ebiten/internal/graphicsdriver/opengl/context_desktop.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 darwin freebsd linux windows
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// +build !js
// +build !android
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// +build !ios
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package opengl
import (
"errors"
"fmt"
"github.com/hajimehoshi/ebiten/internal/driver"
"github.com/hajimehoshi/ebiten/internal/graphicsdriver/opengl/gl"
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)
type (
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textureNative uint32
framebufferNative uint32
shader uint32
program uint32
buffer uint32
)
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var InvalidTexture textureNative
type (
uniformLocation int32
attribLocation int32
)
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type programID uint32
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const (
invalidTexture = 0
invalidFramebuffer = (1 << 32) - 1
)
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func getProgramID(p program) programID {
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return programID(p)
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}
const (
vertexShader = shaderType(gl.VERTEX_SHADER)
fragmentShader = shaderType(gl.FRAGMENT_SHADER)
arrayBuffer = bufferType(gl.ARRAY_BUFFER)
elementArrayBuffer = bufferType(gl.ELEMENT_ARRAY_BUFFER)
dynamicDraw = bufferUsage(gl.DYNAMIC_DRAW)
short = dataType(gl.SHORT)
float = dataType(gl.FLOAT)
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zero = operation(gl.ZERO)
one = operation(gl.ONE)
srcAlpha = operation(gl.SRC_ALPHA)
dstAlpha = operation(gl.DST_ALPHA)
oneMinusSrcAlpha = operation(gl.ONE_MINUS_SRC_ALPHA)
oneMinusDstAlpha = operation(gl.ONE_MINUS_DST_ALPHA)
)
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type contextImpl struct {
init bool
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}
func (c *context) reset() error {
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if err := c.t.Call(func() error {
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if c.init {
return nil
}
// Note that this initialization must be done after Loop is called.
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if err := gl.Init(); err != nil {
return fmt.Errorf("opengl: initializing error %v", err)
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}
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c.init = true
return nil
}); err != nil {
return err
}
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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
c.lastCompositeMode = driver.CompositeModeUnknown
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_ = c.t.Call(func() error {
gl.Enable(gl.BLEND)
return nil
})
c.blendFunc(driver.CompositeModeSourceOver)
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_ = c.t.Call(func() error {
f := int32(0)
gl.GetIntegerv(gl.FRAMEBUFFER_BINDING, &f)
c.screenFramebuffer = framebufferNative(f)
return nil
})
return nil
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}
func (c *context) blendFunc(mode driver.CompositeMode) {
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_ = c.t.Call(func() error {
if c.lastCompositeMode == mode {
return nil
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}
c.lastCompositeMode = mode
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s, d := mode.Operations()
s2, d2 := convertOperation(s), convertOperation(d)
gl.BlendFunc(uint32(s2), uint32(d2))
return nil
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})
}
func (c *context) newTexture(width, height int) (textureNative, error) {
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var texture textureNative
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if err := c.t.Call(func() error {
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var t uint32
gl.GenTextures(1, &t)
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// TODO: Use gl.IsTexture
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if t <= 0 {
return errors.New("opengl: creating texture failed")
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}
gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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texture = textureNative(t)
return nil
}); err != nil {
return 0, err
}
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c.bindTexture(texture)
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_ = c.t.Call(func() error {
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
// If data is nil, this just allocates memory and the content is undefined.
// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
return nil
})
return texture, nil
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}
func (c *context) bindFramebufferImpl(f framebufferNative) {
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_ = c.t.Call(func() error {
gl.BindFramebufferEXT(gl.FRAMEBUFFER, uint32(f))
return nil
})
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}
func (c *context) framebufferPixels(f *framebuffer, width, height int) ([]byte, error) {
var pixels []byte
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_ = c.t.Call(func() error {
gl.Flush()
return nil
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})
c.bindFramebuffer(f.native)
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if err := c.t.Call(func() error {
pixels = make([]byte, 4*width*height)
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gl.ReadPixels(0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(pixels))
return nil
}); err != nil {
return nil, err
}
return pixels, nil
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}
func (c *context) bindTextureImpl(t textureNative) {
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_ = c.t.Call(func() error {
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gl.BindTexture(gl.TEXTURE_2D, uint32(t))
return nil
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})
}
func (c *context) deleteTexture(t textureNative) {
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_ = c.t.Call(func() error {
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tt := uint32(t)
if !gl.IsTexture(tt) {
return nil
}
if c.lastTexture == t {
c.lastTexture = invalidTexture
}
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gl.DeleteTextures(1, &tt)
return nil
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})
}
func (c *context) isTexture(t textureNative) bool {
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r := false
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_ = c.t.Call(func() error {
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r = gl.IsTexture(uint32(t))
return nil
})
return r
}
func (c *context) texSubImage2D(t textureNative, p []byte, x, y, width, height int) {
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c.bindTexture(t)
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_ = c.t.Call(func() error {
gl.TexSubImage2D(gl.TEXTURE_2D, 0, int32(x), int32(y), int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(p))
return nil
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})
}
func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) {
var framebuffer framebufferNative
var f uint32
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if err := c.t.Call(func() error {
gl.GenFramebuffersEXT(1, &f)
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// TODO: Use gl.IsFramebuffer
if f <= 0 {
return errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
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}
return nil
}); err != nil {
return 0, err
}
c.bindFramebuffer(framebufferNative(f))
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if err := c.t.Call(func() error {
gl.FramebufferTexture2DEXT(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
s := gl.CheckFramebufferStatusEXT(gl.FRAMEBUFFER)
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if s != gl.FRAMEBUFFER_COMPLETE {
if s != 0 {
return fmt.Errorf("opengl: creating framebuffer failed: %v", s)
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}
if e := gl.GetError(); e != gl.NO_ERROR {
return fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
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}
return fmt.Errorf("opengl: creating framebuffer failed: unknown error")
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}
framebuffer = framebufferNative(f)
return nil
}); err != nil {
return 0, err
}
return framebuffer, nil
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}
func (c *context) setViewportImpl(width, height int) {
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_ = c.t.Call(func() error {
gl.Viewport(0, 0, int32(width), int32(height))
return nil
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})
}
func (c *context) deleteFramebuffer(f framebufferNative) {
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_ = c.t.Call(func() error {
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ff := uint32(f)
if !gl.IsFramebufferEXT(ff) {
return nil
}
if c.lastFramebuffer == f {
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
}
gl.DeleteFramebuffersEXT(1, &ff)
return nil
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})
}
func (c *context) newShader(shaderType shaderType, source string) (shader, error) {
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var sh shader
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if err := c.t.Call(func() error {
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s := gl.CreateShader(uint32(shaderType))
if s == 0 {
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return fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
cSources, free := gl.Strs(source + "\x00")
gl.ShaderSource(uint32(s), 1, cSources, nil)
free()
gl.CompileShader(s)
var v int32
gl.GetShaderiv(s, gl.COMPILE_STATUS, &v)
if v == gl.FALSE {
log := []byte{}
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gl.GetShaderiv(uint32(s), gl.INFO_LOG_LENGTH, &v)
if v != 0 {
log = make([]byte, int(v))
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gl.GetShaderInfoLog(uint32(s), v, nil, (*uint8)(gl.Ptr(log)))
}
return fmt.Errorf("opengl: shader compile failed: %s", log)
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}
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sh = shader(s)
return nil
}); err != nil {
return 0, err
}
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return sh, nil
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}
func (c *context) deleteShader(s shader) {
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_ = c.t.Call(func() error {
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gl.DeleteShader(uint32(s))
return nil
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})
}
func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
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var pr program
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if err := c.t.Call(func() error {
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p := gl.CreateProgram()
if p == 0 {
return errors.New("opengl: glCreateProgram failed")
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}
for _, shader := range shaders {
gl.AttachShader(p, uint32(shader))
}
for i, name := range attributes {
l, free := gl.Strs(name + "\x00")
gl.BindAttribLocation(p, uint32(i), *l)
free()
}
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gl.LinkProgram(p)
var v int32
gl.GetProgramiv(p, gl.LINK_STATUS, &v)
if v == gl.FALSE {
return errors.New("opengl: program error")
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}
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pr = program(p)
return nil
}); err != nil {
return 0, err
}
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return pr, nil
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}
func (c *context) useProgram(p program) {
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_ = c.t.Call(func() error {
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gl.UseProgram(uint32(p))
return nil
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})
}
func (c *context) deleteProgram(p program) {
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_ = c.t.Call(func() error {
if !gl.IsProgram(uint32(p)) {
return nil
}
gl.DeleteProgram(uint32(p))
return nil
})
}
func (c *context) getUniformLocationImpl(p program, location string) uniformLocation {
l, free := gl.Strs(location + "\x00")
uniform := uniformLocation(gl.GetUniformLocation(uint32(p), *l))
free()
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if uniform == -1 {
panic("opengl: invalid uniform location: " + location)
}
return uniform
}
func (c *context) uniformInt(p program, location string, v int) {
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_ = c.t.Call(func() error {
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l := int32(c.locationCache.GetUniformLocation(c, p, location))
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gl.Uniform1i(l, int32(v))
return nil
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})
}
func (c *context) uniformFloat(p program, location string, v float32) {
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_ = c.t.Call(func() error {
l := int32(c.locationCache.GetUniformLocation(c, p, location))
gl.Uniform1f(l, v)
return nil
})
}
func (c *context) uniformFloats(p program, location string, v []float32) {
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_ = c.t.Call(func() error {
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l := int32(c.locationCache.GetUniformLocation(c, p, location))
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switch len(v) {
case 2:
gl.Uniform2fv(l, 1, (*float32)(gl.Ptr(v)))
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case 4:
gl.Uniform4fv(l, 1, (*float32)(gl.Ptr(v)))
case 16:
gl.UniformMatrix4fv(l, 1, false, (*float32)(gl.Ptr(v)))
default:
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panic(fmt.Sprintf("opengl: invalid uniform floats num: %d", len(v)))
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}
return nil
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})
}
func (c *context) vertexAttribPointer(p program, index int, size int, dataType dataType, stride int, offset int) {
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_ = c.t.Call(func() error {
gl.VertexAttribPointer(uint32(index), int32(size), uint32(dataType), false, int32(stride), uintptr(offset))
return nil
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})
}
func (c *context) enableVertexAttribArray(p program, index int) {
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_ = c.t.Call(func() error {
gl.EnableVertexAttribArray(uint32(index))
return nil
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})
}
func (c *context) disableVertexAttribArray(p program, index int) {
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_ = c.t.Call(func() error {
gl.DisableVertexAttribArray(uint32(index))
return nil
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})
}
func (c *context) newArrayBuffer(size int) buffer {
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var bf buffer
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_ = c.t.Call(func() error {
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var b uint32
gl.GenBuffers(1, &b)
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gl.BindBuffer(uint32(arrayBuffer), b)
gl.BufferData(uint32(arrayBuffer), size, nil, uint32(dynamicDraw))
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bf = buffer(b)
return nil
})
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return bf
}
func (c *context) newElementArrayBuffer(size int) buffer {
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var bf buffer
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_ = c.t.Call(func() error {
var b uint32
gl.GenBuffers(1, &b)
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gl.BindBuffer(uint32(elementArrayBuffer), b)
gl.BufferData(uint32(elementArrayBuffer), size, nil, uint32(dynamicDraw))
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bf = buffer(b)
return nil
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})
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return bf
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}
func (c *context) bindBuffer(bufferType bufferType, b buffer) {
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_ = c.t.Call(func() error {
gl.BindBuffer(uint32(bufferType), uint32(b))
return nil
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})
}
func (c *context) arrayBufferSubData(data []float32) {
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_ = c.t.Call(func() error {
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gl.BufferSubData(uint32(arrayBuffer), 0, len(data)*4, gl.Ptr(data))
return nil
})
}
func (c *context) elementArrayBufferSubData(data []uint16) {
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_ = c.t.Call(func() error {
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gl.BufferSubData(uint32(elementArrayBuffer), 0, len(data)*2, gl.Ptr(data))
return nil
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})
}
func (c *context) deleteBuffer(b buffer) {
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_ = c.t.Call(func() error {
bb := uint32(b)
gl.DeleteBuffers(1, &bb)
return nil
})
}
func (c *context) drawElements(len int, offsetInBytes int) {
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_ = c.t.Call(func() error {
gl.DrawElements(gl.TRIANGLES, int32(len), gl.UNSIGNED_SHORT, uintptr(offsetInBytes))
return nil
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})
}
func (c *context) maxTextureSizeImpl() int {
size := 0
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_ = c.t.Call(func() error {
s := int32(0)
gl.GetIntegerv(gl.MAX_TEXTURE_SIZE, &s)
size = int(s)
return nil
})
return size
}
func (c *context) getShaderPrecisionFormatPrecision() int {
// glGetShaderPrecisionFormat is not defined at OpenGL 2.0. Assume that desktop environments always have
// enough highp precision.
return highpPrecision
}
func (c *context) flush() {
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_ = c.t.Call(func() error {
gl.Flush()
return nil
})
}
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func (c *context) needsRestoring() bool {
return false
}
func (c *context) newPixelBufferObject(width, height int) buffer {
var bf buffer
_ = c.t.Call(func() error {
var b uint32
gl.GenBuffers(1, &b)
gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, b)
gl.BufferData(gl.PIXEL_UNPACK_BUFFER, 4*width*height, nil, gl.STREAM_DRAW)
gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, 0)
bf = buffer(b)
return nil
})
return bf
}
func (c *context) mapPixelBuffer(buffer buffer, t textureNative) uintptr {
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c.bindTexture(t)
var ptr uintptr
_ = c.t.Call(func() error {
gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, uint32(buffer))
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// Even though the buffer is partly updated, GL_WRITE_ONLY is fine.
// https://stackoverflow.com/questions/30248594/write-only-glmapbuffer-what-if-i-dont-write-it-all
ptr = gl.MapBuffer(gl.PIXEL_UNPACK_BUFFER, gl.WRITE_ONLY)
return nil
})
return ptr
}
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func (c *context) unmapPixelBuffer(buffer buffer, width, height int) {
_ = c.t.Call(func() error {
gl.UnmapBuffer(gl.PIXEL_UNPACK_BUFFER)
gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, nil)
gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, 0)
return nil
})
}