forked from joejulian/gio
all: remove Z buffer support
It is no longer needed by any rendering backend. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -17,7 +17,6 @@ type d3d11Context struct {
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swchain *d3d11.IDXGISwapChain
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renderTarget *d3d11.RenderTargetView
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depthView *d3d11.DepthStencilView
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width, height int
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}
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@@ -56,8 +55,7 @@ func (c *d3d11Context) API() gpu.API {
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func (c *d3d11Context) RenderTarget() gpu.RenderTarget {
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return gpu.Direct3D11RenderTarget{
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RenderTarget: unsafe.Pointer(c.renderTarget),
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DepthStencilView: unsafe.Pointer(c.depthView),
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RenderTarget: unsafe.Pointer(c.renderTarget),
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}
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}
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@@ -91,10 +89,6 @@ func (c *d3d11Context) Refresh() error {
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c.width = width
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c.height = height
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desc, err := c.swchain.GetDesc()
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if err != nil {
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return err
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}
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backBuffer, err := c.swchain.GetBuffer(0, &d3d11.IID_Texture2D)
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if err != nil {
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return err
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@@ -105,18 +99,12 @@ func (c *d3d11Context) Refresh() error {
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if err != nil {
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return err
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}
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depthView, err := d3d11.CreateDepthView(c.dev, int(desc.BufferDesc.Width), int(desc.BufferDesc.Height), 24)
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if err != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.Vtbl.Release)
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return err
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}
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c.renderTarget = renderTarget
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c.depthView = depthView
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return nil
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}
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func (c *d3d11Context) Lock() error {
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c.ctx.OMSetRenderTargets(c.renderTarget, c.depthView)
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c.ctx.OMSetRenderTargets(c.renderTarget, nil)
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return nil
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}
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@@ -140,10 +128,6 @@ func (c *d3d11Context) Release() {
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}
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func (c *d3d11Context) releaseFBO() {
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if c.depthView != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(c.depthView), c.depthView.Vtbl.Release)
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c.depthView = nil
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}
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if c.renderTarget != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(c.renderTarget), c.renderTarget.Vtbl.Release)
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c.renderTarget = nil
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@@ -27,13 +27,13 @@ import (
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)
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type context struct {
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owner *window
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c *gl.Functions
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ctx C.CFTypeRef
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layer C.CFTypeRef
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init bool
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frameBuffer gl.Framebuffer
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colorBuffer, depthBuffer gl.Renderbuffer
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owner *window
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c *gl.Functions
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ctx C.CFTypeRef
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layer C.CFTypeRef
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init bool
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frameBuffer gl.Framebuffer
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colorBuffer gl.Renderbuffer
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}
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func init() {
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@@ -80,7 +80,6 @@ func (c *context) Release() {
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C.gio_renderbufferStorage(c.ctx, 0, C.GLenum(gl.RENDERBUFFER))
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c.c.DeleteFramebuffer(c.frameBuffer)
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c.c.DeleteRenderbuffer(c.colorBuffer)
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c.c.DeleteRenderbuffer(c.depthBuffer)
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C.gio_makeCurrent(0)
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C.CFRelease(c.ctx)
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c.ctx = 0
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@@ -90,10 +89,6 @@ func (c *context) Present() error {
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if c.layer == 0 {
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panic("context is not active")
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}
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// Discard depth buffer as recommended in
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// https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html
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c.c.BindFramebuffer(gl.FRAMEBUFFER, c.frameBuffer)
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c.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT)
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c.c.BindRenderbuffer(gl.RENDERBUFFER, c.colorBuffer)
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if C.gio_presentRenderbuffer(c.ctx, C.GLenum(gl.RENDERBUFFER)) == 0 {
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return errors.New("presentRenderBuffer failed")
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@@ -120,7 +115,6 @@ func (c *context) Refresh() error {
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c.init = true
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c.frameBuffer = c.c.CreateFramebuffer()
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c.colorBuffer = c.c.CreateRenderbuffer()
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c.depthBuffer = c.c.CreateRenderbuffer()
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}
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if !c.owner.isVisible() {
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// Make sure any in-flight GL commands are complete.
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@@ -132,14 +126,9 @@ func (c *context) Refresh() error {
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if C.gio_renderbufferStorage(c.ctx, c.layer, C.GLenum(gl.RENDERBUFFER)) == 0 {
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return errors.New("renderbufferStorage failed")
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}
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w := c.c.GetRenderbufferParameteri(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)
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h := c.c.GetRenderbufferParameteri(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)
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c.c.BindRenderbuffer(gl.RENDERBUFFER, c.depthBuffer)
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c.c.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h)
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c.c.BindRenderbuffer(gl.RENDERBUFFER, currentRB)
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c.c.BindFramebuffer(gl.FRAMEBUFFER, c.frameBuffer)
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c.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, c.colorBuffer)
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c.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, c.depthBuffer)
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if st := c.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
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return fmt.Errorf("framebuffer incomplete, status: %#x\n", st)
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}
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@@ -13,7 +13,6 @@ CFTypeRef gio_createGLContext(void) {
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NSOpenGLPixelFormatAttribute attr[] = {
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NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
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NSOpenGLPFAColorSize, 24,
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NSOpenGLPFADepthSize, 16,
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NSOpenGLPFAAccelerated,
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// Opt-in to automatic GPU switching. CGL-only property.
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kCGLPFASupportsAutomaticGraphicsSwitching,
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