Adding upstream version 0.0~git20250520.a1d9079+dfsg.
Signed-off-by: Daniel Baumann <daniel@debian.org>
This commit is contained in:
parent
590ac7ff5f
commit
20149b7f3a
456 changed files with 70406 additions and 0 deletions
94
exp/gl/glutil/context_darwin_desktop.go
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94
exp/gl/glutil/context_darwin_desktop.go
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@ -0,0 +1,94 @@
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// 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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//go:build darwin && !ios
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package glutil
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// TODO(crawshaw): Only used in glutil tests for now (cgo is not support in _test.go files).
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// TODO(crawshaw): Export some kind of Context. Work out what we can offer, where. Maybe just for tests.
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// TODO(crawshaw): Support android and windows.
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/*
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#cgo CFLAGS: -DGL_SILENCE_DEPRECATION
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#cgo LDFLAGS: -framework OpenGL
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#import <OpenGL/OpenGL.h>
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#import <OpenGL/gl3.h>
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CGLError CGCreate(CGLContextObj* ctx) {
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CGLError err;
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CGLPixelFormatAttribute attributes[] = {
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kCGLPFAOpenGLProfile, (CGLPixelFormatAttribute)kCGLOGLPVersion_3_2_Core,
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kCGLPFAColorSize, (CGLPixelFormatAttribute)24,
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kCGLPFAAlphaSize, (CGLPixelFormatAttribute)8,
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kCGLPFADepthSize, (CGLPixelFormatAttribute)16,
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kCGLPFAAccelerated,
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kCGLPFADoubleBuffer,
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(CGLPixelFormatAttribute) 0
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};
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CGLPixelFormatObj pix;
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GLint num;
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if ((err = CGLChoosePixelFormat(attributes, &pix, &num)) != kCGLNoError) {
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return err;
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}
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if ((err = CGLCreateContext(pix, 0, ctx)) != kCGLNoError) {
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return err;
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}
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if ((err = CGLDestroyPixelFormat(pix)) != kCGLNoError) {
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return err;
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}
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if ((err = CGLSetCurrentContext(*ctx)) != kCGLNoError) {
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return err;
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}
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if ((err = CGLLockContext(*ctx)) != kCGLNoError) {
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return err;
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}
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return kCGLNoError;
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}
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*/
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import "C"
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import (
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"fmt"
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"runtime"
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)
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// contextGL holds a copy of the OpenGL Context from thread-local storage.
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//
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// Do not move a contextGL between goroutines or OS threads.
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type contextGL struct {
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ctx C.CGLContextObj
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}
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// createContext creates an OpenGL context, binds it as the current context
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// stored in thread-local storage, and locks the current goroutine to an os
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// thread.
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func createContext() (*contextGL, error) {
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// The OpenGL active context is stored in TLS.
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runtime.LockOSThread()
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c := new(contextGL)
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if cglErr := C.CGCreate(&c.ctx); cglErr != C.kCGLNoError {
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return nil, fmt.Errorf("CGL: %v", C.GoString(C.CGLErrorString(cglErr)))
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}
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// Using attribute arrays in OpenGL 3.3 requires the use of a VBA.
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// But VBAs don't exist in ES 2. So we bind a default one.
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var id C.GLuint
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C.glGenVertexArrays(1, &id)
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C.glBindVertexArray(id)
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return c, nil
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}
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// destroy destroys an OpenGL context and unlocks the current goroutine from
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// its os thread.
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func (c *contextGL) destroy() {
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C.CGLUnlockContext(c.ctx)
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C.CGLSetCurrentContext(nil)
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C.CGLDestroyContext(c.ctx)
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c.ctx = nil
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runtime.UnlockOSThread()
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}
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105
exp/gl/glutil/context_x11.go
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105
exp/gl/glutil/context_x11.go
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// 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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//go:build linux && !android
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package glutil
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/*
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#cgo LDFLAGS: -lEGL
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#include <EGL/egl.h>
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#include <stdio.h>
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#include <stdlib.h>
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void createContext(EGLDisplay *out_dpy, EGLContext *out_ctx, EGLSurface *out_surf) {
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EGLDisplay e_dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (!e_dpy) {
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fprintf(stderr, "eglGetDisplay failed\n");
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exit(1);
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}
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EGLint e_major, e_minor;
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if (!eglInitialize(e_dpy, &e_major, &e_minor)) {
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fprintf(stderr, "eglInitialize failed\n");
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exit(1);
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}
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eglBindAPI(EGL_OPENGL_ES_API);
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static const EGLint config_attribs[] = {
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
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EGL_BLUE_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8,
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EGL_CONFIG_CAVEAT, EGL_NONE,
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EGL_NONE
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};
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EGLConfig config;
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EGLint num_configs;
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if (!eglChooseConfig(e_dpy, config_attribs, &config, 1, &num_configs)) {
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fprintf(stderr, "eglChooseConfig failed\n");
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exit(1);
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}
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static const EGLint ctx_attribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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EGLContext e_ctx = eglCreateContext(e_dpy, config, EGL_NO_CONTEXT, ctx_attribs);
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if (e_ctx == EGL_NO_CONTEXT) {
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fprintf(stderr, "eglCreateContext failed\n");
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exit(1);
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}
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static const EGLint pbuf_attribs[] = {
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EGL_NONE
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};
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EGLSurface e_surf = eglCreatePbufferSurface(e_dpy, config, pbuf_attribs);
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if (e_surf == EGL_NO_SURFACE) {
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fprintf(stderr, "eglCreatePbufferSurface failed\n");
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exit(1);
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}
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if (!eglMakeCurrent(e_dpy, e_surf, e_surf, e_ctx)) {
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fprintf(stderr, "eglMakeCurrent failed\n");
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exit(1);
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}
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*out_surf = e_surf;
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*out_ctx = e_ctx;
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*out_dpy = e_dpy;
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}
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void destroyContext(EGLDisplay e_dpy, EGLContext e_ctx, EGLSurface e_surf) {
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if (!eglMakeCurrent(e_dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
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fprintf(stderr, "eglMakeCurrent failed\n");
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exit(1);
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}
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if (!eglDestroySurface(e_dpy, e_surf)) {
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fprintf(stderr, "eglDestroySurface failed\n");
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exit(1);
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}
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if (!eglDestroyContext(e_dpy, e_ctx)) {
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fprintf(stderr, "eglDestroyContext failed\n");
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exit(1);
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}
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}
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*/
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import "C"
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import (
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"runtime"
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)
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type contextGL struct {
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dpy C.EGLDisplay
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ctx C.EGLContext
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surf C.EGLSurface
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}
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func createContext() (*contextGL, error) {
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runtime.LockOSThread()
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c := &contextGL{}
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C.createContext(&c.dpy, &c.ctx, &c.surf)
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return c, nil
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}
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func (c *contextGL) destroy() {
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C.destroyContext(c.dpy, c.ctx, c.surf)
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runtime.UnlockOSThread()
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}
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6
exp/gl/glutil/doc.go
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6
exp/gl/glutil/doc.go
Normal file
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@ -0,0 +1,6 @@
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// 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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// Package glutil implements OpenGL utility functions.
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package glutil
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333
exp/gl/glutil/glimage.go
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333
exp/gl/glutil/glimage.go
Normal file
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@ -0,0 +1,333 @@
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// 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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//go:build linux || darwin || windows
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package glutil
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import (
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"encoding/binary"
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"image"
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"runtime"
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"sync"
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"golang.org/x/mobile/event/size"
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"golang.org/x/mobile/exp/f32"
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"golang.org/x/mobile/geom"
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"golang.org/x/mobile/gl"
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)
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// Images maintains the shared state used by a set of *Image objects.
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type Images struct {
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glctx gl.Context
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quadXY gl.Buffer
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quadUV gl.Buffer
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program gl.Program
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pos gl.Attrib
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mvp gl.Uniform
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uvp gl.Uniform
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inUV gl.Attrib
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textureSample gl.Uniform
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mu sync.Mutex
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activeImages int
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}
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// NewImages creates an *Images.
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func NewImages(glctx gl.Context) *Images {
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program, err := CreateProgram(glctx, vertexShader, fragmentShader)
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if err != nil {
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panic(err)
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}
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p := &Images{
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glctx: glctx,
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quadXY: glctx.CreateBuffer(),
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quadUV: glctx.CreateBuffer(),
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program: program,
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pos: glctx.GetAttribLocation(program, "pos"),
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mvp: glctx.GetUniformLocation(program, "mvp"),
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uvp: glctx.GetUniformLocation(program, "uvp"),
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inUV: glctx.GetAttribLocation(program, "inUV"),
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textureSample: glctx.GetUniformLocation(program, "textureSample"),
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}
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glctx.BindBuffer(gl.ARRAY_BUFFER, p.quadXY)
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glctx.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW)
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glctx.BindBuffer(gl.ARRAY_BUFFER, p.quadUV)
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glctx.BufferData(gl.ARRAY_BUFFER, quadUVCoords, gl.STATIC_DRAW)
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return p
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}
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||||
|
||||
// Release releases any held OpenGL resources.
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// All *Image objects must be released first, or this function panics.
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func (p *Images) Release() {
|
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if p.program == (gl.Program{}) {
|
||||
return
|
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}
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|
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p.mu.Lock()
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rem := p.activeImages
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p.mu.Unlock()
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if rem > 0 {
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panic("glutil.Images.Release called, but active *Image objects remain")
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}
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p.glctx.DeleteProgram(p.program)
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p.glctx.DeleteBuffer(p.quadXY)
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p.glctx.DeleteBuffer(p.quadUV)
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|
||||
p.program = gl.Program{}
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}
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||||
|
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// Image bridges between an *image.RGBA and an OpenGL texture.
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//
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||||
// The contents of the *image.RGBA can be uploaded as a texture and drawn as a
|
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// 2D quad.
|
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//
|
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// The number of active Images must fit in the system's OpenGL texture limit.
|
||||
// The typical use of an Image is as a texture atlas.
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type Image struct {
|
||||
RGBA *image.RGBA
|
||||
|
||||
gltex gl.Texture
|
||||
width int
|
||||
height int
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images *Images
|
||||
}
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||||
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// NewImage creates an Image of the given size.
|
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//
|
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// Both a host-memory *image.RGBA and a GL texture are created.
|
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func (p *Images) NewImage(w, h int) *Image {
|
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dx := roundToPower2(w)
|
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dy := roundToPower2(h)
|
||||
|
||||
// TODO(crawshaw): Using VertexAttribPointer we can pass texture
|
||||
// data with a stride, which would let us use the exact number of
|
||||
// pixels on the host instead of the rounded up power 2 size.
|
||||
m := image.NewRGBA(image.Rect(0, 0, dx, dy))
|
||||
|
||||
img := &Image{
|
||||
RGBA: m.SubImage(image.Rect(0, 0, w, h)).(*image.RGBA),
|
||||
images: p,
|
||||
width: dx,
|
||||
height: dy,
|
||||
}
|
||||
|
||||
p.mu.Lock()
|
||||
p.activeImages++
|
||||
p.mu.Unlock()
|
||||
|
||||
img.gltex = p.glctx.CreateTexture()
|
||||
|
||||
p.glctx.BindTexture(gl.TEXTURE_2D, img.gltex)
|
||||
p.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, img.width, img.height, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
||||
p.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
p.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
p.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
||||
p.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
||||
|
||||
runtime.SetFinalizer(img, (*Image).Release)
|
||||
return img
|
||||
}
|
||||
|
||||
func roundToPower2(x int) int {
|
||||
x2 := 1
|
||||
for x2 < x {
|
||||
x2 *= 2
|
||||
}
|
||||
return x2
|
||||
}
|
||||
|
||||
// Upload copies the host image data to the GL device.
|
||||
func (img *Image) Upload() {
|
||||
img.images.glctx.BindTexture(gl.TEXTURE_2D, img.gltex)
|
||||
img.images.glctx.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, img.width, img.height, gl.RGBA, gl.UNSIGNED_BYTE, img.RGBA.Pix)
|
||||
}
|
||||
|
||||
// Release invalidates the Image and removes any underlying data structures.
|
||||
// The Image cannot be used after being deleted.
|
||||
func (img *Image) Release() {
|
||||
if img.gltex == (gl.Texture{}) {
|
||||
return
|
||||
}
|
||||
|
||||
img.images.glctx.DeleteTexture(img.gltex)
|
||||
img.gltex = gl.Texture{}
|
||||
|
||||
img.images.mu.Lock()
|
||||
img.images.activeImages--
|
||||
img.images.mu.Unlock()
|
||||
}
|
||||
|
||||
// Draw draws the srcBounds part of the image onto a parallelogram, defined by
|
||||
// three of its corners, in the current GL framebuffer.
|
||||
func (img *Image) Draw(sz size.Event, topLeft, topRight, bottomLeft geom.Point, srcBounds image.Rectangle) {
|
||||
glimage := img.images
|
||||
glctx := img.images.glctx
|
||||
|
||||
glctx.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
|
||||
glctx.Enable(gl.BLEND)
|
||||
|
||||
// TODO(crawshaw): Adjust viewport for the top bar on android?
|
||||
glctx.UseProgram(glimage.program)
|
||||
{
|
||||
// We are drawing a parallelogram PQRS, defined by three of its
|
||||
// corners, onto the entire GL framebuffer ABCD. The two quads may
|
||||
// actually be equal, but in the general case, PQRS can be smaller,
|
||||
// and PQRS is not necessarily axis-aligned.
|
||||
//
|
||||
// A +---------------+ B
|
||||
// | P +-----+ Q |
|
||||
// | | | |
|
||||
// | S +-----+ R |
|
||||
// D +---------------+ C
|
||||
//
|
||||
// There are two co-ordinate spaces: geom space and framebuffer space.
|
||||
// In geom space, the ABCD rectangle is:
|
||||
//
|
||||
// (0, 0) (geom.Width, 0)
|
||||
// (0, geom.Height) (geom.Width, geom.Height)
|
||||
//
|
||||
// and the PQRS quad is:
|
||||
//
|
||||
// (topLeft.X, topLeft.Y) (topRight.X, topRight.Y)
|
||||
// (bottomLeft.X, bottomLeft.Y) (implicit, implicit)
|
||||
//
|
||||
// In framebuffer space, the ABCD rectangle is:
|
||||
//
|
||||
// (-1, +1) (+1, +1)
|
||||
// (-1, -1) (+1, -1)
|
||||
//
|
||||
// First of all, convert from geom space to framebuffer space. For
|
||||
// later convenience, we divide everything by 2 here: px2 is half of
|
||||
// the P.X co-ordinate (in framebuffer space).
|
||||
px2 := -0.5 + float32(topLeft.X/sz.WidthPt)
|
||||
py2 := +0.5 - float32(topLeft.Y/sz.HeightPt)
|
||||
qx2 := -0.5 + float32(topRight.X/sz.WidthPt)
|
||||
qy2 := +0.5 - float32(topRight.Y/sz.HeightPt)
|
||||
sx2 := -0.5 + float32(bottomLeft.X/sz.WidthPt)
|
||||
sy2 := +0.5 - float32(bottomLeft.Y/sz.HeightPt)
|
||||
// Next, solve for the affine transformation matrix
|
||||
// [ a00 a01 a02 ]
|
||||
// a = [ a10 a11 a12 ]
|
||||
// [ 0 0 1 ]
|
||||
// that maps A to P:
|
||||
// a × [ -1 +1 1 ]' = [ 2*px2 2*py2 1 ]'
|
||||
// and likewise maps B to Q and D to S. Solving those three constraints
|
||||
// implies that C maps to R, since affine transformations keep parallel
|
||||
// lines parallel. This gives 6 equations in 6 unknowns:
|
||||
// -a00 + a01 + a02 = 2*px2
|
||||
// -a10 + a11 + a12 = 2*py2
|
||||
// +a00 + a01 + a02 = 2*qx2
|
||||
// +a10 + a11 + a12 = 2*qy2
|
||||
// -a00 - a01 + a02 = 2*sx2
|
||||
// -a10 - a11 + a12 = 2*sy2
|
||||
// which gives:
|
||||
// a00 = (2*qx2 - 2*px2) / 2 = qx2 - px2
|
||||
// and similarly for the other elements of a.
|
||||
writeAffine(glctx, glimage.mvp, &f32.Affine{{
|
||||
qx2 - px2,
|
||||
px2 - sx2,
|
||||
qx2 + sx2,
|
||||
}, {
|
||||
qy2 - py2,
|
||||
py2 - sy2,
|
||||
qy2 + sy2,
|
||||
}})
|
||||
}
|
||||
|
||||
{
|
||||
// Mapping texture co-ordinates is similar, except that in texture
|
||||
// space, the ABCD rectangle is:
|
||||
//
|
||||
// (0,0) (1,0)
|
||||
// (0,1) (1,1)
|
||||
//
|
||||
// and the PQRS quad is always axis-aligned. First of all, convert
|
||||
// from pixel space to texture space.
|
||||
w := float32(img.width)
|
||||
h := float32(img.height)
|
||||
px := float32(srcBounds.Min.X-img.RGBA.Rect.Min.X) / w
|
||||
py := float32(srcBounds.Min.Y-img.RGBA.Rect.Min.Y) / h
|
||||
qx := float32(srcBounds.Max.X-img.RGBA.Rect.Min.X) / w
|
||||
sy := float32(srcBounds.Max.Y-img.RGBA.Rect.Min.Y) / h
|
||||
// Due to axis alignment, qy = py and sx = px.
|
||||
//
|
||||
// The simultaneous equations are:
|
||||
// 0 + 0 + a02 = px
|
||||
// 0 + 0 + a12 = py
|
||||
// a00 + 0 + a02 = qx
|
||||
// a10 + 0 + a12 = qy = py
|
||||
// 0 + a01 + a02 = sx = px
|
||||
// 0 + a11 + a12 = sy
|
||||
writeAffine(glctx, glimage.uvp, &f32.Affine{{
|
||||
qx - px,
|
||||
0,
|
||||
px,
|
||||
}, {
|
||||
0,
|
||||
sy - py,
|
||||
py,
|
||||
}})
|
||||
}
|
||||
|
||||
glctx.ActiveTexture(gl.TEXTURE0)
|
||||
glctx.BindTexture(gl.TEXTURE_2D, img.gltex)
|
||||
glctx.Uniform1i(glimage.textureSample, 0)
|
||||
|
||||
glctx.BindBuffer(gl.ARRAY_BUFFER, glimage.quadXY)
|
||||
glctx.EnableVertexAttribArray(glimage.pos)
|
||||
glctx.VertexAttribPointer(glimage.pos, 2, gl.FLOAT, false, 0, 0)
|
||||
|
||||
glctx.BindBuffer(gl.ARRAY_BUFFER, glimage.quadUV)
|
||||
glctx.EnableVertexAttribArray(glimage.inUV)
|
||||
glctx.VertexAttribPointer(glimage.inUV, 2, gl.FLOAT, false, 0, 0)
|
||||
|
||||
glctx.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
|
||||
|
||||
glctx.DisableVertexAttribArray(glimage.pos)
|
||||
glctx.DisableVertexAttribArray(glimage.inUV)
|
||||
|
||||
glctx.Disable(gl.BLEND)
|
||||
}
|
||||
|
||||
var quadXYCoords = f32.Bytes(binary.LittleEndian,
|
||||
-1, +1, // top left
|
||||
+1, +1, // top right
|
||||
-1, -1, // bottom left
|
||||
+1, -1, // bottom right
|
||||
)
|
||||
|
||||
var quadUVCoords = f32.Bytes(binary.LittleEndian,
|
||||
0, 0, // top left
|
||||
1, 0, // top right
|
||||
0, 1, // bottom left
|
||||
1, 1, // bottom right
|
||||
)
|
||||
|
||||
const vertexShader = `#version 100
|
||||
uniform mat3 mvp;
|
||||
uniform mat3 uvp;
|
||||
attribute vec3 pos;
|
||||
attribute vec2 inUV;
|
||||
varying vec2 UV;
|
||||
void main() {
|
||||
vec3 p = pos;
|
||||
p.z = 1.0;
|
||||
gl_Position = vec4(mvp * p, 1);
|
||||
UV = (uvp * vec3(inUV, 1)).xy;
|
||||
}
|
||||
`
|
||||
|
||||
const fragmentShader = `#version 100
|
||||
precision mediump float;
|
||||
varying vec2 UV;
|
||||
uniform sampler2D textureSample;
|
||||
void main(){
|
||||
gl_FragColor = texture2D(textureSample, UV);
|
||||
}
|
||||
`
|
212
exp/gl/glutil/glimage_test.go
Normal file
212
exp/gl/glutil/glimage_test.go
Normal file
|
@ -0,0 +1,212 @@
|
|||
// Copyright 2014 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.
|
||||
|
||||
//go:build darwin || (linux && !android)
|
||||
|
||||
// TODO(crawshaw): Run tests on other OSs when more contexts are supported.
|
||||
|
||||
package glutil
|
||||
|
||||
import (
|
||||
"image"
|
||||
"image/color"
|
||||
)
|
||||
|
||||
// TODO: Re-enable test.
|
||||
/*func TestImage(t *testing.T) {
|
||||
done := make(chan error)
|
||||
defer close(done)
|
||||
go func() {
|
||||
runtime.LockOSThread()
|
||||
ctx, err := createContext()
|
||||
done <- err
|
||||
for {
|
||||
select {
|
||||
case <-gl.WorkAvailable:
|
||||
gl.DoWork()
|
||||
case <-done:
|
||||
ctx.destroy()
|
||||
return
|
||||
}
|
||||
}
|
||||
}()
|
||||
if err := <-done; err != nil {
|
||||
t.Fatalf("cannot create GL context: %v", err)
|
||||
}
|
||||
|
||||
start()
|
||||
defer stop()
|
||||
|
||||
// GL testing strategy:
|
||||
// 1. Create an offscreen framebuffer object.
|
||||
// 2. Configure framebuffer to render to a GL texture.
|
||||
// 3. Run test code: use glimage to draw testdata.
|
||||
// 4. Copy GL texture back into system memory.
|
||||
// 5. Compare to a pre-computed image.
|
||||
|
||||
f, err := os.Open("../../../testdata/testpattern.png")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
defer f.Close()
|
||||
src, _, err := image.Decode(f)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
const (
|
||||
pixW = 100
|
||||
pixH = 100
|
||||
ptW = geom.Pt(50)
|
||||
ptH = geom.Pt(50)
|
||||
)
|
||||
sz := size.Event{
|
||||
WidthPx: pixW,
|
||||
HeightPx: pixH,
|
||||
WidthPt: ptW,
|
||||
HeightPt: ptH,
|
||||
PixelsPerPt: float32(pixW) / float32(ptW),
|
||||
}
|
||||
|
||||
fBuf := gl.CreateFramebuffer()
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, fBuf)
|
||||
colorBuf := gl.CreateRenderbuffer()
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, colorBuf)
|
||||
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glRenderbufferStorage.xml
|
||||
// says that the internalFormat "must be one of the following symbolic constants:
|
||||
// GL_RGBA4, GL_RGB565, GL_RGB5_A1, GL_DEPTH_COMPONENT16, or GL_STENCIL_INDEX8".
|
||||
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.RGB565, pixW, pixH)
|
||||
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuf)
|
||||
|
||||
if status := gl.CheckFramebufferStatus(gl.FRAMEBUFFER); status != gl.FRAMEBUFFER_COMPLETE {
|
||||
t.Fatalf("framebuffer create failed: %v", status)
|
||||
}
|
||||
|
||||
allocs := testing.AllocsPerRun(100, func() {
|
||||
gl.ClearColor(0, 0, 1, 1) // blue
|
||||
})
|
||||
if allocs != 0 {
|
||||
t.Errorf("unexpected allocations from calling gl.ClearColor: %f", allocs)
|
||||
}
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT)
|
||||
gl.Viewport(0, 0, pixW, pixH)
|
||||
|
||||
m := NewImage(src.Bounds().Dx(), src.Bounds().Dy())
|
||||
b := m.RGBA.Bounds()
|
||||
draw.Draw(m.RGBA, b, src, src.Bounds().Min, draw.Src)
|
||||
m.Upload()
|
||||
b.Min.X += 10
|
||||
b.Max.Y /= 2
|
||||
|
||||
// All-integer right-angled triangles offsetting the
|
||||
// box: 24-32-40, 12-16-20.
|
||||
ptTopLeft := geom.Point{0, 24}
|
||||
ptTopRight := geom.Point{32, 0}
|
||||
ptBottomLeft := geom.Point{12, 24 + 16}
|
||||
ptBottomRight := geom.Point{12 + 32, 16}
|
||||
m.Draw(sz, ptTopLeft, ptTopRight, ptBottomLeft, b)
|
||||
|
||||
// For unknown reasons, a windowless OpenGL context renders upside-
|
||||
// down. That is, a quad covering the initial viewport spans:
|
||||
//
|
||||
// (-1, -1) ( 1, -1)
|
||||
// (-1, 1) ( 1, 1)
|
||||
//
|
||||
// To avoid modifying live code for tests, we flip the rows
|
||||
// recovered from the renderbuffer. We are not the first:
|
||||
//
|
||||
// http://lists.apple.com/archives/mac-opengl/2010/Jun/msg00080.html
|
||||
got := image.NewRGBA(image.Rect(0, 0, pixW, pixH))
|
||||
upsideDownPix := make([]byte, len(got.Pix))
|
||||
gl.ReadPixels(upsideDownPix, 0, 0, pixW, pixH, gl.RGBA, gl.UNSIGNED_BYTE)
|
||||
for y := 0; y < pixH; y++ {
|
||||
i0 := (pixH - 1 - y) * got.Stride
|
||||
i1 := i0 + pixW*4
|
||||
copy(got.Pix[y*got.Stride:], upsideDownPix[i0:i1])
|
||||
}
|
||||
|
||||
drawCross(got, 0, 0)
|
||||
drawCross(got, int(ptTopLeft.X.Px(sz.PixelsPerPt)), int(ptTopLeft.Y.Px(sz.PixelsPerPt)))
|
||||
drawCross(got, int(ptBottomRight.X.Px(sz.PixelsPerPt)), int(ptBottomRight.Y.Px(sz.PixelsPerPt)))
|
||||
drawCross(got, pixW-1, pixH-1)
|
||||
|
||||
const wantPath = "../../../testdata/testpattern-window.png"
|
||||
f, err = os.Open(wantPath)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
defer f.Close()
|
||||
wantSrc, _, err := image.Decode(f)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
want, ok := wantSrc.(*image.RGBA)
|
||||
if !ok {
|
||||
b := wantSrc.Bounds()
|
||||
want = image.NewRGBA(b)
|
||||
draw.Draw(want, b, wantSrc, b.Min, draw.Src)
|
||||
}
|
||||
|
||||
if !imageEq(got, want) {
|
||||
// Write out the image we got.
|
||||
f, err = ioutil.TempFile("", "testpattern-window-got")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
f.Close()
|
||||
gotPath := f.Name() + ".png"
|
||||
f, err = os.Create(gotPath)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := png.Encode(f, got); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := f.Close(); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Errorf("got\n%s\nwant\n%s", gotPath, wantPath)
|
||||
}
|
||||
}*/
|
||||
|
||||
func drawCross(m *image.RGBA, x, y int) {
|
||||
c := color.RGBA{0xff, 0, 0, 0xff} // red
|
||||
m.SetRGBA(x+0, y-2, c)
|
||||
m.SetRGBA(x+0, y-1, c)
|
||||
m.SetRGBA(x-2, y+0, c)
|
||||
m.SetRGBA(x-1, y+0, c)
|
||||
m.SetRGBA(x+0, y+0, c)
|
||||
m.SetRGBA(x+1, y+0, c)
|
||||
m.SetRGBA(x+2, y+0, c)
|
||||
m.SetRGBA(x+0, y+1, c)
|
||||
m.SetRGBA(x+0, y+2, c)
|
||||
}
|
||||
|
||||
func eqEpsilon(x, y uint8) bool {
|
||||
const epsilon = 9
|
||||
return x-y < epsilon || y-x < epsilon
|
||||
}
|
||||
|
||||
func colorEq(c0, c1 color.RGBA) bool {
|
||||
return eqEpsilon(c0.R, c1.R) && eqEpsilon(c0.G, c1.G) && eqEpsilon(c0.B, c1.B) && eqEpsilon(c0.A, c1.A)
|
||||
}
|
||||
|
||||
func imageEq(m0, m1 *image.RGBA) bool {
|
||||
b0 := m0.Bounds()
|
||||
b1 := m1.Bounds()
|
||||
if b0 != b1 {
|
||||
return false
|
||||
}
|
||||
badPx := 0
|
||||
for y := b0.Min.Y; y < b0.Max.Y; y++ {
|
||||
for x := b0.Min.X; x < b0.Max.X; x++ {
|
||||
c0, c1 := m0.At(x, y).(color.RGBA), m1.At(x, y).(color.RGBA)
|
||||
if !colorEq(c0, c1) {
|
||||
badPx++
|
||||
}
|
||||
}
|
||||
}
|
||||
badFrac := float64(badPx) / float64(b0.Dx()*b0.Dy())
|
||||
return badFrac < 0.01
|
||||
}
|
75
exp/gl/glutil/glutil.go
Normal file
75
exp/gl/glutil/glutil.go
Normal file
|
@ -0,0 +1,75 @@
|
|||
// Copyright 2014 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.
|
||||
|
||||
//go:build darwin || linux || windows
|
||||
|
||||
package glutil
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"golang.org/x/mobile/exp/f32"
|
||||
"golang.org/x/mobile/gl"
|
||||
)
|
||||
|
||||
// CreateProgram creates, compiles, and links a gl.Program.
|
||||
func CreateProgram(glctx gl.Context, vertexSrc, fragmentSrc string) (gl.Program, error) {
|
||||
program := glctx.CreateProgram()
|
||||
if program.Value == 0 {
|
||||
return gl.Program{}, fmt.Errorf("glutil: no programs available")
|
||||
}
|
||||
|
||||
vertexShader, err := loadShader(glctx, gl.VERTEX_SHADER, vertexSrc)
|
||||
if err != nil {
|
||||
return gl.Program{}, err
|
||||
}
|
||||
fragmentShader, err := loadShader(glctx, gl.FRAGMENT_SHADER, fragmentSrc)
|
||||
if err != nil {
|
||||
glctx.DeleteShader(vertexShader)
|
||||
return gl.Program{}, err
|
||||
}
|
||||
|
||||
glctx.AttachShader(program, vertexShader)
|
||||
glctx.AttachShader(program, fragmentShader)
|
||||
glctx.LinkProgram(program)
|
||||
|
||||
// Flag shaders for deletion when program is unlinked.
|
||||
glctx.DeleteShader(vertexShader)
|
||||
glctx.DeleteShader(fragmentShader)
|
||||
|
||||
if glctx.GetProgrami(program, gl.LINK_STATUS) == 0 {
|
||||
defer glctx.DeleteProgram(program)
|
||||
return gl.Program{}, fmt.Errorf("glutil: %s", glctx.GetProgramInfoLog(program))
|
||||
}
|
||||
return program, nil
|
||||
}
|
||||
|
||||
func loadShader(glctx gl.Context, shaderType gl.Enum, src string) (gl.Shader, error) {
|
||||
shader := glctx.CreateShader(shaderType)
|
||||
if shader.Value == 0 {
|
||||
return gl.Shader{}, fmt.Errorf("glutil: could not create shader (type %v)", shaderType)
|
||||
}
|
||||
glctx.ShaderSource(shader, src)
|
||||
glctx.CompileShader(shader)
|
||||
if glctx.GetShaderi(shader, gl.COMPILE_STATUS) == 0 {
|
||||
defer glctx.DeleteShader(shader)
|
||||
return gl.Shader{}, fmt.Errorf("shader compile: %s", glctx.GetShaderInfoLog(shader))
|
||||
}
|
||||
return shader, nil
|
||||
}
|
||||
|
||||
// writeAffine writes the contents of an Affine to a 3x3 matrix GL uniform.
|
||||
func writeAffine(glctx gl.Context, u gl.Uniform, a *f32.Affine) {
|
||||
var m [9]float32
|
||||
m[0*3+0] = a[0][0]
|
||||
m[0*3+1] = a[1][0]
|
||||
m[0*3+2] = 0
|
||||
m[1*3+0] = a[0][1]
|
||||
m[1*3+1] = a[1][1]
|
||||
m[1*3+2] = 0
|
||||
m[2*3+0] = a[0][2]
|
||||
m[2*3+1] = a[1][2]
|
||||
m[2*3+2] = 1
|
||||
glctx.UniformMatrix3fv(u, m[:])
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue