// SPDX-License-Identifier: Unlicense OR MIT package gl import ( "errors" "fmt" "image" "strings" "time" "unsafe" "gioui.org/gpu/backend" ) // Backend implements backend.Device. type Backend struct { funcs Functions state glstate glver [2]int gles bool ubo bool feats backend.Caps // floatTriple holds the settings for floating point // textures. floatTriple textureTriple // Single channel alpha textures. alphaTriple textureTriple srgbaTriple textureTriple } // State tracking. type glstate struct { // nattr is the current number of enabled vertex arrays. nattr int prog *gpuProgram texUnits [2]*gpuTexture layout *gpuInputLayout buffer bufferBinding } type bufferBinding struct { buf *gpuBuffer offset int stride int } type gpuTimer struct { funcs Functions obj Query } type gpuTexture struct { backend *Backend obj Texture triple textureTriple width int height int } type gpuFramebuffer struct { backend *Backend obj Framebuffer hasDepth bool depthBuf Renderbuffer foreign bool } type gpuBuffer struct { backend *Backend hasBuffer bool obj Buffer typ backend.BufferBinding size int immutable bool version int // For emulation of uniform buffers. data []byte } type gpuProgram struct { backend *Backend obj Program nattr int vertUniforms uniformsTracker fragUniforms uniformsTracker } type uniformsTracker struct { locs []uniformLocation size int buf *gpuBuffer version int } type uniformLocation struct { uniform Uniform offset int typ backend.DataType size int } type gpuInputLayout struct { inputs []backend.InputLocation layout []backend.InputDesc } // textureTriple holds the type settings for // a TexImage2D call. type textureTriple struct { internalFormat int format Enum typ Enum } func NewBackend(f Functions) (*Backend, error) { exts := strings.Split(f.GetString(EXTENSIONS), " ") glVer := f.GetString(VERSION) ver, gles, err := ParseGLVersion(glVer) if err != nil { return nil, err } floatTriple, err := floatTripleFor(f, ver, exts) if err != nil { return nil, err } srgbaTriple, err := srgbaTripleFor(ver, exts) if err != nil { return nil, err } ubo := ver[0] >= 3 && gles b := &Backend{ glver: ver, gles: gles, ubo: ubo, funcs: f, floatTriple: floatTriple, alphaTriple: alphaTripleFor(ver), srgbaTriple: srgbaTriple, } if hasExtension(exts, "GL_EXT_disjoint_timer_query_webgl2") || hasExtension(exts, "GL_EXT_disjoint_timer_query") { b.feats.Features |= backend.FeatureTimers } b.feats.MaxTextureSize = f.GetInteger(MAX_TEXTURE_SIZE) return b, nil } func (b *Backend) BeginFrame() { // Assume GL state is reset between frames. b.state = glstate{} } func (b *Backend) EndFrame() { b.funcs.ActiveTexture(TEXTURE0) } func (b *Backend) Caps() backend.Caps { return b.feats } func (b *Backend) NewTimer() backend.Timer { return &gpuTimer{ funcs: b.funcs, obj: b.funcs.CreateQuery(), } } func (b *Backend) IsTimeContinuous() bool { return b.funcs.GetInteger(GPU_DISJOINT_EXT) == FALSE } func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Framebuffer, error) { glErr(b.funcs) gltex := tex.(*gpuTexture) fb := b.funcs.CreateFramebuffer() fbo := &gpuFramebuffer{backend: b, obj: fb} b.BindFramebuffer(fbo) if err := glErr(b.funcs); err != nil { fbo.Release() return nil, err } b.funcs.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, gltex.obj, 0) if depthBits > 0 { size := Enum(DEPTH_COMPONENT16) switch { case depthBits > 24: size = DEPTH_COMPONENT32F case depthBits > 16: size = DEPTH_COMPONENT24 } depthBuf := b.funcs.CreateRenderbuffer() b.funcs.BindRenderbuffer(RENDERBUFFER, depthBuf) b.funcs.RenderbufferStorage(RENDERBUFFER, size, gltex.width, gltex.height) b.funcs.FramebufferRenderbuffer(FRAMEBUFFER, DEPTH_ATTACHMENT, RENDERBUFFER, depthBuf) fbo.depthBuf = depthBuf fbo.hasDepth = true if err := glErr(b.funcs); err != nil { fbo.Release() return nil, err } } if st := b.funcs.CheckFramebufferStatus(FRAMEBUFFER); st != FRAMEBUFFER_COMPLETE { fbo.Release() return nil, fmt.Errorf("incomplete framebuffer, status = 0x%x, err = %d", st, b.funcs.GetError()) } return fbo, nil } func (b *Backend) CurrentFramebuffer() backend.Framebuffer { fboID := Framebuffer(b.funcs.GetBinding(FRAMEBUFFER_BINDING)) return &gpuFramebuffer{backend: b, obj: fboID, foreign: true} } func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, minFilter, magFilter backend.TextureFilter, binding backend.BufferBinding) (backend.Texture, error) { glErr(b.funcs) tex := &gpuTexture{backend: b, obj: b.funcs.CreateTexture(), width: width, height: height} switch format { case backend.TextureFormatFloat: tex.triple = b.floatTriple case backend.TextureFormatSRGB: tex.triple = b.srgbaTriple default: return nil, errors.New("unsupported texture format") } b.BindTexture(0, tex) b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, toTexFilter(magFilter)) b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, toTexFilter(minFilter)) b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE) b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_T, CLAMP_TO_EDGE) b.funcs.TexImage2D(TEXTURE_2D, 0, tex.triple.internalFormat, width, height, tex.triple.format, tex.triple.typ, nil) if err := glErr(b.funcs); err != nil { tex.Release() return nil, err } return tex, nil } func (b *Backend) NewBuffer(typ backend.BufferBinding, size int) (backend.Buffer, error) { glErr(b.funcs) buf := &gpuBuffer{backend: b, typ: typ, size: size} if typ&backend.BufferBindingUniforms != 0 { if typ != backend.BufferBindingUniforms { return nil, errors.New("uniforms buffers cannot be bound as anything else") } if !b.ubo { // GLES 2 doesn't support uniform buffers. buf.data = make([]byte, size) } } if typ&^backend.BufferBindingUniforms != 0 || b.ubo { buf.hasBuffer = true buf.obj = b.funcs.CreateBuffer() if err := glErr(b.funcs); err != nil { buf.Release() return nil, err } } return buf, nil } func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (backend.Buffer, error) { glErr(b.funcs) obj := b.funcs.CreateBuffer() buf := &gpuBuffer{backend: b, obj: obj, typ: typ, size: len(data), hasBuffer: true} buf.Upload(data) buf.immutable = true if err := glErr(b.funcs); err != nil { buf.Release() return nil, err } return buf, nil } func glErr(f Functions) error { if st := f.GetError(); st != NO_ERROR { return fmt.Errorf("glGetError: %#x", st) } return nil } func (b *Backend) bindTexture(unit int, t *gpuTexture) { if b.state.texUnits[unit] != t { b.funcs.ActiveTexture(TEXTURE0 + Enum(unit)) b.funcs.BindTexture(TEXTURE_2D, t.obj) b.state.texUnits[unit] = t } } func (b *Backend) useProgram(p *gpuProgram) { if b.state.prog != p { p.backend.funcs.UseProgram(p.obj) b.state.prog = p } } func (b *Backend) enableVertexArrays(n int) { // Enable needed arrays. for i := b.state.nattr; i < n; i++ { b.funcs.EnableVertexAttribArray(Attrib(i)) } // Disable extra arrays. for i := n; i < b.state.nattr; i++ { b.funcs.DisableVertexAttribArray(Attrib(i)) } b.state.nattr = n } func (b *Backend) SetDepthTest(enable bool) { if enable { b.funcs.Enable(DEPTH_TEST) } else { b.funcs.Disable(DEPTH_TEST) } } func (b *Backend) BlendFunc(sfactor, dfactor backend.BlendFactor) { b.funcs.BlendFunc(toGLBlendFactor(sfactor), toGLBlendFactor(dfactor)) } func toGLBlendFactor(f backend.BlendFactor) Enum { switch f { case backend.BlendFactorOne: return ONE case backend.BlendFactorOneMinusSrcAlpha: return ONE_MINUS_SRC_ALPHA case backend.BlendFactorZero: return ZERO case backend.BlendFactorDstColor: return DST_COLOR default: panic("unsupported blend factor") } } func (b *Backend) DepthMask(mask bool) { b.funcs.DepthMask(mask) } func (b *Backend) SetBlend(enable bool) { if enable { b.funcs.Enable(BLEND) } else { b.funcs.Disable(BLEND) } } func (b *Backend) DrawElements(mode backend.DrawMode, off, count int) { b.prepareDraw() // off is in 16-bit indices, but DrawElements take a byte offset. byteOff := off * 2 b.funcs.DrawElements(toGLDrawMode(mode), count, UNSIGNED_SHORT, byteOff) } func (b *Backend) DrawArrays(mode backend.DrawMode, off, count int) { b.prepareDraw() b.funcs.DrawArrays(toGLDrawMode(mode), off, count) } func (b *Backend) prepareDraw() { nattr := b.state.prog.nattr b.enableVertexArrays(nattr) if nattr > 0 { b.setupVertexArrays() } if p := b.state.prog; p != nil { p.updateUniforms() } } func toGLDrawMode(mode backend.DrawMode) Enum { switch mode { case backend.DrawModeTriangleStrip: return TRIANGLE_STRIP case backend.DrawModeTriangles: return TRIANGLES default: panic("unsupported draw mode") } } func (b *Backend) Viewport(x, y, width, height int) { b.funcs.Viewport(x, y, width, height) } func (b *Backend) Clear(colR, colG, colB, colA float32) { b.funcs.ClearColor(colR, colG, colB, colA) b.funcs.Clear(COLOR_BUFFER_BIT) } func (b *Backend) ClearDepth(d float32) { b.funcs.ClearDepthf(d) b.funcs.Clear(DEPTH_BUFFER_BIT) } func (b *Backend) DepthFunc(f backend.DepthFunc) { var glfunc Enum switch f { case backend.DepthFuncGreater: glfunc = GREATER case backend.DepthFuncGreaterEqual: glfunc = GEQUAL default: panic("unsupported depth func") } b.funcs.DepthFunc(glfunc) } func (b *Backend) NewInputLayout(vs backend.ShaderSources, layout []backend.InputDesc) (backend.InputLayout, error) { if len(vs.Inputs) != len(layout) { return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vs.Inputs)) } for i, inp := range vs.Inputs { if exp, got := inp.Size, layout[i].Size; exp != got { return nil, fmt.Errorf("NewInputLayout: data size mismatch for %q: got %d expected %d", inp.Name, got, exp) } } return &gpuInputLayout{ inputs: vs.Inputs, layout: layout, }, nil } func (b *Backend) NewProgram(vertShader, fragShader backend.ShaderSources) (backend.Program, error) { attr := make([]string, len(vertShader.Inputs)) for _, inp := range vertShader.Inputs { attr[inp.Location] = inp.Name } vsrc, fsrc := vertShader.GLSL100ES, fragShader.GLSL100ES if b.glver[0] >= 3 { // OpenGL (ES) 3.0. switch { case b.gles: vsrc, fsrc = vertShader.GLSL300ES, fragShader.GLSL300ES case b.glver[0] >= 4 || b.glver[1] >= 2: // OpenGL 3.2 Core only accepts glsl 1.50 or newer. vsrc, fsrc = vertShader.GLSL150, fragShader.GLSL150 default: vsrc, fsrc = vertShader.GLSL130, fragShader.GLSL130 } } p, err := CreateProgram(b.funcs, vsrc, fsrc, attr) if err != nil { return nil, err } gpuProg := &gpuProgram{ backend: b, obj: p, nattr: len(attr), } b.BindProgram(gpuProg) // Bind texture uniforms. for _, tex := range vertShader.Textures { u := b.funcs.GetUniformLocation(p, tex.Name) if u.valid() { b.funcs.Uniform1i(u, tex.Binding) } } for _, tex := range fragShader.Textures { u := b.funcs.GetUniformLocation(p, tex.Name) if u.valid() { b.funcs.Uniform1i(u, tex.Binding) } } if b.ubo { for _, block := range vertShader.Uniforms.Blocks { blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name) if blockIdx != INVALID_INDEX { b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding)) } } // To match Direct3D 11 with separate vertex and fragment // shader uniform buffers, offset all fragment blocks to be // located after the vertex blocks. off := len(vertShader.Uniforms.Blocks) for _, block := range fragShader.Uniforms.Blocks { blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name) if blockIdx != INVALID_INDEX { b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off)) } } } else { gpuProg.vertUniforms.setup(b.funcs, p, vertShader.Uniforms.Size, vertShader.Uniforms.Locations) gpuProg.fragUniforms.setup(b.funcs, p, fragShader.Uniforms.Size, fragShader.Uniforms.Locations) } return gpuProg, nil } func lookupUniform(funcs Functions, p Program, loc backend.UniformLocation) uniformLocation { u := GetUniformLocation(funcs, p, loc.Name) return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size} } func (p *gpuProgram) SetVertexUniforms(buffer backend.Buffer) { p.vertUniforms.setBuffer(buffer) } func (p *gpuProgram) SetFragmentUniforms(buffer backend.Buffer) { p.fragUniforms.setBuffer(buffer) } func (p *gpuProgram) updateUniforms() { f := p.backend.funcs if p.backend.ubo { if b := p.vertUniforms.buf; b != nil { f.BindBufferBase(UNIFORM_BUFFER, 0, b.obj) } if b := p.fragUniforms.buf; b != nil { f.BindBufferBase(UNIFORM_BUFFER, 1, b.obj) } } else { p.vertUniforms.update(f) p.fragUniforms.update(f) } } func (b *Backend) BindProgram(prog backend.Program) { p := prog.(*gpuProgram) b.useProgram(p) } func (p *gpuProgram) Release() { p.backend.funcs.DeleteProgram(p.obj) } func (u *uniformsTracker) setup(funcs Functions, p Program, uniformSize int, uniforms []backend.UniformLocation) { u.locs = make([]uniformLocation, len(uniforms)) for i, uniform := range uniforms { u.locs[i] = lookupUniform(funcs, p, uniform) } u.size = uniformSize } func (u *uniformsTracker) setBuffer(buffer backend.Buffer) { buf := buffer.(*gpuBuffer) if buf.typ&backend.BufferBindingUniforms == 0 { panic("not a uniform buffer") } if buf.size < u.size { panic(fmt.Errorf("uniform buffer too small, got %d need %d", buf.size, u.size)) } u.buf = buf // Force update. u.version = buf.version - 1 } func (p *uniformsTracker) update(funcs Functions) { b := p.buf if b == nil || b.version == p.version { return } p.version = b.version data := b.data for _, u := range p.locs { data := data[u.offset:] switch { case u.typ == backend.DataTypeFloat && u.size == 1: data := data[:4] v := *(*[1]float32)(unsafe.Pointer(&data[0])) funcs.Uniform1f(u.uniform, v[0]) case u.typ == backend.DataTypeFloat && u.size == 2: data := data[:8] v := *(*[2]float32)(unsafe.Pointer(&data[0])) funcs.Uniform2f(u.uniform, v[0], v[1]) case u.typ == backend.DataTypeFloat && u.size == 3: data := data[:12] v := *(*[3]float32)(unsafe.Pointer(&data[0])) funcs.Uniform3f(u.uniform, v[0], v[1], v[2]) case u.typ == backend.DataTypeFloat && u.size == 4: data := data[:16] v := *(*[4]float32)(unsafe.Pointer(&data[0])) funcs.Uniform4f(u.uniform, v[0], v[1], v[2], v[3]) default: panic("unsupported uniform data type or size") } } } func (b *gpuBuffer) Upload(data []byte) { if b.immutable { panic("immutable buffer") } if len(data) > b.size { panic("buffer size overflow") } b.version++ copy(b.data, data) if b.hasBuffer { firstBinding := firstBufferType(b.typ) b.backend.funcs.BindBuffer(firstBinding, b.obj) b.backend.funcs.BufferData(firstBinding, data, STATIC_DRAW) } } func (b *gpuBuffer) Release() { if b.hasBuffer { b.backend.funcs.DeleteBuffer(b.obj) b.hasBuffer = false } } func (b *Backend) BindVertexBuffer(buf backend.Buffer, stride, offset int) { gbuf := buf.(*gpuBuffer) if gbuf.typ&backend.BufferBindingVertices == 0 { panic("not a vertex buffer") } b.state.buffer = bufferBinding{buf: gbuf, stride: stride, offset: offset} } func (b *Backend) setupVertexArrays() { layout := b.state.layout if layout == nil { return } buf := b.state.buffer b.funcs.BindBuffer(ARRAY_BUFFER, buf.buf.obj) for i, inp := range layout.inputs { l := layout.layout[i] var gltyp Enum switch l.Type { case backend.DataTypeFloat: gltyp = FLOAT case backend.DataTypeShort: gltyp = SHORT default: panic("unsupported data type") } b.funcs.VertexAttribPointer(Attrib(inp.Location), l.Size, gltyp, false, buf.stride, buf.offset+l.Offset) } } func (b *Backend) BindIndexBuffer(buf backend.Buffer) { gbuf := buf.(*gpuBuffer) if gbuf.typ&backend.BufferBindingIndices == 0 { panic("not an index buffer") } b.funcs.BindBuffer(ELEMENT_ARRAY_BUFFER, gbuf.obj) } func (f *gpuFramebuffer) ReadPixels(src image.Rectangle, pixels []byte) error { glErr(f.backend.funcs) f.backend.BindFramebuffer(f) if len(pixels) < src.Dx()*src.Dy() { return errors.New("unexpected RGBA size") } f.backend.funcs.ReadPixels(src.Min.X, src.Min.Y, src.Dx(), src.Dy(), RGBA, UNSIGNED_BYTE, pixels) // OpenGL origin is in the lower-left corner. Flip the image to // match. flipImageY(src.Dx()*4, src.Dy(), pixels) return glErr(f.backend.funcs) } func flipImageY(stride int, height int, pixels []byte) { // Flip image in y-direction. OpenGL's origin is in the lower // left corner. row := make([]uint8, stride) for y := 0; y < height/2; y++ { y1 := height - y - 1 dest := y1 * stride src := y * stride copy(row, pixels[dest:]) copy(pixels[dest:], pixels[src:src+len(row)]) copy(pixels[src:], row) } } func (b *Backend) BindFramebuffer(fbo backend.Framebuffer) { b.funcs.BindFramebuffer(FRAMEBUFFER, fbo.(*gpuFramebuffer).obj) } func (f *gpuFramebuffer) Invalidate() { f.backend.BindFramebuffer(f) f.backend.funcs.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0) } func (f *gpuFramebuffer) Release() { if f.foreign { panic("cannot release framebuffer created by CurrentFramebuffer") } f.backend.funcs.DeleteFramebuffer(f.obj) if f.hasDepth { f.backend.funcs.DeleteRenderbuffer(f.depthBuf) } } func toTexFilter(f backend.TextureFilter) int { switch f { case backend.FilterNearest: return NEAREST case backend.FilterLinear: return LINEAR default: panic("unsupported texture filter") } } func (b *Backend) BindTexture(unit int, t backend.Texture) { b.bindTexture(unit, t.(*gpuTexture)) } func (t *gpuTexture) Release() { t.backend.funcs.DeleteTexture(t.obj) } func (t *gpuTexture) Upload(img *image.RGBA) { t.backend.BindTexture(0, t) var pixels []byte b := img.Bounds() w, h := b.Dx(), b.Dy() if img.Stride != w*4 { panic("unsupported stride") } start := (b.Min.X + b.Min.Y*w) * 4 end := (b.Max.X + (b.Max.Y-1)*w) * 4 pixels = img.Pix[start:end] t.backend.funcs.TexImage2D(TEXTURE_2D, 0, t.triple.internalFormat, w, h, t.triple.format, t.triple.typ, pixels) } func (t *gpuTimer) Begin() { t.funcs.BeginQuery(TIME_ELAPSED_EXT, t.obj) } func (t *gpuTimer) End() { t.funcs.EndQuery(TIME_ELAPSED_EXT) } func (t *gpuTimer) ready() bool { return t.funcs.GetQueryObjectuiv(t.obj, QUERY_RESULT_AVAILABLE) == TRUE } func (t *gpuTimer) Release() { t.funcs.DeleteQuery(t.obj) } func (t *gpuTimer) Duration() (time.Duration, bool) { if !t.ready() { return 0, false } nanos := t.funcs.GetQueryObjectuiv(t.obj, QUERY_RESULT) return time.Duration(nanos), true } func (b *Backend) BindInputLayout(l backend.InputLayout) { b.state.layout = l.(*gpuInputLayout) } func (l *gpuInputLayout) Release() {} // floatTripleFor determines the best texture triple for floating point FBOs. func floatTripleFor(f Functions, ver [2]int, exts []string) (textureTriple, error) { var triples []textureTriple if ver[0] >= 3 { triples = append(triples, textureTriple{R16F, Enum(RED), Enum(HALF_FLOAT)}) } // According to the OES_texture_half_float specification, EXT_color_buffer_half_float is needed to // render to FBOs. However, the Safari WebGL1 implementation does support half-float FBOs but does not // report EXT_color_buffer_half_float support. The triples are verified below, so it doesn't matter if we're // wrong. if hasExtension(exts, "GL_OES_texture_half_float") || hasExtension(exts, "GL_EXT_color_buffer_half_float") { // Try single channel. triples = append(triples, textureTriple{LUMINANCE, Enum(LUMINANCE), Enum(HALF_FLOAT_OES)}) // Fallback to 4 channels. triples = append(triples, textureTriple{RGBA, Enum(RGBA), Enum(HALF_FLOAT_OES)}) } if hasExtension(exts, "GL_OES_texture_float") || hasExtension(exts, "GL_EXT_color_buffer_float") { triples = append(triples, textureTriple{RGBA, Enum(RGBA), Enum(FLOAT)}) } tex := f.CreateTexture() defer f.DeleteTexture(tex) f.BindTexture(TEXTURE_2D, tex) f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE) f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_T, CLAMP_TO_EDGE) f.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, NEAREST) f.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, NEAREST) fbo := f.CreateFramebuffer() defer f.DeleteFramebuffer(fbo) defFBO := Framebuffer(f.GetBinding(FRAMEBUFFER_BINDING)) f.BindFramebuffer(FRAMEBUFFER, fbo) defer f.BindFramebuffer(FRAMEBUFFER, defFBO) var attempts []string for _, tt := range triples { const size = 256 f.TexImage2D(TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ, nil) f.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, tex, 0) st := f.CheckFramebufferStatus(FRAMEBUFFER) if st == FRAMEBUFFER_COMPLETE { return tt, nil } attempts = append(attempts, fmt.Sprintf("(0x%x, 0x%x, 0x%x): 0x%x", tt.internalFormat, tt.format, tt.typ, st)) } return textureTriple{}, fmt.Errorf("floating point fbos not supported (attempted %s)", attempts) } func srgbaTripleFor(ver [2]int, exts []string) (textureTriple, error) { switch { case ver[0] >= 3: return textureTriple{SRGB8_ALPHA8, Enum(RGBA), Enum(UNSIGNED_BYTE)}, nil case hasExtension(exts, "GL_EXT_sRGB"): return textureTriple{SRGB_ALPHA_EXT, Enum(SRGB_ALPHA_EXT), Enum(UNSIGNED_BYTE)}, nil default: return textureTriple{}, errors.New("no sRGB texture formats found") } } func alphaTripleFor(ver [2]int) textureTriple { intf, f := R8, Enum(RED) if ver[0] < 3 { // R8, RED not supported on OpenGL ES 2.0. intf, f = LUMINANCE, Enum(LUMINANCE) } return textureTriple{intf, f, UNSIGNED_BYTE} } func hasExtension(exts []string, ext string) bool { for _, e := range exts { if ext == e { return true } } return false } func firstBufferType(typ backend.BufferBinding) Enum { switch { case typ&backend.BufferBindingIndices != 0: return ELEMENT_ARRAY_BUFFER case typ&backend.BufferBindingVertices != 0: return ARRAY_BUFFER case typ&backend.BufferBindingUniforms != 0: return UNIFORM_BUFFER default: panic("unsupported buffer type") } }