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path: root/vendor/gioui.org/internal/gl/gl_windows.go
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Diffstat (limited to 'vendor/gioui.org/internal/gl/gl_windows.go')
-rw-r--r--vendor/gioui.org/internal/gl/gl_windows.go502
1 files changed, 502 insertions, 0 deletions
diff --git a/vendor/gioui.org/internal/gl/gl_windows.go b/vendor/gioui.org/internal/gl/gl_windows.go
new file mode 100644
index 0000000..99b1694
--- /dev/null
+++ b/vendor/gioui.org/internal/gl/gl_windows.go
@@ -0,0 +1,502 @@
+// SPDX-License-Identifier: Unlicense OR MIT
+
+package gl
+
+import (
+ "math"
+ "runtime"
+ "syscall"
+ "unsafe"
+
+ "golang.org/x/sys/windows"
+)
+
+var (
+ LibGLESv2 = windows.NewLazyDLL("libGLESv2.dll")
+ _glActiveTexture = LibGLESv2.NewProc("glActiveTexture")
+ _glAttachShader = LibGLESv2.NewProc("glAttachShader")
+ _glBeginQuery = LibGLESv2.NewProc("glBeginQuery")
+ _glBindAttribLocation = LibGLESv2.NewProc("glBindAttribLocation")
+ _glBindBuffer = LibGLESv2.NewProc("glBindBuffer")
+ _glBindBufferBase = LibGLESv2.NewProc("glBindBufferBase")
+ _glBindFramebuffer = LibGLESv2.NewProc("glBindFramebuffer")
+ _glBindRenderbuffer = LibGLESv2.NewProc("glBindRenderbuffer")
+ _glBindTexture = LibGLESv2.NewProc("glBindTexture")
+ _glBindVertexArray = LibGLESv2.NewProc("glBindVertexArray")
+ _glBlendEquation = LibGLESv2.NewProc("glBlendEquation")
+ _glBlendFuncSeparate = LibGLESv2.NewProc("glBlendFuncSeparate")
+ _glBufferData = LibGLESv2.NewProc("glBufferData")
+ _glBufferSubData = LibGLESv2.NewProc("glBufferSubData")
+ _glCheckFramebufferStatus = LibGLESv2.NewProc("glCheckFramebufferStatus")
+ _glClear = LibGLESv2.NewProc("glClear")
+ _glClearColor = LibGLESv2.NewProc("glClearColor")
+ _glClearDepthf = LibGLESv2.NewProc("glClearDepthf")
+ _glDeleteQueries = LibGLESv2.NewProc("glDeleteQueries")
+ _glDeleteVertexArrays = LibGLESv2.NewProc("glDeleteVertexArrays")
+ _glCompileShader = LibGLESv2.NewProc("glCompileShader")
+ _glCopyTexSubImage2D = LibGLESv2.NewProc("glCopyTexSubImage2D")
+ _glGenBuffers = LibGLESv2.NewProc("glGenBuffers")
+ _glGenFramebuffers = LibGLESv2.NewProc("glGenFramebuffers")
+ _glGenVertexArrays = LibGLESv2.NewProc("glGenVertexArrays")
+ _glGetUniformBlockIndex = LibGLESv2.NewProc("glGetUniformBlockIndex")
+ _glCreateProgram = LibGLESv2.NewProc("glCreateProgram")
+ _glGenRenderbuffers = LibGLESv2.NewProc("glGenRenderbuffers")
+ _glCreateShader = LibGLESv2.NewProc("glCreateShader")
+ _glGenTextures = LibGLESv2.NewProc("glGenTextures")
+ _glDeleteBuffers = LibGLESv2.NewProc("glDeleteBuffers")
+ _glDeleteFramebuffers = LibGLESv2.NewProc("glDeleteFramebuffers")
+ _glDeleteProgram = LibGLESv2.NewProc("glDeleteProgram")
+ _glDeleteShader = LibGLESv2.NewProc("glDeleteShader")
+ _glDeleteRenderbuffers = LibGLESv2.NewProc("glDeleteRenderbuffers")
+ _glDeleteTextures = LibGLESv2.NewProc("glDeleteTextures")
+ _glDepthFunc = LibGLESv2.NewProc("glDepthFunc")
+ _glDepthMask = LibGLESv2.NewProc("glDepthMask")
+ _glDisableVertexAttribArray = LibGLESv2.NewProc("glDisableVertexAttribArray")
+ _glDisable = LibGLESv2.NewProc("glDisable")
+ _glDrawArrays = LibGLESv2.NewProc("glDrawArrays")
+ _glDrawElements = LibGLESv2.NewProc("glDrawElements")
+ _glEnable = LibGLESv2.NewProc("glEnable")
+ _glEnableVertexAttribArray = LibGLESv2.NewProc("glEnableVertexAttribArray")
+ _glEndQuery = LibGLESv2.NewProc("glEndQuery")
+ _glFinish = LibGLESv2.NewProc("glFinish")
+ _glFlush = LibGLESv2.NewProc("glFlush")
+ _glFramebufferRenderbuffer = LibGLESv2.NewProc("glFramebufferRenderbuffer")
+ _glFramebufferTexture2D = LibGLESv2.NewProc("glFramebufferTexture2D")
+ _glGenQueries = LibGLESv2.NewProc("glGenQueries")
+ _glGetError = LibGLESv2.NewProc("glGetError")
+ _glGetRenderbufferParameteriv = LibGLESv2.NewProc("glGetRenderbufferParameteriv")
+ _glGetFloatv = LibGLESv2.NewProc("glGetFloatv")
+ _glGetFramebufferAttachmentParameteriv = LibGLESv2.NewProc("glGetFramebufferAttachmentParameteriv")
+ _glGetIntegerv = LibGLESv2.NewProc("glGetIntegerv")
+ _glGetIntegeri_v = LibGLESv2.NewProc("glGetIntegeri_v")
+ _glGetProgramiv = LibGLESv2.NewProc("glGetProgramiv")
+ _glGetProgramInfoLog = LibGLESv2.NewProc("glGetProgramInfoLog")
+ _glGetQueryObjectuiv = LibGLESv2.NewProc("glGetQueryObjectuiv")
+ _glGetShaderiv = LibGLESv2.NewProc("glGetShaderiv")
+ _glGetShaderInfoLog = LibGLESv2.NewProc("glGetShaderInfoLog")
+ _glGetString = LibGLESv2.NewProc("glGetString")
+ _glGetUniformLocation = LibGLESv2.NewProc("glGetUniformLocation")
+ _glGetVertexAttribiv = LibGLESv2.NewProc("glGetVertexAttribiv")
+ _glGetVertexAttribPointerv = LibGLESv2.NewProc("glGetVertexAttribPointerv")
+ _glInvalidateFramebuffer = LibGLESv2.NewProc("glInvalidateFramebuffer")
+ _glIsEnabled = LibGLESv2.NewProc("glIsEnabled")
+ _glLinkProgram = LibGLESv2.NewProc("glLinkProgram")
+ _glPixelStorei = LibGLESv2.NewProc("glPixelStorei")
+ _glReadPixels = LibGLESv2.NewProc("glReadPixels")
+ _glRenderbufferStorage = LibGLESv2.NewProc("glRenderbufferStorage")
+ _glScissor = LibGLESv2.NewProc("glScissor")
+ _glShaderSource = LibGLESv2.NewProc("glShaderSource")
+ _glTexImage2D = LibGLESv2.NewProc("glTexImage2D")
+ _glTexStorage2D = LibGLESv2.NewProc("glTexStorage2D")
+ _glTexSubImage2D = LibGLESv2.NewProc("glTexSubImage2D")
+ _glTexParameteri = LibGLESv2.NewProc("glTexParameteri")
+ _glUniformBlockBinding = LibGLESv2.NewProc("glUniformBlockBinding")
+ _glUniform1f = LibGLESv2.NewProc("glUniform1f")
+ _glUniform1i = LibGLESv2.NewProc("glUniform1i")
+ _glUniform2f = LibGLESv2.NewProc("glUniform2f")
+ _glUniform3f = LibGLESv2.NewProc("glUniform3f")
+ _glUniform4f = LibGLESv2.NewProc("glUniform4f")
+ _glUseProgram = LibGLESv2.NewProc("glUseProgram")
+ _glVertexAttribPointer = LibGLESv2.NewProc("glVertexAttribPointer")
+ _glViewport = LibGLESv2.NewProc("glViewport")
+)
+
+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")
+ }
+ return new(Functions), nil
+}
+
+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 (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)
+ 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)
+}