makepad-platform 1.0.0

Makepad platform layer
Documentation
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
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
use {
    self::super::gl_sys, 
    gl_sys::LibGl,
    crate::{
        cx::{Cx, OsType}, 
        draw_list::DrawListId, 
        draw_shader::{CxDrawShaderMapping, DrawShaderTextureInput}, 
        event::{Event, TextureHandleReadyEvent}, 
        makepad_live_id::*, 
        makepad_math::{DVec2, Vec4}, 
        makepad_shader_compiler::generate_glsl, 
        pass::{PassClearColor, PassClearDepth, PassId}, 
        texture::{CxTexture, Texture, TextureFormat, TexturePixel, TextureUpdated}
    }, 
    std::{
        ffi::{c_char, CStr}, fs::{remove_file, File}, io::prelude::*, mem, ptr
    }
};

impl Cx {
    
    pub (crate) fn render_view(
        &mut self,
        pass_id: PassId,
        draw_list_id: DrawListId,
        zbias: &mut f32,
        zbias_step: f32,
    ) {
        let mut to_dispatch = Vec::new();
        //self.draw_lists[draw_list_id].draw_list_uniforms.view_transform = Mat4::identity();
        // tad ugly otherwise the borrow checker locks 'self' and we can't recur
        let draw_items_len = self.draw_lists[draw_list_id].draw_items.len();
        
        #[cfg(use_gles_3)]
        {
            let draw_list = &mut self.draw_lists[draw_list_id];
            draw_list.os.draw_list_uniforms.update_uniform_buffer(self.os.gl(), draw_list.draw_list_uniforms.as_slice());
        }
        
        for draw_item_id in 0..draw_items_len {
            if let Some(sub_list_id) = self.draw_lists[draw_list_id].draw_items[draw_item_id].kind.sub_list() {
                self.render_view(
                    pass_id,
                    sub_list_id,
                    zbias,
                    zbias_step,
                );
            }
            else {
                let gl = self.os.gl();
                
                let draw_list = &mut self.draw_lists[draw_list_id];
                let draw_item = &mut draw_list.draw_items[draw_item_id];
                
                let draw_call = if let Some(draw_call) = draw_item.kind.draw_call_mut() {
                    draw_call
                }else {
                    continue;
                };
                
                let sh = &self.draw_shaders.shaders[draw_call.draw_shader.draw_shader_id];
                if sh.os_shader_id.is_none() { // shader didnt compile somehow
                    continue;
                }
                if sh.mapping.uses_time {
                    self.demo_time_repaint = true;
                }
                let shp = &mut self.draw_shaders.os_shaders[sh.os_shader_id.unwrap()];
                
                let shader_variant = self.passes[pass_id].os.shader_variant;
                                 
                if shp.gl_shader[shader_variant].is_none(){
                    shp.gl_shader[shader_variant] = Some(GlShader::new(
                        self.os.gl(),
                        &shp.vertex[shader_variant],
                        &shp.pixel[shader_variant],
                        &sh.mapping,
                        &self.os_type,
                    ));
                }
                let shgl = shp.gl_shader[shader_variant].as_ref().unwrap();
                
                if draw_call.instance_dirty || draw_item.os.inst_vb.gl_buffer.is_none(){
                    draw_call.instance_dirty = false;
                    draw_item.os.inst_vb.update_array_buffer(gl,draw_item.instances.as_ref().unwrap());
                }
                
                // update the zbias uniform if we have it.
                draw_call.draw_call_uniforms.set_zbias(*zbias);
                *zbias += zbias_step;
                
                #[cfg(use_gles_3)]
                draw_item.os.draw_call_uniforms.update_uniform_buffer(gl, draw_call.draw_call_uniforms.as_slice());
                
                let instances = (draw_item.instances.as_ref().unwrap().len() / sh.mapping.instances.total_slots) as u64;
                
                if instances == 0 {
                    continue;
                }
                
                let geometry_id = if let Some(geometry_id) = draw_call.geometry_id {geometry_id}
                else {
                    continue;
                };
                                
                let geometry = &mut self.geometries[geometry_id];
                if geometry.dirty || geometry.os.vb.gl_buffer.is_none() || geometry.os.ib.gl_buffer.is_none() {
                    geometry.os.vb.update_array_buffer(gl,&geometry.vertices);
                    geometry.os.ib.update_index_buffer(gl,&geometry.indices);
                    geometry.dirty = false;
                }      
                
                let indices = geometry.indices.len();
                
                if draw_call.uniforms_dirty {
                    draw_call.uniforms_dirty = false;
                    #[cfg(use_gles_3)]
                    if draw_call.user_uniforms.len() != 0 {
                        draw_item.os.user_uniforms.update_uniform_buffer(gl, &mut draw_call.user_uniforms);
                    }
                }
                          
                // update geometry?
                let geometry = &mut self.geometries[geometry_id];
                
                // lets check if our vao is still valid
                if draw_item.os.vao.is_none() {
                    draw_item.os.vao = Some(CxOsDrawCallVao {
                        vao: None,
                        shader_id: None,
                        inst_vb: None,
                        geom_vb: None,
                        geom_ib: None,
                    });
                }
                                
                let vao = draw_item.os.vao.as_mut().unwrap();
                if vao.inst_vb != draw_item.os.inst_vb.gl_buffer
                    || vao.geom_vb != geometry.os.vb.gl_buffer
                    || vao.geom_ib != geometry.os.ib.gl_buffer
                    || vao.shader_id != Some(draw_call.draw_shader.draw_shader_id) {
                        
                    if let Some(vao) = vao.vao.take(){
                        unsafe{(gl.glDeleteVertexArrays)(1, &vao)};
                    }
                        
                    vao.vao = Some(unsafe {
                        let mut vao = 0u32;
                        (gl.glGenVertexArrays)(1, &mut vao);
                        vao
                    });    
                    
                    vao.shader_id = Some(draw_call.draw_shader.draw_shader_id);
                    vao.inst_vb = draw_item.os.inst_vb.gl_buffer;
                    vao.geom_vb = geometry.os.vb.gl_buffer;
                    vao.geom_ib = geometry.os.ib.gl_buffer;
                    unsafe {
                        (gl.glBindVertexArray)(vao.vao.unwrap());
                        // bind the vertex and indexbuffers
                        (gl.glBindBuffer)(gl_sys::ARRAY_BUFFER, vao.geom_vb.unwrap());
                        for attr in &shgl.geometries {
                            if let Some(loc) = attr.loc{
                                (gl.glVertexAttribPointer)(loc, attr.size, gl_sys::FLOAT, 0, attr.stride, attr.offset as *const () as *const _);
                                (gl.glEnableVertexAttribArray)(loc);
                            }
                        }
                        (gl.glBindBuffer)(gl_sys::ARRAY_BUFFER, vao.inst_vb.unwrap());
                        for attr in &shgl.instances {
                            if let Some(loc) = attr.loc{
                                (gl.glVertexAttribPointer)(loc, attr.size, gl_sys::FLOAT, 0, attr.stride, attr.offset as *const () as *const _);
                                (gl.glEnableVertexAttribArray)(loc);
                                (gl.glVertexAttribDivisor)(loc, 1 as gl_sys::GLuint);
                            }
                        }
                        
                        // bind the indexbuffer
                        (gl.glBindBuffer)(gl_sys::ELEMENT_ARRAY_BUFFER, vao.geom_ib.unwrap());
                        (gl.glBindVertexArray)(0);
                        (gl.glBindBuffer)(gl_sys::ARRAY_BUFFER, 0);
                        (gl.glBindBuffer)(gl_sys::ELEMENT_ARRAY_BUFFER, 0);
                    }
                }
                unsafe {
                    (gl.glUseProgram)(shgl.program);
                    (gl.glBindVertexArray)(draw_item.os.vao.as_ref().unwrap().vao.unwrap());
                    let instances = (draw_item.instances.as_ref().unwrap().len() / sh.mapping.instances.total_slots) as u64;
                    // bind all uniform buffers
                    #[cfg(use_gles_3)]{
                        shgl.uniforms.pass_uniforms_binding.bind_buffer(gl, &self.passes[pass_id].os.pass_uniforms);
                        shgl.uniforms.draw_list_uniforms_binding.bind_buffer(gl, &draw_list.os.draw_list_uniforms);
                        shgl.uniforms.draw_call_uniforms_binding.bind_buffer(gl, &draw_item.os.draw_call_uniforms);
                        if draw_call.user_uniforms.len() != 0 {
                            shgl.uniforms.user_uniforms_binding.bind_buffer(gl, &draw_item.os.user_uniforms);
                        }
                        shgl.uniforms.live_uniforms_binding.bind_buffer(gl, &shgl.uniforms.live_uniforms);
                    }
                    #[cfg(not(use_gles_3))]{
                        let pass_uniforms = self.passes[pass_id].pass_uniforms.as_slice();
                        let draw_list_uniforms = draw_list.draw_list_uniforms.as_slice();
                        let draw_call_uniforms = draw_call.draw_call_uniforms.as_slice();
                        GlShader::set_uniform_array(gl, &shgl.uniforms.pass_uniforms, pass_uniforms);
                        GlShader::set_uniform_array(gl, &shgl.uniforms.draw_list_uniforms, draw_list_uniforms);
                        GlShader::set_uniform_array(gl, &shgl.uniforms.draw_call_uniforms, draw_call_uniforms);
                        GlShader::set_uniform_array(gl, &shgl.uniforms.user_uniforms, &draw_call.user_uniforms);
                    }
                    
                    // give openXR a chance to set its depth texture
                    #[cfg(target_os="android")]
                    if self.os.in_xr_mode{self.os.openxr.depth_texture_hook(gl, shgl, &sh.mapping)};
                    
                    for i in 0..sh.mapping.textures.len() {
                        let texture_id = if let Some(texture) = &draw_call.texture_slots[i] {
                            texture.texture_id()
                        }else {
                            continue;
                        };
                        let cxtexture = &mut self.textures[texture_id];

                        if cxtexture.format.is_vec(){
                            cxtexture.update_vec_texture(gl, &self.os_type);
                        } else if cxtexture.format.is_video() {
                            let is_initial_setup = cxtexture.setup_video_texture(gl);
                            if is_initial_setup {
                                let e = Event::TextureHandleReady(
                                    TextureHandleReadyEvent {
                                        texture_id,
                                        handle: cxtexture.os.gl_texture.unwrap()
                                    }
                                );
                                to_dispatch.push(e);
                            }
                        }
                    }
                    for i in 0..sh.mapping.textures.len() {
                        let texture_id = if let Some(texture) = &draw_call.texture_slots[i] {
                            texture.texture_id()
                        }else {
                            continue;
                        };
                        let cxtexture = &mut self.textures[texture_id];
                        let gl = self.os.gl();
                        // get the loc
                        (gl.glActiveTexture)(gl_sys::TEXTURE0 + i as u32);
                        if let Some(texture) = cxtexture.os.gl_texture {
                            // Video playback with SurfaceTexture requires TEXTURE_EXTERNAL_OES, for any other format we assume regular 2D textures
                            match cxtexture.format {
                                TextureFormat::VideoRGB => (gl.glBindTexture)(gl_sys::TEXTURE_EXTERNAL_OES, texture),
                                _ => (gl.glBindTexture)(gl_sys::TEXTURE_2D, texture)     
                            }
                        }
                        else {
                            match cxtexture.format {
                                TextureFormat::VideoRGB => (gl.glBindTexture)(gl_sys::TEXTURE_EXTERNAL_OES, 0),
                                _ => (gl.glBindTexture)(gl_sys::TEXTURE_2D, 0)     
                            }
                        }
                        if let Some(loc) = shgl.textures[i].loc{
                            (gl.glUniform1i)(loc, i as i32);
                        }
                    }
                    
                    (gl.glDrawElementsInstanced)(
                        gl_sys::TRIANGLES,
                        indices as i32,
                        gl_sys::UNSIGNED_INT,
                        ptr::null(),
                        instances as i32
                    );
                    (gl.glBindVertexArray)(0);
                    (gl.glUseProgram)(0);
                }
                
            }
        }
        for event in to_dispatch.iter() {
            self.call_event_handler(&event);
        }
    }
    
    pub fn set_default_depth_and_blend_mode(gl: &LibGl) {
        unsafe {
            (gl.glEnable)(gl_sys::DEPTH_TEST);
            (gl.glDepthFunc)(gl_sys::LEQUAL);
            (gl.glBlendEquationSeparate)(gl_sys::FUNC_ADD, gl_sys::FUNC_ADD);
            (gl.glBlendFuncSeparate)(gl_sys::ONE, gl_sys::ONE_MINUS_SRC_ALPHA, gl_sys::ONE, gl_sys::ONE_MINUS_SRC_ALPHA);
            (gl.glEnable)(gl_sys::BLEND);
        }
    }
    
    pub fn setup_render_pass(&mut self, pass_id: PassId,) -> Option<(DVec2,f64)> {
        
        let dpi_factor = self.passes[pass_id].dpi_factor.unwrap();
        let pass_rect = self.get_pass_rect(pass_id, dpi_factor).unwrap();
        let pass = &mut self.passes[pass_id];
        pass.paint_dirty = false;
        
        if pass_rect.size.x <0.5 || pass_rect.size.y < 0.5 {
            return None
        }
        
        pass.set_ortho_matrix(pass_rect.pos, pass_rect.size);
        pass.set_dpi_factor(dpi_factor);
        
        #[cfg(use_gles_3)]
        pass.os.pass_uniforms.update_uniform_buffer(self.os.gl(), pass.pass_uniforms.as_slice());
        
        Some((pass_rect.size, dpi_factor))
    }

    pub fn draw_pass_to_texture(
        &mut self,
        pass_id: PassId,
        override_pass_texture: Option<&Texture>,
    ) {
        let draw_list_id = self.passes[pass_id].main_draw_list_id.unwrap();
        
        let (pass_size, dpi_factor) = if let Some(pz) = self.setup_render_pass(pass_id) {
            pz
        }
        else {
            return
        };
        
        let mut clear_color = Vec4::default();
        let mut clear_depth = 1.0;
        let mut clear_flags = 0;
        let gl = self.os.gl();
        // make a framebuffer
        if self.passes[pass_id].os.gl_framebuffer.is_none() {
            unsafe {
                let mut gl_framebuffer = std::mem::MaybeUninit::uninit();
                (gl.glGenFramebuffers)(1, gl_framebuffer.as_mut_ptr());
                self.passes[pass_id].os.gl_framebuffer = Some(gl_framebuffer.assume_init());
            }
        }
        
        // bind the framebuffer
        unsafe {
            (gl.glBindFramebuffer)(gl_sys::FRAMEBUFFER, self.passes[pass_id].os.gl_framebuffer.unwrap());
        }

        let color_textures_from_fb_texture = override_pass_texture.map(|texture| {
            [crate::pass::CxPassColorTexture {
                clear_color: PassClearColor::ClearWith(self.passes[pass_id].clear_color),
                texture: texture.clone(),
            }]
        });
        let color_textures = color_textures_from_fb_texture
            .as_ref().map_or(&self.passes[pass_id].color_textures[..], |xs| &xs[..]);

        for (index, color_texture) in color_textures.iter().enumerate() {
            match color_texture.clear_color {
                PassClearColor::InitWith(_clear_color) => {
                    let cxtexture = &mut self.textures[color_texture.texture.texture_id()];
                    let size = dpi_factor * pass_size;
                    cxtexture.update_render_target(gl, size.x as usize, size.y as usize);
                    if cxtexture.take_initial(){
                       clear_color = _clear_color;
                       clear_flags |= gl_sys::COLOR_BUFFER_BIT;
                    }
                },
                PassClearColor::ClearWith(_clear_color) => {
                    let cxtexture = &mut self.textures[color_texture.texture.texture_id()];
                    let size = dpi_factor * pass_size;
                    cxtexture.update_render_target(gl, size.x as usize, size.y as usize);
                    clear_color = _clear_color;
                    clear_flags |= gl_sys::COLOR_BUFFER_BIT;
                }
            }
            if let Some(gl_texture) = self.textures[color_texture.texture.texture_id()].os.gl_texture {
                unsafe {
                    (gl.glFramebufferTexture2D)(gl_sys::FRAMEBUFFER, gl_sys::COLOR_ATTACHMENT0 + index as u32, gl_sys::TEXTURE_2D, gl_texture, 0);
                }
            }
        }
        
        // attach/clear depth buffers, if any
        if let Some(depth_texture) = &self.passes[pass_id].depth_texture {
            match self.passes[pass_id].clear_depth {
                PassClearDepth::InitWith(_clear_depth) => {
                    let cxtexture = &mut self.textures[depth_texture.texture_id()];
                    let size = dpi_factor * pass_size;
                    cxtexture.update_depth_stencil(gl, size.x as usize, size.y as usize);
                    if cxtexture.take_initial(){
                        clear_depth = _clear_depth;
                        clear_flags |= gl_sys::DEPTH_BUFFER_BIT;
                    }
                },
                PassClearDepth::ClearWith(_clear_depth) => {
                    let cxtexture = &mut self.textures[depth_texture.texture_id()];
                    let size = dpi_factor * pass_size;
                    cxtexture.update_depth_stencil(gl, size.x as usize, size.y as usize);
                    clear_depth = _clear_depth;
                    clear_flags |= gl_sys::DEPTH_BUFFER_BIT;
                }
            }
        }
        else {
            /* unsafe { // BUGFIX. we have to create a depthbuffer for rtt without depthbuffer use otherwise it fails if there is another pass with depth
                if self.passes[pass_id].os.gl_bugfix_depthbuffer.is_none() {
                    let mut gl_renderbuf = std::mem::MaybeUninit::uninit();
                    (gl.glGenRenderbuffers)(1, gl_renderbuf.as_mut_ptr());
                    let gl_renderbuffer = gl_renderbuf.assume_init();
                    (gl.glBindRenderbuffer)(gl_sys::RENDERBUFFER, gl_renderbuffer);
                    (gl.glRenderbufferStorage)(
                        gl_sys::RENDERBUFFER,
                        gl_sys::DEPTH_COMPONENT16,
                        (pass_size.x * dpi_factor) as i32,
                        (pass_size.y * dpi_factor) as i32
                    );
                    (gl.glBindRenderbuffer)(gl_sys::RENDERBUFFER, 0);
                    self.passes[pass_id].os.gl_bugfix_depthbuffer = Some(gl_renderbuffer);
                }
                clear_depth = 1.0;
                clear_flags |= gl_sys::DEPTH_BUFFER_BIT;
                (gl.glDisable)(gl_sys::DEPTH_TEST);
                (gl.glFramebufferRenderbuffer)(gl_sys::FRAMEBUFFER, gl_sys::DEPTH_ATTACHMENT, gl_sys::RENDERBUFFER, self.passes[pass_id].os.gl_bugfix_depthbuffer.unwrap());
            }*/
        }

        // HACK(eddyb) drain error queue, so that we can check erors below.
        //while unsafe { (gl.glGetError)() } != 0 {}

        unsafe {
            let (x, mut y) = (0, 0);
            let width = (pass_size.x * dpi_factor) as u32;
            let height = (pass_size.y * dpi_factor) as u32;

            // HACK(eddyb) to try and match DirectX and Metal conventions, we
            // need the viewport to be placed on the other end of the Y axis.
            if let [color_texture] = color_textures {
                let cxtexture = &mut self.textures[color_texture.texture.texture_id()];
                if cxtexture.os.gl_texture.is_some() {
                    let alloc_height = cxtexture.alloc.as_ref().unwrap().height as u32;
                    if alloc_height > height {
                        y = alloc_height - height;
                    }
                }
            }

            (gl.glViewport)(x as i32, y as i32, width as i32, height as i32);
            
           //assert_eq!((gl.glGetError)(), 0, "glViewport({x}, {y}, {width}, {height}) failed");
        }

        if clear_flags != 0 {
            unsafe {
                if clear_flags & gl_sys::DEPTH_BUFFER_BIT != 0 {
                    (gl.glClearDepthf)(clear_depth);
                }
                (gl.glClearColor)(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
                (gl.glClear)(clear_flags);
            }
        }
        Self::set_default_depth_and_blend_mode(self.os.gl());
        
        let mut zbias = 0.0;
        let zbias_step = self.passes[pass_id].zbias_step;
        
        self.render_view(
            pass_id,
            draw_list_id,
            &mut zbias,
            zbias_step,
        );
        
        unsafe {
            (self.os.gl().glBindFramebuffer)(gl_sys::FRAMEBUFFER, 0);
            //(gl.glFinish)();
        }
    }
    
    pub fn opengl_compile_shaders(&mut self) {
        //let p = profile_start();
        for draw_shader_ptr in &self.draw_shaders.compile_set {
            if let Some(item) = self.draw_shaders.ptr_to_item.get(&draw_shader_ptr) {
                let cx_shader = &mut self.draw_shaders.shaders[item.draw_shader_id];
                let draw_shader_def = self.shader_registry.draw_shader_defs.get(&draw_shader_ptr);
                
                #[cfg(use_gles_3)]
                let glsl_options = generate_glsl::GlslOptions{
                    use_ovr_multiview: self.os_type.has_xr_mode(),
                    use_uniform_buffers: true,
                    use_inout: true,
                };
                #[cfg(not(use_gles_3))]
                let glsl_options = generate_glsl::GlslOptions{
                    use_ovr_multiview: false,
                    use_uniform_buffers: false,
                    use_inout: false,
                };
                                
                let vertex = generate_glsl::generate_vertex_shader(
                    draw_shader_def.as_ref().unwrap(),
                    &cx_shader.mapping.const_table,
                    &self.shader_registry,
                    glsl_options
                );
                
                let pixel = generate_glsl::generate_pixel_shader(
                    draw_shader_def.as_ref().unwrap(),
                    &cx_shader.mapping.const_table,
                    &self.shader_registry,
                   glsl_options
                );
                
                if cx_shader.mapping.flags.debug {
                    crate::log!("{}\n{}", vertex, pixel);
                }
                
                // lets see if we have the shader already
                for (index, ds) in self.draw_shaders.os_shaders.iter().enumerate() {
                    if ds.vertex[0] == vertex && ds.pixel[0] == pixel {
                        cx_shader.os_shader_id = Some(index);
                        break;
                    }
                }
                
                if cx_shader.os_shader_id.is_none() {
                    let shp = CxOsDrawShader::new(self.os.gl(), &vertex, &pixel, &self.os_type);
                    cx_shader.os_shader_id = Some(self.draw_shaders.os_shaders.len());
                    self.draw_shaders.os_shaders.push(shp);
                }
            }
        }
        self.draw_shaders.compile_set.clear();
    }
/*
    pub fn maybe_warn_hardware_support(&self) {
        // Temporary warning for Adreno failing at compiling shaders that use samplerExternalOES.
        
    }*/
}

const NUM_SHADER_VARIANTS:usize = 2;

pub struct CxOsDrawShader {
    pub gl_shader: [Option<GlShader>;NUM_SHADER_VARIANTS],
    pub in_vertex: String,
    pub in_pixel: String,
    pub vertex: [String;NUM_SHADER_VARIANTS],
    pub pixel: [String;NUM_SHADER_VARIANTS],
    //pub const_table_uniforms: OpenglBuffer,
    pub live_uniforms: OpenglBuffer
}

#[cfg(not(use_gles_3))]
pub struct GlShaderUniforms{
    pub pass_uniforms: OpenglUniform,
    pub draw_list_uniforms: OpenglUniform,
    pub draw_call_uniforms: OpenglUniform,
    pub user_uniforms: OpenglUniform,
    pub live_uniforms: OpenglUniform,
    pub const_table_uniform: OpenglUniform,
}
#[cfg(not(use_gles_3))]
impl GlShaderUniforms{
    fn new(gl:&LibGl, program:u32, _mapping:&CxDrawShaderMapping)->Self{
        Self{
            pass_uniforms: GlShader::opengl_get_uniform(gl, program, "pass_table"),
            draw_list_uniforms: GlShader::opengl_get_uniform(gl, program, "draw_list_table"),
            draw_call_uniforms: GlShader::opengl_get_uniform(gl, program, "draw_call_table"),
            user_uniforms: GlShader::opengl_get_uniform(gl, program, "user_table"),
            live_uniforms: GlShader::opengl_get_uniform(gl, program, "live_table"),
            const_table_uniform: GlShader::opengl_get_uniform(gl, program, "const_table"),
        }
    }
}

#[cfg(use_gles_3)]
pub struct GlShaderUniforms{
    pub pass_uniforms_binding: OpenglUniformBlockBinding,
    pub draw_list_uniforms_binding: OpenglUniformBlockBinding,
    pub draw_call_uniforms_binding: OpenglUniformBlockBinding,
    pub user_uniforms_binding: OpenglUniformBlockBinding,
    pub live_uniforms_binding: OpenglUniformBlockBinding,
    pub const_table_uniform: OpenglUniform,
    pub live_uniforms: OpenglBuffer,
}
#[cfg(use_gles_3)]
impl GlShaderUniforms{
    fn new(gl:&LibGl, program:u32, mapping:&CxDrawShaderMapping)->Self{
        let mut live_uniforms = OpenglBuffer::default();
        live_uniforms.update_uniform_buffer(gl, mapping.live_uniforms_buf.as_ref());
        
        Self{
            pass_uniforms_binding: GlShader::opengl_get_uniform_block_binding(gl, program, "passUniforms"),
            draw_list_uniforms_binding: GlShader::opengl_get_uniform_block_binding(gl, program, "draw_listUniforms"),
            draw_call_uniforms_binding: GlShader::opengl_get_uniform_block_binding(gl, program, "draw_callUniforms"),
            user_uniforms_binding: GlShader::opengl_get_uniform_block_binding(gl, program, "userUniforms"),
            live_uniforms_binding: GlShader::opengl_get_uniform_block_binding(gl, program, "liveUniforms"),
            const_table_uniform: GlShader::opengl_get_uniform(gl, program, "const_table"),
            live_uniforms,
        }
    }
}

pub struct GlShader {
    pub program: u32,
    pub geometries: Vec<OpenglAttribute>,
    pub instances: Vec<OpenglAttribute>,
    pub textures: Vec<OpenglUniform>,
    pub xr_depth_texture: OpenglUniform, 
    // all these things need to be uniform buffers
    pub uniforms: GlShaderUniforms
        
}

impl GlShader{
    pub fn new(gl: &LibGl, vertex: &str, pixel: &str, mapping: &CxDrawShaderMapping, os_type: &OsType)->Self{
        // On OpenHarmony, re-using cached shaders doesn't work properly yet.
        #[cfg(ohos_sim)]
        unsafe fn read_cache(_gl: &LibOpenGl, _vertex: &str, _pixel: &str, _os_type: &OsType) -> Option<gl_sys::GLuint> {
            None
        }
                
        #[cfg(not(ohos_sim))]
        unsafe fn read_cache(gl: &LibGl, vertex: &str, pixel: &str, os_type: &OsType) -> Option<gl_sys::GLuint> {
            if let Some(cache_dir) = os_type.get_cache_dir() {
                let shader_hash = live_id!(shader).str_append(&vertex).str_append(&pixel);
                let mut base_filename = format!("{}/shader_{:08x}", cache_dir, shader_hash.0);

                match os_type {
                    OsType::Android(params) => {
                        base_filename = format!("{}_av{}_bn{}_kv{}", base_filename, params.android_version, params.build_number, params.kernel_version);
                    },
                    _ => (),
                };

                let filename = format!("{}.bin", base_filename);

                if let Ok(mut cache_file) = File::open(&filename) {
                    let mut binary = Vec::new();
                    let mut format_bytes = [0u8; 4];
                    match cache_file.read(&mut format_bytes) {
                        Ok(_bytes_read) => {
                            let binary_format = u32::from_be_bytes(format_bytes);
                            match cache_file.read_to_end(&mut binary) {
                                Ok(_full_bytes) => {
                                    let mut version_consistency_conflict = false;
                                    // On Android, invalidate the cached file if there have been significant system updates
                                    match os_type {
                                        OsType::Android(params) => {
                                            let current_filename = format!("{}/shader_{:08x}_av{}_bn{}_kv{}.bin", cache_dir, shader_hash.0, params.android_version, params.build_number, params.kernel_version);
                                            version_consistency_conflict = filename != current_filename;
                                        },
                                        _ => (),
                                    };
                    
                                    if !version_consistency_conflict {
                                        let program = (gl.glCreateProgram)();
                                        (gl.glProgramBinary)(program, binary_format, binary.as_ptr() as *const _, binary.len() as i32);
                                        if let Some(error) = GlShader::opengl_has_shader_error(gl, false, program as usize, "") {
                                            crate::error!("ERROR::SHADER::CACHE::PROGRAM_BINARY_FAILED\n{}", error);
                                            return None;
                                        }
                                        return Some(program);
                                    } else {
                                        // Version mismatch, delete the old cache file
                                        let _ = remove_file(&filename);
                                    }
                                }
                                Err(e) => {
                                    crate::warning!("Failed to read the full shader cache file {filename}, error: {e}");
                                }
                            }
                        }
                        Err(e) => {
                            crate::warning!("Failed to read format bytes from shader cache file {filename}, error: {e}");
                        }
                    }
                } else {
                    // crate::debug!("File was not in shader cache: {filename}");
                }
            } else {
                //crate::warning!("No cache directory available for shader cache");
            }
            None
        }
        
        unsafe {
            let program = if let Some(program) = read_cache(gl, &vertex,&pixel,os_type){
                program
            }
            else{ 
                let vs = (gl.glCreateShader)(gl_sys::VERTEX_SHADER);
                (gl.glShaderSource)(vs, 1, [vertex.as_ptr() as *const _].as_ptr(), ptr::null());
                (gl.glCompileShader)(vs);
                //println!("{}", Self::opengl_get_info_log(true, vs as usize, &vertex));
                if let Some(error) = Self::opengl_has_shader_error(gl, true, vs as usize, &vertex) {
                    panic!("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n{}", error);
                }
                let fs = (gl.glCreateShader)(gl_sys::FRAGMENT_SHADER);
                (gl.glShaderSource)(fs, 1, [pixel.as_ptr() as *const _].as_ptr(), ptr::null());
                (gl.glCompileShader)(fs);
                //println!("{}", Self::opengl_get_info_log(true, fs as usize, &fragment));
                if let Some(error) = Self::opengl_has_shader_error(gl, true, fs as usize, &pixel) {
                    panic!("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n{}", error);
                }
                
                let program = (gl.glCreateProgram)();
                (gl.glAttachShader)(program, vs);
                (gl.glAttachShader)(program, fs);
                (gl.glLinkProgram)(program);
                if let Some(error) = Self::opengl_has_shader_error(gl, false, program as usize, "") {
                    panic!("ERROR::SHADER::LINK::COMPILATION_FAILED\n{}", error);
                }
                (gl.glDeleteShader)(vs);
                (gl.glDeleteShader)(fs);
            
                #[cfg(not(ohos_sim))] // caching doesn't work properly on OpenHarmony
                if let Some(cache_dir) = os_type.get_cache_dir() {
                    let mut binary = Vec::new();
                    let mut binary_len = 0;
                    (gl.glGetProgramiv)(program, gl_sys::PROGRAM_BINARY_LENGTH, &mut binary_len);
                    if binary_len != 0 {
                        binary.resize(binary_len as usize, 0u8);
                        let mut return_size = 0i32;
                        let mut binary_format = 0u32;
                        (gl.glGetProgramBinary)(program, binary.len() as i32, &mut return_size as *mut _, &mut binary_format as *mut _, binary.as_mut_ptr() as *mut _);
                        if return_size != 0 {
                            // crate::log!("GOT FORMAT {}", format);
                            let shader_hash = live_id!(shader).str_append(&vertex).str_append(&pixel);
                            let mut filename = format!("{}/shader_{:08x}", cache_dir, shader_hash.0);

                            match os_type {
                                OsType::Android(params) => {
                                    filename = format!("{}_av{}_bn{}_kv{}", filename, params.android_version, params.build_number, params.kernel_version);
                                },
                                _ => (),
                            };

                            filename = format!("{}.bin", filename);

                            binary.resize(return_size as usize, 0u8);
                            match File::create(&filename) {
                                Ok(mut cache)  => {
                                    let _res1 = cache.write_all(&binary_format.to_be_bytes());
                                    let _res2 = cache.write_all(&binary);
                                    if _res1.is_err() || _res2.is_err() {
                                        crate::error!("Failed to write shader binary to shader cache {filename}");
                                    }
                                }
                                Err(e) => {
                                    crate::error!("Failed to write shader cache to {filename}, error: {e}");
                                }
                            }
                        }
                    }
                }
                program
            };
            
            (gl.glUseProgram)(program);
            
            let uniforms = GlShaderUniforms::new(gl, program, mapping);
            
            #[cfg(use_gles_3)]
            uniforms.live_uniforms_binding.bind_buffer(gl, &uniforms.live_uniforms);
            
            #[cfg(not(use_gles_3))]
            GlShader::set_uniform_array(gl, &uniforms.live_uniforms, &mapping.live_uniforms_buf);

            let ct = &mapping.const_table.table;
            if ct.len()>0 {
                GlShader::set_uniform_array(gl, &uniforms.const_table_uniform, ct);
            }
            
            (gl.glUseProgram)(0);              
                        
            let t = Self{
                program,
                geometries:Self::opengl_get_attributes(gl, program, "packed_geometry_", mapping.geometries.total_slots),
                instances: Self::opengl_get_attributes(gl, program, "packed_instance_", mapping.instances.total_slots),
                textures: Self::opengl_get_texture_slots(gl, program, &mapping.textures),
                xr_depth_texture: Self::opengl_get_uniform(gl, program, "xr_depth_texture"),
                uniforms
            };
            t
        }
    }

    
    pub fn set_uniform_array(gl: &LibGl, loc: &OpenglUniform, array: &[f32]) {
        if let Some(loc) = loc.loc{
            unsafe {
                (gl.glUniform1fv)(loc, array.len() as i32, array.as_ptr());
            }
        }
    }
    
    pub fn opengl_get_uniform(gl: &LibGl, program: u32, name: &str) -> OpenglUniform {
        unsafe {
            let loc = (gl.glGetUniformLocation)(program, std::ffi::CString::new(name).unwrap().as_ptr());
            OpenglUniform {
                loc: if loc < 0{None} else {Some(loc)},
            }
        }
    }
    
    pub fn opengl_get_uniform_block_binding(gl: &LibGl, program: u32, name: &str) -> OpenglUniformBlockBinding{
        unsafe {
            let index = (gl.glGetUniformBlockIndex)(program, std::ffi::CString::new(name).unwrap().as_ptr()) as i32;
            if index < 0{
                return OpenglUniformBlockBinding {
                    index: None,
                }
            }
            // make the binding the same as the index for ease of use
            (gl.glUniformBlockBinding)(program, index as u32, index as u32);
            
            OpenglUniformBlockBinding {
                index: Some(index as u32),
            }
        }
    }
    
    pub fn opengl_get_info_log(gl: &LibGl, compile: bool, shader: usize, source: &str) -> String {
        unsafe {
            let mut length = 0;
            if compile {
                (gl.glGetShaderiv)(shader as u32, gl_sys::INFO_LOG_LENGTH, &mut length);
            } else {
                (gl.glGetProgramiv)(shader as u32, gl_sys::INFO_LOG_LENGTH, &mut length);
            }
            let mut log = Vec::with_capacity(length as usize);
            if compile {
                (gl.glGetShaderInfoLog)(shader as u32, length, ptr::null_mut(), log.as_mut_ptr());
            } else {
                (gl.glGetProgramInfoLog)(shader as u32, length, ptr::null_mut(), log.as_mut_ptr());
            }
            log.set_len(length as usize);
            let mut r = "".to_string();
            r.push_str(CStr::from_ptr(log.as_ptr()).to_str().unwrap());
            r.push_str("\n");
            let split = source.split("\n");
            for (line, chunk) in split.enumerate() {
                r.push_str(&(line + 1).to_string());
                r.push_str(":");
                r.push_str(chunk);
                r.push_str("\n");
            }
            r
        }
    }
    
    pub fn opengl_has_shader_error(gl: &LibGl, compile: bool, shader: usize, source: &str) -> Option<String> {
        //None
        unsafe {
            
            let mut success = gl_sys::TRUE as i32;
            
            if compile {
                (gl.glGetShaderiv)(shader as u32, gl_sys::COMPILE_STATUS, &mut success);
            }
            else {
                (gl.glGetProgramiv)(shader as u32, gl_sys::LINK_STATUS, &mut success);
            };
            
            if success != gl_sys::TRUE as i32 {
                Some(Self::opengl_get_info_log(gl, compile, shader, source))
            }
            else {
                None
            }
        }
    }
    
    pub fn opengl_get_attributes(gl: &LibGl, program: u32, prefix: &str, slots: usize) -> Vec<OpenglAttribute> {
        let mut attribs = Vec::new();
        
        fn ceil_div4(base: usize) -> usize {
            let r = base >> 2;
            if base & 3 != 0 {
                return r + 1
            }
            r
        }
        
        let stride = (slots * mem::size_of::<f32>()) as i32;
        let num_attr = ceil_div4(slots);
        for i in 0..num_attr {
            let mut name0 = prefix.to_string();
            name0.push_str(&i.to_string());
            name0.push_str("\0");
            
            let mut size = ((slots - i * 4)) as i32;
            if size > 4 {
                size = 4;
            }
            unsafe {
                attribs.push(
                    OpenglAttribute {
                        name: name0.to_string(),
                        loc: {
                            let loc = (gl.glGetAttribLocation)(program, name0.as_ptr() as *const _);
                            if loc < 0{None}else{Some(loc as u32)}
                            
                        },
                        offset: (i * 4 * mem::size_of::<f32>()) as usize,
                        size: size,
                        stride: stride
                    }
                )
            }
        }
        attribs
    }
    
    
    pub fn opengl_get_texture_slots(gl: &LibGl, program: u32, texture_slots: &Vec<DrawShaderTextureInput>) -> Vec<OpenglUniform> {
        let mut gl_texture_slots = Vec::new();
        
        for slot in texture_slots {
            let mut name0 = "ds_".to_string();
            name0.push_str(&slot.id.to_string());
            name0.push_str("\0");
            unsafe {
                let loc = (gl.glGetUniformLocation)(program, name0.as_ptr().cast());
                // crate::warning!("opengl_get_texture_slots(): texture slot: ({:?}, {:?}), name0: {:X?}, loc: {loc:#X}", slot.id, slot.ty, name0.as_bytes());
                gl_texture_slots.push(OpenglUniform { loc: if loc<0{None}else{Some(loc)} });
            }
        }
        gl_texture_slots
    }

    pub fn free_resources(self, gl: &LibGl){
        unsafe{
            (gl.glDeleteShader)(self.program);
        }
    }
}

impl CxOsDrawShader {
    pub fn new(gl:&LibGl, in_vertex: &str, in_pixel: &str, os_type: &OsType) -> Self {
        // Check if GL_OES_EGL_image_external extension is available in the current device, otherwise do not attempt to use in the shaders.
        let available_extensions = get_gl_string(gl, gl_sys::EXTENSIONS);
        let is_external_texture_supported = available_extensions.split_whitespace().any(|ext| ext == "GL_OES_EGL_image_external");

        // GL_OES_EGL_image_external is not well supported on Android emulators with macOS hosts.
        // Because there's no bullet-proof way to check the emualtor host at runtime, we're currently disabling external texture support on all emulators.
        let is_emulator = match os_type {
            OsType::Android(params) => params.is_emulator,
            OsType::OpenHarmony(_) => true, // TODO FIXME: detect whether we're running on an OHOS emulator
            _ => false,
        };

        // Some Android devices running Adreno GPUs suddenly stopped compiling shaders when passing the samplerExternalOES sampler to texture2D functions. 
        // This seems like a driver bug (no confirmation from Qualcomm yet).
        // Therefore we're disabling the external texture support for Adreno until this is fixed.
        let is_vendor_adreno = get_gl_string(gl, gl_sys::RENDERER).contains("Adreno"); 
        
        let (tex_ext_import, tex_ext_sampler) = if is_external_texture_supported && !is_vendor_adreno && !is_emulator {(
            "#extension GL_OES_EGL_image_external : require\n",
            "vec4 sample2dOES(samplerExternalOES sampler, vec2 pos){ return texture2D(sampler, vec2(pos.x, pos.y));}"
        )}
        else{
            ("","")
        };
        
        // Currently, these shaders are only compatible with `#version 100` through `#version 300 es`.
        // Version 310 and later have removed/deprecated some features that we currently use:
        // * error C7616: global function texture2D is removed after version 310
        // * error C1121: transpose: function (builtin) redefinition/overload not allowed
        // * error C5514: 'attribute' is deprecated and removed from this profile, use 'in/out' instead
        // * error C7614: GLSL ES doesn't allow use of reserved word attribute
        // * error C7614: GLSL ES doesn't allow use of reserved word varying
        
        // check if we are running in XR or not
        
        //#extension GL_OVR_multiview2 : require
       // layout(num_views=2) in;
        let depth_clip = "
            uniform sampler2DArray xr_depth_texture;
            vec4 depth_clip(vec4 world, vec4 color, float clip){
                vec4 cube_depth_camera_position = pass.depth_projection[VIEW_ID] * pass.depth_view[VIEW_ID] * world;
                
                vec3 cube_depth_camera_position_hc = cube_depth_camera_position.xyz / cube_depth_camera_position.w;
                cube_depth_camera_position_hc = cube_depth_camera_position_hc*0.5f + 0.5f;
                
                vec3 depth_view_coord = vec3(cube_depth_camera_position_hc.xy, VIEW_ID);
                
                gl_FragDepth = cube_depth_camera_position_hc.z;
                
                float depth_view_eye_z = texture(xr_depth_texture, depth_view_coord).r;
                if(clip  < 0.5 || depth_view_eye_z >= cube_depth_camera_position_hc.z){
                    return color;
                }
                return vec4(0.0,0.0,0.0,0.0);
            }
        ";
        #[cfg(use_gles_3)]
        let nop_depth_clip="
            vec4 depth_clip(vec4 w, vec4 c, float clip){return c;}
        ";
        #[cfg(not(use_gles_3))]
        let nop_depth_clip="";
                
        #[cfg(use_gles_3)]
        let (version, vertex_exts, pixel_exts, vertex_defs, pixel_defs, sampler) = if os_type.has_xr_mode(){(
            "#version 300 es",
            // Vertex shader
            "
            #define VIEW_ID 0
            #extension GL_OVR_multiview2 : require
            layout(num_views=2) in;
            ",
            // Pixel shader
            "
            #define VIEW_ID 0
            #extension GL_OVR_multiview2 : require
            ",
            "",
            "out vec4 fragColor;",
            "
            vec4 depth_clip(vec4 w, vec4 c, float clip);
            vec4 sample2d(sampler2D sampler, vec2 pos){{return texture(sampler, vec2(pos.x, pos.y));}} 
            vec4 sample2d_rt(sampler2D sampler, vec2 pos){{return texture(sampler, vec2(pos.x, 1.0 - pos.y));}} 
            " 
        )}
        else{(
            "#version 300 es",
            "",
            "",
            "",
            "out vec4 fragColor;",
            "
            vec4 depth_clip(vec4 w, vec4 c, float clip);
            vec4 sample2d(sampler2D sampler, vec2 pos){{return texture(sampler, vec2(pos.x, pos.y));}} 
            vec4 sample2d_rt(sampler2D sampler, vec2 pos){{return texture(sampler, vec2(pos.x, 1.0 - pos.y));}} 
            " 
        )};
        
        #[cfg(not(use_gles_3))]
        let (version, vertex_exts, pixel_exts, vertex_defs, pixel_defs, sampler) = (
            "#version 100",
            "",
            "",
            "",
            "",
            "
            vec4 depth_clip(vec4 w, vec4 c, float clip){return c;}
            vec4 sample2d(sampler2D sampler, vec2 pos){{return texture2D(sampler, vec2(pos.x, pos.y));}} 
            vec4 sample2d_rt(sampler2D sampler, vec2 pos){{return texture2D(sampler, vec2(pos.x, 1.0 - pos.y));}} 
            " 
        );
        
        /*
        let transpose_impl = "
        mat4 transpose(mat4 m){{return mat4(m[0][0],m[1][0],m[2][0],m[3][0],m[0][1],m[1][1],m[2][1],m[3][1],m[0][2],m[1][2],m[2][2],m[3][3], m[3][0], m[3][1], m[3][2], m[3][3]);}}
        mat3 transpose(mat3 m){{return mat3(m[0][0],m[1][0],m[2][0],m[0][1],m[1][1],m[2][1],m[0][2],m[1][2],m[2][2]);}}
        mat2 transpose(mat2 m){{return mat2(m[0][0],m[1][0],m[0][1],m[1][1]);}}
        ";
        */
        let vertex = format!("{version}
            {vertex_exts}
            {tex_ext_import}
            precision highp float;
            precision highp int;
            {sampler}
            {tex_ext_sampler}
            {vertex_defs}
            {in_vertex}\0",
        );
        //crate::log!("{}", vertex.replace("int mvo = 0;","int mvo = gl_ViewID_OVR==0?0:16;"));
        let pixel = format!("{version}
            {pixel_exts}
            {tex_ext_import}
            #extension GL_OES_standard_derivatives : enable
            precision highp float;
            precision highp int;
            {sampler}
            {tex_ext_sampler}
            {pixel_defs}
            {in_pixel}
            {nop_depth_clip}
            \0",
        );
        // lets fetch the uniform positions for our uniforms
        CxOsDrawShader {
            in_vertex: in_vertex.to_string(),
            in_pixel: in_pixel.to_string(),
            vertex: [
                vertex.clone(), 
                vertex.replace("#define VIEW_ID 0","#define VIEW_ID gl_ViewID_OVR")
            ],
            pixel: [
                pixel.clone(),
                pixel
                .replace("#define VIEW_ID 0","#define VIEW_ID gl_ViewID_OVR")
                .replace(nop_depth_clip, depth_clip),
            ],
            gl_shader: [None,None],
            //const_table_uniforms: Default::default(),
            live_uniforms: Default::default(),
        }
    }

    pub fn free_resources(&mut self, gl: &LibGl){
        for gl_shader in &mut self.gl_shader{
            if let Some(gl_shader) = gl_shader.take(){
                gl_shader.free_resources(gl);
            }
        }
    }
}


fn get_gl_string(gl: &LibGl, key: gl_sys::GLenum) -> String {
    unsafe {
        let string_ptr = (gl.glGetString)(key) as *const c_char;
        if string_ptr == ptr::null(){
            return String::new()
        }
        CStr::from_ptr(string_ptr).to_string_lossy().into_owned()
    }
}

#[derive(Default, Clone, Debug)]
pub struct OpenglAttribute {
    pub name:String,
    pub loc: Option<u32>,
    pub size: i32,
    pub offset: usize,
    pub stride: i32
}

#[derive(Debug, Default, Clone)]
pub struct OpenglUniform {
    pub loc: Option<i32>,
    //pub name: String,
}


#[derive(Debug, Default, Clone)]
pub struct OpenglUniformBlockBinding {
    pub index: Option<u32>,
}

impl OpenglUniformBlockBinding{
    #[allow(unused)]
    fn bind_buffer(&self, gl: &LibGl, buf: &OpenglBuffer,){
        if let Some(gl_buf) = buf.gl_buffer{
            if let Some(index) = self.index{
                unsafe{(gl.glBindBufferBase)(gl_sys::UNIFORM_BUFFER, index, gl_buf)};
            }
        }
    }
}

#[derive(Clone, Default)]
pub struct CxOsGeometry {
    pub vb: OpenglBuffer,
    pub ib: OpenglBuffer,
}

impl CxOsGeometry{
    pub fn free_resources(&mut self, gl:&LibGl){
        self.vb.free_resources(gl);
        self.ib.free_resources(gl);
    }
}
    

/*
#[derive(Default, Clone)]
pub struct OpenglTextureSlot {
    pub loc: isize,
    pub name: String
}
*/
#[derive(Clone, Default)]
pub struct CxOsDrawList {
    #[allow(unused)]
    draw_list_uniforms: OpenglBuffer,
}

#[derive(Default, Clone)]
pub struct CxOsDrawCallVao {
    pub vao: Option<u32>,
    pub shader_id: Option<usize>,
    pub inst_vb: Option<u32>,
    pub geom_vb: Option<u32>,
    pub geom_ib: Option<u32>,
}

impl CxOsDrawCallVao {
    pub fn free(self, gl: &LibGl){
        if let Some(vao) = self.vao{
            unsafe{(gl.glDeleteVertexArrays)(1, &vao)};
        }
    }    
}

#[derive(Default, Clone)]
pub struct CxOsDrawCall {
    pub draw_call_uniforms: OpenglBuffer,
    pub user_uniforms: OpenglBuffer,
    pub inst_vb: OpenglBuffer,
    pub vao: Option<CxOsDrawCallVao>,
}

impl CxOsDrawCall {
    pub fn free_resources(&mut self, gl:&LibGl){
        self.inst_vb.free_resources(gl);
        if let Some(vao) = self.vao.take(){
            vao.free(gl);
        }
    }    
}

#[derive(Clone, Default)]
pub struct CxOsTexture {
    pub gl_texture: Option<u32>,
    pub gl_renderbuffer: Option<u32>,
}

impl CxTexture {

    /// Updates or creates a texture based on the current texture format.
    ///
    /// This method optimizes texture management by:
    /// 1. Reusing existing OpenGL textures when possible.
    /// 2. Using `glTexSubImage2D` for updates when dimensions haven't changed.
    /// 3. Falling back to `glTexImage2D` for new textures or when dimensions change.
    ///
    /// Internal workings:
    /// - If a previous platform resource exists, it's reused to avoid unnecessary allocations.
    /// - If no texture exists, a new OpenGL texture is generated.
    /// - The method checks current texture dimensions to decide between `glTexSubImage2D` (update) 
    ///   and `glTexImage2D` (new allocation).
    ///
    /// Note: This method assumes that the texture format doesn't change between updates. 
    /// This is safe because when allocating textures at the Cx level, there are compatibility checks.
    pub fn update_vec_texture(&mut self, gl: &LibGl, _os_type: &OsType) {
        let mut needs_realloc = false;
        if self.alloc_vec() {
            if let Some(previous) = self.previous_platform_resource.take() {
                self.os = previous;
            } 
            if self.os.gl_texture.is_none() {
                unsafe {
                    let mut gl_texture = std::mem::MaybeUninit::uninit();
                    (gl.glGenTextures)(1, gl_texture.as_mut_ptr());
                    self.os.gl_texture = Some(gl_texture.assume_init());
                }
            }
            needs_realloc = true;
        }
    
        let updated = self.take_updated();
        if updated.is_empty() {
            return;
        }
        
        unsafe {
            (gl.glBindTexture)(gl_sys::TEXTURE_2D, self.os.gl_texture.unwrap());
            (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_WRAP_S, gl_sys::CLAMP_TO_EDGE as i32);
            (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_WRAP_T, gl_sys::CLAMP_TO_EDGE as i32);
    
            // Set texture parameters based on the format
            let (width, height, internal_format, format, data_type, data, bytes_per_pixel, use_mipmaps) = match &mut self.format {
                TextureFormat::VecBGRAu8_32{width, height, data, ..} => {
                    let (internal_format, format) = {
                        #[cfg(ohos_sim)] {
                            // The OHOS emulators only support RGBA texture formats, so we swap the `R` and `B` channels.
                            // TODO: test this on *real* OHOS hardware, it may behave differently.
                            for p in data.as_mut().unwrap() {
                                let orig = *p;
                                *p = *p & 0xFF00FF00 | (orig & 0x000000FF) << 16 | (orig & 0x00FF0000) >> 16;
                            }
                            (gl_sys::RGBA, gl_sys::RGBA)
                        }
                        #[cfg(not(ohos_sim))] {
                            // The default for all other devices: use the BGRA texture format
                            (gl_sys::BGRA, gl_sys::BGRA)
                        }
                    };

                    (*width, *height, internal_format, format, gl_sys::UNSIGNED_BYTE, data.as_ref().unwrap().as_ptr() as *const std::ffi::c_void, 4, false)
                }
                TextureFormat::VecMipBGRAu8_32{width, height, data, max_level: _, ..} => 
                    (*width, *height, gl_sys::BGRA, gl_sys::BGRA, gl_sys::UNSIGNED_BYTE, data.as_ref().unwrap().as_ptr() as *const std::ffi::c_void, 4, true),
                TextureFormat::VecRGBAf32{width, height, data, ..} => 
                    (*width, *height, gl_sys::RGBA, gl_sys::RGBA, gl_sys::FLOAT, data.as_ref().unwrap().as_ptr() as *const std::ffi::c_void, 16, false),
                TextureFormat::VecRu8{width, height, data, unpack_row_length, ..} => {
                    //(gl.glPixelStorei)(gl_sys::UNPACK_ALIGNMENT, 1);
                    if let Some(row_length) = unpack_row_length {
                        (gl.glPixelStorei)(gl_sys::UNPACK_ROW_LENGTH, *row_length as i32);
                    }
                    (*width, *height, gl_sys::R8, gl_sys::RED, gl_sys::UNSIGNED_BYTE, data.as_ref().unwrap().as_ptr() as *const std::ffi::c_void, 1, false)
                },
                TextureFormat::VecRGu8{width, height, data, unpack_row_length, ..} => {
                    //(gl.glPixelStorei)(gl_sys::UNPACK_ALIGNMENT, 1);
                    if let Some(row_length) = unpack_row_length {
                        (gl.glPixelStorei)(gl_sys::UNPACK_ROW_LENGTH, *row_length as i32);
                    }
                    (*width, *height, gl_sys::RG, gl_sys::RG, gl_sys::UNSIGNED_BYTE, data.as_ref().unwrap().as_ptr() as *const std::ffi::c_void, 2, false)
                },
                TextureFormat::VecRf32{width, height, data, ..} => 
                    (*width, *height, gl_sys::RED, gl_sys::RED, gl_sys::FLOAT, data.as_ref().unwrap().as_ptr() as *const std::ffi::c_void, 4, false),
                _ => panic!("Unsupported texture format"),
            };

            // Partial texture updates don't (yet) work on OHOS simulators/emulators.
            
            // DISABLE PARTIAL TEXTURE UPDATES ENTIRELY. Its broken.
            const DO_PARTIAL_TEXTURE_UPDATES: bool = false;//cfg!(not(ohos_sim));

            match updated {
                TextureUpdated::Partial(rect) if DO_PARTIAL_TEXTURE_UPDATES => {
                    if needs_realloc {
                        (gl.glTexImage2D)(
                            gl_sys::TEXTURE_2D,
                            0,
                            internal_format as i32,
                            width as i32, height as i32,
                            0,
                            format,
                            data_type,
                            0 as *const _
                        );
                    }

                    (gl.glPixelStorei)(gl_sys::UNPACK_ALIGNMENT, bytes_per_pixel);
                    (gl.glPixelStorei)(gl_sys::UNPACK_ROW_LENGTH, width as _);
                    (gl.glPixelStorei)(gl_sys::UNPACK_SKIP_PIXELS, rect.origin.x as i32);
                    (gl.glPixelStorei)(gl_sys::UNPACK_SKIP_ROWS,rect.origin.y as i32);
                    (gl.glTexSubImage2D)(
                        gl_sys::TEXTURE_2D,
                        0,
                        rect.origin.x as i32,
                        rect.origin.y as i32 ,
                        rect.size.width as i32,
                        rect.size.height as i32,
                        format,
                        data_type,
                        data
                    );
                },
                // Note: this `Partial(_)` case will only match if `DO_PARTIAL_TEXTURE_UPDATES` is false.
                TextureUpdated::Partial(_) | TextureUpdated::Full => {
                    (gl.glPixelStorei)(gl_sys::UNPACK_ALIGNMENT, bytes_per_pixel);
                    (gl.glPixelStorei)(gl_sys::UNPACK_ROW_LENGTH, width as _);
                    (gl.glPixelStorei)(gl_sys::UNPACK_SKIP_PIXELS, 0);
                    (gl.glPixelStorei)(gl_sys::UNPACK_SKIP_ROWS, 0);
                    (gl.glTexImage2D)(
                        gl_sys::TEXTURE_2D,
                        0,
                        internal_format as i32,
                        width as i32, height as i32,
                        0,
                        format,
                        data_type,
                        data
                    );
                },
                TextureUpdated::Empty => panic!("already asserted that updated is not empty"),
            };
    
            (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MIN_FILTER, if use_mipmaps { gl_sys::LINEAR_MIPMAP_LINEAR } else { gl_sys::LINEAR } as i32);
            (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MAG_FILTER, gl_sys::LINEAR as i32);

            if use_mipmaps {
                if let TextureFormat::VecMipBGRAu8_32{max_level, ..} = &self.format {
                    (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_BASE_LEVEL, 0);
                    (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MAX_LEVEL, max_level.unwrap_or(1000) as i32);
                    (gl.glGenerateMipmap)(gl_sys::TEXTURE_2D);
                }
            }

            (gl.glBindTexture)(gl_sys::TEXTURE_2D, 0);
        }
    }
    
    pub fn setup_video_texture(&mut self, gl: &LibGl) -> bool {
        while unsafe { (gl.glGetError)() } != 0 {}

        if self.alloc_video() {
            self.free_previous_resources(gl);
            if self.os.gl_texture.is_none() { 
                unsafe {
                    let mut gl_texture = std::mem::MaybeUninit::uninit();
                    (gl.glGenTextures)(1, gl_texture.as_mut_ptr());
                    self.os.gl_texture = Some(gl_texture.assume_init());
                }
            }
        }
        if self.take_initial() {
            unsafe{
                                
                let gpu_renderer = get_gl_string(gl, gl_sys::RENDERER);
                if gpu_renderer.contains("Adreno") {
                    crate::warning!("WARNING: This device is using {gpu_renderer} renderer.
                    OpenGL external textures (GL_OES_EGL_image_external extension) are currently not working on makepad for most Adreno GPUs.
                    This is likely due to a driver bug. External texture support is being disabled, which means you won't be able to use the Video widget on this device.");
                }
                
                (gl.glBindTexture)(gl_sys::TEXTURE_EXTERNAL_OES, self.os.gl_texture.unwrap());
        
                (gl.glTexParameteri)(gl_sys::TEXTURE_EXTERNAL_OES, gl_sys::TEXTURE_WRAP_S, gl_sys::CLAMP_TO_EDGE as i32);
                (gl.glTexParameteri)(gl_sys::TEXTURE_EXTERNAL_OES, gl_sys::TEXTURE_WRAP_T, gl_sys::CLAMP_TO_EDGE as i32);

                (gl.glTexParameteri)(gl_sys::TEXTURE_EXTERNAL_OES, gl_sys::TEXTURE_MIN_FILTER, gl_sys::LINEAR as i32);
                (gl.glTexParameteri)(gl_sys::TEXTURE_EXTERNAL_OES, gl_sys::TEXTURE_MAG_FILTER, gl_sys::LINEAR as i32);
        
                (gl.glBindTexture)(gl_sys::TEXTURE_EXTERNAL_OES, 0);

                assert_eq!((gl.glGetError)(), 0, "UPDATE VIDEO TEXTURE ERROR {}", self.os.gl_texture.unwrap());
            }
            return true;
        }
        false
    }
    
    pub fn update_render_target(&mut self, gl: &LibGl, width: usize, height: usize) {
        if self.alloc_render(width, height){
            let alloc = self.alloc.as_ref().unwrap();
            if self.os.gl_texture.is_none() {
                let mut gl_texture = std::mem::MaybeUninit::uninit();
                unsafe{
                    (gl.glGenTextures)(1, gl_texture.as_mut_ptr());
                    self.os.gl_texture = Some(gl_texture.assume_init());
                }
            }
            unsafe{(gl.glBindTexture)(gl_sys::TEXTURE_2D, self.os.gl_texture.unwrap())};
            match &alloc.pixel {
                TexturePixel::BGRAu8 => unsafe{
                    (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MIN_FILTER, gl_sys::NEAREST as i32);
                    (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MAG_FILTER, gl_sys::NEAREST as i32);
                    (gl.glTexImage2D)(
                        gl_sys::TEXTURE_2D,
                        0,
                        gl_sys::RGBA as i32,
                        width as i32,
                        height as i32,
                        0,
                        gl_sys::RGBA,
                        gl_sys::UNSIGNED_BYTE,
                        ptr::null()
                    );
                },
                TexturePixel::RGBAf16 => unsafe{
                    (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MIN_FILTER, gl_sys::NEAREST as i32);
                    (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MAG_FILTER, gl_sys::NEAREST as i32);
                    (gl.glTexImage2D)(
                        gl_sys::TEXTURE_2D,
                        0,
                        gl_sys::RGBA as i32,
                        width as i32,
                        height as i32,
                        0,
                        gl_sys::RGBA,
                        gl_sys::HALF_FLOAT,
                        ptr::null()
                    );
                }
                TexturePixel::RGBAf32 => unsafe{
                    (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MIN_FILTER, gl_sys::NEAREST as i32);
                    (gl.glTexParameteri)(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MAG_FILTER, gl_sys::NEAREST as i32);
                    (gl.glTexImage2D)(
                        gl_sys::TEXTURE_2D,
                        0,
                        gl_sys::RGBA as i32,
                        width as i32,
                        height as i32,
                        0,
                        gl_sys::RGBA,
                        gl_sys::FLOAT,
                        ptr::null()
                    );
                }
                _ => panic!()
            }
            unsafe{
                (gl.glBindTexture)(gl_sys::TEXTURE_2D, 0);
            }
        }
    }
    
    fn update_depth_stencil(
        &mut self,
        gl: &LibGl,
        width: usize,
        height: usize
    ) {
        if self.alloc_depth(width, height){
                   
            let alloc = self.alloc.as_ref().unwrap();
            match &alloc.pixel {
                TexturePixel::D32 => unsafe{
                    if self.os.gl_renderbuffer.is_none() {
                        let mut gl_renderbuf = std::mem::MaybeUninit::uninit();
                        (gl.glGenRenderbuffers)(1, gl_renderbuf.as_mut_ptr());
                        let gl_renderbuffer = gl_renderbuf.assume_init();
                        self.os.gl_renderbuffer = Some(gl_renderbuffer);
                    }
                        
                    (gl.glBindRenderbuffer)(gl_sys::RENDERBUFFER, self.os.gl_renderbuffer.unwrap());
                    (gl.glRenderbufferStorage)(
                        gl_sys::RENDERBUFFER,
                        gl_sys::DEPTH_COMPONENT32F,
                        width as i32,
                        height as i32
                    );
                    (gl.glBindRenderbuffer)(gl_sys::RENDERBUFFER, 0);
                },
                _ => {
                    println!("update_platform_render_targete unsupported texture format");
                }
            }
        }
    }
    
    pub fn free_previous_resources(&mut self, gl: &LibGl){
        if let Some(mut old_os) = self.previous_platform_resource.take(){
            if let Some(gl_texture) = old_os.gl_texture.take(){
                unsafe{(gl.glDeleteTextures)(1, &gl_texture)};
                crate::log!("Deleted texture: {}", gl_texture);
            }
            if let Some(gl_renderbuffer) = old_os.gl_renderbuffer.take(){
                unsafe{(gl.glDeleteRenderbuffers)(1, &gl_renderbuffer)};
            }
        }
    }
}

#[derive(Default, Clone)]
pub struct CxOsPass {
    pub shader_variant: usize,
    pub pass_uniforms: OpenglBuffer,
    pub gl_framebuffer: Option<u32>,
}

impl CxOsPass{
    
    pub fn free_resources(&mut self, gl: &LibGl){
        if let Some(gl_framebuffer) = self.gl_framebuffer.take(){
            unsafe{(gl.glDeleteFramebuffers)(1, &gl_framebuffer)};
        }
    }    
}

#[derive(Default, Clone)]
pub struct OpenglBuffer {
    pub gl_buffer: Option<u32>
}

impl OpenglBuffer {
    
    pub fn alloc_gl_buffer(&mut self, gl: &LibGl) {
        unsafe {
            let mut gl_buffer = 0;
            (gl.glGenBuffers)(1, &mut gl_buffer);
            self.gl_buffer = Some(gl_buffer);
        }
    }
    
    pub fn update_array_buffer(&mut self, gl: &LibGl, data: &[f32]) {
        if self.gl_buffer.is_none() {
            self.alloc_gl_buffer(gl);
        }
        unsafe {
            (gl.glBindBuffer)(gl_sys::ARRAY_BUFFER, self.gl_buffer.unwrap());
            (gl.glBufferData)(
                gl_sys::ARRAY_BUFFER,
                (data.len() * mem::size_of::<f32>()) as gl_sys::GLsizeiptr,
                data.as_ptr() as *const _,
                gl_sys::STATIC_DRAW
            );
            (gl.glBindBuffer)(gl_sys::ARRAY_BUFFER, 0);
        }
    }
    
    pub fn update_uniform_buffer(&mut self, gl: &LibGl, data: &[f32]) {
        if self.gl_buffer.is_none() {
            self.alloc_gl_buffer(gl);
        }
        unsafe {
            (gl.glBindBuffer)(gl_sys::UNIFORM_BUFFER, self.gl_buffer.unwrap());
            (gl.glBufferData)(
                gl_sys::UNIFORM_BUFFER,
                (data.len() * mem::size_of::<f32>()) as gl_sys::GLsizeiptr,
                data.as_ptr() as *const _,
                gl_sys::STATIC_DRAW
            );
            (gl.glBindBuffer)(gl_sys::UNIFORM_BUFFER, 0);
            crate::gl_log_error!(gl);
        }
    }
    
    pub fn update_index_buffer(&mut self, gl: &LibGl, data: &[u32]) {
        if self.gl_buffer.is_none() {
            self.alloc_gl_buffer(gl);
        }
        unsafe {
            (gl.glBindBuffer)(gl_sys::ELEMENT_ARRAY_BUFFER, self.gl_buffer.unwrap());
            (gl.glBufferData)(
                gl_sys::ELEMENT_ARRAY_BUFFER,
                (data.len() * mem::size_of::<u32>()) as gl_sys::GLsizeiptr,
                data.as_ptr() as *const _,
                gl_sys::STATIC_DRAW
            );
            (gl.glBindBuffer)(gl_sys::ELEMENT_ARRAY_BUFFER, 0);
        }
    }
    
    pub fn free_resources(&mut self, gl: &LibGl){
        if let Some(gl_buffer) = self.gl_buffer.take(){
            unsafe{(gl.glDeleteBuffers)(1, &gl_buffer)};
        }
    }

}