mirror of
https://github.com/hajimehoshi/ebiten.git
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5245537e21
This is just what appears to be a typo in the WebGL driver that is deleting the mapping between a uint32 ID and a JavaScript value for vertexArrays from the value store for the textures instead. This seems like it would potentially cause a crash if the numbers aligned.
621 lines
22 KiB
Go
621 lines
22 KiB
Go
// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package gl
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import (
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"fmt"
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"syscall/js"
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)
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type defaultContext struct {
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fnActiveTexture js.Value
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fnAttachShader js.Value
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fnBindAttribLocation js.Value
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fnBindBuffer js.Value
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fnBindFramebuffer js.Value
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fnBindRenderbuffer js.Value
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fnBindTexture js.Value
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fnBindVertexArray js.Value
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fnBlendEquationSeparate js.Value
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fnBlendFuncSeparate js.Value
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fnBufferData js.Value
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fnBufferSubData js.Value
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fnCheckFramebufferStatus js.Value
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fnClear js.Value
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fnColorMask js.Value
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fnCompileShader js.Value
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fnCreateBuffer js.Value
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fnCreateFramebuffer js.Value
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fnCreateProgram js.Value
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fnCreateRenderbuffer js.Value
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fnCreateShader js.Value
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fnCreateTexture js.Value
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fnCreateVertexArray js.Value
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fnDeleteBuffer js.Value
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fnDeleteFramebuffer js.Value
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fnDeleteProgram js.Value
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fnDeleteRenderbuffer js.Value
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fnDeleteShader js.Value
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fnDeleteTexture js.Value
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fnDeleteVertexArray js.Value
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fnDisable js.Value
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fnDisableVertexAttribArray js.Value
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fnDrawElements js.Value
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fnEnable js.Value
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fnEnableVertexAttribArray js.Value
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fnFramebufferRenderbuffer js.Value
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fnFramebufferTexture2D js.Value
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fnFlush js.Value
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fnGetError js.Value
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fnGetParameter js.Value
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fnGetProgramInfoLog js.Value
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fnGetProgramParameter js.Value
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fnGetShaderInfoLog js.Value
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fnGetShaderParameter js.Value
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fnGetUniformLocation js.Value
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fnIsProgram js.Value
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fnLinkProgram js.Value
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fnPixelStorei js.Value
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fnReadPixels js.Value
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fnRenderbufferStorage js.Value
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fnScissor js.Value
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fnShaderSource js.Value
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fnStencilFunc js.Value
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fnStencilMask js.Value
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fnStencilOpSeparate js.Value
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fnTexImage2D js.Value
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fnTexSubImage2D js.Value
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fnTexParameteri js.Value
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fnUniform1fv js.Value
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fnUniform1i js.Value
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fnUniform1iv js.Value
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fnUniform2fv js.Value
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fnUniform2iv js.Value
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fnUniform3fv js.Value
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fnUniform3iv js.Value
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fnUniform4fv js.Value
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fnUniform4iv js.Value
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fnUniformMatrix2fv js.Value
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fnUniformMatrix3fv js.Value
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fnUniformMatrix4fv js.Value
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fnUseProgram js.Value
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fnVertexAttribPointer js.Value
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fnViewport js.Value
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buffers values
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framebuffers values
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programs values
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renderbuffers values
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shaders values
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textures values
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vertexArrays values
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uniformLocations map[uint32]*values
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}
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type values struct {
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idToValue map[uint32]js.Value
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lastID uint32
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}
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func (v *values) create(value js.Value) uint32 {
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v.lastID++
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id := v.lastID
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if v.idToValue == nil {
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v.idToValue = map[uint32]js.Value{}
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}
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v.idToValue[id] = value
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return id
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}
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func (v *values) get(id uint32) js.Value {
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return v.idToValue[id]
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}
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func (v *values) getID(value js.Value) (uint32, bool) {
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for id, v := range v.idToValue {
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if v.Equal(value) {
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return id, true
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}
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}
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return 0, false
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}
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func (v *values) getOrCreate(value js.Value) uint32 {
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id, ok := v.getID(value)
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if ok {
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return id
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}
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return v.create(value)
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}
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func (v *values) delete(id uint32) {
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delete(v.idToValue, id)
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}
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func NewDefaultContext(v js.Value) (Context, error) {
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// Passing a Go string to the JS world is expensive. This causes conversion to UTF-16 (#1438).
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// In order to reduce the cost when calling functions, create the function objects by bind and use them.
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g := &defaultContext{
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fnActiveTexture: v.Get("activeTexture").Call("bind", v),
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fnAttachShader: v.Get("attachShader").Call("bind", v),
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fnBindAttribLocation: v.Get("bindAttribLocation").Call("bind", v),
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fnBindBuffer: v.Get("bindBuffer").Call("bind", v),
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fnBindFramebuffer: v.Get("bindFramebuffer").Call("bind", v),
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fnBindRenderbuffer: v.Get("bindRenderbuffer").Call("bind", v),
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fnBindTexture: v.Get("bindTexture").Call("bind", v),
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fnBindVertexArray: v.Get("bindVertexArray").Call("bind", v),
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fnBlendEquationSeparate: v.Get("blendEquationSeparate").Call("bind", v),
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fnBlendFuncSeparate: v.Get("blendFuncSeparate").Call("bind", v),
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fnBufferData: v.Get("bufferData").Call("bind", v),
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fnBufferSubData: v.Get("bufferSubData").Call("bind", v),
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fnCheckFramebufferStatus: v.Get("checkFramebufferStatus").Call("bind", v),
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fnClear: v.Get("clear").Call("bind", v),
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fnColorMask: v.Get("colorMask").Call("bind", v),
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fnCompileShader: v.Get("compileShader").Call("bind", v),
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fnCreateBuffer: v.Get("createBuffer").Call("bind", v),
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fnCreateFramebuffer: v.Get("createFramebuffer").Call("bind", v),
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fnCreateProgram: v.Get("createProgram").Call("bind", v),
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fnCreateRenderbuffer: v.Get("createRenderbuffer").Call("bind", v),
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fnCreateShader: v.Get("createShader").Call("bind", v),
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fnCreateTexture: v.Get("createTexture").Call("bind", v),
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fnCreateVertexArray: v.Get("createVertexArray").Call("bind", v),
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fnDeleteBuffer: v.Get("deleteBuffer").Call("bind", v),
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fnDeleteFramebuffer: v.Get("deleteFramebuffer").Call("bind", v),
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fnDeleteProgram: v.Get("deleteProgram").Call("bind", v),
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fnDeleteRenderbuffer: v.Get("deleteRenderbuffer").Call("bind", v),
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fnDeleteShader: v.Get("deleteShader").Call("bind", v),
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fnDeleteTexture: v.Get("deleteTexture").Call("bind", v),
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fnDeleteVertexArray: v.Get("deleteVertexArray").Call("bind", v),
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fnDisable: v.Get("disable").Call("bind", v),
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fnDisableVertexAttribArray: v.Get("disableVertexAttribArray").Call("bind", v),
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fnDrawElements: v.Get("drawElements").Call("bind", v),
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fnEnable: v.Get("enable").Call("bind", v),
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fnEnableVertexAttribArray: v.Get("enableVertexAttribArray").Call("bind", v),
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fnFramebufferRenderbuffer: v.Get("framebufferRenderbuffer").Call("bind", v),
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fnFramebufferTexture2D: v.Get("framebufferTexture2D").Call("bind", v),
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fnFlush: v.Get("flush").Call("bind", v),
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fnGetError: v.Get("getError").Call("bind", v),
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fnGetParameter: v.Get("getParameter").Call("bind", v),
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fnGetProgramInfoLog: v.Get("getProgramInfoLog").Call("bind", v),
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fnGetProgramParameter: v.Get("getProgramParameter").Call("bind", v),
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fnGetShaderInfoLog: v.Get("getShaderInfoLog").Call("bind", v),
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fnGetShaderParameter: v.Get("getShaderParameter").Call("bind", v),
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fnGetUniformLocation: v.Get("getUniformLocation").Call("bind", v),
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fnIsProgram: v.Get("isProgram").Call("bind", v),
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fnLinkProgram: v.Get("linkProgram").Call("bind", v),
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fnPixelStorei: v.Get("pixelStorei").Call("bind", v),
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fnReadPixels: v.Get("readPixels").Call("bind", v),
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fnRenderbufferStorage: v.Get("renderbufferStorage").Call("bind", v),
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fnScissor: v.Get("scissor").Call("bind", v),
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fnShaderSource: v.Get("shaderSource").Call("bind", v),
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fnStencilFunc: v.Get("stencilFunc").Call("bind", v),
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fnStencilMask: v.Get("stencilMask").Call("bind", v),
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fnStencilOpSeparate: v.Get("stencilOpSeparate").Call("bind", v),
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fnTexImage2D: v.Get("texImage2D").Call("bind", v),
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fnTexSubImage2D: v.Get("texSubImage2D").Call("bind", v),
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fnTexParameteri: v.Get("texParameteri").Call("bind", v),
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fnUniform1fv: v.Get("uniform1fv").Call("bind", v),
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fnUniform1i: v.Get("uniform1i").Call("bind", v),
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fnUniform1iv: v.Get("uniform1iv").Call("bind", v),
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fnUniform2fv: v.Get("uniform2fv").Call("bind", v),
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fnUniform2iv: v.Get("uniform2iv").Call("bind", v),
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fnUniform3fv: v.Get("uniform3fv").Call("bind", v),
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fnUniform3iv: v.Get("uniform3iv").Call("bind", v),
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fnUniform4fv: v.Get("uniform4fv").Call("bind", v),
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fnUniform4iv: v.Get("uniform4iv").Call("bind", v),
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fnUniformMatrix2fv: v.Get("uniformMatrix2fv").Call("bind", v),
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fnUniformMatrix3fv: v.Get("uniformMatrix3fv").Call("bind", v),
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fnUniformMatrix4fv: v.Get("uniformMatrix4fv").Call("bind", v),
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fnUseProgram: v.Get("useProgram").Call("bind", v),
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fnVertexAttribPointer: v.Get("vertexAttribPointer").Call("bind", v),
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fnViewport: v.Get("viewport").Call("bind", v),
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}
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return g, nil
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}
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func (c *defaultContext) getUniformLocation(location int32) js.Value {
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program := uint32(location) >> 5
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return c.uniformLocations[program].get(uint32(location) & ((1 << 5) - 1))
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}
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func (c *defaultContext) LoadFunctions() error {
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return nil
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}
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func (c *defaultContext) IsES() bool {
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// WebGL is compatible with GLES.
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return true
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}
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func (c *defaultContext) ActiveTexture(texture uint32) {
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c.fnActiveTexture.Invoke(texture)
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}
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func (c *defaultContext) AttachShader(program uint32, shader uint32) {
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c.fnAttachShader.Invoke(c.programs.get(program), c.shaders.get(shader))
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}
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func (c *defaultContext) BindAttribLocation(program uint32, index uint32, name string) {
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c.fnBindAttribLocation.Invoke(c.programs.get(program), index, name)
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}
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func (c *defaultContext) BindBuffer(target uint32, buffer uint32) {
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c.fnBindBuffer.Invoke(target, c.buffers.get(buffer))
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}
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func (c *defaultContext) BindFramebuffer(target uint32, framebuffer uint32) {
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c.fnBindFramebuffer.Invoke(target, c.framebuffers.get(framebuffer))
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}
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func (c *defaultContext) BindRenderbuffer(target uint32, renderbuffer uint32) {
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c.fnBindRenderbuffer.Invoke(target, c.renderbuffers.get(renderbuffer))
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}
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func (c *defaultContext) BindTexture(target uint32, texture uint32) {
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c.fnBindTexture.Invoke(target, c.textures.get(texture))
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}
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func (c *defaultContext) BindVertexArray(array uint32) {
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c.fnBindVertexArray.Invoke(c.vertexArrays.get(array))
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}
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func (c *defaultContext) BlendEquationSeparate(modeRGB uint32, modeAlpha uint32) {
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c.fnBlendEquationSeparate.Invoke(modeRGB, modeAlpha)
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}
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func (c *defaultContext) BlendFuncSeparate(srcRGB uint32, dstRGB uint32, srcAlpha uint32, dstAlpha uint32) {
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c.fnBlendFuncSeparate.Invoke(srcRGB, dstRGB, srcAlpha, dstAlpha)
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}
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func (c *defaultContext) BufferInit(target uint32, size int, usage uint32) {
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c.fnBufferData.Invoke(target, size, usage)
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}
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func (c *defaultContext) BufferSubData(target uint32, offset int, data []byte) {
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l := len(data)
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arr := tmpUint8ArrayFromUint8Slice(l, data)
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c.fnBufferSubData.Invoke(target, offset, arr, 0, l)
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}
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func (c *defaultContext) CheckFramebufferStatus(target uint32) uint32 {
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return uint32(c.fnCheckFramebufferStatus.Invoke(target).Int())
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}
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func (c *defaultContext) Clear(mask uint32) {
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c.fnClear.Invoke(mask)
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}
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func (c *defaultContext) ColorMask(red, green, blue, alpha bool) {
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c.fnColorMask.Invoke(red, green, blue, alpha)
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}
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func (c *defaultContext) CompileShader(shader uint32) {
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c.fnCompileShader.Invoke(c.shaders.get(shader))
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}
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func (c *defaultContext) CreateBuffer() uint32 {
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return c.buffers.create(c.fnCreateBuffer.Invoke())
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}
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func (c *defaultContext) CreateFramebuffer() uint32 {
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return c.framebuffers.create(c.fnCreateFramebuffer.Invoke())
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}
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func (c *defaultContext) CreateProgram() uint32 {
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return c.programs.create(c.fnCreateProgram.Invoke())
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}
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func (c *defaultContext) CreateRenderbuffer() uint32 {
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return c.renderbuffers.create(c.fnCreateRenderbuffer.Invoke())
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}
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func (c *defaultContext) CreateShader(xtype uint32) uint32 {
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return c.shaders.create(c.fnCreateShader.Invoke(xtype))
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}
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func (c *defaultContext) CreateTexture() uint32 {
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return c.textures.create(c.fnCreateTexture.Invoke())
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}
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func (c *defaultContext) CreateVertexArray() uint32 {
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return c.vertexArrays.create(c.fnCreateVertexArray.Invoke())
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}
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func (c *defaultContext) DeleteBuffer(buffer uint32) {
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c.fnDeleteBuffer.Invoke(c.buffers.get(buffer))
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c.buffers.delete(buffer)
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}
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func (c *defaultContext) DeleteFramebuffer(framebuffer uint32) {
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c.fnDeleteFramebuffer.Invoke(c.framebuffers.get(framebuffer))
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c.framebuffers.delete(framebuffer)
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}
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func (c *defaultContext) DeleteProgram(program uint32) {
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c.fnDeleteProgram.Invoke(c.programs.get(program))
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c.programs.delete(program)
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delete(c.uniformLocations, program)
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}
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func (c *defaultContext) DeleteRenderbuffer(renderbuffer uint32) {
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c.fnDeleteRenderbuffer.Invoke(c.renderbuffers.get(renderbuffer))
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c.renderbuffers.delete(renderbuffer)
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}
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func (c *defaultContext) DeleteShader(shader uint32) {
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c.fnDeleteShader.Invoke(c.shaders.get(shader))
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c.shaders.delete(shader)
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}
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func (c *defaultContext) DeleteTexture(texture uint32) {
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c.fnDeleteTexture.Invoke(c.textures.get(texture))
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c.textures.delete(texture)
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}
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func (c *defaultContext) DeleteVertexArray(array uint32) {
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c.fnDeleteVertexArray.Invoke(c.vertexArrays.get(array))
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c.vertexArrays.delete(array)
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}
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func (c *defaultContext) Disable(cap uint32) {
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c.fnDisable.Invoke(cap)
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}
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func (c *defaultContext) DisableVertexAttribArray(index uint32) {
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c.fnDisableVertexAttribArray.Invoke(index)
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}
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func (c *defaultContext) DrawElements(mode uint32, count int32, xtype uint32, offset int) {
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c.fnDrawElements.Invoke(mode, count, xtype, offset)
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}
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func (c *defaultContext) Enable(cap uint32) {
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c.fnEnable.Invoke(cap)
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}
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func (c *defaultContext) EnableVertexAttribArray(index uint32) {
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c.fnEnableVertexAttribArray.Invoke(index)
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}
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func (c *defaultContext) Flush() {
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c.fnFlush.Invoke()
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}
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func (c *defaultContext) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) {
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c.fnFramebufferRenderbuffer.Invoke(target, attachment, renderbuffertarget, c.renderbuffers.get(renderbuffer))
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}
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func (c *defaultContext) FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) {
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c.fnFramebufferTexture2D.Invoke(target, attachment, textarget, c.textures.get(texture), level)
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}
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func (c *defaultContext) GetError() uint32 {
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return uint32(c.fnGetError.Invoke().Int())
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}
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func (c *defaultContext) GetInteger(pname uint32) int {
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ret := c.fnGetParameter.Invoke(pname)
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switch pname {
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case FRAMEBUFFER_BINDING:
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id, ok := c.framebuffers.getID(ret)
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if !ok {
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return 0
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}
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return int(id)
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case MAX_TEXTURE_SIZE:
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return ret.Int()
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default:
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panic(fmt.Sprintf("gl: unexpected pname at GetInteger: %d", pname))
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}
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}
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func (c *defaultContext) GetProgramInfoLog(program uint32) string {
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return c.fnGetProgramInfoLog.Invoke(c.programs.get(program)).String()
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}
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func (c *defaultContext) GetProgrami(program uint32, pname uint32) int {
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v := c.fnGetProgramParameter.Invoke(c.programs.get(program), pname)
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switch v.Type() {
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case js.TypeNumber:
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return v.Int()
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case js.TypeBoolean:
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if v.Bool() {
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return TRUE
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}
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return FALSE
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default:
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panic(fmt.Sprintf("gl: unexpected return type at GetProgrami: %v", v))
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}
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}
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func (c *defaultContext) GetShaderInfoLog(shader uint32) string {
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return c.fnGetShaderInfoLog.Invoke(c.shaders.get(shader)).String()
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}
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func (c *defaultContext) GetShaderi(shader uint32, pname uint32) int {
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v := c.fnGetShaderParameter.Invoke(c.shaders.get(shader), pname)
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switch v.Type() {
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case js.TypeNumber:
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return v.Int()
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case js.TypeBoolean:
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if v.Bool() {
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return TRUE
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}
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return FALSE
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default:
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panic(fmt.Sprintf("gl: unexpected return type at GetShaderi: %v", v))
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}
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}
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func (c *defaultContext) GetUniformLocation(program uint32, name string) int32 {
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location := c.fnGetUniformLocation.Invoke(c.programs.get(program), name)
|
|
if c.uniformLocations == nil {
|
|
c.uniformLocations = map[uint32]*values{}
|
|
}
|
|
vs, ok := c.uniformLocations[program]
|
|
if !ok {
|
|
vs = &values{}
|
|
c.uniformLocations[program] = vs
|
|
}
|
|
idx := vs.getOrCreate(location)
|
|
return int32((program << 5) | idx)
|
|
}
|
|
|
|
func (c *defaultContext) IsProgram(program uint32) bool {
|
|
return c.fnIsProgram.Invoke(c.programs.get(program)).Bool()
|
|
}
|
|
|
|
func (c *defaultContext) LinkProgram(program uint32) {
|
|
c.fnLinkProgram.Invoke(c.programs.get(program))
|
|
}
|
|
|
|
func (c *defaultContext) PixelStorei(pname uint32, param int32) {
|
|
c.fnPixelStorei.Invoke(pname, param)
|
|
}
|
|
|
|
func (c *defaultContext) ReadPixels(dst []byte, x int32, y int32, width int32, height int32, format uint32, xtype uint32) {
|
|
if dst == nil {
|
|
c.fnReadPixels.Invoke(x, y, width, height, format, xtype, 0)
|
|
return
|
|
}
|
|
p := tmpUint8ArrayFromUint8Slice(len(dst), nil)
|
|
c.fnReadPixels.Invoke(x, y, width, height, format, xtype, p)
|
|
js.CopyBytesToGo(dst, p)
|
|
}
|
|
|
|
func (c *defaultContext) RenderbufferStorage(target uint32, internalFormat uint32, width int32, height int32) {
|
|
c.fnRenderbufferStorage.Invoke(target, internalFormat, width, height)
|
|
}
|
|
|
|
func (c *defaultContext) Scissor(x, y, width, height int32) {
|
|
c.fnScissor.Invoke(x, y, width, height)
|
|
}
|
|
|
|
func (c *defaultContext) ShaderSource(shader uint32, xstring string) {
|
|
c.fnShaderSource.Invoke(c.shaders.get(shader), xstring)
|
|
}
|
|
|
|
func (c *defaultContext) StencilFunc(func_ uint32, ref int32, mask uint32) {
|
|
c.fnStencilFunc.Invoke(func_, ref, mask)
|
|
}
|
|
|
|
func (c *defaultContext) StencilOpSeparate(face, sfail, dpfail, dppass uint32) {
|
|
c.fnStencilOpSeparate.Invoke(face, sfail, dpfail, dppass)
|
|
}
|
|
|
|
func (c *defaultContext) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) {
|
|
if pixels != nil {
|
|
panic("gl: TexImage2D with non-nil pixels is not implemented")
|
|
}
|
|
c.fnTexImage2D.Invoke(target, level, internalformat, width, height, 0, format, xtype, nil)
|
|
}
|
|
|
|
func (c *defaultContext) TexParameteri(target uint32, pname uint32, param int32) {
|
|
c.fnTexParameteri.Invoke(target, pname, param)
|
|
}
|
|
|
|
func (c *defaultContext) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) {
|
|
arr := tmpUint8ArrayFromUint8Slice(len(pixels), pixels)
|
|
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
|
|
// GLsizei width, GLsizei height,
|
|
// GLenum format, GLenum type, ArrayBufferView pixels, srcOffset);
|
|
c.fnTexSubImage2D.Invoke(target, level, xoffset, yoffset, width, height, format, xtype, arr, 0)
|
|
}
|
|
|
|
func (c *defaultContext) Uniform1fv(location int32, value []float32) {
|
|
l := c.getUniformLocation(location)
|
|
arr := tmpFloat32ArrayFromFloat32Slice(len(value), value)
|
|
c.fnUniform1fv.Invoke(l, arr, 0, len(value))
|
|
}
|
|
|
|
func (c *defaultContext) Uniform1i(location int32, v0 int32) {
|
|
l := c.getUniformLocation(location)
|
|
c.fnUniform1i.Invoke(l, v0)
|
|
}
|
|
|
|
func (c *defaultContext) Uniform1iv(location int32, value []int32) {
|
|
l := c.getUniformLocation(location)
|
|
arr := tmpInt32ArrayFromInt32Slice(len(value), value)
|
|
c.fnUniform1iv.Invoke(l, arr, 0, len(value))
|
|
}
|
|
|
|
func (c *defaultContext) Uniform2fv(location int32, value []float32) {
|
|
l := c.getUniformLocation(location)
|
|
arr := tmpFloat32ArrayFromFloat32Slice(len(value), value)
|
|
c.fnUniform2fv.Invoke(l, arr, 0, len(value))
|
|
}
|
|
|
|
func (c *defaultContext) Uniform2iv(location int32, value []int32) {
|
|
l := c.getUniformLocation(location)
|
|
arr := tmpInt32ArrayFromInt32Slice(len(value), value)
|
|
c.fnUniform2iv.Invoke(l, arr, 0, len(value))
|
|
}
|
|
|
|
func (c *defaultContext) Uniform3fv(location int32, value []float32) {
|
|
l := c.getUniformLocation(location)
|
|
arr := tmpFloat32ArrayFromFloat32Slice(len(value), value)
|
|
c.fnUniform3fv.Invoke(l, arr, 0, len(value))
|
|
}
|
|
|
|
func (c *defaultContext) Uniform3iv(location int32, value []int32) {
|
|
l := c.getUniformLocation(location)
|
|
arr := tmpInt32ArrayFromInt32Slice(len(value), value)
|
|
c.fnUniform3iv.Invoke(l, arr, 0, len(value))
|
|
}
|
|
|
|
func (c *defaultContext) Uniform4fv(location int32, value []float32) {
|
|
l := c.getUniformLocation(location)
|
|
arr := tmpFloat32ArrayFromFloat32Slice(len(value), value)
|
|
c.fnUniform4fv.Invoke(l, arr, 0, len(value))
|
|
}
|
|
|
|
func (c *defaultContext) Uniform4iv(location int32, value []int32) {
|
|
l := c.getUniformLocation(location)
|
|
arr := tmpInt32ArrayFromInt32Slice(len(value), value)
|
|
c.fnUniform4iv.Invoke(l, arr, 0, len(value))
|
|
}
|
|
|
|
func (c *defaultContext) UniformMatrix2fv(location int32, value []float32) {
|
|
l := c.getUniformLocation(location)
|
|
arr := tmpFloat32ArrayFromFloat32Slice(len(value), value)
|
|
c.fnUniformMatrix2fv.Invoke(l, false, arr, 0, len(value))
|
|
}
|
|
|
|
func (c *defaultContext) UniformMatrix3fv(location int32, value []float32) {
|
|
l := c.getUniformLocation(location)
|
|
arr := tmpFloat32ArrayFromFloat32Slice(len(value), value)
|
|
c.fnUniformMatrix3fv.Invoke(l, false, arr, 0, len(value))
|
|
}
|
|
|
|
func (c *defaultContext) UniformMatrix4fv(location int32, value []float32) {
|
|
l := c.getUniformLocation(location)
|
|
arr := tmpFloat32ArrayFromFloat32Slice(len(value), value)
|
|
c.fnUniformMatrix4fv.Invoke(l, false, arr, 0, len(value))
|
|
}
|
|
|
|
func (c *defaultContext) UseProgram(program uint32) {
|
|
c.fnUseProgram.Invoke(c.programs.get(program))
|
|
}
|
|
|
|
func (c *defaultContext) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset int) {
|
|
c.fnVertexAttribPointer.Invoke(index, size, xtype, normalized, stride, offset)
|
|
}
|
|
|
|
func (c *defaultContext) Viewport(x int32, y int32, width int32, height int32) {
|
|
c.fnViewport.Invoke(x, y, width, height)
|
|
}
|