mobile/gl/work_windows.go

570 lines
30 KiB
Go

// Copyright 2015 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.
package gl
import (
"runtime"
"syscall"
"unsafe"
)
// context is described in work.go.
type context struct {
debug int32
workAvailable chan struct{}
work chan call
retvalue chan uintptr
// TODO(crawshaw): will not work with a moving collector
cStringCounter int
cStrings map[int]unsafe.Pointer
}
func (ctx *context) WorkAvailable() <-chan struct{} { return ctx.workAvailable }
type context3 struct {
*context
}
func NewContext() (Context, Worker) {
if err := findDLLs(); err != nil {
panic(err)
}
glctx := &context{
workAvailable: make(chan struct{}, 1),
work: make(chan call, 3),
retvalue: make(chan uintptr),
cStrings: make(map[int]unsafe.Pointer),
}
return glctx, glctx
}
func (ctx *context) enqueue(c call) uintptr {
ctx.work <- c
select {
case ctx.workAvailable <- struct{}{}:
default:
}
if c.blocking {
return <-ctx.retvalue
}
return 0
}
func (ctx *context) DoWork() {
// TODO: add a work queue
for {
select {
case w := <-ctx.work:
ret := ctx.doWork(w)
if w.blocking {
ctx.retvalue <- ret
}
default:
return
}
}
}
func (ctx *context) cString(s string) (uintptr, func()) {
buf := make([]byte, len(s)+1)
for i := 0; i < len(s); i++ {
buf[i] = s[i]
}
ret := unsafe.Pointer(&buf[0])
id := ctx.cStringCounter
ctx.cStringCounter++
ctx.cStrings[id] = ret
return uintptr(ret), func() { delete(ctx.cStrings, id) }
}
func (ctx *context) cStringPtr(str string) (uintptr, func()) {
s, sfree := ctx.cString(str)
sptr := [2]uintptr{s, 0}
ret := unsafe.Pointer(&sptr[0])
id := ctx.cStringCounter
ctx.cStringCounter++
ctx.cStrings[id] = ret
return uintptr(ret), func() { sfree(); delete(ctx.cStrings, id) }
}
// fixFloat copies the first four arguments into the XMM registers.
// This is for the windows/amd64 calling convention, that wants
// floating point arguments to be passed in XMM.
//
// Mercifully, type information is not required to implement
// this calling convention. In particular see the mixed int/float
// examples:
//
// https://msdn.microsoft.com/en-us/library/zthk2dkh.aspx
//
// This means it could be fixed in syscall.Syscall. The relevant
// issue is
//
// https://golang.org/issue/6510
func fixFloat(x0, x1, x2, x3 uintptr)
func (ctx *context) doWork(c call) (ret uintptr) {
if runtime.GOARCH == "amd64" {
fixFloat(c.args.a0, c.args.a1, c.args.a2, c.args.a3)
}
switch c.args.fn {
case glfnActiveTexture:
syscall.Syscall(glActiveTexture.Addr(), 1, c.args.a0, 0, 0)
case glfnAttachShader:
syscall.Syscall(glAttachShader.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnBindAttribLocation:
syscall.Syscall(glBindAttribLocation.Addr(), 3, c.args.a0, c.args.a1, c.args.a2)
case glfnBindBuffer:
syscall.Syscall(glBindBuffer.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnBindFramebuffer:
syscall.Syscall(glBindFramebuffer.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnBindRenderbuffer:
syscall.Syscall(glBindRenderbuffer.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnBindTexture:
syscall.Syscall(glBindTexture.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnBindVertexArray:
syscall.Syscall(glBindVertexArray.Addr(), 1, c.args.a0, 0, 0)
case glfnBlendColor:
syscall.Syscall6(glBlendColor.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
case glfnBlendEquation:
syscall.Syscall(glBlendEquation.Addr(), 1, c.args.a0, 0, 0)
case glfnBlendEquationSeparate:
syscall.Syscall(glBlendEquationSeparate.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnBlendFunc:
syscall.Syscall(glBlendFunc.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnBlendFuncSeparate:
syscall.Syscall6(glBlendFuncSeparate.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
case glfnBufferData:
syscall.Syscall6(glBufferData.Addr(), 4, c.args.a0, c.args.a1, uintptr(c.parg), c.args.a2, 0, 0)
case glfnBufferSubData:
syscall.Syscall6(glBufferSubData.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, uintptr(c.parg), 0, 0)
case glfnCheckFramebufferStatus:
ret, _, _ = syscall.Syscall(glCheckFramebufferStatus.Addr(), 1, c.args.a0, 0, 0)
case glfnClear:
syscall.Syscall(glClear.Addr(), 1, c.args.a0, 0, 0)
case glfnClearColor:
syscall.Syscall6(glClearColor.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
case glfnClearDepthf:
syscall.Syscall6(glClearDepthf.Addr(), 1, c.args.a0, 0, 0, 0, 0, 0)
case glfnClearStencil:
syscall.Syscall(glClearStencil.Addr(), 1, c.args.a0, 0, 0)
case glfnColorMask:
syscall.Syscall6(glColorMask.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
case glfnCompileShader:
syscall.Syscall(glCompileShader.Addr(), 1, c.args.a0, 0, 0)
case glfnCompressedTexImage2D:
syscall.Syscall9(glCompressedTexImage2D.Addr(), 8, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5, c.args.a6, uintptr(c.parg), 0)
case glfnCompressedTexSubImage2D:
syscall.Syscall9(glCompressedTexSubImage2D.Addr(), 9, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5, c.args.a6, c.args.a7, uintptr(c.parg))
case glfnCopyTexImage2D:
syscall.Syscall9(glCopyTexImage2D.Addr(), 8, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5, c.args.a6, c.args.a7, 0)
case glfnCopyTexSubImage2D:
syscall.Syscall9(glCopyTexSubImage2D.Addr(), 8, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5, c.args.a6, c.args.a7, 0)
case glfnCreateProgram:
ret, _, _ = syscall.Syscall(glCreateProgram.Addr(), 0, 0, 0, 0)
case glfnCreateShader:
ret, _, _ = syscall.Syscall(glCreateShader.Addr(), 1, c.args.a0, 0, 0)
case glfnCullFace:
syscall.Syscall(glCullFace.Addr(), 1, c.args.a0, 0, 0)
case glfnDeleteBuffer:
syscall.Syscall(glDeleteBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&c.args.a0)), 0)
case glfnDeleteFramebuffer:
syscall.Syscall(glDeleteFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&c.args.a0)), 0)
case glfnDeleteProgram:
syscall.Syscall(glDeleteProgram.Addr(), 1, c.args.a0, 0, 0)
case glfnDeleteRenderbuffer:
syscall.Syscall(glDeleteRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&c.args.a0)), 0)
case glfnDeleteShader:
syscall.Syscall(glDeleteShader.Addr(), 1, c.args.a0, 0, 0)
case glfnDeleteVertexArray:
syscall.Syscall(glDeleteVertexArrays.Addr(), 2, 1, uintptr(unsafe.Pointer(&c.args.a0)), 0)
case glfnDeleteTexture:
syscall.Syscall(glDeleteTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&c.args.a0)), 0)
case glfnDepthFunc:
syscall.Syscall(glDepthFunc.Addr(), 1, c.args.a0, 0, 0)
case glfnDepthRangef:
syscall.Syscall6(glDepthRangef.Addr(), 2, c.args.a0, c.args.a1, 0, 0, 0, 0)
case glfnDepthMask:
syscall.Syscall(glDepthMask.Addr(), 1, c.args.a0, 0, 0)
case glfnDetachShader:
syscall.Syscall(glDetachShader.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnDisable:
syscall.Syscall(glDisable.Addr(), 1, c.args.a0, 0, 0)
case glfnDisableVertexAttribArray:
syscall.Syscall(glDisableVertexAttribArray.Addr(), 1, c.args.a0, 0, 0)
case glfnDrawArrays:
syscall.Syscall(glDrawArrays.Addr(), 3, c.args.a0, c.args.a1, c.args.a2)
case glfnDrawElements:
syscall.Syscall6(glDrawElements.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
case glfnEnable:
syscall.Syscall(glEnable.Addr(), 1, c.args.a0, 0, 0)
case glfnEnableVertexAttribArray:
syscall.Syscall(glEnableVertexAttribArray.Addr(), 1, c.args.a0, 0, 0)
case glfnFinish:
syscall.Syscall(glFinish.Addr(), 0, 0, 0, 0)
case glfnFlush:
syscall.Syscall(glFlush.Addr(), 0, 0, 0, 0)
case glfnFramebufferRenderbuffer:
syscall.Syscall6(glFramebufferRenderbuffer.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
case glfnFramebufferTexture2D:
syscall.Syscall6(glFramebufferTexture2D.Addr(), 5, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, 0)
case glfnFrontFace:
syscall.Syscall(glFrontFace.Addr(), 1, c.args.a0, 0, 0)
case glfnGenBuffer:
syscall.Syscall(glGenBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&ret)), 0)
case glfnGenFramebuffer:
syscall.Syscall(glGenFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&ret)), 0)
case glfnGenRenderbuffer:
syscall.Syscall(glGenRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&ret)), 0)
case glfnGenVertexArray:
syscall.Syscall(glGenVertexArrays.Addr(), 2, 1, uintptr(unsafe.Pointer(&ret)), 0)
case glfnGenTexture:
syscall.Syscall(glGenTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&ret)), 0)
case glfnGenerateMipmap:
syscall.Syscall(glGenerateMipmap.Addr(), 1, c.args.a0, 0, 0)
case glfnGetActiveAttrib:
syscall.Syscall9(glGetActiveAttrib.Addr(), 7, c.args.a0, c.args.a1, c.args.a2, 0, uintptr(unsafe.Pointer(&ret)), c.args.a3, uintptr(c.parg), 0, 0)
case glfnGetActiveUniform:
syscall.Syscall9(glGetActiveUniform.Addr(), 7, c.args.a0, c.args.a1, c.args.a2, 0, uintptr(unsafe.Pointer(&ret)), c.args.a3, uintptr(c.parg), 0, 0)
case glfnGetAttachedShaders:
syscall.Syscall6(glGetAttachedShaders.Addr(), 4, c.args.a0, c.args.a1, uintptr(unsafe.Pointer(&ret)), uintptr(c.parg), 0, 0)
case glfnGetAttribLocation:
ret, _, _ = syscall.Syscall(glGetAttribLocation.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnGetBooleanv:
syscall.Syscall(glGetBooleanv.Addr(), 2, c.args.a0, uintptr(c.parg), 0)
case glfnGetBufferParameteri:
syscall.Syscall(glGetBufferParameteri.Addr(), 3, c.args.a0, c.args.a1, uintptr(unsafe.Pointer(&ret)))
case glfnGetError:
ret, _, _ = syscall.Syscall(glGetError.Addr(), 0, 0, 0, 0)
case glfnGetFloatv:
syscall.Syscall(glGetFloatv.Addr(), 2, c.args.a0, uintptr(c.parg), 0)
case glfnGetFramebufferAttachmentParameteriv:
syscall.Syscall6(glGetFramebufferAttachmentParameteriv.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, uintptr(unsafe.Pointer(&ret)), 0, 0)
case glfnGetIntegerv:
syscall.Syscall(glGetIntegerv.Addr(), 2, c.args.a0, uintptr(c.parg), 0)
case glfnGetProgramInfoLog:
syscall.Syscall6(glGetProgramInfoLog.Addr(), 4, c.args.a0, c.args.a1, 0, uintptr(c.parg), 0, 0)
case glfnGetProgramiv:
syscall.Syscall(glGetProgramiv.Addr(), 3, c.args.a0, c.args.a1, uintptr(unsafe.Pointer(&ret)))
case glfnGetRenderbufferParameteriv:
syscall.Syscall(glGetRenderbufferParameteriv.Addr(), 3, c.args.a0, c.args.a1, uintptr(unsafe.Pointer(&ret)))
case glfnGetShaderInfoLog:
syscall.Syscall6(glGetShaderInfoLog.Addr(), 4, c.args.a0, c.args.a1, 0, uintptr(c.parg), 0, 0)
case glfnGetShaderPrecisionFormat:
// c.parg is a [3]int32. The first [2]int32 of the array is one
// parameter, the final *int32 is another parameter.
syscall.Syscall6(glGetShaderPrecisionFormat.Addr(), 4, c.args.a0, c.args.a1, uintptr(c.parg), uintptr(c.parg)+2*unsafe.Sizeof(uintptr(0)), 0, 0)
case glfnGetShaderSource:
syscall.Syscall6(glGetShaderSource.Addr(), 4, c.args.a0, c.args.a1, 0, uintptr(c.parg), 0, 0)
case glfnGetShaderiv:
syscall.Syscall(glGetShaderiv.Addr(), 3, c.args.a0, c.args.a1, uintptr(unsafe.Pointer(&ret)))
case glfnGetString:
ret, _, _ = syscall.Syscall(glGetString.Addr(), 1, c.args.a0, 0, 0)
case glfnGetTexParameterfv:
syscall.Syscall(glGetTexParameterfv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnGetTexParameteriv:
syscall.Syscall(glGetTexParameteriv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnGetUniformLocation:
ret, _, _ = syscall.Syscall(glGetUniformLocation.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnGetUniformfv:
syscall.Syscall(glGetUniformfv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnGetUniformiv:
syscall.Syscall(glGetUniformiv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnGetVertexAttribfv:
syscall.Syscall(glGetVertexAttribfv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnGetVertexAttribiv:
syscall.Syscall(glGetVertexAttribiv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnHint:
syscall.Syscall(glHint.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnIsBuffer:
syscall.Syscall(glIsBuffer.Addr(), 1, c.args.a0, 0, 0)
case glfnIsEnabled:
syscall.Syscall(glIsEnabled.Addr(), 1, c.args.a0, 0, 0)
case glfnIsFramebuffer:
syscall.Syscall(glIsFramebuffer.Addr(), 1, c.args.a0, 0, 0)
case glfnIsProgram:
ret, _, _ = syscall.Syscall(glIsProgram.Addr(), 1, c.args.a0, 0, 0)
case glfnIsRenderbuffer:
syscall.Syscall(glIsRenderbuffer.Addr(), 1, c.args.a0, 0, 0)
case glfnIsShader:
syscall.Syscall(glIsShader.Addr(), 1, c.args.a0, 0, 0)
case glfnIsTexture:
syscall.Syscall(glIsTexture.Addr(), 1, c.args.a0, 0, 0)
case glfnLineWidth:
syscall.Syscall(glLineWidth.Addr(), 1, c.args.a0, 0, 0)
case glfnLinkProgram:
syscall.Syscall(glLinkProgram.Addr(), 1, c.args.a0, 0, 0)
case glfnPixelStorei:
syscall.Syscall(glPixelStorei.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnPolygonOffset:
syscall.Syscall6(glPolygonOffset.Addr(), 2, c.args.a0, c.args.a1, 0, 0, 0, 0)
case glfnReadPixels:
syscall.Syscall9(glReadPixels.Addr(), 7, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5, uintptr(c.parg), 0, 0)
case glfnReleaseShaderCompiler:
syscall.Syscall(glReleaseShaderCompiler.Addr(), 0, 0, 0, 0)
case glfnRenderbufferStorage:
syscall.Syscall6(glRenderbufferStorage.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
case glfnSampleCoverage:
syscall.Syscall6(glSampleCoverage.Addr(), 1, c.args.a0, 0, 0, 0, 0, 0)
case glfnScissor:
syscall.Syscall6(glScissor.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
case glfnShaderSource:
syscall.Syscall6(glShaderSource.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, 0, 0, 0)
case glfnStencilFunc:
syscall.Syscall(glStencilFunc.Addr(), 3, c.args.a0, c.args.a1, c.args.a2)
case glfnStencilFuncSeparate:
syscall.Syscall6(glStencilFuncSeparate.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
case glfnStencilMask:
syscall.Syscall(glStencilMask.Addr(), 1, c.args.a0, 0, 0)
case glfnStencilMaskSeparate:
syscall.Syscall(glStencilMaskSeparate.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnStencilOp:
syscall.Syscall(glStencilOp.Addr(), 3, c.args.a0, c.args.a1, c.args.a2)
case glfnStencilOpSeparate:
syscall.Syscall6(glStencilOpSeparate.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
case glfnTexImage2D:
syscall.Syscall9(glTexImage2D.Addr(), 9, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, 0, c.args.a5, c.args.a6, uintptr(c.parg))
case glfnTexParameterf:
syscall.Syscall6(glTexParameterf.Addr(), 3, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5)
case glfnTexParameterfv:
syscall.Syscall(glTexParameterfv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnTexParameteri:
syscall.Syscall(glTexParameteri.Addr(), 3, c.args.a0, c.args.a1, c.args.a2)
case glfnTexParameteriv:
syscall.Syscall(glTexParameteriv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnTexSubImage2D:
syscall.Syscall9(glTexSubImage2D.Addr(), 9, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5, c.args.a6, c.args.a7, uintptr(c.parg))
case glfnUniform1f:
syscall.Syscall6(glUniform1f.Addr(), 2, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5)
case glfnUniform1fv:
syscall.Syscall(glUniform1fv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnUniform1i:
syscall.Syscall(glUniform1i.Addr(), 2, c.args.a0, c.args.a1, 0)
case glfnUniform1iv:
syscall.Syscall(glUniform1iv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnUniform2f:
syscall.Syscall6(glUniform2f.Addr(), 3, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5)
case glfnUniform2fv:
syscall.Syscall(glUniform2fv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnUniform2i:
syscall.Syscall(glUniform2i.Addr(), 3, c.args.a0, c.args.a1, c.args.a2)
case glfnUniform2iv:
syscall.Syscall(glUniform2iv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnUniform3f:
syscall.Syscall6(glUniform3f.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5)
case glfnUniform3fv:
syscall.Syscall(glUniform3fv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnUniform3i:
syscall.Syscall6(glUniform3i.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
case glfnUniform3iv:
syscall.Syscall(glUniform3iv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnUniform4f:
syscall.Syscall6(glUniform4f.Addr(), 5, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5)
case glfnUniform4fv:
syscall.Syscall(glUniform4fv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnUniform4i:
syscall.Syscall6(glUniform4i.Addr(), 5, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, 0)
case glfnUniform4iv:
syscall.Syscall(glUniform4iv.Addr(), 3, c.args.a0, c.args.a1, uintptr(c.parg))
case glfnUniformMatrix2fv:
syscall.Syscall6(glUniformMatrix2fv.Addr(), 4, c.args.a0, c.args.a1, 0, uintptr(c.parg), 0, 0)
case glfnUniformMatrix3fv:
syscall.Syscall6(glUniformMatrix3fv.Addr(), 4, c.args.a0, c.args.a1, 0, uintptr(c.parg), 0, 0)
case glfnUniformMatrix4fv:
syscall.Syscall6(glUniformMatrix4fv.Addr(), 4, c.args.a0, c.args.a1, 0, uintptr(c.parg), 0, 0)
case glfnUseProgram:
syscall.Syscall(glUseProgram.Addr(), 1, c.args.a0, 0, 0)
case glfnValidateProgram:
syscall.Syscall(glValidateProgram.Addr(), 1, c.args.a0, 0, 0)
case glfnVertexAttrib1f:
syscall.Syscall6(glVertexAttrib1f.Addr(), 2, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5)
case glfnVertexAttrib1fv:
syscall.Syscall(glVertexAttrib1fv.Addr(), 2, c.args.a0, uintptr(c.parg), 0)
case glfnVertexAttrib2f:
syscall.Syscall6(glVertexAttrib2f.Addr(), 3, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5)
case glfnVertexAttrib2fv:
syscall.Syscall(glVertexAttrib2fv.Addr(), 2, c.args.a0, uintptr(c.parg), 0)
case glfnVertexAttrib3f:
syscall.Syscall6(glVertexAttrib3f.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5)
case glfnVertexAttrib3fv:
syscall.Syscall(glVertexAttrib3fv.Addr(), 2, c.args.a0, uintptr(c.parg), 0)
case glfnVertexAttrib4f:
syscall.Syscall6(glVertexAttrib4f.Addr(), 5, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5)
case glfnVertexAttrib4fv:
syscall.Syscall(glVertexAttrib4fv.Addr(), 2, c.args.a0, uintptr(c.parg), 0)
case glfnVertexAttribPointer:
syscall.Syscall6(glVertexAttribPointer.Addr(), 6, c.args.a0, c.args.a1, c.args.a2, c.args.a3, c.args.a4, c.args.a5)
case glfnViewport:
syscall.Syscall6(glViewport.Addr(), 4, c.args.a0, c.args.a1, c.args.a2, c.args.a3, 0, 0)
default:
panic("unknown GL function")
}
return ret
}
// Exported libraries for a Windows GUI driver.
//
// LibEGL is not used directly by the gl package, but is needed by any
// driver hoping to use OpenGL ES.
//
// LibD3DCompiler is needed by libglesv2.dll for compiling shaders.
var (
LibGLESv2 = syscall.NewLazyDLL("libglesv2.dll")
LibEGL = syscall.NewLazyDLL("libegl.dll")
LibD3DCompiler = syscall.NewLazyDLL("d3dcompiler_47.dll")
)
var (
libGLESv2 = LibGLESv2
glActiveTexture = libGLESv2.NewProc("glActiveTexture")
glAttachShader = libGLESv2.NewProc("glAttachShader")
glBindAttribLocation = libGLESv2.NewProc("glBindAttribLocation")
glBindBuffer = libGLESv2.NewProc("glBindBuffer")
glBindFramebuffer = libGLESv2.NewProc("glBindFramebuffer")
glBindRenderbuffer = libGLESv2.NewProc("glBindRenderbuffer")
glBindTexture = libGLESv2.NewProc("glBindTexture")
glBindVertexArray = libGLESv2.NewProc("glBindVertexArray")
glBlendColor = libGLESv2.NewProc("glBlendColor")
glBlendEquation = libGLESv2.NewProc("glBlendEquation")
glBlendEquationSeparate = libGLESv2.NewProc("glBlendEquationSeparate")
glBlendFunc = libGLESv2.NewProc("glBlendFunc")
glBlendFuncSeparate = libGLESv2.NewProc("glBlendFuncSeparate")
glBufferData = libGLESv2.NewProc("glBufferData")
glBufferSubData = libGLESv2.NewProc("glBufferSubData")
glCheckFramebufferStatus = libGLESv2.NewProc("glCheckFramebufferStatus")
glClear = libGLESv2.NewProc("glClear")
glClearColor = libGLESv2.NewProc("glClearColor")
glClearDepthf = libGLESv2.NewProc("glClearDepthf")
glClearStencil = libGLESv2.NewProc("glClearStencil")
glColorMask = libGLESv2.NewProc("glColorMask")
glCompileShader = libGLESv2.NewProc("glCompileShader")
glCompressedTexImage2D = libGLESv2.NewProc("glCompressedTexImage2D")
glCompressedTexSubImage2D = libGLESv2.NewProc("glCompressedTexSubImage2D")
glCopyTexImage2D = libGLESv2.NewProc("glCopyTexImage2D")
glCopyTexSubImage2D = libGLESv2.NewProc("glCopyTexSubImage2D")
glCreateProgram = libGLESv2.NewProc("glCreateProgram")
glCreateShader = libGLESv2.NewProc("glCreateShader")
glCullFace = libGLESv2.NewProc("glCullFace")
glDeleteBuffers = libGLESv2.NewProc("glDeleteBuffers")
glDeleteFramebuffers = libGLESv2.NewProc("glDeleteFramebuffers")
glDeleteProgram = libGLESv2.NewProc("glDeleteProgram")
glDeleteRenderbuffers = libGLESv2.NewProc("glDeleteRenderbuffers")
glDeleteShader = libGLESv2.NewProc("glDeleteShader")
glDeleteTextures = libGLESv2.NewProc("glDeleteTextures")
glDeleteVertexArrays = libGLESv2.NewProc("glDeleteVertexArrays")
glDepthFunc = libGLESv2.NewProc("glDepthFunc")
glDepthRangef = libGLESv2.NewProc("glDepthRangef")
glDepthMask = libGLESv2.NewProc("glDepthMask")
glDetachShader = libGLESv2.NewProc("glDetachShader")
glDisable = libGLESv2.NewProc("glDisable")
glDisableVertexAttribArray = libGLESv2.NewProc("glDisableVertexAttribArray")
glDrawArrays = libGLESv2.NewProc("glDrawArrays")
glDrawElements = libGLESv2.NewProc("glDrawElements")
glEnable = libGLESv2.NewProc("glEnable")
glEnableVertexAttribArray = libGLESv2.NewProc("glEnableVertexAttribArray")
glFinish = libGLESv2.NewProc("glFinish")
glFlush = libGLESv2.NewProc("glFlush")
glFramebufferRenderbuffer = libGLESv2.NewProc("glFramebufferRenderbuffer")
glFramebufferTexture2D = libGLESv2.NewProc("glFramebufferTexture2D")
glFrontFace = libGLESv2.NewProc("glFrontFace")
glGenBuffers = libGLESv2.NewProc("glGenBuffers")
glGenFramebuffers = libGLESv2.NewProc("glGenFramebuffers")
glGenRenderbuffers = libGLESv2.NewProc("glGenRenderbuffers")
glGenTextures = libGLESv2.NewProc("glGenTextures")
glGenVertexArrays = libGLESv2.NewProc("glGenVertexArrays")
glGenerateMipmap = libGLESv2.NewProc("glGenerateMipmap")
glGetActiveAttrib = libGLESv2.NewProc("glGetActiveAttrib")
glGetActiveUniform = libGLESv2.NewProc("glGetActiveUniform")
glGetAttachedShaders = libGLESv2.NewProc("glGetAttachedShaders")
glGetAttribLocation = libGLESv2.NewProc("glGetAttribLocation")
glGetBooleanv = libGLESv2.NewProc("glGetBooleanv")
glGetBufferParameteri = libGLESv2.NewProc("glGetBufferParameteri")
glGetError = libGLESv2.NewProc("glGetError")
glGetFloatv = libGLESv2.NewProc("glGetFloatv")
glGetFramebufferAttachmentParameteriv = libGLESv2.NewProc("glGetFramebufferAttachmentParameteriv")
glGetIntegerv = libGLESv2.NewProc("glGetIntegerv")
glGetProgramInfoLog = libGLESv2.NewProc("glGetProgramInfoLog")
glGetProgramiv = libGLESv2.NewProc("glGetProgramiv")
glGetRenderbufferParameteriv = libGLESv2.NewProc("glGetRenderbufferParameteriv")
glGetShaderInfoLog = libGLESv2.NewProc("glGetShaderInfoLog")
glGetShaderPrecisionFormat = libGLESv2.NewProc("glGetShaderPrecisionFormat")
glGetShaderSource = libGLESv2.NewProc("glGetShaderSource")
glGetShaderiv = libGLESv2.NewProc("glGetShaderiv")
glGetString = libGLESv2.NewProc("glGetString")
glGetTexParameterfv = libGLESv2.NewProc("glGetTexParameterfv")
glGetTexParameteriv = libGLESv2.NewProc("glGetTexParameteriv")
glGetUniformLocation = libGLESv2.NewProc("glGetUniformLocation")
glGetUniformfv = libGLESv2.NewProc("glGetUniformfv")
glGetUniformiv = libGLESv2.NewProc("glGetUniformiv")
glGetVertexAttribfv = libGLESv2.NewProc("glGetVertexAttribfv")
glGetVertexAttribiv = libGLESv2.NewProc("glGetVertexAttribiv")
glHint = libGLESv2.NewProc("glHint")
glIsBuffer = libGLESv2.NewProc("glIsBuffer")
glIsEnabled = libGLESv2.NewProc("glIsEnabled")
glIsFramebuffer = libGLESv2.NewProc("glIsFramebuffer")
glIsProgram = libGLESv2.NewProc("glIsProgram")
glIsRenderbuffer = libGLESv2.NewProc("glIsRenderbuffer")
glIsShader = libGLESv2.NewProc("glIsShader")
glIsTexture = libGLESv2.NewProc("glIsTexture")
glLineWidth = libGLESv2.NewProc("glLineWidth")
glLinkProgram = libGLESv2.NewProc("glLinkProgram")
glPixelStorei = libGLESv2.NewProc("glPixelStorei")
glPolygonOffset = libGLESv2.NewProc("glPolygonOffset")
glReadPixels = libGLESv2.NewProc("glReadPixels")
glReleaseShaderCompiler = libGLESv2.NewProc("glReleaseShaderCompiler")
glRenderbufferStorage = libGLESv2.NewProc("glRenderbufferStorage")
glSampleCoverage = libGLESv2.NewProc("glSampleCoverage")
glScissor = libGLESv2.NewProc("glScissor")
glShaderSource = libGLESv2.NewProc("glShaderSource")
glStencilFunc = libGLESv2.NewProc("glStencilFunc")
glStencilFuncSeparate = libGLESv2.NewProc("glStencilFuncSeparate")
glStencilMask = libGLESv2.NewProc("glStencilMask")
glStencilMaskSeparate = libGLESv2.NewProc("glStencilMaskSeparate")
glStencilOp = libGLESv2.NewProc("glStencilOp")
glStencilOpSeparate = libGLESv2.NewProc("glStencilOpSeparate")
glTexImage2D = libGLESv2.NewProc("glTexImage2D")
glTexParameterf = libGLESv2.NewProc("glTexParameterf")
glTexParameterfv = libGLESv2.NewProc("glTexParameterfv")
glTexParameteri = libGLESv2.NewProc("glTexParameteri")
glTexParameteriv = libGLESv2.NewProc("glTexParameteriv")
glTexSubImage2D = libGLESv2.NewProc("glTexSubImage2D")
glUniform1f = libGLESv2.NewProc("glUniform1f")
glUniform1fv = libGLESv2.NewProc("glUniform1fv")
glUniform1i = libGLESv2.NewProc("glUniform1i")
glUniform1iv = libGLESv2.NewProc("glUniform1iv")
glUniform2f = libGLESv2.NewProc("glUniform2f")
glUniform2fv = libGLESv2.NewProc("glUniform2fv")
glUniform2i = libGLESv2.NewProc("glUniform2i")
glUniform2iv = libGLESv2.NewProc("glUniform2iv")
glUniform3f = libGLESv2.NewProc("glUniform3f")
glUniform3fv = libGLESv2.NewProc("glUniform3fv")
glUniform3i = libGLESv2.NewProc("glUniform3i")
glUniform3iv = libGLESv2.NewProc("glUniform3iv")
glUniform4f = libGLESv2.NewProc("glUniform4f")
glUniform4fv = libGLESv2.NewProc("glUniform4fv")
glUniform4i = libGLESv2.NewProc("glUniform4i")
glUniform4iv = libGLESv2.NewProc("glUniform4iv")
glUniformMatrix2fv = libGLESv2.NewProc("glUniformMatrix2fv")
glUniformMatrix3fv = libGLESv2.NewProc("glUniformMatrix3fv")
glUniformMatrix4fv = libGLESv2.NewProc("glUniformMatrix4fv")
glUseProgram = libGLESv2.NewProc("glUseProgram")
glValidateProgram = libGLESv2.NewProc("glValidateProgram")
glVertexAttrib1f = libGLESv2.NewProc("glVertexAttrib1f")
glVertexAttrib1fv = libGLESv2.NewProc("glVertexAttrib1fv")
glVertexAttrib2f = libGLESv2.NewProc("glVertexAttrib2f")
glVertexAttrib2fv = libGLESv2.NewProc("glVertexAttrib2fv")
glVertexAttrib3f = libGLESv2.NewProc("glVertexAttrib3f")
glVertexAttrib3fv = libGLESv2.NewProc("glVertexAttrib3fv")
glVertexAttrib4f = libGLESv2.NewProc("glVertexAttrib4f")
glVertexAttrib4fv = libGLESv2.NewProc("glVertexAttrib4fv")
glVertexAttribPointer = libGLESv2.NewProc("glVertexAttribPointer")
glViewport = libGLESv2.NewProc("glViewport")
)