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NoiseTorch/vendor/golang.org/x/mobile/gl/gl.go

1845 lines
35 KiB
Go

// Copyright 2014 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// +build darwin linux openbsd windows
// +build !gldebug
package gl
// TODO(crawshaw): should functions on specific types become methods? E.g.
// func (t Texture) Bind(target Enum)
// this seems natural in Go, but moves us slightly
// further away from the underlying OpenGL spec.
import (
"math"
"unsafe"
)
func (ctx *context) ActiveTexture(texture Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnActiveTexture,
a0: texture.c(),
},
})
}
func (ctx *context) AttachShader(p Program, s Shader) {
ctx.enqueue(call{
args: fnargs{
fn: glfnAttachShader,
a0: p.c(),
a1: s.c(),
},
})
}
func (ctx *context) BindAttribLocation(p Program, a Attrib, name string) {
s, free := ctx.cString(name)
defer free()
ctx.enqueue(call{
args: fnargs{
fn: glfnBindAttribLocation,
a0: p.c(),
a1: a.c(),
a2: s,
},
blocking: true,
})
}
func (ctx *context) BindBuffer(target Enum, b Buffer) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBindBuffer,
a0: target.c(),
a1: b.c(),
},
})
}
func (ctx *context) BindFramebuffer(target Enum, fb Framebuffer) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBindFramebuffer,
a0: target.c(),
a1: fb.c(),
},
})
}
func (ctx *context) BindRenderbuffer(target Enum, rb Renderbuffer) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBindRenderbuffer,
a0: target.c(),
a1: rb.c(),
},
})
}
func (ctx *context) BindTexture(target Enum, t Texture) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBindTexture,
a0: target.c(),
a1: t.c(),
},
})
}
func (ctx *context) BindVertexArray(va VertexArray) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBindVertexArray,
a0: va.c(),
},
})
}
func (ctx *context) BlendColor(red, green, blue, alpha float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBlendColor,
a0: uintptr(math.Float32bits(red)),
a1: uintptr(math.Float32bits(green)),
a2: uintptr(math.Float32bits(blue)),
a3: uintptr(math.Float32bits(alpha)),
},
})
}
func (ctx *context) BlendEquation(mode Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBlendEquation,
a0: mode.c(),
},
})
}
func (ctx *context) BlendEquationSeparate(modeRGB, modeAlpha Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBlendEquationSeparate,
a0: modeRGB.c(),
a1: modeAlpha.c(),
},
})
}
func (ctx *context) BlendFunc(sfactor, dfactor Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBlendFunc,
a0: sfactor.c(),
a1: dfactor.c(),
},
})
}
func (ctx *context) BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBlendFuncSeparate,
a0: sfactorRGB.c(),
a1: dfactorRGB.c(),
a2: sfactorAlpha.c(),
a3: dfactorAlpha.c(),
},
})
}
func (ctx *context) BufferData(target Enum, src []byte, usage Enum) {
parg := unsafe.Pointer(nil)
if len(src) > 0 {
parg = unsafe.Pointer(&src[0])
}
ctx.enqueue(call{
args: fnargs{
fn: glfnBufferData,
a0: target.c(),
a1: uintptr(len(src)),
a2: usage.c(),
},
parg: parg,
blocking: true,
})
}
func (ctx *context) BufferInit(target Enum, size int, usage Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBufferData,
a0: target.c(),
a1: uintptr(size),
a2: usage.c(),
},
parg: unsafe.Pointer(nil),
})
}
func (ctx *context) BufferSubData(target Enum, offset int, data []byte) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBufferSubData,
a0: target.c(),
a1: uintptr(offset),
a2: uintptr(len(data)),
},
parg: unsafe.Pointer(&data[0]),
blocking: true,
})
}
func (ctx *context) CheckFramebufferStatus(target Enum) Enum {
return Enum(ctx.enqueue(call{
args: fnargs{
fn: glfnCheckFramebufferStatus,
a0: target.c(),
},
blocking: true,
}))
}
func (ctx *context) Clear(mask Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnClear,
a0: uintptr(mask),
},
})
}
func (ctx *context) ClearColor(red, green, blue, alpha float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnClearColor,
a0: uintptr(math.Float32bits(red)),
a1: uintptr(math.Float32bits(green)),
a2: uintptr(math.Float32bits(blue)),
a3: uintptr(math.Float32bits(alpha)),
},
})
}
func (ctx *context) ClearDepthf(d float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnClearDepthf,
a0: uintptr(math.Float32bits(d)),
},
})
}
func (ctx *context) ClearStencil(s int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnClearStencil,
a0: uintptr(s),
},
})
}
func (ctx *context) ColorMask(red, green, blue, alpha bool) {
ctx.enqueue(call{
args: fnargs{
fn: glfnColorMask,
a0: glBoolean(red),
a1: glBoolean(green),
a2: glBoolean(blue),
a3: glBoolean(alpha),
},
})
}
func (ctx *context) CompileShader(s Shader) {
ctx.enqueue(call{
args: fnargs{
fn: glfnCompileShader,
a0: s.c(),
},
})
}
func (ctx *context) CompressedTexImage2D(target Enum, level int, internalformat Enum, width, height, border int, data []byte) {
ctx.enqueue(call{
args: fnargs{
fn: glfnCompressedTexImage2D,
a0: target.c(),
a1: uintptr(level),
a2: internalformat.c(),
a3: uintptr(width),
a4: uintptr(height),
a5: uintptr(border),
a6: uintptr(len(data)),
},
parg: unsafe.Pointer(&data[0]),
blocking: true,
})
}
func (ctx *context) CompressedTexSubImage2D(target Enum, level, xoffset, yoffset, width, height int, format Enum, data []byte) {
ctx.enqueue(call{
args: fnargs{
fn: glfnCompressedTexSubImage2D,
a0: target.c(),
a1: uintptr(level),
a2: uintptr(xoffset),
a3: uintptr(yoffset),
a4: uintptr(width),
a5: uintptr(height),
a6: format.c(),
a7: uintptr(len(data)),
},
parg: unsafe.Pointer(&data[0]),
blocking: true,
})
}
func (ctx *context) CopyTexImage2D(target Enum, level int, internalformat Enum, x, y, width, height, border int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnCopyTexImage2D,
a0: target.c(),
a1: uintptr(level),
a2: internalformat.c(),
a3: uintptr(x),
a4: uintptr(y),
a5: uintptr(width),
a6: uintptr(height),
a7: uintptr(border),
},
})
}
func (ctx *context) CopyTexSubImage2D(target Enum, level, xoffset, yoffset, x, y, width, height int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnCopyTexSubImage2D,
a0: target.c(),
a1: uintptr(level),
a2: uintptr(xoffset),
a3: uintptr(yoffset),
a4: uintptr(x),
a5: uintptr(y),
a6: uintptr(width),
a7: uintptr(height),
},
})
}
func (ctx *context) CreateBuffer() Buffer {
return Buffer{Value: uint32(ctx.enqueue(call{
args: fnargs{
fn: glfnGenBuffer,
},
blocking: true,
}))}
}
func (ctx *context) CreateFramebuffer() Framebuffer {
return Framebuffer{Value: uint32(ctx.enqueue(call{
args: fnargs{
fn: glfnGenFramebuffer,
},
blocking: true,
}))}
}
func (ctx *context) CreateProgram() Program {
return Program{
Init: true,
Value: uint32(ctx.enqueue(call{
args: fnargs{
fn: glfnCreateProgram,
},
blocking: true,
},
))}
}
func (ctx *context) CreateRenderbuffer() Renderbuffer {
return Renderbuffer{Value: uint32(ctx.enqueue(call{
args: fnargs{
fn: glfnGenRenderbuffer,
},
blocking: true,
}))}
}
func (ctx *context) CreateShader(ty Enum) Shader {
return Shader{Value: uint32(ctx.enqueue(call{
args: fnargs{
fn: glfnCreateShader,
a0: uintptr(ty),
},
blocking: true,
}))}
}
func (ctx *context) CreateTexture() Texture {
return Texture{Value: uint32(ctx.enqueue(call{
args: fnargs{
fn: glfnGenTexture,
},
blocking: true,
}))}
}
func (ctx *context) CreateVertexArray() VertexArray {
return VertexArray{Value: uint32(ctx.enqueue(call{
args: fnargs{
fn: glfnGenVertexArray,
},
blocking: true,
}))}
}
func (ctx *context) CullFace(mode Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnCullFace,
a0: mode.c(),
},
})
}
func (ctx *context) DeleteBuffer(v Buffer) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDeleteBuffer,
a0: v.c(),
},
})
}
func (ctx *context) DeleteFramebuffer(v Framebuffer) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDeleteFramebuffer,
a0: v.c(),
},
})
}
func (ctx *context) DeleteProgram(p Program) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDeleteProgram,
a0: p.c(),
},
})
}
func (ctx *context) DeleteRenderbuffer(v Renderbuffer) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDeleteRenderbuffer,
a0: v.c(),
},
})
}
func (ctx *context) DeleteShader(s Shader) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDeleteShader,
a0: s.c(),
},
})
}
func (ctx *context) DeleteTexture(v Texture) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDeleteTexture,
a0: v.c(),
},
})
}
func (ctx *context) DeleteVertexArray(v VertexArray) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDeleteVertexArray,
a0: v.c(),
},
})
}
func (ctx *context) DepthFunc(fn Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDepthFunc,
a0: fn.c(),
},
})
}
func (ctx *context) DepthMask(flag bool) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDepthMask,
a0: glBoolean(flag),
},
})
}
func (ctx *context) DepthRangef(n, f float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDepthRangef,
a0: uintptr(math.Float32bits(n)),
a1: uintptr(math.Float32bits(f)),
},
})
}
func (ctx *context) DetachShader(p Program, s Shader) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDetachShader,
a0: p.c(),
a1: s.c(),
},
})
}
func (ctx *context) Disable(cap Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDisable,
a0: cap.c(),
},
})
}
func (ctx *context) DisableVertexAttribArray(a Attrib) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDisableVertexAttribArray,
a0: a.c(),
},
})
}
func (ctx *context) DrawArrays(mode Enum, first, count int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDrawArrays,
a0: mode.c(),
a1: uintptr(first),
a2: uintptr(count),
},
})
}
func (ctx *context) DrawElements(mode Enum, count int, ty Enum, offset int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnDrawElements,
a0: mode.c(),
a1: uintptr(count),
a2: ty.c(),
a3: uintptr(offset),
},
})
}
func (ctx *context) Enable(cap Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnEnable,
a0: cap.c(),
},
})
}
func (ctx *context) EnableVertexAttribArray(a Attrib) {
ctx.enqueue(call{
args: fnargs{
fn: glfnEnableVertexAttribArray,
a0: a.c(),
},
})
}
func (ctx *context) Finish() {
ctx.enqueue(call{
args: fnargs{
fn: glfnFinish,
},
blocking: true,
})
}
func (ctx *context) Flush() {
ctx.enqueue(call{
args: fnargs{
fn: glfnFlush,
},
blocking: true,
})
}
func (ctx *context) FramebufferRenderbuffer(target, attachment, rbTarget Enum, rb Renderbuffer) {
ctx.enqueue(call{
args: fnargs{
fn: glfnFramebufferRenderbuffer,
a0: target.c(),
a1: attachment.c(),
a2: rbTarget.c(),
a3: rb.c(),
},
})
}
func (ctx *context) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnFramebufferTexture2D,
a0: target.c(),
a1: attachment.c(),
a2: texTarget.c(),
a3: t.c(),
a4: uintptr(level),
},
})
}
func (ctx *context) FrontFace(mode Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnFrontFace,
a0: mode.c(),
},
})
}
func (ctx *context) GenerateMipmap(target Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnGenerateMipmap,
a0: target.c(),
},
})
}
func (ctx *context) GetActiveAttrib(p Program, index uint32) (name string, size int, ty Enum) {
bufSize := ctx.GetProgrami(p, ACTIVE_ATTRIBUTE_MAX_LENGTH)
buf := make([]byte, bufSize)
var cType int
cSize := ctx.enqueue(call{
args: fnargs{
fn: glfnGetActiveAttrib,
a0: p.c(),
a1: uintptr(index),
a2: uintptr(bufSize),
a3: uintptr(unsafe.Pointer(&cType)), // TODO(crawshaw): not safe for a moving collector
},
parg: unsafe.Pointer(&buf[0]),
blocking: true,
})
return goString(buf), int(cSize), Enum(cType)
}
func (ctx *context) GetActiveUniform(p Program, index uint32) (name string, size int, ty Enum) {
bufSize := ctx.GetProgrami(p, ACTIVE_UNIFORM_MAX_LENGTH)
buf := make([]byte, bufSize+8) // extra space for cType
var cType int
cSize := ctx.enqueue(call{
args: fnargs{
fn: glfnGetActiveUniform,
a0: p.c(),
a1: uintptr(index),
a2: uintptr(bufSize),
a3: uintptr(unsafe.Pointer(&cType)), // TODO(crawshaw): not safe for a moving collector
},
parg: unsafe.Pointer(&buf[0]),
blocking: true,
})
return goString(buf), int(cSize), Enum(cType)
}
func (ctx *context) GetAttachedShaders(p Program) []Shader {
shadersLen := ctx.GetProgrami(p, ATTACHED_SHADERS)
if shadersLen == 0 {
return nil
}
buf := make([]uint32, shadersLen)
n := int(ctx.enqueue(call{
args: fnargs{
fn: glfnGetAttachedShaders,
a0: p.c(),
a1: uintptr(shadersLen),
},
parg: unsafe.Pointer(&buf[0]),
blocking: true,
}))
buf = buf[:int(n)]
shaders := make([]Shader, len(buf))
for i, s := range buf {
shaders[i] = Shader{Value: uint32(s)}
}
return shaders
}
func (ctx *context) GetAttribLocation(p Program, name string) Attrib {
s, free := ctx.cString(name)
defer free()
return Attrib{Value: uint(ctx.enqueue(call{
args: fnargs{
fn: glfnGetAttribLocation,
a0: p.c(),
a1: s,
},
blocking: true,
}))}
}
func (ctx *context) GetBooleanv(dst []bool, pname Enum) {
buf := make([]int32, len(dst))
ctx.enqueue(call{
args: fnargs{
fn: glfnGetBooleanv,
a0: pname.c(),
},
parg: unsafe.Pointer(&buf[0]),
blocking: true,
})
for i, v := range buf {
dst[i] = v != 0
}
}
func (ctx *context) GetFloatv(dst []float32, pname Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnGetFloatv,
a0: pname.c(),
},
parg: unsafe.Pointer(&dst[0]),
blocking: true,
})
}
func (ctx *context) GetIntegerv(dst []int32, pname Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnGetIntegerv,
a0: pname.c(),
},
parg: unsafe.Pointer(&dst[0]),
blocking: true,
})
}
func (ctx *context) GetInteger(pname Enum) int {
var v [1]int32
ctx.GetIntegerv(v[:], pname)
return int(v[0])
}
func (ctx *context) GetBufferParameteri(target, value Enum) int {
return int(ctx.enqueue(call{
args: fnargs{
fn: glfnGetBufferParameteri,
a0: target.c(),
a1: value.c(),
},
blocking: true,
}))
}
func (ctx *context) GetError() Enum {
return Enum(ctx.enqueue(call{
args: fnargs{
fn: glfnGetError,
},
blocking: true,
}))
}
func (ctx *context) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
return int(ctx.enqueue(call{
args: fnargs{
fn: glfnGetFramebufferAttachmentParameteriv,
a0: target.c(),
a1: attachment.c(),
a2: pname.c(),
},
blocking: true,
}))
}
func (ctx *context) GetProgrami(p Program, pname Enum) int {
return int(ctx.enqueue(call{
args: fnargs{
fn: glfnGetProgramiv,
a0: p.c(),
a1: pname.c(),
},
blocking: true,
}))
}
func (ctx *context) GetProgramInfoLog(p Program) string {
infoLen := ctx.GetProgrami(p, INFO_LOG_LENGTH)
if infoLen == 0 {
return ""
}
buf := make([]byte, infoLen)
ctx.enqueue(call{
args: fnargs{
fn: glfnGetProgramInfoLog,
a0: p.c(),
a1: uintptr(infoLen),
},
parg: unsafe.Pointer(&buf[0]),
blocking: true,
})
return goString(buf)
}
func (ctx *context) GetRenderbufferParameteri(target, pname Enum) int {
return int(ctx.enqueue(call{
args: fnargs{
fn: glfnGetRenderbufferParameteriv,
a0: target.c(),
a1: pname.c(),
},
blocking: true,
}))
}
func (ctx *context) GetShaderi(s Shader, pname Enum) int {
return int(ctx.enqueue(call{
args: fnargs{
fn: glfnGetShaderiv,
a0: s.c(),
a1: pname.c(),
},
blocking: true,
}))
}
func (ctx *context) GetShaderInfoLog(s Shader) string {
infoLen := ctx.GetShaderi(s, INFO_LOG_LENGTH)
if infoLen == 0 {
return ""
}
buf := make([]byte, infoLen)
ctx.enqueue(call{
args: fnargs{
fn: glfnGetShaderInfoLog,
a0: s.c(),
a1: uintptr(infoLen),
},
parg: unsafe.Pointer(&buf[0]),
blocking: true,
})
return goString(buf)
}
func (ctx *context) GetShaderPrecisionFormat(shadertype, precisiontype Enum) (rangeLow, rangeHigh, precision int) {
var rangeAndPrec [3]int32
ctx.enqueue(call{
args: fnargs{
fn: glfnGetShaderPrecisionFormat,
a0: shadertype.c(),
a1: precisiontype.c(),
},
parg: unsafe.Pointer(&rangeAndPrec[0]),
blocking: true,
})
return int(rangeAndPrec[0]), int(rangeAndPrec[1]), int(rangeAndPrec[2])
}
func (ctx *context) GetShaderSource(s Shader) string {
sourceLen := ctx.GetShaderi(s, SHADER_SOURCE_LENGTH)
if sourceLen == 0 {
return ""
}
buf := make([]byte, sourceLen)
ctx.enqueue(call{
args: fnargs{
fn: glfnGetShaderSource,
a0: s.c(),
a1: uintptr(sourceLen),
},
parg: unsafe.Pointer(&buf[0]),
blocking: true,
})
return goString(buf)
}
func (ctx *context) GetString(pname Enum) string {
ret := ctx.enqueue(call{
args: fnargs{
fn: glfnGetString,
a0: pname.c(),
},
blocking: true,
})
retp := unsafe.Pointer(ret)
buf := (*[1 << 24]byte)(retp)[:]
return goString(buf)
}
func (ctx *context) GetTexParameterfv(dst []float32, target, pname Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnGetTexParameterfv,
a0: target.c(),
a1: pname.c(),
},
parg: unsafe.Pointer(&dst[0]),
blocking: true,
})
}
func (ctx *context) GetTexParameteriv(dst []int32, target, pname Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnGetTexParameteriv,
a0: target.c(),
a1: pname.c(),
},
blocking: true,
})
}
func (ctx *context) GetUniformfv(dst []float32, src Uniform, p Program) {
ctx.enqueue(call{
args: fnargs{
fn: glfnGetUniformfv,
a0: p.c(),
a1: src.c(),
},
parg: unsafe.Pointer(&dst[0]),
blocking: true,
})
}
func (ctx *context) GetUniformiv(dst []int32, src Uniform, p Program) {
ctx.enqueue(call{
args: fnargs{
fn: glfnGetUniformiv,
a0: p.c(),
a1: src.c(),
},
parg: unsafe.Pointer(&dst[0]),
blocking: true,
})
}
func (ctx *context) GetUniformLocation(p Program, name string) Uniform {
s, free := ctx.cString(name)
defer free()
return Uniform{Value: int32(ctx.enqueue(call{
args: fnargs{
fn: glfnGetUniformLocation,
a0: p.c(),
a1: s,
},
blocking: true,
}))}
}
func (ctx *context) GetVertexAttribf(src Attrib, pname Enum) float32 {
var params [1]float32
ctx.GetVertexAttribfv(params[:], src, pname)
return params[0]
}
func (ctx *context) GetVertexAttribfv(dst []float32, src Attrib, pname Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnGetVertexAttribfv,
a0: src.c(),
a1: pname.c(),
},
parg: unsafe.Pointer(&dst[0]),
blocking: true,
})
}
func (ctx *context) GetVertexAttribi(src Attrib, pname Enum) int32 {
var params [1]int32
ctx.GetVertexAttribiv(params[:], src, pname)
return params[0]
}
func (ctx *context) GetVertexAttribiv(dst []int32, src Attrib, pname Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnGetVertexAttribiv,
a0: src.c(),
a1: pname.c(),
},
parg: unsafe.Pointer(&dst[0]),
blocking: true,
})
}
func (ctx *context) Hint(target, mode Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnHint,
a0: target.c(),
a1: mode.c(),
},
})
}
func (ctx *context) IsBuffer(b Buffer) bool {
return 0 != ctx.enqueue(call{
args: fnargs{
fn: glfnIsBuffer,
a0: b.c(),
},
blocking: true,
})
}
func (ctx *context) IsEnabled(cap Enum) bool {
return 0 != ctx.enqueue(call{
args: fnargs{
fn: glfnIsEnabled,
a0: cap.c(),
},
blocking: true,
})
}
func (ctx *context) IsFramebuffer(fb Framebuffer) bool {
return 0 != ctx.enqueue(call{
args: fnargs{
fn: glfnIsFramebuffer,
a0: fb.c(),
},
blocking: true,
})
}
func (ctx *context) IsProgram(p Program) bool {
return 0 != ctx.enqueue(call{
args: fnargs{
fn: glfnIsProgram,
a0: p.c(),
},
blocking: true,
})
}
func (ctx *context) IsRenderbuffer(rb Renderbuffer) bool {
return 0 != ctx.enqueue(call{
args: fnargs{
fn: glfnIsRenderbuffer,
a0: rb.c(),
},
blocking: true,
})
}
func (ctx *context) IsShader(s Shader) bool {
return 0 != ctx.enqueue(call{
args: fnargs{
fn: glfnIsShader,
a0: s.c(),
},
blocking: true,
})
}
func (ctx *context) IsTexture(t Texture) bool {
return 0 != ctx.enqueue(call{
args: fnargs{
fn: glfnIsTexture,
a0: t.c(),
},
blocking: true,
})
}
func (ctx *context) LineWidth(width float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnLineWidth,
a0: uintptr(math.Float32bits(width)),
},
})
}
func (ctx *context) LinkProgram(p Program) {
ctx.enqueue(call{
args: fnargs{
fn: glfnLinkProgram,
a0: p.c(),
},
})
}
func (ctx *context) PixelStorei(pname Enum, param int32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnPixelStorei,
a0: pname.c(),
a1: uintptr(param),
},
})
}
func (ctx *context) PolygonOffset(factor, units float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnPolygonOffset,
a0: uintptr(math.Float32bits(factor)),
a1: uintptr(math.Float32bits(units)),
},
})
}
func (ctx *context) ReadPixels(dst []byte, x, y, width, height int, format, ty Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnReadPixels,
// TODO(crawshaw): support PIXEL_PACK_BUFFER in GLES3, uses offset.
a0: uintptr(x),
a1: uintptr(y),
a2: uintptr(width),
a3: uintptr(height),
a4: format.c(),
a5: ty.c(),
},
parg: unsafe.Pointer(&dst[0]),
blocking: true,
})
}
func (ctx *context) ReleaseShaderCompiler() {
ctx.enqueue(call{
args: fnargs{
fn: glfnReleaseShaderCompiler,
},
})
}
func (ctx *context) RenderbufferStorage(target, internalFormat Enum, width, height int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnRenderbufferStorage,
a0: target.c(),
a1: internalFormat.c(),
a2: uintptr(width),
a3: uintptr(height),
},
})
}
func (ctx *context) SampleCoverage(value float32, invert bool) {
ctx.enqueue(call{
args: fnargs{
fn: glfnSampleCoverage,
a0: uintptr(math.Float32bits(value)),
a1: glBoolean(invert),
},
})
}
func (ctx *context) Scissor(x, y, width, height int32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnScissor,
a0: uintptr(x),
a1: uintptr(y),
a2: uintptr(width),
a3: uintptr(height),
},
})
}
func (ctx *context) ShaderSource(s Shader, src string) {
strp, free := ctx.cStringPtr(src)
defer free()
ctx.enqueue(call{
args: fnargs{
fn: glfnShaderSource,
a0: s.c(),
a1: 1,
a2: strp,
},
blocking: true,
})
}
func (ctx *context) StencilFunc(fn Enum, ref int, mask uint32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnStencilFunc,
a0: fn.c(),
a1: uintptr(ref),
a2: uintptr(mask),
},
})
}
func (ctx *context) StencilFuncSeparate(face, fn Enum, ref int, mask uint32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnStencilFuncSeparate,
a0: face.c(),
a1: fn.c(),
a2: uintptr(ref),
a3: uintptr(mask),
},
})
}
func (ctx *context) StencilMask(mask uint32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnStencilMask,
a0: uintptr(mask),
},
})
}
func (ctx *context) StencilMaskSeparate(face Enum, mask uint32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnStencilMaskSeparate,
a0: face.c(),
a1: uintptr(mask),
},
})
}
func (ctx *context) StencilOp(fail, zfail, zpass Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnStencilOp,
a0: fail.c(),
a1: zfail.c(),
a2: zpass.c(),
},
})
}
func (ctx *context) StencilOpSeparate(face, sfail, dpfail, dppass Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnStencilOpSeparate,
a0: face.c(),
a1: sfail.c(),
a2: dpfail.c(),
a3: dppass.c(),
},
})
}
func (ctx *context) TexImage2D(target Enum, level int, internalFormat int, width, height int, format Enum, ty Enum, data []byte) {
// It is common to pass TexImage2D a nil data, indicating that a
// bound GL buffer is being used as the source. In that case, it
// is not necessary to block.
parg := unsafe.Pointer(nil)
if len(data) > 0 {
parg = unsafe.Pointer(&data[0])
}
ctx.enqueue(call{
args: fnargs{
fn: glfnTexImage2D,
// TODO(crawshaw): GLES3 offset for PIXEL_UNPACK_BUFFER and PIXEL_PACK_BUFFER.
a0: target.c(),
a1: uintptr(level),
a2: uintptr(internalFormat),
a3: uintptr(width),
a4: uintptr(height),
a5: format.c(),
a6: ty.c(),
},
parg: parg,
blocking: parg != nil,
})
}
func (ctx *context) TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte) {
ctx.enqueue(call{
args: fnargs{
fn: glfnTexSubImage2D,
// TODO(crawshaw): GLES3 offset for PIXEL_UNPACK_BUFFER and PIXEL_PACK_BUFFER.
a0: target.c(),
a1: uintptr(level),
a2: uintptr(x),
a3: uintptr(y),
a4: uintptr(width),
a5: uintptr(height),
a6: format.c(),
a7: ty.c(),
},
parg: unsafe.Pointer(&data[0]),
blocking: true,
})
}
func (ctx *context) TexParameterf(target, pname Enum, param float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnTexParameterf,
a0: target.c(),
a1: pname.c(),
a2: uintptr(math.Float32bits(param)),
},
})
}
func (ctx *context) TexParameterfv(target, pname Enum, params []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnTexParameterfv,
a0: target.c(),
a1: pname.c(),
},
parg: unsafe.Pointer(&params[0]),
blocking: true,
})
}
func (ctx *context) TexParameteri(target, pname Enum, param int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnTexParameteri,
a0: target.c(),
a1: pname.c(),
a2: uintptr(param),
},
})
}
func (ctx *context) TexParameteriv(target, pname Enum, params []int32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnTexParameteriv,
a0: target.c(),
a1: pname.c(),
},
parg: unsafe.Pointer(&params[0]),
blocking: true,
})
}
func (ctx *context) Uniform1f(dst Uniform, v float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform1f,
a0: dst.c(),
a1: uintptr(math.Float32bits(v)),
},
})
}
func (ctx *context) Uniform1fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform1fv,
a0: dst.c(),
a1: uintptr(len(src)),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) Uniform1i(dst Uniform, v int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform1i,
a0: dst.c(),
a1: uintptr(v),
},
})
}
func (ctx *context) Uniform1iv(dst Uniform, src []int32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform1iv,
a0: dst.c(),
a1: uintptr(len(src)),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) Uniform2f(dst Uniform, v0, v1 float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform2f,
a0: dst.c(),
a1: uintptr(math.Float32bits(v0)),
a2: uintptr(math.Float32bits(v1)),
},
})
}
func (ctx *context) Uniform2fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform2fv,
a0: dst.c(),
a1: uintptr(len(src) / 2),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) Uniform2i(dst Uniform, v0, v1 int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform2i,
a0: dst.c(),
a1: uintptr(v0),
a2: uintptr(v1),
},
})
}
func (ctx *context) Uniform2iv(dst Uniform, src []int32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform2iv,
a0: dst.c(),
a1: uintptr(len(src) / 2),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) Uniform3f(dst Uniform, v0, v1, v2 float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform3f,
a0: dst.c(),
a1: uintptr(math.Float32bits(v0)),
a2: uintptr(math.Float32bits(v1)),
a3: uintptr(math.Float32bits(v2)),
},
})
}
func (ctx *context) Uniform3fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform3fv,
a0: dst.c(),
a1: uintptr(len(src) / 3),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) Uniform3i(dst Uniform, v0, v1, v2 int32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform3i,
a0: dst.c(),
a1: uintptr(v0),
a2: uintptr(v1),
a3: uintptr(v2),
},
})
}
func (ctx *context) Uniform3iv(dst Uniform, src []int32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform3iv,
a0: dst.c(),
a1: uintptr(len(src) / 3),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) Uniform4f(dst Uniform, v0, v1, v2, v3 float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform4f,
a0: dst.c(),
a1: uintptr(math.Float32bits(v0)),
a2: uintptr(math.Float32bits(v1)),
a3: uintptr(math.Float32bits(v2)),
a4: uintptr(math.Float32bits(v3)),
},
})
}
func (ctx *context) Uniform4fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform4fv,
a0: dst.c(),
a1: uintptr(len(src) / 4),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) Uniform4i(dst Uniform, v0, v1, v2, v3 int32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform4i,
a0: dst.c(),
a1: uintptr(v0),
a2: uintptr(v1),
a3: uintptr(v2),
a4: uintptr(v3),
},
})
}
func (ctx *context) Uniform4iv(dst Uniform, src []int32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform4iv,
a0: dst.c(),
a1: uintptr(len(src) / 4),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) UniformMatrix2fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniformMatrix2fv,
// OpenGL ES 2 does not support transpose.
a0: dst.c(),
a1: uintptr(len(src) / 4),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) UniformMatrix3fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniformMatrix3fv,
a0: dst.c(),
a1: uintptr(len(src) / 9),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) UniformMatrix4fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniformMatrix4fv,
a0: dst.c(),
a1: uintptr(len(src) / 16),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) UseProgram(p Program) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUseProgram,
a0: p.c(),
},
})
}
func (ctx *context) ValidateProgram(p Program) {
ctx.enqueue(call{
args: fnargs{
fn: glfnValidateProgram,
a0: p.c(),
},
})
}
func (ctx *context) VertexAttrib1f(dst Attrib, x float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnVertexAttrib1f,
a0: dst.c(),
a1: uintptr(math.Float32bits(x)),
},
})
}
func (ctx *context) VertexAttrib1fv(dst Attrib, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnVertexAttrib1fv,
a0: dst.c(),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) VertexAttrib2f(dst Attrib, x, y float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnVertexAttrib2f,
a0: dst.c(),
a1: uintptr(math.Float32bits(x)),
a2: uintptr(math.Float32bits(y)),
},
})
}
func (ctx *context) VertexAttrib2fv(dst Attrib, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnVertexAttrib2fv,
a0: dst.c(),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) VertexAttrib3f(dst Attrib, x, y, z float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnVertexAttrib3f,
a0: dst.c(),
a1: uintptr(math.Float32bits(x)),
a2: uintptr(math.Float32bits(y)),
a3: uintptr(math.Float32bits(z)),
},
})
}
func (ctx *context) VertexAttrib3fv(dst Attrib, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnVertexAttrib3fv,
a0: dst.c(),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) VertexAttrib4f(dst Attrib, x, y, z, w float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnVertexAttrib4f,
a0: dst.c(),
a1: uintptr(math.Float32bits(x)),
a2: uintptr(math.Float32bits(y)),
a3: uintptr(math.Float32bits(z)),
a4: uintptr(math.Float32bits(w)),
},
})
}
func (ctx *context) VertexAttrib4fv(dst Attrib, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnVertexAttrib4fv,
a0: dst.c(),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx *context) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnVertexAttribPointer,
a0: dst.c(),
a1: uintptr(size),
a2: ty.c(),
a3: glBoolean(normalized),
a4: uintptr(stride),
a5: uintptr(offset),
},
})
}
func (ctx *context) Viewport(x, y, width, height int) {
ctx.enqueue(call{
args: fnargs{
fn: glfnViewport,
a0: uintptr(x),
a1: uintptr(y),
a2: uintptr(width),
a3: uintptr(height),
},
})
}
func (ctx context3) UniformMatrix2x3fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniformMatrix2x3fv,
a0: dst.c(),
a1: uintptr(len(src) / 6),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx context3) UniformMatrix3x2fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniformMatrix3x2fv,
a0: dst.c(),
a1: uintptr(len(src) / 6),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx context3) UniformMatrix2x4fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniformMatrix2x4fv,
a0: dst.c(),
a1: uintptr(len(src) / 8),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx context3) UniformMatrix4x2fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniformMatrix4x2fv,
a0: dst.c(),
a1: uintptr(len(src) / 8),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx context3) UniformMatrix3x4fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniformMatrix3x4fv,
a0: dst.c(),
a1: uintptr(len(src) / 12),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx context3) UniformMatrix4x3fv(dst Uniform, src []float32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniformMatrix4x3fv,
a0: dst.c(),
a1: uintptr(len(src) / 12),
},
parg: unsafe.Pointer(&src[0]),
blocking: true,
})
}
func (ctx context3) BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1 int, mask uint, filter Enum) {
ctx.enqueue(call{
args: fnargs{
fn: glfnBlitFramebuffer,
a0: uintptr(srcX0),
a1: uintptr(srcY0),
a2: uintptr(srcX1),
a3: uintptr(srcY1),
a4: uintptr(dstX0),
a5: uintptr(dstY0),
a6: uintptr(dstX1),
a7: uintptr(dstY1),
a8: uintptr(mask),
a9: filter.c(),
},
})
}
func (ctx context3) Uniform1ui(dst Uniform, v uint32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform1ui,
a0: dst.c(),
a1: uintptr(v),
},
})
}
func (ctx context3) Uniform2ui(dst Uniform, v0, v1 uint32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform2ui,
a0: dst.c(),
a1: uintptr(v0),
a2: uintptr(v1),
},
})
}
func (ctx context3) Uniform3ui(dst Uniform, v0, v1, v2 uint) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform3ui,
a0: dst.c(),
a1: uintptr(v0),
a2: uintptr(v1),
a3: uintptr(v2),
},
})
}
func (ctx context3) Uniform4ui(dst Uniform, v0, v1, v2, v3 uint32) {
ctx.enqueue(call{
args: fnargs{
fn: glfnUniform4ui,
a0: dst.c(),
a1: uintptr(v0),
a2: uintptr(v1),
a3: uintptr(v2),
a4: uintptr(v3),
},
})
}