mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 11:48:55 +01:00
f611b48c71
After this change, GL functions for mobiles, especially Android, are native ones instead of golang.org/x/mobile/gl functions in order to reduce goroutine context switches. On gomobile-build, golang.org/x/mobile/gl functions are still used. Fixes #1387
434 lines
12 KiB
Go
434 lines
12 KiB
Go
// Copyright 2014 Hajime Hoshi
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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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// +build android ios
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package opengl
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import (
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"errors"
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"fmt"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gles"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type (
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textureNative uint32
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framebufferNative uint32
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shader uint32
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program uint32
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buffer uint32
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)
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func (t textureNative) equal(rhs textureNative) bool {
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return t == rhs
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}
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func (f framebufferNative) equal(rhs framebufferNative) bool {
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return f == rhs
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}
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func (s shader) equal(rhs shader) bool {
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return s == rhs
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}
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func (b buffer) equal(rhs buffer) bool {
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return b == rhs
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}
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func (p program) equal(rhs program) bool {
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return p == rhs
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}
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var InvalidTexture textureNative
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type (
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uniformLocation int32
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attribLocation int32
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)
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func (u uniformLocation) equal(rhs uniformLocation) bool {
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return u == rhs
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}
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type programID uint32
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const (
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invalidTexture = 0
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invalidFramebuffer = (1 << 32) - 1
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invalidUniform = -1
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)
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func getProgramID(p program) programID {
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return programID(p)
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}
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const (
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vertexShader = shaderType(gles.VERTEX_SHADER)
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fragmentShader = shaderType(gles.FRAGMENT_SHADER)
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arrayBuffer = bufferType(gles.ARRAY_BUFFER)
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elementArrayBuffer = bufferType(gles.ELEMENT_ARRAY_BUFFER)
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dynamicDraw = bufferUsage(gles.DYNAMIC_DRAW)
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short = dataType(gles.SHORT)
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float = dataType(gles.FLOAT)
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zero = operation(gles.ZERO)
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one = operation(gles.ONE)
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srcAlpha = operation(gles.SRC_ALPHA)
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dstAlpha = operation(gles.DST_ALPHA)
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oneMinusSrcAlpha = operation(gles.ONE_MINUS_SRC_ALPHA)
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oneMinusDstAlpha = operation(gles.ONE_MINUS_DST_ALPHA)
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dstColor = operation(gles.DST_COLOR)
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)
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type contextImpl struct {
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ctx gles.Context
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}
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func (c *context) reset() error {
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c.locationCache = newLocationCache()
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c.lastTexture = invalidTexture
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c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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c.lastCompositeMode = driver.CompositeModeUnknown
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c.ctx.Enable(gles.BLEND)
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c.blendFunc(driver.CompositeModeSourceOver)
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f := make([]int32, 1)
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c.ctx.GetIntegerv(f, gles.FRAMEBUFFER_BINDING)
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c.screenFramebuffer = framebufferNative(f[0])
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// TODO: Need to update screenFramebufferWidth/Height?
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return nil
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}
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func (c *context) blendFunc(mode driver.CompositeMode) {
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if c.lastCompositeMode == mode {
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return
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}
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c.lastCompositeMode = mode
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s, d := mode.Operations()
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s2, d2 := convertOperation(s), convertOperation(d)
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c.ctx.BlendFunc(uint32(s2), uint32(d2))
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}
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func (c *context) newTexture(width, height int) (textureNative, error) {
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t := c.ctx.GenTextures(1)[0]
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if t <= 0 {
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return 0, errors.New("opengl: creating texture failed")
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}
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c.ctx.PixelStorei(gles.UNPACK_ALIGNMENT, 4)
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c.bindTexture(textureNative(t))
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c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_MAG_FILTER, gles.NEAREST)
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c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_MIN_FILTER, gles.NEAREST)
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c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_WRAP_S, gles.CLAMP_TO_EDGE)
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c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_WRAP_T, gles.CLAMP_TO_EDGE)
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c.ctx.TexImage2D(gles.TEXTURE_2D, 0, gles.RGBA, int32(width), int32(height), gles.RGBA, gles.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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c.ctx.BindFramebuffer(gles.FRAMEBUFFER, uint32(f))
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}
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func (c *context) framebufferPixels(f *framebuffer, width, height int) []byte {
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c.ctx.Flush()
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c.bindFramebuffer(f.native)
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pixels := make([]byte, 4*width*height)
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c.ctx.ReadPixels(pixels, 0, 0, int32(width), int32(height), gles.RGBA, gles.UNSIGNED_BYTE)
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return pixels
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}
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func (c *context) activeTexture(idx int) {
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c.ctx.ActiveTexture(uint32(gles.TEXTURE0 + idx))
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}
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func (c *context) bindTextureImpl(t textureNative) {
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c.ctx.BindTexture(gles.TEXTURE_2D, uint32(t))
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}
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func (c *context) deleteTexture(t textureNative) {
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if !c.ctx.IsTexture(uint32(t)) {
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return
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}
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if c.lastTexture == t {
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c.lastTexture = invalidTexture
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}
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c.ctx.DeleteTextures([]uint32{uint32(t)})
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}
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func (c *context) isTexture(t textureNative) bool {
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return c.ctx.IsTexture(uint32(t))
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}
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func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) {
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f := c.ctx.GenFramebuffers(1)[0]
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if f <= 0 {
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return 0, fmt.Errorf("opengl: creating framebuffer failed: the returned value is not positive but %d", f)
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}
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c.bindFramebuffer(framebufferNative(f))
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c.ctx.FramebufferTexture2D(gles.FRAMEBUFFER, gles.COLOR_ATTACHMENT0, gles.TEXTURE_2D, uint32(texture), 0)
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s := c.ctx.CheckFramebufferStatus(gles.FRAMEBUFFER)
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if s != gles.FRAMEBUFFER_COMPLETE {
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if s != 0 {
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return 0, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
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}
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if e := c.ctx.GetError(); e != gles.NO_ERROR {
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return 0, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
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}
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return 0, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
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}
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return framebufferNative(f), nil
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}
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func (c *context) setViewportImpl(width, height int) {
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c.ctx.Viewport(0, 0, int32(width), int32(height))
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}
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func (c *context) deleteFramebuffer(f framebufferNative) {
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if !c.ctx.IsFramebuffer(uint32(f)) {
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return
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}
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// If a framebuffer to be deleted is bound, a newly bound framebuffer
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// will be a default framebuffer.
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// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml
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if c.lastFramebuffer == f {
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c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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}
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c.ctx.DeleteFramebuffers([]uint32{uint32(f)})
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}
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func (c *context) newShader(shaderType shaderType, source string) (shader, error) {
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s := c.ctx.CreateShader(uint32(shaderType))
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if s == 0 {
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return 0, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
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c.ctx.ShaderSource(s, source)
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c.ctx.CompileShader(s)
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v := make([]int32, 1)
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c.ctx.GetShaderiv(v, s, gles.COMPILE_STATUS)
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if v[0] == gles.FALSE {
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log := c.ctx.GetShaderInfoLog(s)
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return 0, fmt.Errorf("opengl: shader compile failed: %s", log)
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}
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return shader(s), nil
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}
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func (c *context) deleteShader(s shader) {
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c.ctx.DeleteShader(uint32(s))
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}
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func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
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p := c.ctx.CreateProgram()
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if p == 0 {
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return 0, errors.New("opengl: glCreateProgram failed")
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}
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for _, shader := range shaders {
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c.ctx.AttachShader(p, uint32(shader))
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}
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for i, name := range attributes {
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c.ctx.BindAttribLocation(p, uint32(i), name)
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}
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c.ctx.LinkProgram(p)
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v := make([]int32, 1)
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c.ctx.GetProgramiv(v, p, gles.LINK_STATUS)
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if v[0] == gles.FALSE {
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info := c.ctx.GetProgramInfoLog(p)
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return 0, fmt.Errorf("opengl: program error: %s", info)
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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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c.ctx.UseProgram(uint32(p))
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}
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func (c *context) deleteProgram(p program) {
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if !c.ctx.IsProgram(uint32(p)) {
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return
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}
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c.ctx.DeleteProgram(uint32(p))
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}
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func (c *context) getUniformLocationImpl(p program, location string) uniformLocation {
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u := uniformLocation(c.ctx.GetUniformLocation(uint32(p), location))
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return u
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}
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func (c *context) uniformInt(p program, location string, v int) bool {
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l := c.locationCache.GetUniformLocation(c, p, location)
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if l == invalidUniform {
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return false
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}
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c.ctx.Uniform1i(int32(l), int32(v))
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return true
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}
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func (c *context) uniformFloat(p program, location string, v float32) bool {
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l := c.locationCache.GetUniformLocation(c, p, location)
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if l == invalidUniform {
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return false
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}
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c.ctx.Uniform1f(int32(l), v)
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return true
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}
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func (c *context) uniformFloats(p program, location string, v []float32, typ shaderir.Type) bool {
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l := c.locationCache.GetUniformLocation(c, p, location)
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if l == invalidUniform {
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return false
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}
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base := typ.Main
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if base == shaderir.Array {
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base = typ.Sub[0].Main
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}
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switch base {
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case shaderir.Float:
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c.ctx.Uniform1fv(int32(l), v)
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case shaderir.Vec2:
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c.ctx.Uniform2fv(int32(l), v)
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case shaderir.Vec3:
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c.ctx.Uniform3fv(int32(l), v)
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case shaderir.Vec4:
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c.ctx.Uniform4fv(int32(l), v)
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case shaderir.Mat2:
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c.ctx.UniformMatrix2fv(int32(l), false, v)
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case shaderir.Mat3:
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c.ctx.UniformMatrix3fv(int32(l), false, v)
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case shaderir.Mat4:
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c.ctx.UniformMatrix4fv(int32(l), false, v)
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default:
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panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String()))
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}
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return true
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}
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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.ctx.VertexAttribPointer(uint32(index), int32(size), uint32(dataType), false, int32(stride), offset)
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}
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func (c *context) enableVertexAttribArray(p program, index int) {
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c.ctx.EnableVertexAttribArray(uint32(index))
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}
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func (c *context) disableVertexAttribArray(p program, index int) {
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c.ctx.DisableVertexAttribArray(uint32(index))
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}
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func (c *context) newArrayBuffer(size int) buffer {
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b := c.ctx.GenBuffers(1)[0]
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c.ctx.BindBuffer(uint32(arrayBuffer), b)
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c.ctx.BufferData(uint32(arrayBuffer), size, nil, uint32(dynamicDraw))
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return buffer(b)
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}
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func (c *context) newElementArrayBuffer(size int) buffer {
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b := c.ctx.GenBuffers(1)[0]
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c.ctx.BindBuffer(uint32(elementArrayBuffer), b)
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c.ctx.BufferData(uint32(elementArrayBuffer), size, nil, uint32(dynamicDraw))
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return buffer(b)
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}
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func (c *context) bindBuffer(bufferType bufferType, b buffer) {
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c.ctx.BindBuffer(uint32(bufferType), uint32(b))
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}
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func (c *context) arrayBufferSubData(data []float32) {
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c.ctx.BufferSubData(uint32(arrayBuffer), 0, float32sToBytes(data))
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}
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func (c *context) elementArrayBufferSubData(data []uint16) {
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c.ctx.BufferSubData(uint32(elementArrayBuffer), 0, uint16sToBytes(data))
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}
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func (c *context) deleteBuffer(b buffer) {
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c.ctx.DeleteBuffers([]uint32{uint32(b)})
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}
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func (c *context) drawElements(len int, offsetInBytes int) {
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c.ctx.DrawElements(gles.TRIANGLES, int32(len), gles.UNSIGNED_SHORT, offsetInBytes)
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}
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func (c *context) maxTextureSizeImpl() int {
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v := make([]int32, 1)
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c.ctx.GetIntegerv(v, gles.MAX_TEXTURE_SIZE)
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return int(v[0])
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}
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func (c *context) getShaderPrecisionFormatPrecision() int {
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_, _, p := c.ctx.GetShaderPrecisionFormat(gles.FRAGMENT_SHADER, gles.HIGH_FLOAT)
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return p
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}
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func (c *context) flush() {
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c.ctx.Flush()
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}
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func (c *context) needsRestoring() bool {
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return true
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}
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func (c *context) canUsePBO() bool {
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// On Android, using PBO might slow the applications, especially when coming back from the context lost.
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// Let's not use PBO until we find a good solution.
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return false
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}
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func (c *context) texSubImage2D(t textureNative, width, height int, args []*driver.ReplacePixelsArgs) {
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c.bindTexture(t)
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for _, a := range args {
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c.ctx.TexSubImage2D(gles.TEXTURE_2D, 0, int32(a.X), int32(a.Y), int32(a.Width), int32(a.Height), gles.RGBA, gles.UNSIGNED_BYTE, a.Pixels)
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}
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}
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func (c *context) newPixelBufferObject(width, height int) buffer {
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b := c.ctx.GenBuffers(1)[0]
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c.ctx.BindBuffer(gles.PIXEL_UNPACK_BUFFER, b)
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c.ctx.BufferData(gles.PIXEL_UNPACK_BUFFER, 4*width*height, nil, gles.STREAM_DRAW)
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c.ctx.BindBuffer(gles.PIXEL_UNPACK_BUFFER, 0)
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return buffer(b)
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}
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func (c *context) replacePixelsWithPBO(buffer buffer, t textureNative, width, height int, args []*driver.ReplacePixelsArgs) {
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// This implementation is not used yet so far. See the comment at canUsePBO.
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c.bindTexture(t)
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c.ctx.BindBuffer(gles.PIXEL_UNPACK_BUFFER, uint32(buffer))
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stride := 4 * width
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for _, a := range args {
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offset := 4 * (a.Y*width + a.X)
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for j := 0; j < a.Height; j++ {
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c.ctx.BufferSubData(gles.PIXEL_UNPACK_BUFFER, offset+stride*j, a.Pixels[4*a.Width*j:4*a.Width*(j+1)])
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}
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}
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c.ctx.TexSubImage2D(gles.TEXTURE_2D, 0, 0, 0, int32(width), int32(height), gles.RGBA, gles.UNSIGNED_BYTE, nil)
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c.ctx.BindBuffer(gles.PIXEL_UNPACK_BUFFER, 0)
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}
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