ebiten/internal/graphicsdriver/opengl/context_mobile.go

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// Copyright 2014 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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// +build android ios
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package opengl
import (
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"errors"
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"fmt"
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mgl "golang.org/x/mobile/gl"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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)
type (
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textureNative mgl.Texture
framebufferNative mgl.Framebuffer
shader mgl.Shader
program mgl.Program
buffer mgl.Buffer
)
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var InvalidTexture textureNative
type (
uniformLocation mgl.Uniform
attribLocation mgl.Attrib
)
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type programID uint32
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var (
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invalidTexture = textureNative(mgl.Texture{})
invalidFramebuffer = framebufferNative(mgl.Framebuffer{(1 << 32) - 1})
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)
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func getProgramID(p program) programID {
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return programID(p.Value)
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}
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const (
vertexShader = shaderType(mgl.VERTEX_SHADER)
fragmentShader = shaderType(mgl.FRAGMENT_SHADER)
arrayBuffer = bufferType(mgl.ARRAY_BUFFER)
elementArrayBuffer = bufferType(mgl.ELEMENT_ARRAY_BUFFER)
dynamicDraw = bufferUsage(mgl.DYNAMIC_DRAW)
short = dataType(mgl.SHORT)
float = dataType(mgl.FLOAT)
zero = operation(mgl.ZERO)
one = operation(mgl.ONE)
srcAlpha = operation(mgl.SRC_ALPHA)
dstAlpha = operation(mgl.DST_ALPHA)
oneMinusSrcAlpha = operation(mgl.ONE_MINUS_SRC_ALPHA)
oneMinusDstAlpha = operation(mgl.ONE_MINUS_DST_ALPHA)
)
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type contextImpl struct {
gl mgl.Context
worker mgl.Worker
}
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func (c *context) doWork(chError <-chan error, chDone <-chan struct{}) error {
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if c.worker == nil {
panic("not reached")
}
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// TODO: Check this is called on the rendering thread
workAvailable := c.worker.WorkAvailable()
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loop:
for {
select {
case err := <-chError:
return err
case <-workAvailable:
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c.worker.DoWork()
case <-chDone:
break loop
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}
}
return nil
}
func (c *context) reset() error {
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c.locationCache = newLocationCache()
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c.lastTexture = invalidTexture
c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
c.lastViewportHeight = 0
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c.lastCompositeMode = graphics.CompositeModeUnknown
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c.gl.Enable(mgl.BLEND)
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c.blendFunc(graphics.CompositeModeSourceOver)
f := c.gl.GetInteger(mgl.FRAMEBUFFER_BINDING)
c.screenFramebuffer = framebufferNative(mgl.Framebuffer{uint32(f)})
// TODO: Need to update screenFramebufferWidth/Height?
return nil
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}
func (c *context) blendFunc(mode graphics.CompositeMode) {
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gl := c.gl
if c.lastCompositeMode == mode {
return
}
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c.lastCompositeMode = mode
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s, d := mode.Operations()
s2, d2 := convertOperation(s), convertOperation(d)
gl.BlendFunc(mgl.Enum(s2), mgl.Enum(d2))
}
func (c *context) newTexture(width, height int) (textureNative, error) {
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gl := c.gl
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t := gl.CreateTexture()
if t.Value <= 0 {
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return textureNative{}, errors.New("opengl: creating texture failed")
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}
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gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4)
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c.bindTexture(textureNative(t))
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MAG_FILTER, mgl.NEAREST)
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, mgl.NEAREST)
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_S, mgl.CLAMP_TO_EDGE)
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_T, mgl.CLAMP_TO_EDGE)
gl.TexImage2D(mgl.TEXTURE_2D, 0, mgl.RGBA, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, nil)
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return textureNative(t), nil
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}
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func (c *context) bindFramebufferImpl(f framebufferNative) {
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gl := c.gl
gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f))
}
func (c *context) framebufferPixels(f *framebuffer, width, height int) ([]byte, error) {
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gl := c.gl
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gl.Flush()
c.bindFramebuffer(f.native)
pixels := make([]byte, 4*width*height)
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gl.ReadPixels(pixels, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE)
if e := gl.GetError(); e != mgl.NO_ERROR {
return nil, fmt.Errorf("opengl: glReadPixels: %d", e)
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}
return pixels, nil
}
func (c *context) bindTextureImpl(t textureNative) {
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gl := c.gl
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gl.BindTexture(mgl.TEXTURE_2D, mgl.Texture(t))
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}
func (c *context) deleteTexture(t textureNative) {
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gl := c.gl
if !gl.IsTexture(mgl.Texture(t)) {
return
}
if c.lastTexture == t {
c.lastTexture = invalidTexture
}
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gl.DeleteTexture(mgl.Texture(t))
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}
func (c *context) isTexture(t textureNative) bool {
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gl := c.gl
return gl.IsTexture(mgl.Texture(t))
}
func (c *context) texSubImage2D(t textureNative, p []byte, x, y, width, height int) {
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c.bindTexture(t)
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gl := c.gl
gl.TexSubImage2D(mgl.TEXTURE_2D, 0, x, y, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
}
func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) {
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gl := c.gl
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f := gl.CreateFramebuffer()
if f.Value <= 0 {
return framebufferNative{}, errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
}
c.bindFramebuffer(framebufferNative(f))
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gl.FramebufferTexture2D(mgl.FRAMEBUFFER, mgl.COLOR_ATTACHMENT0, mgl.TEXTURE_2D, mgl.Texture(texture), 0)
s := gl.CheckFramebufferStatus(mgl.FRAMEBUFFER)
if s != mgl.FRAMEBUFFER_COMPLETE {
if s != 0 {
return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
}
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if e := gl.GetError(); e != mgl.NO_ERROR {
return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
}
return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
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}
return framebufferNative(f), nil
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}
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func (c *context) setViewportImpl(width, height int) {
gl := c.gl
gl.Viewport(0, 0, width, height)
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}
func (c *context) deleteFramebuffer(f framebufferNative) {
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gl := c.gl
if !gl.IsFramebuffer(mgl.Framebuffer(f)) {
return
}
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// If a framebuffer to be deleted is bound, a newly bound framebuffer
// will be a default framebuffer.
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml
if c.lastFramebuffer == f {
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
}
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gl.DeleteFramebuffer(mgl.Framebuffer(f))
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}
func (c *context) newShader(shaderType shaderType, source string) (shader, error) {
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gl := c.gl
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s := gl.CreateShader(mgl.Enum(shaderType))
if s.Value == 0 {
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return shader{}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
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gl.ShaderSource(s, source)
gl.CompileShader(s)
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v := gl.GetShaderi(s, mgl.COMPILE_STATUS)
if v == mgl.FALSE {
log := gl.GetShaderInfoLog(s)
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return shader{}, fmt.Errorf("opengl: shader compile failed: %s", log)
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}
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return shader(s), nil
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}
func (c *context) deleteShader(s shader) {
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gl := c.gl
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gl.DeleteShader(mgl.Shader(s))
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}
func (c *context) newProgram(shaders []shader) (program, error) {
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gl := c.gl
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p := gl.CreateProgram()
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if p.Value == 0 {
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return program{}, errors.New("opengl: glCreateProgram failed")
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}
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for _, shader := range shaders {
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gl.AttachShader(p, mgl.Shader(shader))
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}
gl.LinkProgram(p)
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v := gl.GetProgrami(p, mgl.LINK_STATUS)
if v == mgl.FALSE {
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return program{}, errors.New("opengl: program error")
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}
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return program(p), nil
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}
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func (c *context) useProgram(p program) {
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gl := c.gl
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gl.UseProgram(mgl.Program(p))
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}
func (c *context) deleteProgram(p program) {
gl := c.gl
if !gl.IsProgram(mgl.Program(p)) {
return
}
gl.DeleteProgram(mgl.Program(p))
}
func (c *context) getUniformLocationImpl(p program, location string) uniformLocation {
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gl := c.gl
u := uniformLocation(gl.GetUniformLocation(mgl.Program(p), location))
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if u.Value == -1 {
panic("invalid uniform location: " + location)
}
return u
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}
func (c *context) uniformInt(p program, location string, v int) {
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gl := c.gl
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gl.Uniform1i(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
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}
func (c *context) uniformFloat(p program, location string, v float32) {
gl := c.gl
gl.Uniform1f(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
}
func (c *context) uniformFloats(p program, location string, v []float32) {
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gl := c.gl
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l := mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location))
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switch len(v) {
case 2:
gl.Uniform2fv(l, v)
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case 4:
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gl.Uniform4fv(l, v)
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case 16:
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gl.UniformMatrix4fv(l, v)
default:
panic("not reached")
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}
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}
func (c *context) getAttribLocationImpl(p program, location string) attribLocation {
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gl := c.gl
a := attribLocation(gl.GetAttribLocation(mgl.Program(p), location))
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if a.Value == ^uint(0) {
panic("invalid attrib location: " + location)
}
return a
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}
func (c *context) vertexAttribPointer(p program, location string, size int, dataType dataType, stride int, offset int) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
gl.VertexAttribPointer(mgl.Attrib(l), size, mgl.Enum(dataType), false, stride, offset)
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}
func (c *context) enableVertexAttribArray(p program, location string) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.EnableVertexAttribArray(mgl.Attrib(l))
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}
func (c *context) disableVertexAttribArray(p program, location string) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.DisableVertexAttribArray(mgl.Attrib(l))
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}
func (c *context) newArrayBuffer(size int) buffer {
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gl := c.gl
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b := gl.CreateBuffer()
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gl.BindBuffer(mgl.Enum(arrayBuffer), b)
gl.BufferInit(mgl.Enum(arrayBuffer), size, mgl.Enum(dynamicDraw))
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return buffer(b)
}
func (c *context) newElementArrayBuffer(size int) buffer {
gl := c.gl
b := gl.CreateBuffer()
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gl.BindBuffer(mgl.Enum(elementArrayBuffer), b)
gl.BufferInit(mgl.Enum(elementArrayBuffer), size, mgl.Enum(dynamicDraw))
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return buffer(b)
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}
func (c *context) bindBuffer(bufferType bufferType, b buffer) {
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gl := c.gl
gl.BindBuffer(mgl.Enum(bufferType), mgl.Buffer(b))
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}
func (c *context) arrayBufferSubData(data []float32) {
gl := c.gl
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gl.BufferSubData(mgl.Enum(arrayBuffer), 0, float32sToBytes(data))
}
func (c *context) elementArrayBufferSubData(data []uint16) {
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gl := c.gl
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gl.BufferSubData(mgl.Enum(elementArrayBuffer), 0, uint16sToBytes(data))
}
func (c *context) deleteBuffer(b buffer) {
gl := c.gl
gl.DeleteBuffer(mgl.Buffer(b))
}
func (c *context) drawElements(len int, offsetInBytes int) {
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gl := c.gl
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gl.DrawElements(mgl.TRIANGLES, len, mgl.UNSIGNED_SHORT, offsetInBytes)
}
func (c *context) maxTextureSizeImpl() int {
gl := c.gl
return gl.GetInteger(mgl.MAX_TEXTURE_SIZE)
}
func (c *context) flush() {
gl := c.gl
gl.Flush()
}