Adding upstream version 0.0~git20250520.a1d9079+dfsg.
Signed-off-by: Daniel Baumann <daniel@debian.org>
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gl/types_prod.go
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92
gl/types_prod.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 (darwin || linux || openbsd || windows) && !gldebug
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package gl
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import "fmt"
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// Enum is equivalent to GLenum, and is normally used with one of the
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// constants defined in this package.
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type Enum uint32
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// Types are defined a structs so that in debug mode they can carry
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// extra information, such as a string name. See typesdebug.go.
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// Attrib identifies the location of a specific attribute variable.
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type Attrib struct {
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Value uint
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}
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// Program identifies a compiled shader program.
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type Program struct {
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// Init is set by CreateProgram, as some GL drivers (in particular,
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// ANGLE) return true for glIsProgram(0).
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Init bool
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Value uint32
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}
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// Shader identifies a GLSL shader.
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type Shader struct {
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Value uint32
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}
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// Buffer identifies a GL buffer object.
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type Buffer struct {
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Value uint32
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}
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// Framebuffer identifies a GL framebuffer.
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type Framebuffer struct {
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Value uint32
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}
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// A Renderbuffer is a GL object that holds an image in an internal format.
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type Renderbuffer struct {
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Value uint32
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}
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// A Texture identifies a GL texture unit.
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type Texture struct {
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Value uint32
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}
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// Uniform identifies the location of a specific uniform variable.
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type Uniform struct {
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Value int32
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}
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// A VertexArray is a GL object that holds vertices in an internal format.
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type VertexArray struct {
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Value uint32
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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 VertexArray) c() uintptr { return uintptr(v.Value) }
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func (v Attrib) String() string { return fmt.Sprintf("Attrib(%d)", v.Value) }
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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)", v.Value) }
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func (v VertexArray) String() string { return fmt.Sprintf("VertexArray(%d)", v.Value) }
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