This allows a subsequent CL to introduce windows support by directly calling an ANGLE dll. For golang/go#9306 Change-Id: I7dbe8f2b77b9e2c744f0d848f716ee4448916fe7 Reviewed-on: https://go-review.googlesource.com/17674 Reviewed-by: Hyang-Ah Hana Kim <hyangah@gmail.com>
77 lines
2.0 KiB
Go
77 lines
2.0 KiB
Go
// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// +build linux darwin windows
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// +build gldebug
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package gl
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// Alternate versions of the types defined in types.go with extra
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// debugging information attached. For documentation, see types.go.
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import "fmt"
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type Enum uint32
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type Attrib struct {
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Value uint
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name string
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}
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type Program struct {
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Init bool
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Value uint32
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}
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type Shader struct {
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Value uint32
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}
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type Buffer struct {
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Value uint32
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}
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type Framebuffer struct {
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Value uint32
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}
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type Renderbuffer struct {
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Value uint32
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}
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type Texture struct {
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Value uint32
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}
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type Uniform struct {
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Value int32
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name string
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}
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func (v Attrib) c() uintptr { return uintptr(v.Value) }
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func (v Enum) c() uintptr { return uintptr(v) }
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func (v Program) c() uintptr {
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if !v.Init {
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ret := uintptr(0)
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ret--
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return ret
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}
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return uintptr(v.Value)
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}
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func (v Shader) c() uintptr { return uintptr(v.Value) }
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func (v Buffer) c() uintptr { return uintptr(v.Value) }
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func (v Framebuffer) c() uintptr { return uintptr(v.Value) }
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func (v Renderbuffer) c() uintptr { return uintptr(v.Value) }
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func (v Texture) c() uintptr { return uintptr(v.Value) }
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func (v Uniform) c() uintptr { return uintptr(v.Value) }
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func (v Attrib) String() string { return fmt.Sprintf("Attrib(%d:%s)", v.Value, v.name) }
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func (v Program) String() string { return fmt.Sprintf("Program(%d)", v.Value) }
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func (v Shader) String() string { return fmt.Sprintf("Shader(%d)", v.Value) }
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func (v Buffer) String() string { return fmt.Sprintf("Buffer(%d)", v.Value) }
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func (v Framebuffer) String() string { return fmt.Sprintf("Framebuffer(%d)", v.Value) }
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func (v Renderbuffer) String() string { return fmt.Sprintf("Renderbuffer(%d)", v.Value) }
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func (v Texture) String() string { return fmt.Sprintf("Texture(%d)", v.Value) }
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func (v Uniform) String() string { return fmt.Sprintf("Uniform(%d:%s)", v.Value, v.name) }
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