gpu/internal/d3d11: make the Direct3D backend internal to package gpu

The package app/internal/d3d11 now contains only the GPU backend on
Direct3D. Move it below package gpu to reflect that.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-03-05 15:59:34 +01:00
parent 5a9edc9af8
commit 18a6dcf571
5 changed files with 2 additions and 5 deletions
+2 -1
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@@ -29,8 +29,9 @@ import (
"gioui.org/op"
"gioui.org/op/clip"
// Register backend.
// Register backends.
_ "gioui.org/gpu/gl"
_ "gioui.org/gpu/internal/d3d11"
)
type GPU interface {
+5
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@@ -0,0 +1,5 @@
// SPDX-License-Identifier: Unlicense OR MIT
// This file exists so this package builds on non-Windows platforms.
package d3d11
+751
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@@ -0,0 +1,751 @@
// SPDX-License-Identifier: Unlicense OR MIT
package d3d11
import (
"errors"
"fmt"
"image"
"math"
"unsafe"
"golang.org/x/sys/windows"
"gioui.org/gpu/backend"
"gioui.org/internal/d3d11"
gunsafe "gioui.org/internal/unsafe"
)
type Backend struct {
dev *d3d11.Device
ctx *d3d11.DeviceContext
// Temporary storage to avoid garbage.
clearColor [4]float32
viewport d3d11.VIEWPORT
depthState depthState
blendState blendState
// Current program.
prog *Program
caps backend.Caps
// fbo is the currently bound fbo.
fbo *Framebuffer
floatFormat uint32
// cached state objects.
depthStates map[depthState]*d3d11.DepthStencilState
blendStates map[blendState]*d3d11.BlendState
}
type blendState struct {
enable bool
sfactor backend.BlendFactor
dfactor backend.BlendFactor
}
type depthState struct {
enable bool
mask bool
fn backend.DepthFunc
}
type Texture struct {
backend *Backend
format uint32
bindings backend.BufferBinding
tex *d3d11.Texture2D
sampler *d3d11.SamplerState
resView *d3d11.ShaderResourceView
width int
height int
}
type Program struct {
backend *Backend
vert struct {
shader *d3d11.VertexShader
uniforms *Buffer
}
frag struct {
shader *d3d11.PixelShader
uniforms *Buffer
}
}
type Framebuffer struct {
dev *d3d11.Device
ctx *d3d11.DeviceContext
format uint32
resource *d3d11.Resource
renderTarget *d3d11.RenderTargetView
depthView *d3d11.DepthStencilView
foreign bool
}
type Buffer struct {
backend *Backend
bind uint32
buf *d3d11.Buffer
immutable bool
}
type InputLayout struct {
layout *d3d11.InputLayout
}
func init() {
backend.NewDirect3D11Device = newDirect3D11Device
}
func detectFloatFormat(dev *d3d11.Device) (uint32, bool) {
formats := []uint32{
d3d11.DXGI_FORMAT_R16_FLOAT,
d3d11.DXGI_FORMAT_R32_FLOAT,
d3d11.DXGI_FORMAT_R16G16_FLOAT,
d3d11.DXGI_FORMAT_R32G32_FLOAT,
// These last two are really wasteful, but c'est la vie.
d3d11.DXGI_FORMAT_R16G16B16A16_FLOAT,
d3d11.DXGI_FORMAT_R32G32B32A32_FLOAT,
}
for _, format := range formats {
need := uint32(d3d11.FORMAT_SUPPORT_TEXTURE2D | d3d11.FORMAT_SUPPORT_RENDER_TARGET)
if support, _ := dev.CheckFormatSupport(format); support&need == need {
return format, true
}
}
return 0, false
}
func newDirect3D11Device(api backend.Direct3D11) (backend.Device, error) {
dev := (*d3d11.Device)(api.Device)
b := &Backend{
dev: dev,
ctx: dev.GetImmediateContext(),
caps: backend.Caps{
MaxTextureSize: 2048, // 9.1 maximum
},
depthStates: make(map[depthState]*d3d11.DepthStencilState),
blendStates: make(map[blendState]*d3d11.BlendState),
}
featLvl := dev.GetFeatureLevel()
if featLvl < d3d11.FEATURE_LEVEL_9_1 {
d3d11.IUnknownRelease(unsafe.Pointer(dev), dev.Vtbl.Release)
d3d11.IUnknownRelease(unsafe.Pointer(b.ctx), b.ctx.Vtbl.Release)
return nil, fmt.Errorf("d3d11: feature level too low: %d", featLvl)
}
switch {
case featLvl >= d3d11.FEATURE_LEVEL_11_0:
b.caps.MaxTextureSize = 16384
case featLvl >= d3d11.FEATURE_LEVEL_9_3:
b.caps.MaxTextureSize = 4096
}
if fmt, ok := detectFloatFormat(dev); ok {
b.floatFormat = fmt
b.caps.Features |= backend.FeatureFloatRenderTargets
}
// Enable depth mask to match OpenGL.
b.depthState.mask = true
// Disable backface culling to match OpenGL.
state, err := dev.CreateRasterizerState(&d3d11.RASTERIZER_DESC{
CullMode: d3d11.CULL_NONE,
FillMode: d3d11.FILL_SOLID,
DepthClipEnable: 1,
})
if err != nil {
return nil, err
}
defer d3d11.IUnknownRelease(unsafe.Pointer(state), state.Vtbl.Release)
b.ctx.RSSetState(state)
return b, nil
}
func (b *Backend) BeginFrame() backend.Framebuffer {
renderTarget, depthView := b.ctx.OMGetRenderTargets()
// Assume someone else is holding on to the render targets.
if renderTarget != nil {
d3d11.IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.Vtbl.Release)
}
if depthView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(depthView), depthView.Vtbl.Release)
}
return &Framebuffer{ctx: b.ctx, dev: b.dev, renderTarget: renderTarget, depthView: depthView, foreign: true}
}
func (b *Backend) EndFrame() {
}
func (b *Backend) Caps() backend.Caps {
return b.caps
}
func (b *Backend) NewTimer() backend.Timer {
panic("timers not supported")
}
func (b *Backend) IsTimeContinuous() bool {
panic("timers not supported")
}
func (b *Backend) Release() {
for _, state := range b.depthStates {
d3d11.IUnknownRelease(unsafe.Pointer(state), state.Vtbl.Release)
}
for _, state := range b.blendStates {
d3d11.IUnknownRelease(unsafe.Pointer(state), state.Vtbl.Release)
}
d3d11.IUnknownRelease(unsafe.Pointer(b.ctx), b.ctx.Vtbl.Release)
*b = Backend{}
}
func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, minFilter, magFilter backend.TextureFilter, bindings backend.BufferBinding) (backend.Texture, error) {
var d3dfmt uint32
switch format {
case backend.TextureFormatFloat:
d3dfmt = b.floatFormat
case backend.TextureFormatSRGB:
d3dfmt = d3d11.DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
default:
return nil, fmt.Errorf("unsupported texture format %d", format)
}
tex, err := b.dev.CreateTexture2D(&d3d11.TEXTURE2D_DESC{
Width: uint32(width),
Height: uint32(height),
MipLevels: 1,
ArraySize: 1,
Format: d3dfmt,
SampleDesc: d3d11.DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
BindFlags: convBufferBinding(bindings),
})
if err != nil {
return nil, err
}
var (
sampler *d3d11.SamplerState
resView *d3d11.ShaderResourceView
)
if bindings&backend.BufferBindingTexture != 0 {
var filter uint32
switch {
case minFilter == backend.FilterNearest && magFilter == backend.FilterNearest:
filter = d3d11.FILTER_MIN_MAG_MIP_POINT
case minFilter == backend.FilterLinear && magFilter == backend.FilterLinear:
filter = d3d11.FILTER_MIN_MAG_LINEAR_MIP_POINT
default:
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
return nil, fmt.Errorf("unsupported texture filter combination %d, %d", minFilter, magFilter)
}
var err error
sampler, err = b.dev.CreateSamplerState(&d3d11.SAMPLER_DESC{
Filter: filter,
AddressU: d3d11.TEXTURE_ADDRESS_CLAMP,
AddressV: d3d11.TEXTURE_ADDRESS_CLAMP,
AddressW: d3d11.TEXTURE_ADDRESS_CLAMP,
MaxAnisotropy: 1,
MinLOD: -math.MaxFloat32,
MaxLOD: math.MaxFloat32,
})
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
return nil, err
}
resView, err = b.dev.CreateShaderResourceViewTEX2D(
(*d3d11.Resource)(unsafe.Pointer(tex)),
&d3d11.SHADER_RESOURCE_VIEW_DESC_TEX2D{
SHADER_RESOURCE_VIEW_DESC: d3d11.SHADER_RESOURCE_VIEW_DESC{
Format: d3dfmt,
ViewDimension: d3d11.SRV_DIMENSION_TEXTURE2D,
},
Texture2D: d3d11.TEX2D_SRV{
MostDetailedMip: 0,
MipLevels: ^uint32(0),
},
},
)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
d3d11.IUnknownRelease(unsafe.Pointer(sampler), sampler.Vtbl.Release)
return nil, err
}
}
return &Texture{backend: b, format: d3dfmt, tex: tex, sampler: sampler, resView: resView, bindings: bindings, width: width, height: height}, nil
}
func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Framebuffer, error) {
d3dtex := tex.(*Texture)
if d3dtex.bindings&backend.BufferBindingFramebuffer == 0 {
return nil, errors.New("the texture was created without BufferBindingFramebuffer binding")
}
resource := (*d3d11.Resource)(unsafe.Pointer(d3dtex.tex))
renderTarget, err := b.dev.CreateRenderTargetView(resource)
if err != nil {
return nil, err
}
fbo := &Framebuffer{ctx: b.ctx, dev: b.dev, format: d3dtex.format, resource: resource, renderTarget: renderTarget}
if depthBits > 0 {
depthView, err := d3d11.CreateDepthView(b.dev, d3dtex.width, d3dtex.height, depthBits)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.Vtbl.Release)
return nil, err
}
fbo.depthView = depthView
}
return fbo, nil
}
func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []backend.InputDesc) (backend.InputLayout, error) {
if len(vertexShader.Inputs) != len(layout) {
return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vertexShader.Inputs))
}
descs := make([]d3d11.INPUT_ELEMENT_DESC, len(layout))
for i, l := range layout {
inp := vertexShader.Inputs[i]
cname, err := windows.BytePtrFromString(inp.Semantic)
if err != nil {
return nil, err
}
var format uint32
switch l.Type {
case backend.DataTypeFloat:
switch l.Size {
case 1:
format = d3d11.DXGI_FORMAT_R32_FLOAT
case 2:
format = d3d11.DXGI_FORMAT_R32G32_FLOAT
case 3:
format = d3d11.DXGI_FORMAT_R32G32B32_FLOAT
case 4:
format = d3d11.DXGI_FORMAT_R32G32B32A32_FLOAT
default:
panic("unsupported float data size")
}
case backend.DataTypeShort:
switch l.Size {
case 1:
format = d3d11.DXGI_FORMAT_R16_SINT
case 2:
format = d3d11.DXGI_FORMAT_R16G16_SINT
default:
panic("unsupported float data size")
}
default:
panic("unsupported data type")
}
descs[i] = d3d11.INPUT_ELEMENT_DESC{
SemanticName: cname,
SemanticIndex: uint32(inp.SemanticIndex),
Format: format,
AlignedByteOffset: uint32(l.Offset),
}
}
l, err := b.dev.CreateInputLayout(descs, vertexShader.HLSL)
if err != nil {
return nil, err
}
return &InputLayout{layout: l}, nil
}
func (b *Backend) NewBuffer(typ backend.BufferBinding, size int) (backend.Buffer, error) {
if typ&backend.BufferBindingUniforms != 0 {
if typ != backend.BufferBindingUniforms {
return nil, errors.New("uniform buffers cannot have other bindings")
}
if size%16 != 0 {
return nil, fmt.Errorf("constant buffer size is %d, expected a multiple of 16", size)
}
}
bind := convBufferBinding(typ)
buf, err := b.dev.CreateBuffer(&d3d11.BUFFER_DESC{
ByteWidth: uint32(size),
BindFlags: bind,
}, nil)
if err != nil {
return nil, err
}
return &Buffer{backend: b, buf: buf, bind: bind}, nil
}
func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (backend.Buffer, error) {
if typ&backend.BufferBindingUniforms != 0 {
if typ != backend.BufferBindingUniforms {
return nil, errors.New("uniform buffers cannot have other bindings")
}
if len(data)%16 != 0 {
return nil, fmt.Errorf("constant buffer size is %d, expected a multiple of 16", len(data))
}
}
bind := convBufferBinding(typ)
buf, err := b.dev.CreateBuffer(&d3d11.BUFFER_DESC{
ByteWidth: uint32(len(data)),
Usage: d3d11.USAGE_IMMUTABLE,
BindFlags: bind,
}, data)
if err != nil {
return nil, err
}
return &Buffer{backend: b, buf: buf, bind: bind, immutable: true}, nil
}
func (b *Backend) NewComputeProgram(shader backend.ShaderSources) (backend.Program, error) {
panic("not implemented")
}
func (b *Backend) NewProgram(vertexShader, fragmentShader backend.ShaderSources) (backend.Program, error) {
vs, err := b.dev.CreateVertexShader(vertexShader.HLSL)
if err != nil {
return nil, err
}
ps, err := b.dev.CreatePixelShader(fragmentShader.HLSL)
if err != nil {
return nil, err
}
p := &Program{backend: b}
p.vert.shader = vs
p.frag.shader = ps
return p, nil
}
func (b *Backend) Clear(colr, colg, colb, cola float32) {
b.clearColor = [4]float32{colr, colg, colb, cola}
b.ctx.ClearRenderTargetView(b.fbo.renderTarget, &b.clearColor)
}
func (b *Backend) ClearDepth(depth float32) {
if b.fbo.depthView != nil {
b.ctx.ClearDepthStencilView(b.fbo.depthView, d3d11.CLEAR_DEPTH|d3d11.CLEAR_STENCIL, depth, 0)
}
}
func (b *Backend) Viewport(x, y, width, height int) {
b.viewport = d3d11.VIEWPORT{
TopLeftX: float32(x),
TopLeftY: float32(y),
Width: float32(width),
Height: float32(height),
MinDepth: 0.0,
MaxDepth: 1.0,
}
b.ctx.RSSetViewports(&b.viewport)
}
func (b *Backend) DrawArrays(mode backend.DrawMode, off, count int) {
b.prepareDraw(mode)
b.ctx.Draw(uint32(count), uint32(off))
}
func (b *Backend) DrawElements(mode backend.DrawMode, off, count int) {
b.prepareDraw(mode)
b.ctx.DrawIndexed(uint32(count), uint32(off), 0)
}
func (b *Backend) prepareDraw(mode backend.DrawMode) {
if p := b.prog; p != nil {
b.ctx.VSSetShader(p.vert.shader)
b.ctx.PSSetShader(p.frag.shader)
if buf := p.vert.uniforms; buf != nil {
b.ctx.VSSetConstantBuffers(buf.buf)
}
if buf := p.frag.uniforms; buf != nil {
b.ctx.PSSetConstantBuffers(buf.buf)
}
}
var topology uint32
switch mode {
case backend.DrawModeTriangles:
topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLELIST
case backend.DrawModeTriangleStrip:
topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
default:
panic("unsupported draw mode")
}
b.ctx.IASetPrimitiveTopology(topology)
depthState, ok := b.depthStates[b.depthState]
if !ok {
var desc d3d11.DEPTH_STENCIL_DESC
if b.depthState.enable {
desc.DepthEnable = 1
}
if b.depthState.mask {
desc.DepthWriteMask = d3d11.DEPTH_WRITE_MASK_ALL
}
switch b.depthState.fn {
case backend.DepthFuncGreater:
desc.DepthFunc = d3d11.COMPARISON_GREATER
case backend.DepthFuncGreaterEqual:
desc.DepthFunc = d3d11.COMPARISON_GREATER_EQUAL
default:
panic("unsupported depth func")
}
var err error
depthState, err = b.dev.CreateDepthStencilState(&desc)
if err != nil {
panic(err)
}
b.depthStates[b.depthState] = depthState
}
b.ctx.OMSetDepthStencilState(depthState, 0)
blendState, ok := b.blendStates[b.blendState]
if !ok {
var desc d3d11.BLEND_DESC
t0 := &desc.RenderTarget[0]
t0.RenderTargetWriteMask = d3d11.COLOR_WRITE_ENABLE_ALL
t0.BlendOp = d3d11.BLEND_OP_ADD
t0.BlendOpAlpha = d3d11.BLEND_OP_ADD
if b.blendState.enable {
t0.BlendEnable = 1
}
scol, salpha := toBlendFactor(b.blendState.sfactor)
dcol, dalpha := toBlendFactor(b.blendState.dfactor)
t0.SrcBlend = scol
t0.SrcBlendAlpha = salpha
t0.DestBlend = dcol
t0.DestBlendAlpha = dalpha
var err error
blendState, err = b.dev.CreateBlendState(&desc)
if err != nil {
panic(err)
}
b.blendStates[b.blendState] = blendState
}
b.ctx.OMSetBlendState(blendState, nil, 0xffffffff)
}
func (b *Backend) DepthFunc(f backend.DepthFunc) {
b.depthState.fn = f
}
func (b *Backend) SetBlend(enable bool) {
b.blendState.enable = enable
}
func (b *Backend) SetDepthTest(enable bool) {
b.depthState.enable = enable
}
func (b *Backend) DepthMask(mask bool) {
b.depthState.mask = mask
}
func (b *Backend) BlendFunc(sfactor, dfactor backend.BlendFactor) {
b.blendState.sfactor = sfactor
b.blendState.dfactor = dfactor
}
func (b *Backend) BindImageTexture(unit int, tex backend.Texture, access backend.AccessBits, f backend.TextureFormat) {
panic("not implemented")
}
func (b *Backend) MemoryBarrier() {
panic("not implemented")
}
func (b *Backend) DispatchCompute(x, y, z int) {
panic("not implemented")
}
func (t *Texture) Upload(offset, size image.Point, pixels []byte) {
stride := size.X * 4
dst := &d3d11.BOX{
Left: uint32(offset.X),
Top: uint32(offset.Y),
Right: uint32(offset.X + size.X),
Bottom: uint32(offset.Y + size.Y),
Front: 0,
Back: 1,
}
res := (*d3d11.Resource)(unsafe.Pointer(t.tex))
t.backend.ctx.UpdateSubresource(res, dst, uint32(stride), uint32(len(pixels)), pixels)
}
func (t *Texture) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(t.tex), t.tex.Vtbl.Release)
t.tex = nil
if t.sampler != nil {
d3d11.IUnknownRelease(unsafe.Pointer(t.sampler), t.sampler.Vtbl.Release)
t.sampler = nil
}
if t.resView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(t.resView), t.resView.Vtbl.Release)
t.resView = nil
}
}
func (b *Backend) BindTexture(unit int, tex backend.Texture) {
t := tex.(*Texture)
b.ctx.PSSetSamplers(uint32(unit), t.sampler)
b.ctx.PSSetShaderResources(uint32(unit), t.resView)
}
func (b *Backend) BindProgram(prog backend.Program) {
b.prog = prog.(*Program)
}
func (p *Program) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(p.vert.shader), p.vert.shader.Vtbl.Release)
d3d11.IUnknownRelease(unsafe.Pointer(p.frag.shader), p.frag.shader.Vtbl.Release)
p.vert.shader = nil
p.frag.shader = nil
}
func (p *Program) SetStorageBuffer(binding int, buffer backend.Buffer) {
panic("not implemented")
}
func (p *Program) SetVertexUniforms(buf backend.Buffer) {
p.vert.uniforms = buf.(*Buffer)
}
func (p *Program) SetFragmentUniforms(buf backend.Buffer) {
p.frag.uniforms = buf.(*Buffer)
}
func (b *Backend) BindVertexBuffer(buf backend.Buffer, stride, offset int) {
b.ctx.IASetVertexBuffers(buf.(*Buffer).buf, uint32(stride), uint32(offset))
}
func (b *Backend) BindIndexBuffer(buf backend.Buffer) {
b.ctx.IASetIndexBuffer(buf.(*Buffer).buf, d3d11.DXGI_FORMAT_R16_UINT, 0)
}
func (b *Buffer) Download(data []byte) error {
panic("not implemented")
}
func (b *Buffer) Upload(data []byte) {
b.backend.ctx.UpdateSubresource((*d3d11.Resource)(unsafe.Pointer(b.buf)), nil, 0, 0, data)
}
func (b *Buffer) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(b.buf), b.buf.Vtbl.Release)
b.buf = nil
}
func (f *Framebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
if f.resource == nil {
return errors.New("framebuffer does not support ReadPixels")
}
w, h := src.Dx(), src.Dy()
tex, err := f.dev.CreateTexture2D(&d3d11.TEXTURE2D_DESC{
Width: uint32(w),
Height: uint32(h),
MipLevels: 1,
ArraySize: 1,
Format: f.format,
SampleDesc: d3d11.DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
Usage: d3d11.USAGE_STAGING,
CPUAccessFlags: d3d11.CPU_ACCESS_READ,
})
if err != nil {
return fmt.Errorf("ReadPixels: %v", err)
}
defer d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
res := (*d3d11.Resource)(unsafe.Pointer(tex))
f.ctx.CopySubresourceRegion(
res,
0, // Destination subresource.
0, 0, 0, // Destination coordinates (x, y, z).
f.resource,
0, // Source subresource.
&d3d11.BOX{
Left: uint32(src.Min.X),
Top: uint32(src.Min.Y),
Right: uint32(src.Max.X),
Bottom: uint32(src.Max.Y),
Front: 0,
Back: 1,
},
)
resMap, err := f.ctx.Map(res, 0, d3d11.MAP_READ, 0)
if err != nil {
return fmt.Errorf("ReadPixels: %v", err)
}
defer f.ctx.Unmap(res, 0)
srcPitch := w * 4
dstPitch := int(resMap.RowPitch)
mapSize := dstPitch * h
data := gunsafe.SliceOf(resMap.PData)[:mapSize:mapSize]
width := w * 4
for r := 0; r < h; r++ {
pixels := pixels[r*srcPitch:]
copy(pixels[:width], data[r*dstPitch:])
}
return nil
}
func (b *Backend) BindFramebuffer(fbo backend.Framebuffer) {
b.fbo = fbo.(*Framebuffer)
b.ctx.OMSetRenderTargets(b.fbo.renderTarget, b.fbo.depthView)
}
func (f *Framebuffer) Invalidate() {
}
func (f *Framebuffer) Release() {
if f.foreign {
panic("framebuffer not created by NewFramebuffer")
}
if f.renderTarget != nil {
d3d11.IUnknownRelease(unsafe.Pointer(f.renderTarget), f.renderTarget.Vtbl.Release)
f.renderTarget = nil
}
if f.depthView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(f.depthView), f.depthView.Vtbl.Release)
f.depthView = nil
}
}
func (b *Backend) BindInputLayout(layout backend.InputLayout) {
b.ctx.IASetInputLayout(layout.(*InputLayout).layout)
}
func (l *InputLayout) Release() {
d3d11.IUnknownRelease(unsafe.Pointer(l.layout), l.layout.Vtbl.Release)
l.layout = nil
}
func convBufferBinding(typ backend.BufferBinding) uint32 {
var bindings uint32
if typ&backend.BufferBindingVertices != 0 {
bindings |= d3d11.BIND_VERTEX_BUFFER
}
if typ&backend.BufferBindingIndices != 0 {
bindings |= d3d11.BIND_INDEX_BUFFER
}
if typ&backend.BufferBindingUniforms != 0 {
bindings |= d3d11.BIND_CONSTANT_BUFFER
}
if typ&backend.BufferBindingTexture != 0 {
bindings |= d3d11.BIND_SHADER_RESOURCE
}
if typ&backend.BufferBindingFramebuffer != 0 {
bindings |= d3d11.BIND_RENDER_TARGET
}
return bindings
}
func toBlendFactor(f backend.BlendFactor) (uint32, uint32) {
switch f {
case backend.BlendFactorOne:
return d3d11.BLEND_ONE, d3d11.BLEND_ONE
case backend.BlendFactorOneMinusSrcAlpha:
return d3d11.BLEND_INV_SRC_ALPHA, d3d11.BLEND_INV_SRC_ALPHA
case backend.BlendFactorZero:
return d3d11.BLEND_ZERO, d3d11.BLEND_ZERO
case backend.BlendFactorDstColor:
return d3d11.BLEND_DEST_COLOR, d3d11.BLEND_DEST_ALPHA
default:
panic("unsupported blend source factor")
}
}