// SPDX-License-Identifier: Unlicense OR MIT // +build darwin linux freebsd openbsd package gl import ( "runtime" "strings" "unsafe" ) /* #cgo CFLAGS: -Werror #cgo linux,!android pkg-config: glesv2 #cgo linux freebsd LDFLAGS: -ldl #cgo freebsd openbsd android LDFLAGS: -lGLESv2 #cgo freebsd CFLAGS: -I/usr/local/include #cgo freebsd LDFLAGS: -L/usr/local/lib #cgo openbsd CFLAGS: -I/usr/X11R6/include #cgo openbsd LDFLAGS: -L/usr/X11R6/lib #cgo darwin,!ios CFLAGS: -DGL_SILENCE_DEPRECATION #cgo darwin,!ios LDFLAGS: -framework OpenGL #cgo darwin,ios CFLAGS: -DGLES_SILENCE_DEPRECATION #cgo darwin,ios LDFLAGS: -framework OpenGLES #include #define __USE_GNU #include #ifdef __APPLE__ #include "TargetConditionals.h" #if TARGET_OS_IPHONE #include #else #include #endif #else #include #include #endif static void (*_glBindBufferBase)(GLenum target, GLuint index, GLuint buffer); static GLuint (*_glGetUniformBlockIndex)(GLuint program, const GLchar *uniformBlockName); static void (*_glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); static void (*_glInvalidateFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum *attachments); static void (*_glBeginQuery)(GLenum target, GLuint id); static void (*_glDeleteQueries)(GLsizei n, const GLuint *ids); static void (*_glEndQuery)(GLenum target); static void (*_glGenQueries)(GLsizei n, GLuint *ids); static void (*_glGetProgramBinary)(GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary); static void (*_glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint *params); static const GLubyte* (*_glGetStringi)(GLenum name, GLuint index); static void (*_glMemoryBarrier)(GLbitfield barriers); static void (*_glDispatchCompute)(GLuint x, GLuint y, GLuint z); static void* (*_glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); static GLboolean (*_glUnmapBuffer)(GLenum target); static void (*_glBindImageTexture)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); static void (*_glTexStorage2D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); static void (*_glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); // The pointer-free version of glVertexAttribPointer, to avoid the Cgo pointer checks. __attribute__ ((visibility ("hidden"))) void gio_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t offset) { glVertexAttribPointer(index, size, type, normalized, stride, (const GLvoid *)offset); } // The pointer-free version of glDrawElements, to avoid the Cgo pointer checks. __attribute__ ((visibility ("hidden"))) void gio_glDrawElements(GLenum mode, GLsizei count, GLenum type, const uintptr_t offset) { glDrawElements(mode, count, type, (const GLvoid *)offset); } __attribute__ ((visibility ("hidden"))) void gio_glBindBufferBase(GLenum target, GLuint index, GLuint buffer) { _glBindBufferBase(target, index, buffer); } __attribute__ ((visibility ("hidden"))) void gio_glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { _glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); } __attribute__ ((visibility ("hidden"))) GLuint gio_glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) { return _glGetUniformBlockIndex(program, uniformBlockName); } __attribute__ ((visibility ("hidden"))) void gio_glInvalidateFramebuffer(GLenum target, GLenum attachment) { // Framebuffer invalidation is just a hint and can safely be ignored. if (_glInvalidateFramebuffer != NULL) { _glInvalidateFramebuffer(target, 1, &attachment); } } __attribute__ ((visibility ("hidden"))) void gio_glBeginQuery(GLenum target, GLenum attachment) { _glBeginQuery(target, attachment); } __attribute__ ((visibility ("hidden"))) void gio_glDeleteQueries(GLsizei n, const GLuint *ids) { _glDeleteQueries(n, ids); } __attribute__ ((visibility ("hidden"))) void gio_glEndQuery(GLenum target) { _glEndQuery(target); } __attribute__ ((visibility ("hidden"))) const GLubyte* gio_glGetStringi(GLenum name, GLuint index) { if (_glGetStringi == NULL) { return NULL; } return _glGetStringi(name, index); } __attribute__ ((visibility ("hidden"))) void gio_glGenQueries(GLsizei n, GLuint *ids) { _glGenQueries(n, ids); } __attribute__ ((visibility ("hidden"))) void gio_glGetProgramBinary(GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary) { _glGetProgramBinary(program, bufsize, length, binaryFormat, binary); } __attribute__ ((visibility ("hidden"))) void gio_glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) { _glGetQueryObjectuiv(id, pname, params); } __attribute__ ((visibility ("hidden"))) void gio_glMemoryBarrier(GLbitfield barriers) { _glMemoryBarrier(barriers); } __attribute__ ((visibility ("hidden"))) void gio_glDispatchCompute(GLuint x, GLuint y, GLuint z) { _glDispatchCompute(x, y, z); } __attribute__ ((visibility ("hidden"))) void *gio_glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) { return _glMapBufferRange(target, offset, length, access); } __attribute__ ((visibility ("hidden"))) GLboolean gio_glUnmapBuffer(GLenum target) { return _glUnmapBuffer(target); } __attribute__ ((visibility ("hidden"))) void gio_glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) { _glBindImageTexture(unit, texture, level, layered, layer, access, format); } __attribute__ ((visibility ("hidden"))) void gio_glTexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height) { _glTexStorage2D(target, levels, internalFormat, width, height); } __attribute__ ((visibility ("hidden"))) void gio_glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { _glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } __attribute__((constructor)) static void gio_loadGLFunctions() { // Load libGLESv3 if available. dlopen("libGLESv3.so", RTLD_NOW | RTLD_GLOBAL); _glBindBufferBase = dlsym(RTLD_DEFAULT, "glBindBufferBase"); _glGetUniformBlockIndex = dlsym(RTLD_DEFAULT, "glGetUniformBlockIndex"); _glUniformBlockBinding = dlsym(RTLD_DEFAULT, "glUniformBlockBinding"); _glInvalidateFramebuffer = dlsym(RTLD_DEFAULT, "glInvalidateFramebuffer"); _glGetStringi = dlsym(RTLD_DEFAULT, "glGetStringi"); // Fall back to EXT_invalidate_framebuffer if available. if (_glInvalidateFramebuffer == NULL) { _glInvalidateFramebuffer = dlsym(RTLD_DEFAULT, "glDiscardFramebufferEXT"); } _glBeginQuery = dlsym(RTLD_DEFAULT, "glBeginQuery"); if (_glBeginQuery == NULL) _glBeginQuery = dlsym(RTLD_DEFAULT, "glBeginQueryEXT"); _glDeleteQueries = dlsym(RTLD_DEFAULT, "glDeleteQueries"); if (_glDeleteQueries == NULL) _glDeleteQueries = dlsym(RTLD_DEFAULT, "glDeleteQueriesEXT"); _glEndQuery = dlsym(RTLD_DEFAULT, "glEndQuery"); if (_glEndQuery == NULL) _glEndQuery = dlsym(RTLD_DEFAULT, "glEndQueryEXT"); _glGenQueries = dlsym(RTLD_DEFAULT, "glGenQueries"); if (_glGenQueries == NULL) _glGenQueries = dlsym(RTLD_DEFAULT, "glGenQueriesEXT"); _glGetQueryObjectuiv = dlsym(RTLD_DEFAULT, "glGetQueryObjectuiv"); if (_glGetQueryObjectuiv == NULL) _glGetQueryObjectuiv = dlsym(RTLD_DEFAULT, "glGetQueryObjectuivEXT"); _glMemoryBarrier = dlsym(RTLD_DEFAULT, "glMemoryBarrier"); _glDispatchCompute = dlsym(RTLD_DEFAULT, "glDispatchCompute"); _glMapBufferRange = dlsym(RTLD_DEFAULT, "glMapBufferRange"); _glUnmapBuffer = dlsym(RTLD_DEFAULT, "glUnmapBuffer"); _glBindImageTexture = dlsym(RTLD_DEFAULT, "glBindImageTexture"); _glTexStorage2D = dlsym(RTLD_DEFAULT, "glTexStorage2D"); _glBlitFramebuffer = dlsym(RTLD_DEFAULT, "glBlitFramebuffer"); _glGetProgramBinary = dlsym(RTLD_DEFAULT, "glGetProgramBinary"); } */ import "C" type Context interface{} type Functions struct { // Query caches. uints [100]C.GLuint ints [100]C.GLint } func NewFunctions(ctx Context) (*Functions, error) { if ctx != nil { panic("non-nil context") } return new(Functions), nil } func (f *Functions) ActiveTexture(texture Enum) { C.glActiveTexture(C.GLenum(texture)) } func (f *Functions) AttachShader(p Program, s Shader) { C.glAttachShader(C.GLuint(p.V), C.GLuint(s.V)) } func (f *Functions) BeginQuery(target Enum, query Query) { C.gio_glBeginQuery(C.GLenum(target), C.GLenum(query.V)) } func (f *Functions) BindAttribLocation(p Program, a Attrib, name string) { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) C.glBindAttribLocation(C.GLuint(p.V), C.GLuint(a), cname) } func (f *Functions) BindBufferBase(target Enum, index int, b Buffer) { C.gio_glBindBufferBase(C.GLenum(target), C.GLuint(index), C.GLuint(b.V)) } func (f *Functions) BindBuffer(target Enum, b Buffer) { C.glBindBuffer(C.GLenum(target), C.GLuint(b.V)) } func (f *Functions) BindFramebuffer(target Enum, fb Framebuffer) { C.glBindFramebuffer(C.GLenum(target), C.GLuint(fb.V)) } func (f *Functions) BindRenderbuffer(target Enum, fb Renderbuffer) { C.glBindRenderbuffer(C.GLenum(target), C.GLuint(fb.V)) } func (f *Functions) BindImageTexture(unit int, t Texture, level int, layered bool, layer int, access, format Enum) { l := C.GLboolean(C.GL_FALSE) if layered { l = C.GL_TRUE } C.gio_glBindImageTexture(C.GLuint(unit), C.GLuint(t.V), C.GLint(level), l, C.GLint(layer), C.GLenum(access), C.GLenum(format)) } func (f *Functions) BindTexture(target Enum, t Texture) { C.glBindTexture(C.GLenum(target), C.GLuint(t.V)) } func (f *Functions) BlendEquation(mode Enum) { C.glBlendEquation(C.GLenum(mode)) } func (f *Functions) BlendFunc(sfactor, dfactor Enum) { C.glBlendFunc(C.GLenum(sfactor), C.GLenum(dfactor)) } func (f *Functions) BlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1 int, mask Enum, filter Enum) { C.gio_glBlitFramebuffer( C.GLint(sx0), C.GLint(sy0), C.GLint(sx1), C.GLint(sy1), C.GLint(dx0), C.GLint(dy0), C.GLint(dx1), C.GLint(dy1), C.GLenum(mask), C.GLenum(filter), ) } func (f *Functions) BufferData(target Enum, size int, usage Enum) { C.glBufferData(C.GLenum(target), C.GLsizeiptr(size), nil, C.GLenum(usage)) } func (f *Functions) BufferSubData(target Enum, offset int, src []byte) { var p unsafe.Pointer if len(src) > 0 { p = unsafe.Pointer(&src[0]) } C.glBufferSubData(C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(len(src)), p) } func (f *Functions) CheckFramebufferStatus(target Enum) Enum { return Enum(C.glCheckFramebufferStatus(C.GLenum(target))) } func (f *Functions) Clear(mask Enum) { C.glClear(C.GLbitfield(mask)) } func (f *Functions) ClearColor(red float32, green float32, blue float32, alpha float32) { C.glClearColor(C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha)) } func (f *Functions) ClearDepthf(d float32) { C.glClearDepthf(C.GLfloat(d)) } func (f *Functions) CompileShader(s Shader) { C.glCompileShader(C.GLuint(s.V)) } func (f *Functions) CreateBuffer() Buffer { C.glGenBuffers(1, &f.uints[0]) return Buffer{uint(f.uints[0])} } func (f *Functions) CreateFramebuffer() Framebuffer { C.glGenFramebuffers(1, &f.uints[0]) return Framebuffer{uint(f.uints[0])} } func (f *Functions) CreateProgram() Program { return Program{uint(C.glCreateProgram())} } func (f *Functions) CreateQuery() Query { C.gio_glGenQueries(1, &f.uints[0]) return Query{uint(f.uints[0])} } func (f *Functions) CreateRenderbuffer() Renderbuffer { C.glGenRenderbuffers(1, &f.uints[0]) return Renderbuffer{uint(f.uints[0])} } func (f *Functions) CreateShader(ty Enum) Shader { return Shader{uint(C.glCreateShader(C.GLenum(ty)))} } func (f *Functions) CreateTexture() Texture { C.glGenTextures(1, &f.uints[0]) return Texture{uint(f.uints[0])} } func (f *Functions) DeleteBuffer(v Buffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteBuffers(1, &f.uints[0]) } func (f *Functions) DeleteFramebuffer(v Framebuffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteFramebuffers(1, &f.uints[0]) } func (f *Functions) DeleteProgram(p Program) { C.glDeleteProgram(C.GLuint(p.V)) } func (f *Functions) DeleteQuery(query Query) { f.uints[0] = C.GLuint(query.V) C.gio_glDeleteQueries(1, &f.uints[0]) } func (f *Functions) DeleteRenderbuffer(v Renderbuffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteRenderbuffers(1, &f.uints[0]) } func (f *Functions) DeleteShader(s Shader) { C.glDeleteShader(C.GLuint(s.V)) } func (f *Functions) DeleteTexture(v Texture) { f.uints[0] = C.GLuint(v.V) C.glDeleteTextures(1, &f.uints[0]) } func (f *Functions) DepthFunc(v Enum) { C.glDepthFunc(C.GLenum(v)) } func (f *Functions) DepthMask(mask bool) { m := C.GLboolean(C.GL_FALSE) if mask { m = C.GLboolean(C.GL_TRUE) } C.glDepthMask(m) } func (f *Functions) DisableVertexAttribArray(a Attrib) { C.glDisableVertexAttribArray(C.GLuint(a)) } func (f *Functions) Disable(cap Enum) { C.glDisable(C.GLenum(cap)) } func (f *Functions) DrawArrays(mode Enum, first int, count int) { C.glDrawArrays(C.GLenum(mode), C.GLint(first), C.GLsizei(count)) } func (f *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) { C.gio_glDrawElements(C.GLenum(mode), C.GLsizei(count), C.GLenum(ty), C.uintptr_t(offset)) } func (f *Functions) DispatchCompute(x, y, z int) { C.gio_glDispatchCompute(C.GLuint(x), C.GLuint(y), C.GLuint(z)) } func (f *Functions) Enable(cap Enum) { C.glEnable(C.GLenum(cap)) } func (f *Functions) EndQuery(target Enum) { C.gio_glEndQuery(C.GLenum(target)) } func (f *Functions) EnableVertexAttribArray(a Attrib) { C.glEnableVertexAttribArray(C.GLuint(a)) } func (f *Functions) Finish() { C.glFinish() } func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) { C.glFramebufferRenderbuffer(C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer.V)) } func (f *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) { C.glFramebufferTexture2D(C.GLenum(target), C.GLenum(attachment), C.GLenum(texTarget), C.GLuint(t.V), C.GLint(level)) } func (c *Functions) GetBinding(pname Enum) Object { return Object{uint(c.GetInteger(pname))} } func (f *Functions) GetError() Enum { return Enum(C.glGetError()) } func (f *Functions) GetRenderbufferParameteri(target, pname Enum) int { C.glGetRenderbufferParameteriv(C.GLenum(target), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int { C.glGetFramebufferAttachmentParameteriv(C.GLenum(target), C.GLenum(attachment), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetInteger(pname Enum) int { C.glGetIntegerv(C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetProgrami(p Program, pname Enum) int { C.glGetProgramiv(C.GLuint(p.V), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetProgramBinary(p Program) []byte { sz := f.GetProgrami(p, PROGRAM_BINARY_LENGTH) if sz == 0 { return nil } buf := make([]byte, sz) var format C.GLenum C.gio_glGetProgramBinary(C.GLuint(p.V), C.GLsizei(sz), nil, &format, unsafe.Pointer(&buf[0])) return buf } func (f *Functions) GetProgramInfoLog(p Program) string { n := f.GetProgrami(p, INFO_LOG_LENGTH) buf := make([]byte, n) C.glGetProgramInfoLog(C.GLuint(p.V), C.GLsizei(len(buf)), nil, (*C.GLchar)(unsafe.Pointer(&buf[0]))) return string(buf) } func (f *Functions) GetQueryObjectuiv(query Query, pname Enum) uint { C.gio_glGetQueryObjectuiv(C.GLuint(query.V), C.GLenum(pname), &f.uints[0]) return uint(f.uints[0]) } func (f *Functions) GetShaderi(s Shader, pname Enum) int { C.glGetShaderiv(C.GLuint(s.V), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetShaderInfoLog(s Shader) string { n := f.GetShaderi(s, INFO_LOG_LENGTH) buf := make([]byte, n) C.glGetShaderInfoLog(C.GLuint(s.V), C.GLsizei(len(buf)), nil, (*C.GLchar)(unsafe.Pointer(&buf[0]))) return string(buf) } func (f *Functions) GetStringi(pname Enum, index int) string { str := C.gio_glGetStringi(C.GLenum(pname), C.GLuint(index)) if str == nil { return "" } return C.GoString((*C.char)(unsafe.Pointer(str))) } func (f *Functions) GetString(pname Enum) string { switch { case runtime.GOOS == "darwin" && pname == EXTENSIONS: // macOS OpenGL 3 core profile doesn't support glGetString(GL_EXTENSIONS). // Use glGetStringi(GL_EXTENSIONS, ). var exts []string nexts := f.GetInteger(NUM_EXTENSIONS) for i := 0; i < nexts; i++ { ext := f.GetStringi(EXTENSIONS, i) exts = append(exts, ext) } return strings.Join(exts, " ") default: str := C.glGetString(C.GLenum(pname)) return C.GoString((*C.char)(unsafe.Pointer(str))) } } func (f *Functions) GetUniformBlockIndex(p Program, name string) uint { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) return uint(C.gio_glGetUniformBlockIndex(C.GLuint(p.V), cname)) } func (f *Functions) GetUniformLocation(p Program, name string) Uniform { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) return Uniform{int(C.glGetUniformLocation(C.GLuint(p.V), cname))} } func (f *Functions) InvalidateFramebuffer(target, attachment Enum) { C.gio_glInvalidateFramebuffer(C.GLenum(target), C.GLenum(attachment)) } func (f *Functions) LinkProgram(p Program) { C.glLinkProgram(C.GLuint(p.V)) } func (f *Functions) PixelStorei(pname Enum, param int32) { C.glPixelStorei(C.GLenum(pname), C.GLint(param)) } func (f *Functions) MemoryBarrier(barriers Enum) { C.gio_glMemoryBarrier(C.GLbitfield(barriers)) } func (f *Functions) MapBufferRange(target Enum, offset, length int, access Enum) []byte { p := C.gio_glMapBufferRange(C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(length), C.GLbitfield(access)) if p == nil { return nil } return (*[1 << 30]byte)(p)[:length:length] } func (f *Functions) Scissor(x, y, width, height int32) { C.glScissor(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) } func (f *Functions) ReadPixels(x, y, width, height int, format, ty Enum, data []byte) { var p unsafe.Pointer if len(data) > 0 { p = unsafe.Pointer(&data[0]) } C.glReadPixels(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(ty), p) } func (f *Functions) RenderbufferStorage(target, internalformat Enum, width, height int) { C.glRenderbufferStorage(C.GLenum(target), C.GLenum(internalformat), C.GLsizei(width), C.GLsizei(height)) } func (f *Functions) ShaderSource(s Shader, src string) { csrc := C.CString(src) defer C.free(unsafe.Pointer(csrc)) strlen := C.GLint(len(src)) C.glShaderSource(C.GLuint(s.V), 1, &csrc, &strlen) } func (f *Functions) TexImage2D(target Enum, level int, internalFormat Enum, width int, height int, format Enum, ty Enum) { C.glTexImage2D(C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), 0, C.GLenum(format), C.GLenum(ty), nil) } func (f *Functions) TexStorage2D(target Enum, levels int, internalFormat Enum, width, height int) { C.gio_glTexStorage2D(C.GLenum(target), C.GLsizei(levels), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height)) } func (f *Functions) TexSubImage2D(target Enum, level int, x int, y int, width int, height int, format Enum, ty Enum, data []byte) { var p unsafe.Pointer if len(data) > 0 { p = unsafe.Pointer(&data[0]) } C.glTexSubImage2D(C.GLenum(target), C.GLint(level), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(ty), p) } func (f *Functions) TexParameteri(target, pname Enum, param int) { C.glTexParameteri(C.GLenum(target), C.GLenum(pname), C.GLint(param)) } func (f *Functions) UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint) { C.gio_glUniformBlockBinding(C.GLuint(p.V), C.GLuint(uniformBlockIndex), C.GLuint(uniformBlockBinding)) } func (f *Functions) Uniform1f(dst Uniform, v float32) { C.glUniform1f(C.GLint(dst.V), C.GLfloat(v)) } func (f *Functions) Uniform1i(dst Uniform, v int) { C.glUniform1i(C.GLint(dst.V), C.GLint(v)) } func (f *Functions) Uniform2f(dst Uniform, v0 float32, v1 float32) { C.glUniform2f(C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1)) } func (f *Functions) Uniform3f(dst Uniform, v0 float32, v1 float32, v2 float32) { C.glUniform3f(C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2)) } func (f *Functions) Uniform4f(dst Uniform, v0 float32, v1 float32, v2 float32, v3 float32) { C.glUniform4f(C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3)) } func (f *Functions) UseProgram(p Program) { C.glUseProgram(C.GLuint(p.V)) } func (f *Functions) UnmapBuffer(target Enum) bool { r := C.gio_glUnmapBuffer(C.GLenum(target)) return r == C.GL_TRUE } func (f *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride int, offset int) { var n C.GLboolean = C.GL_FALSE if normalized { n = C.GL_TRUE } C.gio_glVertexAttribPointer(C.GLuint(dst), C.GLint(size), C.GLenum(ty), n, C.GLsizei(stride), C.uintptr_t(offset)) } func (f *Functions) Viewport(x int, y int, width int, height int) { C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) }