mirror of
https://github.com/hajimehoshi/ebiten.git
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f08983e14d
It should be safe to assume 0 is an invalid texture ID in OpenGL. https://registry.khronos.org/OpenGL-Refpages/gl4/html/glIsTexture.xhtml > If texture is zero, or is a non-zero value that is not currently the > name of a texture, or if an error occurs, glIsTexture returns GL_FALSE.
473 lines
13 KiB
Go
473 lines
13 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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//go:build !js
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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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"unsafe"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl"
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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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renderbufferNative 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 (r renderbufferNative) equal(rhs renderbufferNative) bool {
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return r == 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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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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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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type contextImpl struct {
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ctx gl.Context
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init bool
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}
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func (c *context) reset() error {
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if !c.init {
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// Load OpenGL functions after WGL is initialized especially for Windows (#2452).
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if err := c.ctx.LoadFunctions(); err != nil {
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return err
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}
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c.init = true
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}
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c.locationCache = newLocationCache()
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c.lastTexture = 0
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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.lastBlend = graphicsdriver.Blend{}
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c.ctx.Enable(gl.BLEND)
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c.ctx.Enable(gl.SCISSOR_TEST)
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c.blend(graphicsdriver.BlendSourceOver)
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c.screenFramebuffer = framebufferNative(c.ctx.GetInteger(gl.FRAMEBUFFER_BINDING))
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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) blend(blend graphicsdriver.Blend) {
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if c.lastBlend == blend {
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return
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}
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c.lastBlend = blend
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c.ctx.BlendFuncSeparate(
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uint32(convertBlendFactor(blend.BlendFactorSourceRGB)),
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uint32(convertBlendFactor(blend.BlendFactorDestinationRGB)),
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uint32(convertBlendFactor(blend.BlendFactorSourceAlpha)),
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uint32(convertBlendFactor(blend.BlendFactorDestinationAlpha)),
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)
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c.ctx.BlendEquationSeparate(
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uint32(convertBlendOperation(blend.BlendOperationRGB)),
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uint32(convertBlendOperation(blend.BlendOperationAlpha)),
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)
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}
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func (c *context) scissor(x, y, width, height int) {
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c.ctx.Scissor(int32(x), int32(y), int32(width), int32(height))
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}
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func (c *context) newTexture(width, height int) (textureNative, error) {
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t := c.ctx.CreateTexture()
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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.bindTexture(textureNative(t))
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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c.ctx.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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c.ctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), gl.RGBA, gl.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(gl.FRAMEBUFFER, uint32(f))
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}
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func (c *context) framebufferPixels(buf []byte, f *framebuffer, x, y, width, height int) {
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c.ctx.Flush()
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c.bindFramebuffer(f.native)
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c.ctx.ReadPixels(buf, int32(x), int32(y), int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE)
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}
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func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) {
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c.ctx.Flush()
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c.bindFramebuffer(f.native)
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c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, uint32(buffer))
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c.ctx.ReadPixels(nil, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE)
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c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, 0)
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}
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func (c *context) activeTexture(idx int) {
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c.ctx.ActiveTexture(uint32(gl.TEXTURE0 + idx))
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}
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func (c *context) bindTextureImpl(t textureNative) {
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c.ctx.BindTexture(gl.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 = 0
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}
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c.ctx.DeleteTexture(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) newRenderbuffer(width, height int) (renderbufferNative, error) {
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r := c.ctx.CreateRenderbuffer()
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if r <= 0 {
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return 0, errors.New("opengl: creating renderbuffer failed")
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}
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renderbuffer := renderbufferNative(r)
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c.bindRenderbuffer(renderbuffer)
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// GL_STENCIL_INDEX8 might not be available with OpenGL 2.1.
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// https://www.khronos.org/opengl/wiki/Image_Format
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c.ctx.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH24_STENCIL8, int32(width), int32(height))
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return renderbuffer, nil
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}
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func (c *context) bindRenderbufferImpl(r renderbufferNative) {
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c.ctx.BindRenderbuffer(gl.RENDERBUFFER, uint32(r))
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}
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func (c *context) deleteRenderbuffer(r renderbufferNative) {
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if !c.ctx.IsRenderbuffer(uint32(r)) {
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return
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}
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if c.lastRenderbuffer.equal(r) {
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c.lastRenderbuffer = 0
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}
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c.ctx.DeleteRenderbuffer(uint32(r))
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}
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func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) {
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f := c.ctx.CreateFramebuffer()
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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(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
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s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER)
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if s != gl.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 != gl.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) bindStencilBuffer(f framebufferNative, r renderbufferNative) error {
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c.bindFramebuffer(f)
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c.ctx.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, uint32(r))
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if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
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return errors.New(fmt.Sprintf("opengl: glFramebufferRenderbuffer failed: %d", s))
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}
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return 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.DeleteFramebuffer(uint32(f))
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}
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func (c *context) newVertexShader(source string) (shader, error) {
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return c.newShader(gl.VERTEX_SHADER, source)
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}
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func (c *context) newFragmentShader(source string) (shader, error) {
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return c.newShader(gl.FRAGMENT_SHADER, source)
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}
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func (c *context) newShader(shaderType uint32, source string) (shader, error) {
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s := c.ctx.CreateShader(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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if c.ctx.GetShaderi(s, gl.COMPILE_STATUS) == gl.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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if c.ctx.GetProgrami(p, gl.LINK_STATUS) == gl.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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c.locationCache.deleteProgram(p)
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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) uniforms(p program, location string, v []uint32, 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), uint32sToFloat32s(v))
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case shaderir.Int:
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c.ctx.Uniform1iv(int32(l), uint32sToInt32s(v))
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case shaderir.Vec2:
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c.ctx.Uniform2fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Vec3:
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c.ctx.Uniform3fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Vec4:
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c.ctx.Uniform4fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Mat2:
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c.ctx.UniformMatrix2fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Mat3:
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c.ctx.UniformMatrix3fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Mat4:
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c.ctx.UniformMatrix4fv(int32(l), uint32sToFloat32s(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(index int, size int, stride int, offset int) {
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c.ctx.VertexAttribPointer(uint32(index), int32(size), gl.FLOAT, false, int32(stride), offset)
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}
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func (c *context) enableVertexAttribArray(index int) {
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c.ctx.EnableVertexAttribArray(uint32(index))
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}
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func (c *context) disableVertexAttribArray(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.CreateBuffer()
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c.ctx.BindBuffer(gl.ARRAY_BUFFER, b)
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c.ctx.BufferInit(gl.ARRAY_BUFFER, size, gl.DYNAMIC_DRAW)
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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.CreateBuffer()
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c.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b)
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c.ctx.BufferInit(gl.ELEMENT_ARRAY_BUFFER, size, gl.DYNAMIC_DRAW)
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return buffer(b)
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}
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func (c *context) bindArrayBuffer(b buffer) {
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c.ctx.BindBuffer(gl.ARRAY_BUFFER, uint32(b))
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}
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func (c *context) bindElementArrayBuffer(b buffer) {
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c.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(b))
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}
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func (c *context) arrayBufferSubData(data []float32) {
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s := unsafe.Slice((*byte)(unsafe.Pointer(&data[0])), len(data)*4)
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c.ctx.BufferSubData(gl.ARRAY_BUFFER, 0, s)
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}
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func (c *context) elementArrayBufferSubData(data []uint16) {
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s := unsafe.Slice((*byte)(unsafe.Pointer(&data[0])), len(data)*2)
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c.ctx.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, s)
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}
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func (c *context) deleteBuffer(b buffer) {
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c.ctx.DeleteBuffer(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(gl.TRIANGLES, int32(len), gl.UNSIGNED_SHORT, offsetInBytes)
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}
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func (c *context) maxTextureSizeImpl() int {
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return c.ctx.GetInteger(gl.MAX_TEXTURE_SIZE)
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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) texSubImage2D(t textureNative, args []*graphicsdriver.WritePixelsArgs) {
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c.bindTexture(t)
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for _, a := range args {
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c.ctx.TexSubImage2D(gl.TEXTURE_2D, 0, int32(a.X), int32(a.Y), int32(a.Width), int32(a.Height), gl.RGBA, gl.UNSIGNED_BYTE, a.Pixels)
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}
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}
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func (c *context) enableStencilTest() {
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c.ctx.Enable(gl.STENCIL_TEST)
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}
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func (c *context) disableStencilTest() {
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c.ctx.Disable(gl.STENCIL_TEST)
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}
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func (c *context) beginStencilWithEvenOddRule() {
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c.ctx.Clear(gl.STENCIL_BUFFER_BIT)
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c.ctx.StencilFunc(gl.ALWAYS, 0x00, 0xff)
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c.ctx.StencilOp(gl.KEEP, gl.KEEP, gl.INVERT)
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c.ctx.ColorMask(false, false, false, false)
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}
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func (c *context) endStencilWithEvenOddRule() {
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c.ctx.StencilFunc(gl.NOTEQUAL, 0x00, 0xff)
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c.ctx.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
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c.ctx.ColorMask(true, true, true, true)
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}
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func (c *context) isES() bool {
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return c.ctx.IsES()
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}
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