File: work_windows.go

package info (click to toggle)
golang-golang-x-mobile 0.0~git20250520.a1d9079%2Bdfsg-2
  • links: PTS, VCS
  • area: main
  • in suites: sid
  • size: 4,784 kB
  • sloc: objc: 1,512; java: 1,489; ansic: 1,159; xml: 365; asm: 34; sh: 14; makefile: 5
file content (569 lines) | stat: -rw-r--r-- 30,295 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
// 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")
)