glCreateProgram") + f.f.glCreateShader = must("glCreateShader") + f.f.glDeleteBuffers = must("glDeleteBuffers") + f.f.glDeleteFramebuffers = must("glDeleteFramebuffers") + f.f.glDeleteProgram = must("glDeleteProgram") + f.f.glDeleteRenderbuffers = must("glDeleteRenderbuffers") + f.f.glDeleteShader = must("glDeleteShader") + f.f.glDeleteTextures = must("glDeleteTextures") + f.f.glDepthFunc = must("glDepthFunc") + f.f.glDepthMask = must("glDepthMask") + f.f.glDisable = must("glDisable") + f.f.glDisableVertexAttribArray = must("glDisableVertexAttribArray") + f.f.glDrawArrays = must("glDrawArrays") + f.f.glDrawElements = must("glDrawElements") + f.f.glEnable = must("glEnable") + f.f.glEnableVertexAttribArray = must("glEnableVertexAttribArray") + f.f.glFinish = must("glFinish") + f.f.glFlush = must("glFlush") + f.f.glFramebufferRenderbuffer = must("glFramebufferRenderbuffer") + f.f.glFramebufferTexture2D = must("glFramebufferTexture2D") + f.f.glGenBuffers = must("glGenBuffers") + f.f.glGenFramebuffers = must("glGenFramebuffers") + f.f.glGenRenderbuffers = must("glGenRenderbuffers") + f.f.glGenTextures = must("glGenTextures") + f.f.glGetError = must("glGetError") + f.f.glGetFramebufferAttachmentParameteriv = must("glGetFramebufferAttachmentParameteriv") + f.f.glGetIntegerv = must("glGetIntegerv") + f.f.glGetFloatv = must("glGetFloatv") + f.f.glGetProgramiv = must("glGetProgramiv") + f.f.glGetProgramInfoLog = must("glGetProgramInfoLog") + f.f.glGetRenderbufferParameteriv = must("glGetRenderbufferParameteriv") + f.f.glGetShaderiv = must("glGetShaderiv") + f.f.glGetShaderInfoLog = must("glGetShaderInfoLog") + f.f.glGetString = must("glGetString") + f.f.glGetUniformLocation = must("glGetUniformLocation") + f.f.glGetVertexAttribiv = must("glGetVertexAttribiv") + f.f.glGetVertexAttribPointerv = must("glGetVertexAttribPointerv") + f.f.glIsEnabled = must("glIsEnabled") + f.f.glLinkProgram = must("glLinkProgram") + f.f.glPixelStorei = must("glPixelStorei") + f.f.glReadPixels = must("glReadPixels") + f.f.glRenderbufferStorage = must("glRenderbufferStorage") + f.f.glScissor = must("glScissor") + f.f.glShaderSource = must("glShaderSource") + f.f.glTexImage2D = must("glTexImage2D") + f.f.glTexParameteri = must("glTexParameteri") + f.f.glTexSubImage2D = must("glTexSubImage2D") + f.f.glUniform1f = must("glUniform1f") + f.f.glUniform1i = must("glUniform1i") + f.f.glUniform2f = must("glUniform2f") + f.f.glUniform3f = must("glUniform3f") + f.f.glUniform4f = must("glUniform4f") + f.f.glUseProgram = must("glUseProgram") + f.f.glVertexAttribPointer = must("glVertexAttribPointer") + f.f.glViewport = must("glViewport") + + // Extensions and GL ES 3 functions. + f.f.glBindBufferBase = load("glBindBufferBase") + f.f.glBindVertexArray = load("glBindVertexArray") + f.f.glGetIntegeri_v = load("glGetIntegeri_v") + f.f.glGetUniformBlockIndex = load("glGetUniformBlockIndex") + f.f.glUniformBlockBinding = load("glUniformBlockBinding") + f.f.glInvalidateFramebuffer = load("glInvalidateFramebuffer") + f.f.glGetStringi = load("glGetStringi") + // Fall back to EXT_invalidate_framebuffer if available. + if f.f.glInvalidateFramebuffer == nil { + f.f.glInvalidateFramebuffer = load("glDiscardFramebufferEXT") + } + + f.f.glBeginQuery = load("glBeginQuery") + if f.f.glBeginQuery == nil { + f.f.glBeginQuery = load("glBeginQueryEXT") + } + f.f.glDeleteQueries = load("glDeleteQueries") + if f.f.glDeleteQueries == nil { + f.f.glDeleteQueries = load("glDeleteQueriesEXT") + } + f.f.glEndQuery = load("glEndQuery") + if f.f.glEndQuery == nil { + f.f.glEndQuery = load("glEndQueryEXT") + } + f.f.glGenQueries = load("glGenQueries") + if f.f.glGenQueries == nil { + f.f.glGenQueries = load("glGenQueriesEXT") + } + f.f.glGetQueryObjectuiv = load("glGetQueryObjectuiv") + if f.f.glGetQueryObjectuiv == nil { + f.f.glGetQueryObjectuiv = load("glGetQueryObjectuivEXT") + } + + f.f.glDeleteVertexArrays = load("glDeleteVertexArrays") + f.f.glGenVertexArrays = load("glGenVertexArrays") + f.f.glMemoryBarrier = load("glMemoryBarrier") + f.f.glDispatchCompute = load("glDispatchCompute") + f.f.glMapBufferRange = load("glMapBufferRange") + f.f.glUnmapBuffer = load("glUnmapBuffer") + f.f.glBindImageTexture = load("glBindImageTexture") + f.f.glTexStorage2D = load("glTexStorage2D") + f.f.glBlitFramebuffer = load("glBlitFramebuffer") + f.f.glGetProgramBinary = load("glGetProgramBinary") + + return loadErr +} + +func (f *Functions) ActiveTexture(texture Enum) { + C.glActiveTexture(&f.f, C.GLenum(texture)) +} + +func (f *Functions) AttachShader(p Program, s Shader) { + C.glAttachShader(&f.f, C.GLuint(p.V), C.GLuint(s.V)) +} + +func (f *Functions) BeginQuery(target Enum, query Query) { + C.glBeginQuery(&f.f, C.GLenum(target), C.GLenum(query.V)) +} + +func (f *Functions) BindAttribLocation(p Program, a Attrib, name string) { + cname := C.CString(name) + defer C.free(unsafe.Pointer(cname)) + C.glBindAttribLocation(&f.f, C.GLuint(p.V), C.GLuint(a), cname) +} + +func (f *Functions) BindBufferBase(target Enum, index int, b Buffer) { + C.glBindBufferBase(&f.f, C.GLenum(target), C.GLuint(index), C.GLuint(b.V)) +} + +func (f *Functions) BindBuffer(target Enum, b Buffer) { + C.glBindBuffer(&f.f, C.GLenum(target), C.GLuint(b.V)) +} + +func (f *Functions) BindFramebuffer(target Enum, fb Framebuffer) { + C.glBindFramebuffer(&f.f, C.GLenum(target), C.GLuint(fb.V)) +} + +func (f *Functions) BindRenderbuffer(target Enum, fb Renderbuffer) { + C.glBindRenderbuffer(&f.f, C.GLenum(target), C.GLuint(fb.V)) +} + +func (f *Functions) BindImageTexture(unit int, t Texture, level int, layered bool, layer int, access, format Enum) { + l := C.GLboolean(FALSE) + if layered { + l = TRUE + } + C.glBindImageTexture(&f.f, C.GLuint(unit), C.GLuint(t.V), C.GLint(level), l, C.GLint(layer), C.GLenum(access), C.GLenum(format)) +} + +func (f *Functions) BindTexture(target Enum, t Texture) { + C.glBindTexture(&f.f, C.GLenum(target), C.GLuint(t.V)) +} + +func (f *Functions) BindVertexArray(a VertexArray) { + C.glBindVertexArray(&f.f, C.GLuint(a.V)) +} + +func (f *Functions) BlendEquation(mode Enum) { + C.glBlendEquation(&f.f, C.GLenum(mode)) +} + +func (f *Functions) BlendFuncSeparate(srcRGB, dstRGB, srcA, dstA Enum) { + C.glBlendFuncSeparate(&f.f, C.GLenum(srcRGB), C.GLenum(dstRGB), C.GLenum(srcA), C.GLenum(dstA)) +} + +func (f *Functions) BlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1 int, mask Enum, filter Enum) { + C.glBlitFramebuffer(&f.f, + C.GLint(sx0), C.GLint(sy0), C.GLint(sx1), C.GLint(sy1), + C.GLint(dx0), C.GLint(dy0), C.GLint(dx1), C.GLint(dy1), + C.GLenum(mask), C.GLenum(filter), + ) +} + +func (f *Functions) BufferData(target Enum, size int, usage Enum, data []byte) { + var p unsafe.Pointer + if len(data) > 0 { + p = unsafe.Pointer(&data[0]) + } + C.glBufferData(&f.f, C.GLenum(target), C.GLsizeiptr(size), p, C.GLenum(usage)) +} + +func (f *Functions) BufferSubData(target Enum, offset int, src []byte) { + var p unsafe.Pointer + if len(src) > 0 { + p = unsafe.Pointer(&src[0]) + } + C.glBufferSubData(&f.f, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(len(src)), p) +} + +func (f *Functions) CheckFramebufferStatus(target Enum) Enum { + return Enum(C.glCheckFramebufferStatus(&f.f, C.GLenum(target))) +} + +func (f *Functions) Clear(mask Enum) { + C.glClear(&f.f, C.GLbitfield(mask)) +} + +func (f *Functions) ClearColor(red float32, green float32, blue float32, alpha float32) { + C.glClearColor(&f.f, C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha)) +} + +func (f *Functions) ClearDepthf(d float32) { + C.glClearDepthf(&f.f, C.GLfloat(d)) +} + +func (f *Functions) CompileShader(s Shader) { + C.glCompileShader(&f.f, C.GLuint(s.V)) +} + +func (f *Functions) CopyTexSubImage2D(target Enum, level, xoffset, yoffset, x, y, width, height int) { + C.glCopyTexSubImage2D(&f.f, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) +} + +func (f *Functions) CreateBuffer() Buffer { + C.glGenBuffers(&f.f, 1, &f.uints[0]) + return Buffer{uint(f.uints[0])} +} + +func (f *Functions) CreateFramebuffer() Framebuffer { + C.glGenFramebuffers(&f.f, 1, &f.uints[0]) + return Framebuffer{uint(f.uints[0])} +} + +func (f *Functions) CreateProgram() Program { + return Program{uint(C.glCreateProgram(&f.f))} +} + +func (f *Functions) CreateQuery() Query { + C.glGenQueries(&f.f, 1, &f.uints[0]) + return Query{uint(f.uints[0])} +} + +func (f *Functions) CreateRenderbuffer() Renderbuffer { + C.glGenRenderbuffers(&f.f, 1, &f.uints[0]) + return Renderbuffer{uint(f.uints[0])} +} + +func (f *Functions) CreateShader(ty Enum) Shader { + return Shader{uint(C.glCreateShader(&f.f, C.GLenum(ty)))} +} + +func (f *Functions) CreateTexture() Texture { + C.glGenTextures(&f.f, 1, &f.uints[0]) + return Texture{uint(f.uints[0])} +} + +func (f *Functions) CreateVertexArray() VertexArray { + C.glGenVertexArrays(&f.f, 1, &f.uints[0]) + return VertexArray{uint(f.uints[0])} +} + +func (f *Functions) DeleteBuffer(v Buffer) { + f.uints[0] = C.GLuint(v.V) + C.glDeleteBuffers(&f.f, 1, &f.uints[0]) +} + +func (f *Functions) DeleteFramebuffer(v Framebuffer) { + f.uints[0] = C.GLuint(v.V) + C.glDeleteFramebuffers(&f.f, 1, &f.uints[0]) +} + +func (f *Functions) DeleteProgram(p Program) { + C.glDeleteProgram(&f.f, C.GLuint(p.V)) +} + +func (f *Functions) DeleteQuery(query Query) { + f.uints[0] = C.GLuint(query.V) + C.glDeleteQueries(&f.f, 1, &f.uints[0]) +} + +func (f *Functions) DeleteVertexArray(array VertexArray) { + f.uints[0] = C.GLuint(array.V) + C.glDeleteVertexArrays(&f.f, 1, &f.uints[0]) +} + +func (f *Functions) DeleteRenderbuffer(v Renderbuffer) { + f.uints[0] = C.GLuint(v.V) + C.glDeleteRenderbuffers(&f.f, 1, &f.uints[0]) +} + +func (f *Functions) DeleteShader(s Shader) { + C.glDeleteShader(&f.f, C.GLuint(s.V)) +} + +func (f *Functions) DeleteTexture(v Texture) { + f.uints[0] = C.GLuint(v.V) + C.glDeleteTextures(&f.f, 1, &f.uints[0]) +} + +func (f *Functions) DepthFunc(v Enum) { + C.glDepthFunc(&f.f, C.GLenum(v)) +} + +func (f *Functions) DepthMask(mask bool) { + m := C.GLboolean(FALSE) + if mask { + m = C.GLboolean(TRUE) + } + C.glDepthMask(&f.f, m) +} + +func (f *Functions) DisableVertexAttribArray(a Attrib) { + C.glDisableVertexAttribArray(&f.f, C.GLuint(a)) +} + +func (f *Functions) Disable(cap Enum) { + C.glDisable(&f.f, C.GLenum(cap)) +} + +func (f *Functions) DrawArrays(mode Enum, first int, count int) { + C.glDrawArrays(&f.f, C.GLenum(mode), C.GLint(first), C.GLsizei(count)) +} + +func (f *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) { + C.glDrawElements(&f.f, C.GLenum(mode), C.GLsizei(count), C.GLenum(ty), C.uintptr_t(offset)) +} + +func (f *Functions) DispatchCompute(x, y, z int) { + C.glDispatchCompute(&f.f, C.GLuint(x), C.GLuint(y), C.GLuint(z)) +} + +func (f *Functions) Enable(cap Enum) { + C.glEnable(&f.f, C.GLenum(cap)) +} + +func (f *Functions) EndQuery(target Enum) { + C.glEndQuery(&f.f, C.GLenum(target)) +} + +func (f *Functions) EnableVertexAttribArray(a Attrib) { + C.glEnableVertexAttribArray(&f.f, C.GLuint(a)) +} + +func (f *Functions) Finish() { + C.glFinish(&f.f) +} + +func (f *Functions) Flush() { + C.glFlush(&f.f) +} + +func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) { + C.glFramebufferRenderbuffer(&f.f, C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer.V)) +} + +func (f *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) { + C.glFramebufferTexture2D(&f.f, C.GLenum(target), C.GLenum(attachment), C.GLenum(texTarget), C.GLuint(t.V), C.GLint(level)) +} + +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 (f *Functions) GetError() Enum { + return Enum(C.glGetError(&f.f)) +} + +func (f *Functions) GetRenderbufferParameteri(target, pname Enum) int { + C.glGetRenderbufferParameteriv(&f.f, C.GLenum(target), C.GLenum(pname), &f.ints[0]) + return int(f.ints[0]) +} + +func (f *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int { + C.glGetFramebufferAttachmentParameteriv(&f.f, C.GLenum(target), C.GLenum(attachment), C.GLenum(pname), &f.ints[0]) + return int(f.ints[0]) +} + +func (f *Functions) GetFloat4(pname Enum) [4]float32 { + C.glGetFloatv(&f.f, C.GLenum(pname), &f.floats[0]) + var r [4]float32 + for i := range r { + r[i] = float32(f.floats[i]) + } + return r +} + +func (f *Functions) GetFloat(pname Enum) float32 { + C.glGetFloatv(&f.f, C.GLenum(pname), &f.floats[0]) + return float32(f.floats[0]) +} + +func (f *Functions) GetInteger4(pname Enum) [4]int { + C.glGetIntegerv(&f.f, C.GLenum(pname), &f.ints[0]) + var r [4]int + for i := range r { + r[i] = int(f.ints[i]) + } + return r +} + +func (f *Functions) GetInteger(pname Enum) int { + C.glGetIntegerv(&f.f, C.GLenum(pname), &f.ints[0]) + return int(f.ints[0]) +} + +func (f *Functions) GetIntegeri(pname Enum, idx int) int { + C.glGetIntegeri_v(&f.f, C.GLenum(pname), C.GLuint(idx), &f.ints[0]) + return int(f.ints[0]) +} + +func (f *Functions) GetProgrami(p Program, pname Enum) int { + C.glGetProgramiv(&f.f, C.GLuint(p.V), C.GLenum(pname), &f.ints[0]) + return int(f.ints[0]) +} + +func (f *Functions) GetProgramBinary(p Program) []byte { + sz := f.GetProgrami(p, PROGRAM_BINARY_LENGTH) + if sz == 0 { + return nil + } + buf := make([]byte, sz) + var format C.GLenum + C.glGetProgramBinary(&f.f, C.GLuint(p.V), C.GLsizei(sz), nil, &format, unsafe.Pointer(&buf[0])) + return buf +} + +func (f *Functions) GetProgramInfoLog(p Program) string { + n := f.GetProgrami(p, INFO_LOG_LENGTH) + buf := make([]byte, n) + C.glGetProgramInfoLog(&f.f, C.GLuint(p.V), C.GLsizei(len(buf)), nil, (*C.GLchar)(unsafe.Pointer(&buf[0]))) + return string(buf) +} + +func (f *Functions) GetQueryObjectuiv(query Query, pname Enum) uint { + C.glGetQueryObjectuiv(&f.f, C.GLuint(query.V), C.GLenum(pname), &f.uints[0]) + return uint(f.uints[0]) +} + +func (f *Functions) GetShaderi(s Shader, pname Enum) int { + C.glGetShaderiv(&f.f, C.GLuint(s.V), C.GLenum(pname), &f.ints[0]) + return int(f.ints[0]) +} + +func (f *Functions) GetShaderInfoLog(s Shader) string { + n := f.GetShaderi(s, INFO_LOG_LENGTH) + buf := make([]byte, n) + C.glGetShaderInfoLog(&f.f, C.GLuint(s.V), C.GLsizei(len(buf)), nil, (*C.GLchar)(unsafe.Pointer(&buf[0]))) + return string(buf) +} + +func (f *Functions) getStringi(pname Enum, index int) string { + str := C.glGetStringi(&f.f, C.GLenum(pname), C.GLuint(index)) + if str == nil { + return "" + } + return C.GoString((*C.char)(unsafe.Pointer(str))) +} + +func (f *Functions) GetString(pname Enum) string { + switch { + case runtime.GOOS == "darwin" && pname == EXTENSIONS: + // macOS OpenGL 3 core profile doesn't support glGetString(GL_EXTENSIONS). + // Use glGetStringi(GL_EXTENSIONS, <index>). + var exts []string + nexts := f.GetInteger(NUM_EXTENSIONS) + for i := 0; i < nexts; i++ { + ext := f.getStringi(EXTENSIONS, i) + exts = append(exts, ext) + } + return strings.Join(exts, " ") + default: + str := C.glGetString(&f.f, C.GLenum(pname)) + return C.GoString((*C.char)(unsafe.Pointer(str))) + } +} + +func (f *Functions) GetUniformBlockIndex(p Program, name string) uint { + cname := C.CString(name) + defer C.free(unsafe.Pointer(cname)) + return uint(C.glGetUniformBlockIndex(&f.f, C.GLuint(p.V), cname)) +} + +func (f *Functions) GetUniformLocation(p Program, name string) Uniform { + cname := C.CString(name) + defer C.free(unsafe.Pointer(cname)) + return Uniform{int(C.glGetUniformLocation(&f.f, C.GLuint(p.V), cname))} +} + +func (f *Functions) GetVertexAttrib(index int, pname Enum) int { + C.glGetVertexAttribiv(&f.f, C.GLuint(index), C.GLenum(pname), &f.ints[0]) + return int(f.ints[0]) +} + +func (f *Functions) GetVertexAttribBinding(index int, pname Enum) Object { + return Object{uint(f.GetVertexAttrib(index, pname))} +} + +func (f *Functions) GetVertexAttribPointer(index int, pname Enum) uintptr { + ptr := C.glGetVertexAttribPointerv(&f.f, C.GLuint(index), C.GLenum(pname)) + return uintptr(ptr) +} + +func (f *Functions) InvalidateFramebuffer(target, attachment Enum) { + C.glInvalidateFramebuffer(&f.f, C.GLenum(target), C.GLenum(attachment)) +} + +func (f *Functions) IsEnabled(cap Enum) bool { + return C.glIsEnabled(&f.f, C.GLenum(cap)) == TRUE +} + +func (f *Functions) LinkProgram(p Program) { + C.glLinkProgram(&f.f, C.GLuint(p.V)) +} + +func (f *Functions) PixelStorei(pname Enum, param int) { + C.glPixelStorei(&f.f, C.GLenum(pname), C.GLint(param)) +} + +func (f *Functions) MemoryBarrier(barriers Enum) { + C.glMemoryBarrier(&f.f, C.GLbitfield(barriers)) +} + +func (f *Functions) MapBufferRange(target Enum, offset, length int, access Enum) []byte { + p := C.glMapBufferRange(&f.f, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(length), C.GLbitfield(access)) + if p == nil { + return nil + } + return (*[1 << 30]byte)(p)[:length:length] +} + +func (f *Functions) Scissor(x, y, width, height int32) { + C.glScissor(&f.f, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) +} + +func (f *Functions) ReadPixels(x, y, width, height int, format, ty Enum, data []byte) { + var p unsafe.Pointer + if len(data) > 0 { + p = unsafe.Pointer(&data[0]) + } + C.glReadPixels(&f.f, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(ty), p) +} + +func (f *Functions) RenderbufferStorage(target, internalformat Enum, width, height int) { + C.glRenderbufferStorage(&f.f, C.GLenum(target), C.GLenum(internalformat), C.GLsizei(width), C.GLsizei(height)) +} + +func (f *Functions) ShaderSource(s Shader, src string) { + csrc := C.CString(src) + defer C.free(unsafe.Pointer(csrc)) + strlen := C.GLint(len(src)) + C.glShaderSource(&f.f, C.GLuint(s.V), 1, &csrc, &strlen) +} + +func (f *Functions) TexImage2D(target Enum, level int, internalFormat Enum, width int, height int, format Enum, ty Enum) { + C.glTexImage2D(&f.f, C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), 0, C.GLenum(format), C.GLenum(ty), nil) +} + +func (f *Functions) TexStorage2D(target Enum, levels int, internalFormat Enum, width, height int) { + C.glTexStorage2D(&f.f, C.GLenum(target), C.GLsizei(levels), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height)) +} + +func (f *Functions) TexSubImage2D(target Enum, level int, x int, y int, width int, height int, format Enum, ty Enum, data []byte) { + var p unsafe.Pointer + if len(data) > 0 { + p = unsafe.Pointer(&data[0]) + } + C.glTexSubImage2D(&f.f, C.GLenum(target), C.GLint(level), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(ty), p) +} + +func (f *Functions) TexParameteri(target, pname Enum, param int) { + C.glTexParameteri(&f.f, C.GLenum(target), C.GLenum(pname), C.GLint(param)) +} + +func (f *Functions) UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint) { + C.glUniformBlockBinding(&f.f, C.GLuint(p.V), C.GLuint(uniformBlockIndex), C.GLuint(uniformBlockBinding)) +} + +func (f *Functions) Uniform1f(dst Uniform, v float32) { + C.glUniform1f(&f.f, C.GLint(dst.V), C.GLfloat(v)) +} + +func (f *Functions) Uniform1i(dst Uniform, v int) { + C.glUniform1i(&f.f, C.GLint(dst.V), C.GLint(v)) +} + +func (f *Functions) Uniform2f(dst Uniform, v0 float32, v1 float32) { + C.glUniform2f(&f.f, C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1)) +} + +func (f *Functions) Uniform3f(dst Uniform, v0 float32, v1 float32, v2 float32) { + C.glUniform3f(&f.f, C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2)) +} + +func (f *Functions) Uniform4f(dst Uniform, v0 float32, v1 float32, v2 float32, v3 float32) { + C.glUniform4f(&f.f, C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3)) +} + +func (f *Functions) UseProgram(p Program) { + C.glUseProgram(&f.f, C.GLuint(p.V)) +} + +func (f *Functions) UnmapBuffer(target Enum) bool { + r := C.glUnmapBuffer(&f.f, C.GLenum(target)) + return r == TRUE +} + +func (f *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride int, offset int) { + var n C.GLboolean = FALSE + if normalized { + n = TRUE + } + C.glVertexAttribPointer(&f.f, C.GLuint(dst), C.GLint(size), C.GLenum(ty), n, C.GLsizei(stride), C.uintptr_t(offset)) +} + +func (f *Functions) Viewport(x int, y int, width int, height int) { + C.glViewport(&f.f, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) +} |