diff DPF-Prymula-audioplugins/dpf/dgl/src/nanovg/nanovg_gl.h @ 3:84e66ea83026

DPF-Prymula-audioplugins-0.231015-2
author prymula <prymula76@outlook.com>
date Mon, 16 Oct 2023 21:53:34 +0200
parents
children
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/DPF-Prymula-audioplugins/dpf/dgl/src/nanovg/nanovg_gl.h	Mon Oct 16 21:53:34 2023 +0200
@@ -0,0 +1,1821 @@
+//
+// Copyright (c) 2009-2013 Mikko Mononen memon@inside.org
+//
+// This software is provided 'as-is', without any express or implied
+// warranty.  In no event will the authors be held liable for any damages
+// arising from the use of this software.
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it
+// freely, subject to the following restrictions:
+// 1. The origin of this software must not be misrepresented; you must not
+//    claim that you wrote the original software. If you use this software
+//    in a product, an acknowledgment in the product documentation would be
+//    appreciated but is not required.
+// 2. Altered source versions must be plainly marked as such, and must not be
+//    misrepresented as being the original software.
+// 3. This notice may not be removed or altered from any source distribution.
+//
+#ifndef NANOVG_GL_H
+#define NANOVG_GL_H
+
+#if defined NANOVG_GL2_FORCED
+#  undef NANOVG_GL3
+#  undef NANOVG_GLES2
+#  undef NANOVG_GLES3
+#  define NANOVG_GL2 1
+#elif defined NANOVG_GL3_FORCED
+#  undef NANOVG_GL2
+#  undef NANOVG_GLES2
+#  undef NANOVG_GLES3
+#  define NANOVG_GL3 1
+#elif defined NANOVG_GLES2_FORCED
+#  undef NANOVG_GL2
+#  undef NANOVG_GL3
+#  undef NANOVG_GLES3
+#  define NANOVG_GLES2 1
+#elif defined NANOVG_GLES3_FORCED
+#  undef NANOVG_GL2
+#  undef NANOVG_GL3
+#  undef NANOVG_GLES2
+#  define NANOVG_GLES3 1
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// Create flags
+
+enum NVGcreateFlags {
+	// Flag indicating if geometry based anti-aliasing is used (may not be needed when using MSAA).
+	NVG_ANTIALIAS 		= 1<<0,
+	// Flag indicating if strokes should be drawn using stencil buffer. The rendering will be a little
+	// slower, but path overlaps (i.e. self-intersecting or sharp turns) will be drawn just once.
+	NVG_STENCIL_STROKES	= 1<<1,
+	// Flag indicating that additional debug checks are done.
+	NVG_DEBUG 			= 1<<2,
+};
+
+#if defined NANOVG_GL2_IMPLEMENTATION
+#  define NANOVG_GL2 1
+#  define NANOVG_GL_IMPLEMENTATION 1
+#elif defined NANOVG_GL3_IMPLEMENTATION
+#  define NANOVG_GL3 1
+#  define NANOVG_GL_IMPLEMENTATION 1
+#  define NANOVG_GL_USE_UNIFORMBUFFER 1
+#elif defined NANOVG_GLES2_IMPLEMENTATION
+#  define NANOVG_GLES2 1
+#  define NANOVG_GL_IMPLEMENTATION 1
+#elif defined NANOVG_GLES3_IMPLEMENTATION
+#  define NANOVG_GLES3 1
+#  define NANOVG_GL_IMPLEMENTATION 1
+#endif
+
+#define NANOVG_GL_USE_STATE_FILTER (1)
+
+// Creates NanoVG contexts for different OpenGL (ES) versions.
+// Flags should be combination of the create flags above.
+
+#if defined NANOVG_GL2
+
+NVGcontext* nvgCreateGL2(int flags);
+NVGcontext* nvgCreateSharedGL2(NVGcontext* other, int flags);
+void nvgDeleteGL2(NVGcontext* ctx);
+
+int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
+GLuint nvglImageHandleGL2(NVGcontext* ctx, int image);
+
+#endif
+
+#if defined NANOVG_GL3
+
+NVGcontext* nvgCreateGL3(int flags);
+NVGcontext* nvgCreateSharedGL3(NVGcontext* other, int flags);
+void nvgDeleteGL3(NVGcontext* ctx);
+
+int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
+GLuint nvglImageHandleGL3(NVGcontext* ctx, int image);
+
+#endif
+
+#if defined NANOVG_GLES2
+
+NVGcontext* nvgCreateGLES2(int flags);
+NVGcontext* nvgCreateSharedGLES2(NVGcontext* other, int flags);
+void nvgDeleteGLES2(NVGcontext* ctx);
+
+int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
+GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image);
+
+#endif
+
+#if defined NANOVG_GLES3
+
+NVGcontext* nvgCreateGLES3(int flags);
+NVGcontext* nvgCreateSharedGLES3(NVGcontext* other, int flags);
+void nvgDeleteGLES3(NVGcontext* ctx);
+
+int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int flags);
+GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image);
+
+#endif
+
+// These are additional flags on top of NVGimageFlags.
+enum NVGimageFlagsGL {
+	NVG_IMAGE_NODELETE			= 1<<16,	// Do not delete GL texture handle.
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* NANOVG_GL_H */
+
+#ifdef NANOVG_GL_IMPLEMENTATION
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+#include "nanovg.h"
+
+enum GLNVGuniformLoc {
+	GLNVG_LOC_VIEWSIZE,
+	GLNVG_LOC_TEX,
+	GLNVG_LOC_FRAG,
+	GLNVG_MAX_LOCS
+};
+
+enum GLNVGshaderType {
+	NSVG_SHADER_FILLGRAD,
+	NSVG_SHADER_FILLIMG,
+	NSVG_SHADER_SIMPLE,
+	NSVG_SHADER_IMG
+};
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+enum GLNVGuniformBindings {
+	GLNVG_FRAG_BINDING = 0,
+};
+#endif
+
+struct GLNVGshader {
+	GLuint prog;
+	GLuint frag;
+	GLuint vert;
+	GLint loc[GLNVG_MAX_LOCS];
+};
+typedef struct GLNVGshader GLNVGshader;
+
+struct GLNVGtexture {
+	int id;
+	GLuint tex;
+	int width, height;
+	int type;
+	int flags;
+#if defined NANOVG_GLES2
+	unsigned char* data;
+#endif
+};
+typedef struct GLNVGtexture GLNVGtexture;
+
+struct GLNVGblend
+{
+	GLenum srcRGB;
+	GLenum dstRGB;
+	GLenum srcAlpha;
+	GLenum dstAlpha;
+};
+typedef struct GLNVGblend GLNVGblend;
+
+enum GLNVGcallType {
+	GLNVG_NONE = 0,
+	GLNVG_FILL,
+	GLNVG_CONVEXFILL,
+	GLNVG_STROKE,
+	GLNVG_TRIANGLES,
+};
+
+struct GLNVGcall {
+	int type;
+	int image;
+	int pathOffset;
+	int pathCount;
+	int triangleOffset;
+	int triangleCount;
+	int uniformOffset;
+	GLNVGblend blendFunc;
+};
+typedef struct GLNVGcall GLNVGcall;
+
+struct GLNVGpath {
+	int fillOffset;
+	int fillCount;
+	int strokeOffset;
+	int strokeCount;
+};
+typedef struct GLNVGpath GLNVGpath;
+
+struct GLNVGfragUniforms {
+	#if NANOVG_GL_USE_UNIFORMBUFFER
+		float scissorMat[12]; // matrices are actually 3 vec4s
+		float paintMat[12];
+		struct NVGcolor innerCol;
+		struct NVGcolor outerCol;
+		float scissorExt[2];
+		float scissorScale[2];
+		float extent[2];
+		float radius;
+		float feather;
+		float strokeMult;
+		float strokeThr;
+		int texType;
+		int type;
+	#else
+		// note: after modifying layout or size of uniform array,
+		// don't forget to also update the fragment shader source!
+		#define NANOVG_GL_UNIFORMARRAY_SIZE 11
+		union {
+			struct {
+				float scissorMat[12]; // matrices are actually 3 vec4s
+				float paintMat[12];
+				struct NVGcolor innerCol;
+				struct NVGcolor outerCol;
+				float scissorExt[2];
+				float scissorScale[2];
+				float extent[2];
+				float radius;
+				float feather;
+				float strokeMult;
+				float strokeThr;
+				float texType;
+				float type;
+			};
+			float uniformArray[NANOVG_GL_UNIFORMARRAY_SIZE][4];
+		};
+	#endif
+};
+typedef struct GLNVGfragUniforms GLNVGfragUniforms;
+
+struct GLNVGtextureContext {  // Textures; shared between shared NanoVG contexts.
+	int refCount;
+	GLNVGtexture* textures;
+	int ntextures;
+	int ctextures;
+	int textureId;
+};
+typedef struct GLNVGtextureContext GLNVGtextureContext;
+
+struct GLNVGcontext {
+	GLNVGshader shader;
+	GLNVGtextureContext* textureContext;
+	float view[2];
+	GLuint vertBuf;
+#if defined NANOVG_GL3
+	GLuint vertArr;
+#endif
+#if NANOVG_GL_USE_UNIFORMBUFFER
+	GLuint fragBuf;
+#endif
+	int fragSize;
+	int flags;
+
+	// Per frame buffers
+	GLNVGcall* calls;
+	int ccalls;
+	int ncalls;
+	GLNVGpath* paths;
+	int cpaths;
+	int npaths;
+	struct NVGvertex* verts;
+	int cverts;
+	int nverts;
+	unsigned char* uniforms;
+	int cuniforms;
+	int nuniforms;
+
+	// cached state
+	#if NANOVG_GL_USE_STATE_FILTER
+	GLuint boundTexture;
+	GLuint stencilMask;
+	GLenum stencilFunc;
+	GLint stencilFuncRef;
+	GLuint stencilFuncMask;
+	GLNVGblend blendFunc;
+	#endif
+
+	int dummyTex;
+};
+typedef struct GLNVGcontext GLNVGcontext;
+
+static int glnvg__maxi(int a, int b) { return a > b ? a : b; }
+
+#ifdef NANOVG_GLES2
+static unsigned int glnvg__nearestPow2(unsigned int num)
+{
+	unsigned n = num > 0 ? num - 1 : 0;
+	n |= n >> 1;
+	n |= n >> 2;
+	n |= n >> 4;
+	n |= n >> 8;
+	n |= n >> 16;
+	n++;
+	return n;
+}
+#endif
+
+static void glnvg__bindTexture(GLNVGcontext* gl, GLuint tex)
+{
+#if NANOVG_GL_USE_STATE_FILTER
+	if (gl->boundTexture != tex) {
+		gl->boundTexture = tex;
+		glBindTexture(GL_TEXTURE_2D, tex);
+	}
+#else
+	glBindTexture(GL_TEXTURE_2D, tex);
+#endif
+}
+
+static void glnvg__stencilMask(GLNVGcontext* gl, GLuint mask)
+{
+#if NANOVG_GL_USE_STATE_FILTER
+	if (gl->stencilMask != mask) {
+		gl->stencilMask = mask;
+		glStencilMask(mask);
+	}
+#else
+	glStencilMask(mask);
+#endif
+}
+
+static void glnvg__stencilFunc(GLNVGcontext* gl, GLenum func, GLint ref, GLuint mask)
+{
+#if NANOVG_GL_USE_STATE_FILTER
+	if ((gl->stencilFunc != func) ||
+		(gl->stencilFuncRef != ref) ||
+		(gl->stencilFuncMask != mask)) {
+
+		gl->stencilFunc = func;
+		gl->stencilFuncRef = ref;
+		gl->stencilFuncMask = mask;
+		glStencilFunc(func, ref, mask);
+	}
+#else
+	glStencilFunc(func, ref, mask);
+#endif
+}
+static void glnvg__blendFuncSeparate(GLNVGcontext* gl, const GLNVGblend* blend)
+{
+#if NANOVG_GL_USE_STATE_FILTER
+	if ((gl->blendFunc.srcRGB != blend->srcRGB) ||
+		(gl->blendFunc.dstRGB != blend->dstRGB) ||
+		(gl->blendFunc.srcAlpha != blend->srcAlpha) ||
+		(gl->blendFunc.dstAlpha != blend->dstAlpha)) {
+
+		gl->blendFunc = *blend;
+		glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
+	}
+#else
+	glBlendFuncSeparate(blend->srcRGB, blend->dstRGB, blend->srcAlpha,blend->dstAlpha);
+#endif
+}
+
+static GLNVGtexture* glnvg__allocTexture(GLNVGcontext* gl)
+{
+	GLNVGtexture* tex = NULL;
+	int i;
+
+	for (i = 0; i < gl->textureContext->ntextures; i++) {
+		if (gl->textureContext->textures[i].id == 0) {
+			tex = &gl->textureContext->textures[i];
+			break;
+		}
+	}
+	if (tex == NULL) {
+		if (gl->textureContext->ntextures+1 > gl->textureContext->ctextures) {
+			GLNVGtexture* textures;
+			int ctextures = glnvg__maxi(gl->textureContext->ntextures+1, 4) +  gl->textureContext->ctextures/2; // 1.5x Overallocate
+			textures = (GLNVGtexture*)realloc(gl->textureContext->textures, sizeof(GLNVGtexture)*ctextures);
+			if (textures == NULL) return NULL;
+			gl->textureContext->textures = textures;
+			gl->textureContext->ctextures = ctextures;
+		}
+		tex = &gl->textureContext->textures[gl->textureContext->ntextures++];
+	}
+
+	memset(tex, 0, sizeof(*tex));
+	tex->id = ++gl->textureContext->textureId;
+
+	return tex;
+}
+
+static GLNVGtexture* glnvg__findTexture(GLNVGcontext* gl, int id)
+{
+	int i;
+	for (i = 0; i < gl->textureContext->ntextures; i++)
+		if (gl->textureContext->textures[i].id == id)
+			return &gl->textureContext->textures[i];
+	return NULL;
+}
+
+static int glnvg__deleteTexture(GLNVGcontext* gl, int id)
+{
+	int i;
+	for (i = 0; i < gl->textureContext->ntextures; i++) {
+		if (gl->textureContext->textures[i].id == id) {
+			if (gl->textureContext->textures[i].tex != 0 && (gl->textureContext->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
+			{
+				glDeleteTextures(1, &gl->textureContext->textures[i].tex);
+#if defined NANOVG_GLES2
+				free(gl->textureContext->textures[i].data);
+#endif
+			}
+			memset(&gl->textureContext->textures[i], 0, sizeof(gl->textureContext->textures[i]));
+			return 1;
+		}
+	}
+	return 0;
+}
+
+static void glnvg__dumpShaderError(GLuint shader, const char* name, const char* type)
+{
+	GLchar str[512+1];
+	GLsizei len = 0;
+	glGetShaderInfoLog(shader, 512, &len, str);
+	if (len > 512) len = 512;
+	str[len] = '\0';
+	printf("Shader %s/%s error:\n%s\n", name, type, str);
+}
+
+static void glnvg__dumpProgramError(GLuint prog, const char* name)
+{
+	GLchar str[512+1];
+	GLsizei len = 0;
+	glGetProgramInfoLog(prog, 512, &len, str);
+	if (len > 512) len = 512;
+	str[len] = '\0';
+	printf("Program %s error:\n%s\n", name, str);
+}
+
+static void glnvg__checkError(GLNVGcontext* gl, const char* str)
+{
+	GLenum err;
+	if ((gl->flags & NVG_DEBUG) == 0) return;
+	err = glGetError();
+	if (err != GL_NO_ERROR) {
+		printf("Error %08x after %s\n", err, str);
+		return;
+	}
+}
+
+static int glnvg__createShader(GLNVGshader* shader, const char* name, const char* header, const char* opts, const char* vshader, const char* fshader)
+{
+	GLint status;
+	GLuint prog, vert, frag;
+	const char* str[3];
+	str[0] = header;
+	str[1] = opts != NULL ? opts : "";
+
+	memset(shader, 0, sizeof(*shader));
+
+	prog = glCreateProgram();
+	vert = glCreateShader(GL_VERTEX_SHADER);
+	frag = glCreateShader(GL_FRAGMENT_SHADER);
+	str[2] = vshader;
+	glShaderSource(vert, 3, str, 0);
+	str[2] = fshader;
+	glShaderSource(frag, 3, str, 0);
+
+	glCompileShader(vert);
+	glGetShaderiv(vert, GL_COMPILE_STATUS, &status);
+	if (status != GL_TRUE) {
+		glnvg__dumpShaderError(vert, name, "vert");
+		return 0;
+	}
+
+	glCompileShader(frag);
+	glGetShaderiv(frag, GL_COMPILE_STATUS, &status);
+	if (status != GL_TRUE) {
+		glnvg__dumpShaderError(frag, name, "frag");
+		return 0;
+	}
+
+	glAttachShader(prog, vert);
+	glAttachShader(prog, frag);
+
+	glBindAttribLocation(prog, 0, "vertex");
+	glBindAttribLocation(prog, 1, "tcoord");
+
+	glLinkProgram(prog);
+	glGetProgramiv(prog, GL_LINK_STATUS, &status);
+	if (status != GL_TRUE) {
+		glnvg__dumpProgramError(prog, name);
+		return 0;
+	}
+
+	shader->prog = prog;
+	shader->vert = vert;
+	shader->frag = frag;
+
+	return 1;
+}
+
+static void glnvg__deleteShader(GLNVGshader* shader)
+{
+	if (shader->prog != 0)
+		glDeleteProgram(shader->prog);
+	if (shader->vert != 0)
+		glDeleteShader(shader->vert);
+	if (shader->frag != 0)
+		glDeleteShader(shader->frag);
+}
+
+static void glnvg__getUniforms(GLNVGshader* shader)
+{
+	shader->loc[GLNVG_LOC_VIEWSIZE] = glGetUniformLocation(shader->prog, "viewSize");
+	shader->loc[GLNVG_LOC_TEX] = glGetUniformLocation(shader->prog, "tex");
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+	shader->loc[GLNVG_LOC_FRAG] = glGetUniformBlockIndex(shader->prog, "frag");
+#else
+	shader->loc[GLNVG_LOC_FRAG] = glGetUniformLocation(shader->prog, "frag");
+#endif
+}
+
+static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data);
+
+static int glnvg__renderCreate(void* uptr, void* otherUptr)   // Share the textures of GLNVGcontext 'otherUptr' if it's non-NULL.
+{
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+
+	if (otherUptr) {
+	    GLNVGcontext* other = (GLNVGcontext*)otherUptr;
+		gl->textureContext = other->textureContext;
+		gl->textureContext->refCount++;
+	} else {
+		gl->textureContext = (GLNVGtextureContext*)malloc(sizeof(GLNVGtextureContext));
+		memset(gl->textureContext, 0, sizeof(GLNVGtextureContext));
+		gl->textureContext->refCount = 1;
+	}
+
+	int align = 4;
+
+	// TODO: mediump float may not be enough for GLES2 in iOS.
+	// see the following discussion: https://github.com/memononen/nanovg/issues/46
+	static const char* shaderHeader =
+#if defined NANOVG_GL2
+		"#define NANOVG_GL2 1\n"
+#elif defined NANOVG_GL3
+		"#version 150 core\n"
+		"#define NANOVG_GL3 1\n"
+#elif defined NANOVG_GLES2
+		"#version 100\n"
+		"#define NANOVG_GL2 1\n"
+#elif defined NANOVG_GLES3
+		"#version 300 es\n"
+		"#define NANOVG_GL3 1\n"
+#endif
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+	"#define USE_UNIFORMBUFFER 1\n"
+#else
+	"#define UNIFORMARRAY_SIZE 11\n"
+#endif
+	"\n";
+
+	static const char* fillVertShader =
+		"#ifdef NANOVG_GL3\n"
+		"	uniform vec2 viewSize;\n"
+		"	in vec2 vertex;\n"
+		"	in vec2 tcoord;\n"
+		"	out vec2 ftcoord;\n"
+		"	out vec2 fpos;\n"
+		"#else\n"
+		"	uniform vec2 viewSize;\n"
+		"	attribute vec2 vertex;\n"
+		"	attribute vec2 tcoord;\n"
+		"	varying vec2 ftcoord;\n"
+		"	varying vec2 fpos;\n"
+		"#endif\n"
+		"void main(void) {\n"
+		"	ftcoord = tcoord;\n"
+		"	fpos = vertex;\n"
+		"	gl_Position = vec4(2.0*vertex.x/viewSize.x - 1.0, 1.0 - 2.0*vertex.y/viewSize.y, 0, 1);\n"
+		"}\n";
+
+	static const char* fillFragShader =
+		"#ifdef GL_ES\n"
+		"#if defined(GL_FRAGMENT_PRECISION_HIGH) || defined(NANOVG_GL3)\n"
+		" precision highp float;\n"
+		"#else\n"
+		" precision mediump float;\n"
+		"#endif\n"
+		"#endif\n"
+		"#ifdef NANOVG_GL3\n"
+		"#ifdef USE_UNIFORMBUFFER\n"
+		"	layout(std140) uniform frag {\n"
+		"		mat3 scissorMat;\n"
+		"		mat3 paintMat;\n"
+		"		vec4 innerCol;\n"
+		"		vec4 outerCol;\n"
+		"		vec2 scissorExt;\n"
+		"		vec2 scissorScale;\n"
+		"		vec2 extent;\n"
+		"		float radius;\n"
+		"		float feather;\n"
+		"		float strokeMult;\n"
+		"		float strokeThr;\n"
+		"		int texType;\n"
+		"		int type;\n"
+		"	};\n"
+		"#else\n" // NANOVG_GL3 && !USE_UNIFORMBUFFER
+		"	uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
+		"#endif\n"
+		"	uniform sampler2D tex;\n"
+		"	in vec2 ftcoord;\n"
+		"	in vec2 fpos;\n"
+		"	out vec4 outColor;\n"
+		"#else\n" // !NANOVG_GL3
+		"	uniform vec4 frag[UNIFORMARRAY_SIZE];\n"
+		"	uniform sampler2D tex;\n"
+		"	varying vec2 ftcoord;\n"
+		"	varying vec2 fpos;\n"
+		"#endif\n"
+		"#ifndef USE_UNIFORMBUFFER\n"
+		"	#define scissorMat mat3(frag[0].xyz, frag[1].xyz, frag[2].xyz)\n"
+		"	#define paintMat mat3(frag[3].xyz, frag[4].xyz, frag[5].xyz)\n"
+		"	#define innerCol frag[6]\n"
+		"	#define outerCol frag[7]\n"
+		"	#define scissorExt frag[8].xy\n"
+		"	#define scissorScale frag[8].zw\n"
+		"	#define extent frag[9].xy\n"
+		"	#define radius frag[9].z\n"
+		"	#define feather frag[9].w\n"
+		"	#define strokeMult frag[10].x\n"
+		"	#define strokeThr frag[10].y\n"
+		"	#define texType int(frag[10].z)\n"
+		"	#define type int(frag[10].w)\n"
+		"#endif\n"
+		"\n"
+		"float sdroundrect(vec2 pt, vec2 ext, float rad) {\n"
+		"	vec2 ext2 = ext - vec2(rad,rad);\n"
+		"	vec2 d = abs(pt) - ext2;\n"
+		"	return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - rad;\n"
+		"}\n"
+		"\n"
+		"// Scissoring\n"
+		"float scissorMask(vec2 p) {\n"
+		"	vec2 sc = (abs((scissorMat * vec3(p,1.0)).xy) - scissorExt);\n"
+		"	sc = vec2(0.5,0.5) - sc * scissorScale;\n"
+		"	return clamp(sc.x,0.0,1.0) * clamp(sc.y,0.0,1.0);\n"
+		"}\n"
+		"#ifdef EDGE_AA\n"
+		"// Stroke - from [0..1] to clipped pyramid, where the slope is 1px.\n"
+		"float strokeMask() {\n"
+		"	return min(1.0, (1.0-abs(ftcoord.x*2.0-1.0))*strokeMult) * min(1.0, ftcoord.y);\n"
+		"}\n"
+		"#endif\n"
+		"\n"
+		"void main(void) {\n"
+		"   vec4 result;\n"
+		"	float scissor = scissorMask(fpos);\n"
+		"#ifdef EDGE_AA\n"
+		"	float strokeAlpha = strokeMask();\n"
+		"	if (strokeAlpha < strokeThr) discard;\n"
+		"#else\n"
+		"	float strokeAlpha = 1.0;\n"
+		"#endif\n"
+		"	if (type == 0) {			// Gradient\n"
+		"		// Calculate gradient color using box gradient\n"
+		"		vec2 pt = (paintMat * vec3(fpos,1.0)).xy;\n"
+		"		float d = clamp((sdroundrect(pt, extent, radius) + feather*0.5) / feather, 0.0, 1.0);\n"
+		"		vec4 color = mix(innerCol,outerCol,d);\n"
+		"		// Combine alpha\n"
+		"		color *= strokeAlpha * scissor;\n"
+		"		result = color;\n"
+		"	} else if (type == 1) {		// Image\n"
+		"		// Calculate color fron texture\n"
+		"		vec2 pt = (paintMat * vec3(fpos,1.0)).xy / extent;\n"
+		"#ifdef NANOVG_GL3\n"
+		"		vec4 color = texture(tex, pt);\n"
+		"#else\n"
+		"		vec4 color = texture2D(tex, pt);\n"
+		"#endif\n"
+		"		if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
+		"		if (texType == 2) color = vec4(color.x);"
+		"		// Apply color tint and alpha.\n"
+		"		color *= innerCol;\n"
+		"		// Combine alpha\n"
+		"		color *= strokeAlpha * scissor;\n"
+		"		result = color;\n"
+		"	} else if (type == 2) {		// Stencil fill\n"
+		"		result = vec4(1,1,1,1);\n"
+		"	} else if (type == 3) {		// Textured tris\n"
+		"#ifdef NANOVG_GL3\n"
+		"		vec4 color = texture(tex, ftcoord);\n"
+		"#else\n"
+		"		vec4 color = texture2D(tex, ftcoord);\n"
+		"#endif\n"
+		"		if (texType == 1) color = vec4(color.xyz*color.w,color.w);"
+		"		if (texType == 2) color = vec4(color.x);"
+		"		color *= scissor;\n"
+		"		result = color * innerCol;\n"
+		"	}\n"
+		"#ifdef NANOVG_GL3\n"
+		"	outColor = result;\n"
+		"#else\n"
+		"	gl_FragColor = result;\n"
+		"#endif\n"
+		"}\n";
+
+	glnvg__checkError(gl, "init");
+
+	if (gl->flags & NVG_ANTIALIAS) {
+		if (glnvg__createShader(&gl->shader, "shader", shaderHeader, "#define EDGE_AA 1\n", fillVertShader, fillFragShader) == 0)
+			return 0;
+	} else {
+		if (glnvg__createShader(&gl->shader, "shader", shaderHeader, NULL, fillVertShader, fillFragShader) == 0)
+			return 0;
+	}
+
+	glnvg__checkError(gl, "uniform locations");
+	glnvg__getUniforms(&gl->shader);
+
+	// Create dynamic vertex array
+#if defined NANOVG_GL3
+	glGenVertexArrays(1, &gl->vertArr);
+#endif
+	glGenBuffers(1, &gl->vertBuf);
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+	// Create UBOs
+	glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_FRAG], GLNVG_FRAG_BINDING);
+	glGenBuffers(1, &gl->fragBuf);
+	glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
+#endif
+	gl->fragSize = sizeof(GLNVGfragUniforms) + align - sizeof(GLNVGfragUniforms) % align;
+
+	// Some platforms does not allow to have samples to unset textures.
+	// Create empty one which is bound when there's no texture specified.
+	gl->dummyTex = glnvg__renderCreateTexture(gl, NVG_TEXTURE_ALPHA, 1, 1, 0, NULL);
+
+	glnvg__checkError(gl, "create done");
+
+	glFinish();
+
+	return 1;
+}
+
+static int glnvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data)
+{
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+	GLNVGtexture* tex = glnvg__allocTexture(gl);
+
+	if (tex == NULL) return 0;
+
+#ifdef NANOVG_GLES2
+	// Check for non-power of 2.
+	if (glnvg__nearestPow2(w) != (unsigned int)w || glnvg__nearestPow2(h) != (unsigned int)h) {
+		// No repeat
+		if ((imageFlags & NVG_IMAGE_REPEATX) != 0 || (imageFlags & NVG_IMAGE_REPEATY) != 0) {
+			printf("Repeat X/Y is not supported for non power-of-two textures (%d x %d)\n", w, h);
+			imageFlags &= ~(NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY);
+		}
+		// No mips.
+		if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
+			printf("Mip-maps is not supported for non power-of-two textures (%d x %d)\n", w, h);
+			imageFlags &= ~NVG_IMAGE_GENERATE_MIPMAPS;
+		}
+	}
+#endif
+
+	glGenTextures(1, &tex->tex);
+	tex->width = w;
+	tex->height = h;
+	tex->type = type;
+	tex->flags = imageFlags;
+	glnvg__bindTexture(gl, tex->tex);
+
+	glPixelStorei(GL_UNPACK_ALIGNMENT,1);
+#ifndef NANOVG_GLES2
+	glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
+	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
+	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
+#endif
+
+#if defined (NANOVG_GL2)
+	// GL 1.4 and later has support for generating mipmaps using a tex parameter.
+	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
+		glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
+	}
+#endif
+
+	switch (type)
+	{
+	case NVG_TEXTURE_BGR:
+#if NANOVG_GLES2
+		// GLES2 cannot handle GL_BGR, do local conversion to GL_RGB
+		tex->data = (uint8_t*)malloc(sizeof(uint8_t) * 3 * w * h);
+		for (uint32_t i=0; i<w*h; ++i)
+		{
+			tex->data[i*3+0] = data[i*3+2];
+			tex->data[i*3+1] = data[i*3+1];
+			tex->data[i*3+2] = data[i*3+0];
+		}
+		data = tex->data;
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
+#else
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
+#endif
+		break;
+	case NVG_TEXTURE_BGRA:
+#if NANOVG_GLES2
+		// GLES2 cannot handle GL_BGRA, do local conversion to GL_RGBA
+		tex->data = (uint8_t*)malloc(sizeof(uint8_t) * 4 * w * h);
+		for (uint32_t i=0; i<w*h; ++i)
+		{
+			tex->data[i*3+0] = data[i*3+3];
+			tex->data[i*3+1] = data[i*3+2];
+			tex->data[i*3+2] = data[i*3+1];
+			tex->data[i*3+3] = data[i*3+0];
+		}
+		data = tex->data;
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, data);
+#else
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, data);
+#endif
+		break;
+	case NVG_TEXTURE_RGB:
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
+		break;
+	case NVG_TEXTURE_RGBA:
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+		break;
+	default:
+#if defined(NANOVG_GLES2) || defined (NANOVG_GL2)
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
+#elif defined(NANOVG_GLES3)
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
+#else
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, data);
+#endif
+		break;
+	}
+
+	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
+		if (imageFlags & NVG_IMAGE_NEAREST) {
+			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
+		} else {
+			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+		}
+	} else {
+		if (imageFlags & NVG_IMAGE_NEAREST) {
+			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+		} else {
+			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+		}
+	}
+
+	if (imageFlags & NVG_IMAGE_NEAREST) {
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	} else {
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+	}
+
+	if (imageFlags & NVG_IMAGE_REPEATX)
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+	else
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+
+	if (imageFlags & NVG_IMAGE_REPEATY)
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+	else
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+#ifndef NANOVG_GLES2
+	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
+	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
+#endif
+
+	// The new way to build mipmaps on GLES and GL3
+#if !defined(NANOVG_GL2)
+	if (imageFlags & NVG_IMAGE_GENERATE_MIPMAPS) {
+		glGenerateMipmap(GL_TEXTURE_2D);
+	}
+#endif
+
+	glnvg__checkError(gl, "create tex");
+	glnvg__bindTexture(gl, 0);
+
+	return tex->id;
+}
+
+
+static int glnvg__renderDeleteTexture(void* uptr, int image)
+{
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+	return glnvg__deleteTexture(gl, image);
+}
+
+static int glnvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data)
+{
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+	GLNVGtexture* tex = glnvg__findTexture(gl, image);
+
+	if (tex == NULL) return 0;
+	glnvg__bindTexture(gl, tex->tex);
+
+	glPixelStorei(GL_UNPACK_ALIGNMENT,1);
+
+#ifndef NANOVG_GLES2
+	glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->width);
+	glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
+	glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
+#else
+	// No support for all of skip, need to update a whole row at a time.
+	switch (tex->type)
+	{
+	case NVG_TEXTURE_BGR:
+		data += y*tex->width*3;
+		break;
+	case NVG_TEXTURE_BGRA:
+		data += y*tex->width*4;
+		break;
+	case NVG_TEXTURE_RGB:
+		data += y*tex->width*3;
+		break;
+	case NVG_TEXTURE_RGBA:
+		data += y*tex->width*4;
+		break;
+	default:
+		data += y*tex->width;
+		break;
+	}
+	x = 0;
+	w = tex->width;
+#endif
+
+	switch (tex->type)
+	{
+	case NVG_TEXTURE_BGR:
+		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_BGR, GL_UNSIGNED_BYTE, data);
+		break;
+	case NVG_TEXTURE_BGRA:
+		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_BGRA, GL_UNSIGNED_BYTE, data);
+		break;
+	case NVG_TEXTURE_RGB:
+		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGB, GL_UNSIGNED_BYTE, data);
+		break;
+	case NVG_TEXTURE_RGBA:
+		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RGBA, GL_UNSIGNED_BYTE, data);
+		break;
+	default:
+#if defined(NANOVG_GLES2) || defined(NANOVG_GL2)
+		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
+#else
+		glTexSubImage2D(GL_TEXTURE_2D, 0, x,y, w,h, GL_RED, GL_UNSIGNED_BYTE, data);
+#endif
+		break;
+	}
+
+	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+#ifndef NANOVG_GLES2
+	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
+	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
+#endif
+
+	glnvg__bindTexture(gl, 0);
+
+	return 1;
+}
+
+static int glnvg__renderGetTextureSize(void* uptr, int image, int* w, int* h)
+{
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+	GLNVGtexture* tex = glnvg__findTexture(gl, image);
+	if (tex == NULL) return 0;
+	*w = tex->width;
+	*h = tex->height;
+	return 1;
+}
+
+static void glnvg__xformToMat3x4(float* m3, float* t)
+{
+	m3[0] = t[0];
+	m3[1] = t[1];
+	m3[2] = 0.0f;
+	m3[3] = 0.0f;
+	m3[4] = t[2];
+	m3[5] = t[3];
+	m3[6] = 0.0f;
+	m3[7] = 0.0f;
+	m3[8] = t[4];
+	m3[9] = t[5];
+	m3[10] = 1.0f;
+	m3[11] = 0.0f;
+}
+
+static NVGcolor glnvg__premulColor(NVGcolor c)
+{
+	c.r *= c.a;
+	c.g *= c.a;
+	c.b *= c.a;
+	return c;
+}
+
+static int glnvg__convertPaint(GLNVGcontext* gl, GLNVGfragUniforms* frag, NVGpaint* paint,
+							   NVGscissor* scissor, float width, float fringe, float strokeThr)
+{
+	GLNVGtexture* tex = NULL;
+	float invxform[6];
+
+	memset(frag, 0, sizeof(*frag));
+
+	frag->innerCol = glnvg__premulColor(paint->innerColor);
+	frag->outerCol = glnvg__premulColor(paint->outerColor);
+
+	if (scissor->extent[0] < -0.5f || scissor->extent[1] < -0.5f) {
+		memset(frag->scissorMat, 0, sizeof(frag->scissorMat));
+		frag->scissorExt[0] = 1.0f;
+		frag->scissorExt[1] = 1.0f;
+		frag->scissorScale[0] = 1.0f;
+		frag->scissorScale[1] = 1.0f;
+	} else {
+		nvgTransformInverse(invxform, scissor->xform);
+		glnvg__xformToMat3x4(frag->scissorMat, invxform);
+		frag->scissorExt[0] = scissor->extent[0];
+		frag->scissorExt[1] = scissor->extent[1];
+		frag->scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe;
+		frag->scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe;
+	}
+
+	memcpy(frag->extent, paint->extent, sizeof(frag->extent));
+	frag->strokeMult = (width*0.5f + fringe*0.5f) / fringe;
+	frag->strokeThr = strokeThr;
+
+	if (paint->image != 0) {
+		tex = glnvg__findTexture(gl, paint->image);
+		if (tex == NULL) return 0;
+		if ((tex->flags & NVG_IMAGE_FLIPY) != 0) {
+			float m1[6], m2[6];
+			nvgTransformTranslate(m1, 0.0f, frag->extent[1] * 0.5f);
+			nvgTransformMultiply(m1, paint->xform);
+			nvgTransformScale(m2, 1.0f, -1.0f);
+			nvgTransformMultiply(m2, m1);
+			nvgTransformTranslate(m1, 0.0f, -frag->extent[1] * 0.5f);
+			nvgTransformMultiply(m1, m2);
+			nvgTransformInverse(invxform, m1);
+		} else {
+			nvgTransformInverse(invxform, paint->xform);
+		}
+		frag->type = NSVG_SHADER_FILLIMG;
+
+		#if NANOVG_GL_USE_UNIFORMBUFFER
+		switch (tex->type)
+		{
+		case NVG_TEXTURE_BGR:
+		case NVG_TEXTURE_BGRA:
+		case NVG_TEXTURE_RGB:
+		case NVG_TEXTURE_RGBA:
+			frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0 : 1;
+			break;
+		default:
+			frag->texType = 2;
+			break;
+		}
+		#else
+		switch (tex->type)
+		{
+		case NVG_TEXTURE_BGR:
+		case NVG_TEXTURE_BGRA:
+		case NVG_TEXTURE_RGB:
+		case NVG_TEXTURE_RGBA:
+			frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0.0f : 1.0f;
+			break;
+		default:
+			frag->texType = 2.0f;
+			break;
+		}
+		#endif
+//		printf("frag->texType = %d\n", frag->texType);
+	} else {
+		frag->type = NSVG_SHADER_FILLGRAD;
+		frag->radius = paint->radius;
+		frag->feather = paint->feather;
+		nvgTransformInverse(invxform, paint->xform);
+	}
+
+	glnvg__xformToMat3x4(frag->paintMat, invxform);
+
+	return 1;
+}
+
+static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i);
+
+static void glnvg__setUniforms(GLNVGcontext* gl, int uniformOffset, int image)
+{
+	GLNVGtexture* tex = NULL;
+#if NANOVG_GL_USE_UNIFORMBUFFER
+	glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_FRAG_BINDING, gl->fragBuf, uniformOffset, sizeof(GLNVGfragUniforms));
+#else
+	GLNVGfragUniforms* frag = nvg__fragUniformPtr(gl, uniformOffset);
+	glUniform4fv(gl->shader.loc[GLNVG_LOC_FRAG], NANOVG_GL_UNIFORMARRAY_SIZE, &(frag->uniformArray[0][0]));
+#endif
+
+	if (image != 0) {
+		tex = glnvg__findTexture(gl, image);
+	}
+	// If no image is set, use empty texture
+	if (tex == NULL) {
+		tex = glnvg__findTexture(gl, gl->dummyTex);
+	}
+	glnvg__bindTexture(gl, tex != NULL ? tex->tex : 0);
+	glnvg__checkError(gl, "tex paint tex");
+}
+
+static void glnvg__renderViewport(void* uptr, float width, float height, float devicePixelRatio)
+{
+	NVG_NOTUSED(devicePixelRatio);
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+	gl->view[0] = width;
+	gl->view[1] = height;
+}
+
+static void glnvg__fill(GLNVGcontext* gl, GLNVGcall* call)
+{
+	GLNVGpath* paths = &gl->paths[call->pathOffset];
+	int i, npaths = call->pathCount;
+
+	// Draw shapes
+	glEnable(GL_STENCIL_TEST);
+	glnvg__stencilMask(gl, 0xff);
+	glnvg__stencilFunc(gl, GL_ALWAYS, 0, 0xff);
+	glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+	// set bindpoint for solid loc
+	glnvg__setUniforms(gl, call->uniformOffset, 0);
+	glnvg__checkError(gl, "fill simple");
+
+	glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
+	glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
+	glDisable(GL_CULL_FACE);
+	for (i = 0; i < npaths; i++)
+		glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
+	glEnable(GL_CULL_FACE);
+
+	// Draw anti-aliased pixels
+	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+	glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
+	glnvg__checkError(gl, "fill fill");
+
+	if (gl->flags & NVG_ANTIALIAS) {
+		glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
+		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+		// Draw fringes
+		for (i = 0; i < npaths; i++)
+			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+	}
+
+	// Draw fill
+	glnvg__stencilFunc(gl, GL_NOTEQUAL, 0x0, 0xff);
+	glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
+	glDrawArrays(GL_TRIANGLE_STRIP, call->triangleOffset, call->triangleCount);
+
+	glDisable(GL_STENCIL_TEST);
+}
+
+static void glnvg__convexFill(GLNVGcontext* gl, GLNVGcall* call)
+{
+	GLNVGpath* paths = &gl->paths[call->pathOffset];
+	int i, npaths = call->pathCount;
+
+	glnvg__setUniforms(gl, call->uniformOffset, call->image);
+	glnvg__checkError(gl, "convex fill");
+
+	for (i = 0; i < npaths; i++) {
+		glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount);
+		// Draw fringes
+		if (paths[i].strokeCount > 0) {
+			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+		}
+	}
+}
+
+static void glnvg__stroke(GLNVGcontext* gl, GLNVGcall* call)
+{
+	GLNVGpath* paths = &gl->paths[call->pathOffset];
+	int npaths = call->pathCount, i;
+
+	if (gl->flags & NVG_STENCIL_STROKES) {
+
+		glEnable(GL_STENCIL_TEST);
+		glnvg__stencilMask(gl, 0xff);
+
+		// Fill the stroke base without overlap
+		glnvg__stencilFunc(gl, GL_EQUAL, 0x0, 0xff);
+		glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
+		glnvg__setUniforms(gl, call->uniformOffset + gl->fragSize, call->image);
+		glnvg__checkError(gl, "stroke fill 0");
+		for (i = 0; i < npaths; i++)
+			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+
+		// Draw anti-aliased pixels.
+		glnvg__setUniforms(gl, call->uniformOffset, call->image);
+		glnvg__stencilFunc(gl, GL_EQUAL, 0x00, 0xff);
+		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+		for (i = 0; i < npaths; i++)
+			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+
+		// Clear stencil buffer.
+		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+		glnvg__stencilFunc(gl, GL_ALWAYS, 0x0, 0xff);
+		glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
+		glnvg__checkError(gl, "stroke fill 1");
+		for (i = 0; i < npaths; i++)
+			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+		glDisable(GL_STENCIL_TEST);
+
+//		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
+
+	} else {
+		glnvg__setUniforms(gl, call->uniformOffset, call->image);
+		glnvg__checkError(gl, "stroke fill");
+		// Draw Strokes
+		for (i = 0; i < npaths; i++)
+			glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount);
+	}
+}
+
+static void glnvg__triangles(GLNVGcontext* gl, GLNVGcall* call)
+{
+	glnvg__setUniforms(gl, call->uniformOffset, call->image);
+	glnvg__checkError(gl, "triangles fill");
+
+	glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount);
+}
+
+static void glnvg__renderCancel(void* uptr) {
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+	gl->nverts = 0;
+	gl->npaths = 0;
+	gl->ncalls = 0;
+	gl->nuniforms = 0;
+}
+
+static GLenum glnvg_convertBlendFuncFactor(int factor)
+{
+	if (factor == NVG_ZERO)
+		return GL_ZERO;
+	if (factor == NVG_ONE)
+		return GL_ONE;
+	if (factor == NVG_SRC_COLOR)
+		return GL_SRC_COLOR;
+	if (factor == NVG_ONE_MINUS_SRC_COLOR)
+		return GL_ONE_MINUS_SRC_COLOR;
+	if (factor == NVG_DST_COLOR)
+		return GL_DST_COLOR;
+	if (factor == NVG_ONE_MINUS_DST_COLOR)
+		return GL_ONE_MINUS_DST_COLOR;
+	if (factor == NVG_SRC_ALPHA)
+		return GL_SRC_ALPHA;
+	if (factor == NVG_ONE_MINUS_SRC_ALPHA)
+		return GL_ONE_MINUS_SRC_ALPHA;
+	if (factor == NVG_DST_ALPHA)
+		return GL_DST_ALPHA;
+	if (factor == NVG_ONE_MINUS_DST_ALPHA)
+		return GL_ONE_MINUS_DST_ALPHA;
+	if (factor == NVG_SRC_ALPHA_SATURATE)
+		return GL_SRC_ALPHA_SATURATE;
+	return GL_INVALID_ENUM;
+}
+
+static GLNVGblend glnvg__blendCompositeOperation(NVGcompositeOperationState op)
+{
+	GLNVGblend blend;
+	blend.srcRGB = glnvg_convertBlendFuncFactor(op.srcRGB);
+	blend.dstRGB = glnvg_convertBlendFuncFactor(op.dstRGB);
+	blend.srcAlpha = glnvg_convertBlendFuncFactor(op.srcAlpha);
+	blend.dstAlpha = glnvg_convertBlendFuncFactor(op.dstAlpha);
+	if (blend.srcRGB == GL_INVALID_ENUM || blend.dstRGB == GL_INVALID_ENUM || blend.srcAlpha == GL_INVALID_ENUM || blend.dstAlpha == GL_INVALID_ENUM)
+	{
+		blend.srcRGB = GL_ONE;
+		blend.dstRGB = GL_ONE_MINUS_SRC_ALPHA;
+		blend.srcAlpha = GL_ONE;
+		blend.dstAlpha = GL_ONE_MINUS_SRC_ALPHA;
+	}
+	return blend;
+}
+
+static void glnvg__renderFlush(void* uptr)
+{
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+	int i;
+
+	if (gl->ncalls > 0) {
+
+		// Setup require GL state.
+		glUseProgram(gl->shader.prog);
+
+		glEnable(GL_CULL_FACE);
+		glCullFace(GL_BACK);
+		glFrontFace(GL_CCW);
+		glEnable(GL_BLEND);
+		glDisable(GL_DEPTH_TEST);
+		glDisable(GL_SCISSOR_TEST);
+		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+		glStencilMask(0xffffffff);
+		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+		glStencilFunc(GL_ALWAYS, 0, 0xffffffff);
+		glActiveTexture(GL_TEXTURE0);
+		glBindTexture(GL_TEXTURE_2D, 0);
+		#if NANOVG_GL_USE_STATE_FILTER
+		gl->boundTexture = 0;
+		gl->stencilMask = 0xffffffff;
+		gl->stencilFunc = GL_ALWAYS;
+		gl->stencilFuncRef = 0;
+		gl->stencilFuncMask = 0xffffffff;
+		gl->blendFunc.srcRGB = GL_INVALID_ENUM;
+		gl->blendFunc.srcAlpha = GL_INVALID_ENUM;
+		gl->blendFunc.dstRGB = GL_INVALID_ENUM;
+		gl->blendFunc.dstAlpha = GL_INVALID_ENUM;
+		#endif
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+		// Upload ubo for frag shaders
+		glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
+		glBufferData(GL_UNIFORM_BUFFER, gl->nuniforms * gl->fragSize, gl->uniforms, GL_STREAM_DRAW);
+#endif
+
+		// Upload vertex data
+#if defined NANOVG_GL3
+		glBindVertexArray(gl->vertArr);
+#endif
+		glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
+		glBufferData(GL_ARRAY_BUFFER, gl->nverts * sizeof(NVGvertex), gl->verts, GL_STREAM_DRAW);
+		glEnableVertexAttribArray(0);
+		glEnableVertexAttribArray(1);
+		glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(size_t)0);
+		glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(NVGvertex), (const GLvoid*)(0 + 2*sizeof(float)));
+
+		// Set view and texture just once per frame.
+		glUniform1i(gl->shader.loc[GLNVG_LOC_TEX], 0);
+		glUniform2fv(gl->shader.loc[GLNVG_LOC_VIEWSIZE], 1, gl->view);
+
+#if NANOVG_GL_USE_UNIFORMBUFFER
+		glBindBuffer(GL_UNIFORM_BUFFER, gl->fragBuf);
+#endif
+
+		for (i = 0; i < gl->ncalls; i++) {
+			GLNVGcall* call = &gl->calls[i];
+			glnvg__blendFuncSeparate(gl,&call->blendFunc);
+			if (call->type == GLNVG_FILL)
+				glnvg__fill(gl, call);
+			else if (call->type == GLNVG_CONVEXFILL)
+				glnvg__convexFill(gl, call);
+			else if (call->type == GLNVG_STROKE)
+				glnvg__stroke(gl, call);
+			else if (call->type == GLNVG_TRIANGLES)
+				glnvg__triangles(gl, call);
+		}
+
+		glDisableVertexAttribArray(0);
+		glDisableVertexAttribArray(1);
+#if defined NANOVG_GL3
+		glBindVertexArray(0);
+#endif
+		glDisable(GL_CULL_FACE);
+			glBindBuffer(GL_ARRAY_BUFFER, 0);
+		glUseProgram(0);
+		glnvg__bindTexture(gl, 0);
+	}
+
+	// Reset calls
+	gl->nverts = 0;
+	gl->npaths = 0;
+	gl->ncalls = 0;
+	gl->nuniforms = 0;
+}
+
+static int glnvg__maxVertCount(const NVGpath* paths, int npaths)
+{
+	int i, count = 0;
+	for (i = 0; i < npaths; i++) {
+		count += paths[i].nfill;
+		count += paths[i].nstroke;
+	}
+	return count;
+}
+
+static GLNVGcall* glnvg__allocCall(GLNVGcontext* gl)
+{
+	GLNVGcall* ret = NULL;
+	if (gl->ncalls+1 > gl->ccalls) {
+		GLNVGcall* calls;
+		int ccalls = glnvg__maxi(gl->ncalls+1, 128) + gl->ccalls/2; // 1.5x Overallocate
+		calls = (GLNVGcall*)realloc(gl->calls, sizeof(GLNVGcall) * ccalls);
+		if (calls == NULL) return NULL;
+		gl->calls = calls;
+		gl->ccalls = ccalls;
+	}
+	ret = &gl->calls[gl->ncalls++];
+	memset(ret, 0, sizeof(GLNVGcall));
+	return ret;
+}
+
+static int glnvg__allocPaths(GLNVGcontext* gl, int n)
+{
+	int ret = 0;
+	if (gl->npaths+n > gl->cpaths) {
+		GLNVGpath* paths;
+		int cpaths = glnvg__maxi(gl->npaths + n, 128) + gl->cpaths/2; // 1.5x Overallocate
+		paths = (GLNVGpath*)realloc(gl->paths, sizeof(GLNVGpath) * cpaths);
+		if (paths == NULL) return -1;
+		gl->paths = paths;
+		gl->cpaths = cpaths;
+	}
+	ret = gl->npaths;
+	gl->npaths += n;
+	return ret;
+}
+
+static int glnvg__allocVerts(GLNVGcontext* gl, int n)
+{
+	int ret = 0;
+	if (gl->nverts+n > gl->cverts) {
+		NVGvertex* verts;
+		int cverts = glnvg__maxi(gl->nverts + n, 4096) + gl->cverts/2; // 1.5x Overallocate
+		verts = (NVGvertex*)realloc(gl->verts, sizeof(NVGvertex) * cverts);
+		if (verts == NULL) return -1;
+		gl->verts = verts;
+		gl->cverts = cverts;
+	}
+	ret = gl->nverts;
+	gl->nverts += n;
+	return ret;
+}
+
+static int glnvg__allocFragUniforms(GLNVGcontext* gl, int n)
+{
+	int ret = 0, structSize = gl->fragSize;
+	if (gl->nuniforms+n > gl->cuniforms) {
+		unsigned char* uniforms;
+		int cuniforms = glnvg__maxi(gl->nuniforms+n, 128) + gl->cuniforms/2; // 1.5x Overallocate
+		uniforms = (unsigned char*)realloc(gl->uniforms, structSize * cuniforms);
+		if (uniforms == NULL) return -1;
+		gl->uniforms = uniforms;
+		gl->cuniforms = cuniforms;
+	}
+	ret = gl->nuniforms * structSize;
+	gl->nuniforms += n;
+	return ret;
+}
+
+static GLNVGfragUniforms* nvg__fragUniformPtr(GLNVGcontext* gl, int i)
+{
+	return (GLNVGfragUniforms*)&gl->uniforms[i];
+}
+
+static void glnvg__vset(NVGvertex* vtx, float x, float y, float u, float v)
+{
+	vtx->x = x;
+	vtx->y = y;
+	vtx->u = u;
+	vtx->v = v;
+}
+
+static void glnvg__renderFill(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe,
+							  const float* bounds, const NVGpath* paths, int npaths)
+{
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+	GLNVGcall* call = glnvg__allocCall(gl);
+	NVGvertex* quad;
+	GLNVGfragUniforms* frag;
+	int i, maxverts, offset;
+
+	if (call == NULL) return;
+
+	call->type = GLNVG_FILL;
+	call->triangleCount = 4;
+	call->pathOffset = glnvg__allocPaths(gl, npaths);
+	if (call->pathOffset == -1) goto error;
+	call->pathCount = npaths;
+	call->image = paint->image;
+	call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
+
+	if (npaths == 1 && paths[0].convex)
+	{
+		call->type = GLNVG_CONVEXFILL;
+		call->triangleCount = 0;	// Bounding box fill quad not needed for convex fill
+	}
+
+	// Allocate vertices for all the paths.
+	maxverts = glnvg__maxVertCount(paths, npaths) + call->triangleCount;
+	offset = glnvg__allocVerts(gl, maxverts);
+	if (offset == -1) goto error;
+
+	for (i = 0; i < npaths; i++) {
+		GLNVGpath* copy = &gl->paths[call->pathOffset + i];
+		const NVGpath* path = &paths[i];
+		memset(copy, 0, sizeof(GLNVGpath));
+		if (path->nfill > 0) {
+			copy->fillOffset = offset;
+			copy->fillCount = path->nfill;
+			memcpy(&gl->verts[offset], path->fill, sizeof(NVGvertex) * path->nfill);
+			offset += path->nfill;
+		}
+		if (path->nstroke > 0) {
+			copy->strokeOffset = offset;
+			copy->strokeCount = path->nstroke;
+			memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
+			offset += path->nstroke;
+		}
+	}
+
+	// Setup uniforms for draw calls
+	if (call->type == GLNVG_FILL) {
+		// Quad
+		call->triangleOffset = offset;
+		quad = &gl->verts[call->triangleOffset];
+		glnvg__vset(&quad[0], bounds[2], bounds[3], 0.5f, 1.0f);
+		glnvg__vset(&quad[1], bounds[2], bounds[1], 0.5f, 1.0f);
+		glnvg__vset(&quad[2], bounds[0], bounds[3], 0.5f, 1.0f);
+		glnvg__vset(&quad[3], bounds[0], bounds[1], 0.5f, 1.0f);
+
+		call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
+		if (call->uniformOffset == -1) goto error;
+		// Simple shader for stencil
+		frag = nvg__fragUniformPtr(gl, call->uniformOffset);
+		memset(frag, 0, sizeof(*frag));
+		frag->strokeThr = -1.0f;
+		frag->type = NSVG_SHADER_SIMPLE;
+		// Fill shader
+		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, fringe, fringe, -1.0f);
+	} else {
+		call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
+		if (call->uniformOffset == -1) goto error;
+		// Fill shader
+		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, fringe, fringe, -1.0f);
+	}
+
+	return;
+
+error:
+	// We get here if call alloc was ok, but something else is not.
+	// Roll back the last call to prevent drawing it.
+	if (gl->ncalls > 0) gl->ncalls--;
+}
+
+static void glnvg__renderStroke(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe,
+								float strokeWidth, const NVGpath* paths, int npaths)
+{
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+	GLNVGcall* call = glnvg__allocCall(gl);
+	int i, maxverts, offset;
+
+	if (call == NULL) return;
+
+	call->type = GLNVG_STROKE;
+	call->pathOffset = glnvg__allocPaths(gl, npaths);
+	if (call->pathOffset == -1) goto error;
+	call->pathCount = npaths;
+	call->image = paint->image;
+	call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
+
+	// Allocate vertices for all the paths.
+	maxverts = glnvg__maxVertCount(paths, npaths);
+	offset = glnvg__allocVerts(gl, maxverts);
+	if (offset == -1) goto error;
+
+	for (i = 0; i < npaths; i++) {
+		GLNVGpath* copy = &gl->paths[call->pathOffset + i];
+		const NVGpath* path = &paths[i];
+		memset(copy, 0, sizeof(GLNVGpath));
+		if (path->nstroke) {
+			copy->strokeOffset = offset;
+			copy->strokeCount = path->nstroke;
+			memcpy(&gl->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
+			offset += path->nstroke;
+		}
+	}
+
+	if (gl->flags & NVG_STENCIL_STROKES) {
+		// Fill shader
+		call->uniformOffset = glnvg__allocFragUniforms(gl, 2);
+		if (call->uniformOffset == -1) goto error;
+
+		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
+		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset + gl->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
+
+	} else {
+		// Fill shader
+		call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
+		if (call->uniformOffset == -1) goto error;
+		glnvg__convertPaint(gl, nvg__fragUniformPtr(gl, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
+	}
+
+	return;
+
+error:
+	// We get here if call alloc was ok, but something else is not.
+	// Roll back the last call to prevent drawing it.
+	if (gl->ncalls > 0) gl->ncalls--;
+}
+
+static void glnvg__renderTriangles(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor,
+								   const NVGvertex* verts, int nverts, float fringe)
+{
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+	GLNVGcall* call = glnvg__allocCall(gl);
+	GLNVGfragUniforms* frag;
+
+	if (call == NULL) return;
+
+	call->type = GLNVG_TRIANGLES;
+	call->image = paint->image;
+	call->blendFunc = glnvg__blendCompositeOperation(compositeOperation);
+
+	// Allocate vertices for all the paths.
+	call->triangleOffset = glnvg__allocVerts(gl, nverts);
+	if (call->triangleOffset == -1) goto error;
+	call->triangleCount = nverts;
+
+	memcpy(&gl->verts[call->triangleOffset], verts, sizeof(NVGvertex) * nverts);
+
+	// Fill shader
+	call->uniformOffset = glnvg__allocFragUniforms(gl, 1);
+	if (call->uniformOffset == -1) goto error;
+	frag = nvg__fragUniformPtr(gl, call->uniformOffset);
+	glnvg__convertPaint(gl, frag, paint, scissor, 1.0f, fringe, -1.0f);
+	frag->type = NSVG_SHADER_IMG;
+
+	return;
+
+error:
+	// We get here if call alloc was ok, but something else is not.
+	// Roll back the last call to prevent drawing it.
+	if (gl->ncalls > 0) gl->ncalls--;
+}
+
+static void glnvg__renderDelete(void* uptr)
+{
+	GLNVGcontext* gl = (GLNVGcontext*)uptr;
+	int i;
+	if (gl == NULL) return;
+
+	glnvg__deleteShader(&gl->shader);
+
+#if NANOVG_GL3
+#if NANOVG_GL_USE_UNIFORMBUFFER
+	if (gl->fragBuf != 0)
+		glDeleteBuffers(1, &gl->fragBuf);
+#endif
+	if (gl->vertArr != 0)
+		glDeleteVertexArrays(1, &gl->vertArr);
+#endif
+	if (gl->vertBuf != 0)
+		glDeleteBuffers(1, &gl->vertBuf);
+
+	if (gl->textureContext != NULL && --gl->textureContext->refCount == 0) {
+		for (i = 0; i < gl->textureContext->ntextures; i++) {
+			if (gl->textureContext->textures[i].tex != 0 && (gl->textureContext->textures[i].flags & NVG_IMAGE_NODELETE) == 0)
+				glDeleteTextures(1, &gl->textureContext->textures[i].tex);
+		}
+		free(gl->textureContext->textures);
+		free(gl->textureContext);
+	}
+
+	free(gl->paths);
+	free(gl->verts);
+	free(gl->uniforms);
+	free(gl->calls);
+
+	free(gl);
+}
+
+
+#if defined NANOVG_GL2
+NVGcontext* nvgCreateGL2(int flags)
+#elif defined NANOVG_GL3
+NVGcontext* nvgCreateGL3(int flags)
+#elif defined NANOVG_GLES2
+NVGcontext* nvgCreateGLES2(int flags)
+#elif defined NANOVG_GLES3
+NVGcontext* nvgCreateGLES3(int flags)
+#endif
+{
+#if defined NANOVG_GL2
+	return nvgCreateSharedGL2(NULL, flags);
+#elif defined NANOVG_GL3
+	return nvgCreateSharedGL3(NULL, flags);
+#elif defined NANOVG_GLES2
+	return nvgCreateSharedGLES2(NULL, flags);
+#elif defined NANOVG_GLES3
+	return nvgCreateSharedGLES3(NULL, flags);
+#endif
+}
+
+// Share the fonts and textures of 'other' if it's non-NULL.
+#if defined NANOVG_GL2
+NVGcontext* nvgCreateSharedGL2(NVGcontext* other, int flags)
+#elif defined NANOVG_GL3
+NVGcontext* nvgCreateSharedGL3(NVGcontext* other, int flags)
+#elif defined NANOVG_GLES2
+NVGcontext* nvgCreateSharedGLES2(NVGcontext* other, int flags)
+#elif defined NANOVG_GLES3
+NVGcontext* nvgCreateSharedGLES3(NVGcontext* other, int flags)
+#endif
+{
+	NVGparams params;
+	NVGcontext* ctx = NULL;
+	GLNVGcontext* gl = (GLNVGcontext*)malloc(sizeof(GLNVGcontext));
+	if (gl == NULL) goto error;
+	memset(gl, 0, sizeof(GLNVGcontext));
+
+	memset(&params, 0, sizeof(params));
+	params.renderCreate = glnvg__renderCreate;
+	params.renderCreateTexture = glnvg__renderCreateTexture;
+	params.renderDeleteTexture = glnvg__renderDeleteTexture;
+	params.renderUpdateTexture = glnvg__renderUpdateTexture;
+	params.renderGetTextureSize = glnvg__renderGetTextureSize;
+	params.renderViewport = glnvg__renderViewport;
+	params.renderCancel = glnvg__renderCancel;
+	params.renderFlush = glnvg__renderFlush;
+	params.renderFill = glnvg__renderFill;
+	params.renderStroke = glnvg__renderStroke;
+	params.renderTriangles = glnvg__renderTriangles;
+	params.renderDelete = glnvg__renderDelete;
+	params.userPtr = gl;
+	params.edgeAntiAlias = flags & NVG_ANTIALIAS ? 1 : 0;
+
+	gl->flags = flags;
+
+	ctx = nvgCreateInternal(&params, other);
+	if (ctx == NULL) goto error;
+
+	return ctx;
+
+error:
+	// 'gl' is freed by nvgDeleteInternal.
+	if (ctx != NULL) nvgDeleteInternal(ctx);
+	return NULL;
+}
+
+#if defined NANOVG_GL2
+void nvgDeleteGL2(NVGcontext* ctx)
+#elif defined NANOVG_GL3
+void nvgDeleteGL3(NVGcontext* ctx)
+#elif defined NANOVG_GLES2
+void nvgDeleteGLES2(NVGcontext* ctx)
+#elif defined NANOVG_GLES3
+void nvgDeleteGLES3(NVGcontext* ctx)
+#endif
+{
+	nvgDeleteInternal(ctx);
+}
+
+#if defined NANOVG_GL2
+int nvglCreateImageFromHandleGL2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
+#elif defined NANOVG_GL3
+int nvglCreateImageFromHandleGL3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
+#elif defined NANOVG_GLES2
+int nvglCreateImageFromHandleGLES2(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
+#elif defined NANOVG_GLES3
+int nvglCreateImageFromHandleGLES3(NVGcontext* ctx, GLuint textureId, int w, int h, int imageFlags)
+#endif
+{
+	GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
+	GLNVGtexture* tex = glnvg__allocTexture(gl);
+
+	if (tex == NULL) return 0;
+
+	tex->type = NVG_TEXTURE_RGBA;
+	tex->tex = textureId;
+	tex->flags = imageFlags;
+	tex->width = w;
+	tex->height = h;
+
+	return tex->id;
+}
+
+#if defined NANOVG_GL2
+GLuint nvglImageHandleGL2(NVGcontext* ctx, int image)
+#elif defined NANOVG_GL3
+GLuint nvglImageHandleGL3(NVGcontext* ctx, int image)
+#elif defined NANOVG_GLES2
+GLuint nvglImageHandleGLES2(NVGcontext* ctx, int image)
+#elif defined NANOVG_GLES3
+GLuint nvglImageHandleGLES3(NVGcontext* ctx, int image)
+#endif
+{
+	GLNVGcontext* gl = (GLNVGcontext*)nvgInternalParams(ctx)->userPtr;
+	GLNVGtexture* tex = glnvg__findTexture(gl, image);
+	return tex->tex;
+}
+
+#endif /* NANOVG_GL_IMPLEMENTATION */