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Adding upstream version 0.0~git20250520.a1d9079+dfsg.

Signed-off-by: Daniel Baumann <daniel@debian.org>
This commit is contained in:
Daniel Baumann 2025-05-24 19:46:29 +02:00
parent 590ac7ff5f
commit 20149b7f3a
Signed by: daniel
GPG key ID: FBB4F0E80A80222F
456 changed files with 70406 additions and 0 deletions

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