// SPDX-License-Identifier: Unlicense OR MIT package glimpl import ( "math" "runtime" "syscall" "unsafe" "golang.org/x/sys/windows" "gioui.org/gpu/gl" gunsafe "gioui.org/internal/unsafe" ) 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") _glBlendEquation = LibGLESv2.NewProc("glBlendEquation") _glBlendFunc = LibGLESv2.NewProc("glBlendFunc") _glBufferData = LibGLESv2.NewProc("glBufferData") _glCheckFramebufferStatus = LibGLESv2.NewProc("glCheckFramebufferStatus") _glClear = LibGLESv2.NewProc("glClear") _glClearColor = LibGLESv2.NewProc("glClearColor") _glClearDepthf = LibGLESv2.NewProc("glClearDepthf") _glDeleteQueries = LibGLESv2.NewProc("glDeleteQueries") _glCompileShader = LibGLESv2.NewProc("glCompileShader") _glGenBuffers = LibGLESv2.NewProc("glGenBuffers") _glGenFramebuffers = LibGLESv2.NewProc("glGenFramebuffers") _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") _glFramebufferRenderbuffer = LibGLESv2.NewProc("glFramebufferRenderbuffer") _glFramebufferTexture2D = LibGLESv2.NewProc("glFramebufferTexture2D") _glGenQueries = LibGLESv2.NewProc("glGenQueries") _glGetError = LibGLESv2.NewProc("glGetError") _glGetRenderbufferParameteri = LibGLESv2.NewProc("glGetRenderbufferParameteri") _glGetFramebufferAttachmentParameteri = LibGLESv2.NewProc("glGetFramebufferAttachmentParameteri") _glGetIntegerv = LibGLESv2.NewProc("glGetIntegerv") _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") _glInvalidateFramebuffer = LibGLESv2.NewProc("glInvalidateFramebuffer") _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") _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 { // gl.Query caches. int32s [100]int32 } func (c *Functions) ActiveTexture(t gl.Enum) { syscall.Syscall(_glActiveTexture.Addr(), 1, uintptr(t), 0, 0) } func (c *Functions) AttachShader(p gl.Program, s gl.Shader) { syscall.Syscall(_glAttachShader.Addr(), 2, uintptr(p.V), uintptr(s.V), 0) } func (f *Functions) BeginQuery(target gl.Enum, query gl.Query) { syscall.Syscall(_glBeginQuery.Addr(), 2, uintptr(target), uintptr(query.V), 0) } func (c *Functions) BindAttribLocation(p gl.Program, a gl.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 gl.Enum, b gl.Buffer) { syscall.Syscall(_glBindBuffer.Addr(), 2, uintptr(target), uintptr(b.V), 0) } func (c *Functions) BindBufferBase(target gl.Enum, index int, b gl.Buffer) { syscall.Syscall(_glBindBufferBase.Addr(), 3, uintptr(target), uintptr(index), uintptr(b.V)) } func (c *Functions) BindFramebuffer(target gl.Enum, fb gl.Framebuffer) { syscall.Syscall(_glBindFramebuffer.Addr(), 2, uintptr(target), uintptr(fb.V), 0) } func (c *Functions) BindRenderbuffer(target gl.Enum, rb gl.Renderbuffer) { syscall.Syscall(_glBindRenderbuffer.Addr(), 2, uintptr(target), uintptr(rb.V), 0) } func (c *Functions) BindTexture(target gl.Enum, t gl.Texture) { syscall.Syscall(_glBindTexture.Addr(), 2, uintptr(target), uintptr(t.V), 0) } func (c *Functions) BlendEquation(mode gl.Enum) { syscall.Syscall(_glBlendEquation.Addr(), 1, uintptr(mode), 0, 0) } func (c *Functions) BlendFunc(sfactor, dfactor gl.Enum) { syscall.Syscall(_glBlendFunc.Addr(), 2, uintptr(sfactor), uintptr(dfactor), 0) } func (c *Functions) BufferData(target gl.Enum, src []byte, usage gl.Enum) { if n := len(src); n == 0 { syscall.Syscall6(_glBufferData.Addr(), 4, uintptr(target), 0, 0, uintptr(usage), 0, 0) } else { s0 := &src[0] syscall.Syscall6(_glBufferData.Addr(), 4, uintptr(target), uintptr(n), uintptr(unsafe.Pointer(s0)), uintptr(usage), 0, 0) issue34474KeepAlive(s0) } } func (c *Functions) CheckFramebufferStatus(target gl.Enum) gl.Enum { s, _, _ := syscall.Syscall(_glCheckFramebufferStatus.Addr(), 1, uintptr(target), 0, 0) return gl.Enum(s) } func (c *Functions) Clear(mask gl.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 gl.Shader) { syscall.Syscall(_glCompileShader.Addr(), 1, uintptr(s.V), 0, 0) } func (c *Functions) CreateBuffer() gl.Buffer { var buf uintptr syscall.Syscall(_glGenBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&buf)), 0) return gl.Buffer{uint(buf)} } func (c *Functions) CreateFramebuffer() gl.Framebuffer { var fb uintptr syscall.Syscall(_glGenFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&fb)), 0) return gl.Framebuffer{uint(fb)} } func (c *Functions) CreateProgram() gl.Program { p, _, _ := syscall.Syscall(_glCreateProgram.Addr(), 0, 0, 0, 0) return gl.Program{uint(p)} } func (f *Functions) CreateQuery() gl.Query { var q uintptr syscall.Syscall(_glGenQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&q)), 0) return gl.Query{uint(q)} } func (c *Functions) CreateRenderbuffer() gl.Renderbuffer { var rb uintptr syscall.Syscall(_glGenRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&rb)), 0) return gl.Renderbuffer{uint(rb)} } func (c *Functions) CreateShader(ty gl.Enum) gl.Shader { s, _, _ := syscall.Syscall(_glCreateShader.Addr(), 1, uintptr(ty), 0, 0) return gl.Shader{uint(s)} } func (c *Functions) CreateTexture() gl.Texture { var t uintptr syscall.Syscall(_glGenTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&t)), 0) return gl.Texture{uint(t)} } func (c *Functions) DeleteBuffer(v gl.Buffer) { syscall.Syscall(_glDeleteBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v)), 0) } func (c *Functions) DeleteFramebuffer(v gl.Framebuffer) { syscall.Syscall(_glDeleteFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0) } func (c *Functions) DeleteProgram(p gl.Program) { syscall.Syscall(_glDeleteProgram.Addr(), 1, uintptr(p.V), 0, 0) } func (f *Functions) DeleteQuery(query gl.Query) { syscall.Syscall(_glDeleteQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&query.V)), 0) } func (c *Functions) DeleteShader(s gl.Shader) { syscall.Syscall(_glDeleteShader.Addr(), 1, uintptr(s.V), 0, 0) } func (c *Functions) DeleteRenderbuffer(v gl.Renderbuffer) { syscall.Syscall(_glDeleteRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0) } func (c *Functions) DeleteTexture(v gl.Texture) { syscall.Syscall(_glDeleteTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0) } func (c *Functions) DepthFunc(f gl.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 gl.Attrib) { syscall.Syscall(_glDisableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0) } func (c *Functions) Disable(cap gl.Enum) { syscall.Syscall(_glDisable.Addr(), 1, uintptr(cap), 0, 0) } func (c *Functions) DrawArrays(mode gl.Enum, first, count int) { syscall.Syscall(_glDrawArrays.Addr(), 3, uintptr(mode), uintptr(first), uintptr(count)) } func (c *Functions) DrawElements(mode gl.Enum, count int, ty gl.Enum, offset int) { syscall.Syscall6(_glDrawElements.Addr(), 4, uintptr(mode), uintptr(count), uintptr(ty), uintptr(offset), 0, 0) } func (c *Functions) Enable(cap gl.Enum) { syscall.Syscall(_glEnable.Addr(), 1, uintptr(cap), 0, 0) } func (c *Functions) EnableVertexAttribArray(a gl.Attrib) { syscall.Syscall(_glEnableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0) } func (f *Functions) EndQuery(target gl.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) FramebufferRenderbuffer(target, attachment, renderbuffertarget gl.Enum, renderbuffer gl.Renderbuffer) { syscall.Syscall6(_glFramebufferRenderbuffer.Addr(), 4, uintptr(target), uintptr(attachment), uintptr(renderbuffertarget), uintptr(renderbuffer.V), 0, 0) } func (c *Functions) FramebufferTexture2D(target, attachment, texTarget gl.Enum, t gl.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 gl.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 gl.Enum) gl.Object { return gl.Object{uint(c.GetInteger(pname))} } func (c *Functions) GetError() gl.Enum { e, _, _ := syscall.Syscall(_glGetError.Addr(), 0, 0, 0, 0) return gl.Enum(e) } func (c *Functions) GetRenderbufferParameteri(target, pname gl.Enum) int { p, _, _ := syscall.Syscall(_glGetRenderbufferParameteri.Addr(), 2, uintptr(target), uintptr(pname), 0) return int(p) } func (c *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname gl.Enum) int { p, _, _ := syscall.Syscall(_glGetFramebufferAttachmentParameteri.Addr(), 3, uintptr(target), uintptr(attachment), uintptr(pname)) return int(p) } func (c *Functions) GetInteger(pname gl.Enum) int { syscall.Syscall(_glGetIntegerv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])), 0) return int(c.int32s[0]) } func (c *Functions) GetProgrami(p gl.Program, pname gl.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 gl.Program) string { n := c.GetProgrami(p, gl.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 gl.Query, pname gl.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 gl.Shader, pname gl.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 gl.Shader) string { n := c.GetShaderi(s, gl.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 gl.Enum) string { s, _, _ := syscall.Syscall(_glGetString.Addr(), 1, uintptr(pname), 0, 0) return gunsafe.GoString(gunsafe.SliceOf(s)) } func (c *Functions) GetUniformLocation(p gl.Program, name string) gl.Uniform { cname := cString(name) c0 := &cname[0] u, _, _ := syscall.Syscall(_glGetUniformLocation.Addr(), 2, uintptr(p.V), uintptr(unsafe.Pointer(c0)), 0) issue34474KeepAlive(c0) return gl.Uniform{int(u)} } func (c *Functions) InvalidateFramebuffer(target, attachment gl.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 (c *Functions) LinkProgram(p gl.Program) { syscall.Syscall(_glLinkProgram.Addr(), 1, uintptr(p.V), 0, 0) } func (c *Functions) PixelStorei(pname gl.Enum, param int32) { syscall.Syscall(_glPixelStorei.Addr(), 2, uintptr(pname), uintptr(param), 0) } func (f *Functions) ReadPixels(x, y, width, height int, format, ty gl.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 gl.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 gl.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 (c *Functions) TexImage2D(target gl.Enum, level int, internalFormat int, width, height int, format, ty gl.Enum, data []byte) { if len(data) == 0 { syscall.Syscall9(_glTexImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(internalFormat), uintptr(width), uintptr(height), 0, uintptr(format), uintptr(ty), 0) } else { d0 := &data[0] syscall.Syscall9(_glTexImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(internalFormat), uintptr(width), uintptr(height), 0, uintptr(format), uintptr(ty), uintptr(unsafe.Pointer(d0))) issue34474KeepAlive(d0) } } func (c *Functions) TexSubImage2D(target gl.Enum, level int, x, y, width, height int, format, ty gl.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 gl.Enum, param int) { syscall.Syscall(_glTexParameteri.Addr(), 3, uintptr(target), uintptr(pname), uintptr(param)) } func (f *Functions) UniformBlockBinding(p gl.Program, uniformBlockIndex uint, uniformBlockBinding uint) { syscall.Syscall(_glUniformBlockBinding.Addr(), 3, uintptr(p.V), uintptr(uniformBlockIndex), uintptr(uniformBlockBinding)) } func (c *Functions) Uniform1f(dst gl.Uniform, v float32) { syscall.Syscall(_glUniform1f.Addr(), 2, uintptr(dst.V), uintptr(math.Float32bits(v)), 0) } func (c *Functions) Uniform1i(dst gl.Uniform, v int) { syscall.Syscall(_glUniform1i.Addr(), 2, uintptr(dst.V), uintptr(v), 0) } func (c *Functions) Uniform2f(dst gl.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 gl.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 gl.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 gl.Program) { syscall.Syscall(_glUseProgram.Addr(), 1, uintptr(p.V), 0, 0) } func (c *Functions) VertexAttribPointer(dst gl.Attrib, size int, ty gl.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) }