This change will break Darwin. I have only built and tested this on
desktop linux and Android linux. A follow-up CL will fix Darwin.
Currently, OpenGL gets its own thread, and UI C code (e.g. the Android
event loop, or the X11 event loop) gets its own thread. This relies on
multiple system-provided UI-related C libraries working nicely together,
even when running on different threads. Keeping all the C code on the
one thread seems more sound.
As side-effects:
- In package app/debug, DrawFPS now takes an explicit Config.
- In package app, some callbacks now take an explicit Config.
- In package exp/sprite, Render now takes an explicit Config.
- In package event, there are new events (Config, Draw, Lifecycle),
and an event filter mechanism to replace multiple app Callbacks.
- In package geom, the deprecated Width, Height and PixelsPerPt global
variables were removed in favor of an event.Config that is
explicitly passed around (and does not require mutex-locking).
Converting a geom.Pt to pixels now requires passing a pixelsPerPt.
- In package gl, the Do, Start and Stop functions are removed, as well
as the need to call Start in its own goroutine. There is no longer a
separate GL thread. Instead, package app explicitly performs any GL
work (gl.DoWork) when some is available (gl.WorkAvailable).
- In package gl/glutil, Image.Draw now takes an explicit Config.
Callbacks are no longer executed on 'the UI thread'.
Changing the app programming model from callbacks to events (since a
channel of events works with select) will be a follow-up change.
Change-Id: Id9865cd9ee1c45a98c613e9021a63c17226a64b1
Reviewed-on: https://go-review.googlesource.com/11351
Reviewed-by: David Crawshaw <crawshaw@golang.org>
All GL function calls fill out a C.struct_fnargs and drop it on the
work queue. The Start function drains the work queue and hands
over a batch of calls to C.process which runs them. This allows
multiple GL calls to be executed in a single cgo call.
A GL call is marked as blocking if it returns a value, or if it
takes a Go pointer. In this case the call will not return until
C.process sends a value on the retvalue channel.
Change-Id: I4c76b2a8ad55f57b0c98d200d0fb708d4634e042
Reviewed-on: https://go-review.googlesource.com/10452
Reviewed-by: Nigel Tao <nigeltao@golang.org>
Conflicts with cl/10396. I'll submit this first and update the it.
Change-Id: Ibc873b3fe896ecd2415a42676614807788a8d1c6
Reviewed-on: https://go-review.googlesource.com/10399
Reviewed-by: Hyang-Ah Hana Kim <hyangah@gmail.com>
Reorder DrawElements arguments to match OpenGL spec order:
DrawElements(mode, ty, offset, count) -> (mode, count, ty, offset)
GetActiveAttrib, GetActiveUniform are defined by spec to accept
corresponding integer _index_, not location type. Change their
signature to do that:
GetActiveAttrib(p Program, a Attrib) -> (p Program, index uint32)
GetActiveUniform(p Program, u Uniform) -> (p Program, index uint32)
Clarify and make documentation, parameter names more clear for Uniform
(uniform location), Attrib (attribute location) types,
EnableVertexAttribArray, DisableVertexAttribArray, GetAttribLocation,
GetUniformLocation funcs.
Resolvesgolang/go#10218 again.
Change-Id: I5b822235d9485701186a43dae0b9fd898cc6a3d8
Reviewed-on: https://go-review.googlesource.com/8166
Reviewed-by: David Crawshaw <crawshaw@golang.org>
Change func names and parameter order to more closely follow OpenGL
ES/WebGL spec.
BufferData(target, usage, src) -> BufferData(target, src, usage)
GenBuffer -> CreateBuffer
GenFramebuffer -> CreateFramebuffer
GenRenderbuffer -> CreateRenderbuffer
GenTexture -> CreateTexture
Fix issue where glBoolean helper was returning inverted result.
Make Attrib.String() logic consistent with others (print value, not
struct).
Make internal code of GetUniformLocation the same as GetAttribLocation
and BindAttribLocation for consistency.
Resolvesgolang/go#10218.
Change-Id: Ib33dfff7c22c4d178b2e6b8d228f80f3c17308a8
Reviewed-on: https://go-review.googlesource.com/8000
Reviewed-by: David Crawshaw <crawshaw@golang.org>
Change-Id: I9962d49a4e620fb734bc218ebfa558336ade8e06
Reviewed-on: https://go-review.googlesource.com/5200
Reviewed-by: Hyang-Ah Hana Kim <hyangah@gmail.com>
They don't make sense for other platforms yet.
See golang/go#9603
Change-Id: I2ed269a00b1e1961aadf0a47fc95bbe3cd230113
Reviewed-on: https://go-review.googlesource.com/2902
Reviewed-by: David Crawshaw <crawshaw@golang.org>
Change-Id: I90a813c0823498297ff0bb7718bee6cd61b87581
Reviewed-on: https://go-review.googlesource.com/1517
Reviewed-by: Hyang-Ah Hana Kim <hyangah@gmail.com>
Change-Id: Icad6cb694b31924164483609e0fd9c7cce8e3f0d
Reviewed-on: https://go-review.googlesource.com/1185
Reviewed-by: Hyang-Ah Hana Kim <hyangah@gmail.com>
Split constants out into their own file. Hide the
values in named types in a struct, so that when
using the gldebug tag we can attach extra
information (such as the name of a uniform and
attribute).
LGTM=nigeltao
R=golang-codereviews, bryanturley, nigeltao
CC=davidday, golang-codereviews
https://golang.org/cl/137630043
Compiling a binary with "-tags gldebug" will add log
tracing to each GL function call. This is the best I
can offer in lieu of of real error handling.
A colleague has accused me of Aspect-oriented
programming. The wikipedia article on the topic lost
me in the first paragraph, so just for the record,
this was inspired by the way the cover tool rewrites
source code.
LGTM=sameer
R=golang-codereviews, sameer
CC=golang-codereviews
https://golang.org/cl/128640043