forked from joejulian/gio
gpu: switch from uniform buffers to combined push buffers
Vulkan doesn't support changing uniforms during a render pass. However, push constants *can* be changed. The gio-shader repository was changed to use push constants instead of uniforms, this change implements the corresponding driver and renderer change. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -10,5 +10,5 @@ require (
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require (
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gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2
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gioui.org/shader v1.0.2
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gioui.org/shader v1.0.3
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)
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@@ -4,8 +4,8 @@ dmitri.shuralyov.com/gpu/mtl v0.0.0-20201218220906-28db891af037/go.mod h1:H6x//7
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gioui.org/cpu v0.0.0-20210808092351-bfe733dd3334/go.mod h1:A8M0Cn5o+vY5LTMlnRoK3O5kG+rH0kWfJjeKd9QpBmQ=
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gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2 h1:AGDDxsJE1RpcXTAxPG2B4jrwVUJGFDjINIPi1jtO6pc=
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gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2/go.mod h1:A8M0Cn5o+vY5LTMlnRoK3O5kG+rH0kWfJjeKd9QpBmQ=
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gioui.org/shader v1.0.2 h1:5JrtNdOqmY+tQzBKKVFqf0YIziUK38OEw8mxxEbXdc8=
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gioui.org/shader v1.0.2/go.mod h1:mWdiME581d/kV7/iEhLmUgUK5iZ09XR5XpduXzbePVM=
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gioui.org/shader v1.0.3 h1:xllhh4w2XWej9lfkHMtOtI3ES05T8xZzxrSSWbMZgTw=
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gioui.org/shader v1.0.3/go.mod h1:mWdiME581d/kV7/iEhLmUgUK5iZ09XR5XpduXzbePVM=
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github.com/BurntSushi/toml v0.3.1/go.mod h1:xHWCNGjB5oqiDr8zfno3MHue2Ht5sIBksp03qcyfWMU=
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github.com/BurntSushi/xgb v0.0.0-20160522181843-27f122750802/go.mod h1:IVnqGOEym/WlBOVXweHU+Q+/VP0lqqI8lqeDx9IjBqo=
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github.com/Knetic/govaluate v3.0.1-0.20171022003610-9aa49832a739+incompatible/go.mod h1:r7JcOSlj0wfOMncg0iLm8Leh48TZaKVeNIfJntJ2wa0=
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+20
-34
@@ -88,11 +88,8 @@ type compute struct {
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pipeline driver.Pipeline
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buffer sizedBuffer
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quads []materialVertex
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vert struct {
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uniforms *materialVertUniforms
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buf driver.Buffer
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}
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frag struct {
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uniforms struct {
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u *materialUniforms
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buf driver.Buffer
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}
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}
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@@ -172,13 +169,10 @@ type copyUniforms struct {
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_ [8]byte // Pad to 16 bytes.
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}
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type materialVertUniforms struct {
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scale [2]float32
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pos [2]float32
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}
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type materialFragUniforms struct {
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emulateSRGB float32
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type materialUniforms struct {
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scale [2]float32
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pos [2]float32
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emulatesRGB float32
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_ [12]byte // Pad to 16 bytes
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}
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@@ -504,25 +498,14 @@ func newCompute(ctx driver.Device) (*compute, error) {
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return nil, err
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}
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g.materials.pipeline = pipe
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g.materials.vert.uniforms = new(materialVertUniforms)
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g.materials.uniforms.u = new(materialUniforms)
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buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.vert.uniforms)))
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buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.uniforms.u)))
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if err != nil {
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g.Release()
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return nil, err
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}
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g.materials.vert.buf = buf
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var emulateSRGB materialFragUniforms
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if !g.srgb {
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emulateSRGB.emulateSRGB = 1.0
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}
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buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(emulateSRGB)))
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if err != nil {
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g.Release()
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return nil, err
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}
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buf.Upload(byteslice.Struct(&emulateSRGB))
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g.materials.frag.buf = buf
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g.materials.uniforms.buf = buf
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for _, shader := range shaders {
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if !g.useCPU {
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@@ -874,7 +857,6 @@ func (g *compute) blitLayers(viewport image.Point) {
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layers := g.collector.frame.layers
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g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
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g.ctx.BindPipeline(g.output.blitPipeline)
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g.ctx.BindVertexUniforms(g.output.uniBuf)
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for len(layers) > 0 {
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g.output.layerVertices = g.output.layerVertices[:0]
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atlas := layers[0].alloc.atlas
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@@ -906,6 +888,7 @@ func (g *compute) blitLayers(viewport image.Point) {
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g.output.uniforms.pos = [2]float32{ox, oy}
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g.output.uniforms.uvScale = [2]float32{1 / float32(atlas.size.X), 1 / float32(atlas.size.Y)}
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g.output.uniBuf.Upload(byteslice.Struct(g.output.uniforms))
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g.ctx.BindUniforms(g.output.uniBuf)
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vertexData := byteslice.Slice(g.output.layerVertices)
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g.output.buffer.ensureCapacity(false, g.ctx, driver.BufferBindingVertices, len(vertexData))
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g.output.buffer.buffer.Upload(vertexData)
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@@ -1001,9 +984,14 @@ func (g *compute) renderMaterials() error {
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}
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// Transform to clip space: [-1, -1] - [1, 1] and flip Y-axis to cancel the implied transformation
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// between framebuffer and texture space.
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m.vert.uniforms.scale = [2]float32{2, -2}
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m.vert.uniforms.pos = [2]float32{-1, +1}
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m.vert.buf.Upload(byteslice.Struct(m.vert.uniforms))
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*m.uniforms.u = materialUniforms{
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scale: [2]float32{2, -2},
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pos: [2]float32{-1, +1},
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}
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if !g.srgb {
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m.uniforms.u.emulatesRGB = 1.0
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}
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m.uniforms.buf.Upload(byteslice.Struct(m.uniforms.u))
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vertexData := byteslice.Slice(m.quads)
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n := pow2Ceil(len(vertexData))
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m.buffer.ensureCapacity(false, g.ctx, driver.BufferBindingVertices, n)
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@@ -1013,10 +1001,9 @@ func (g *compute) renderMaterials() error {
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d.Action = driver.LoadActionClear
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}
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g.ctx.BeginRenderPass(atlas.fbo, d)
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g.ctx.BindVertexUniforms(m.vert.buf)
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g.ctx.BindFragmentUniforms(m.frag.buf)
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g.ctx.BindTexture(0, imgAtlas.image)
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g.ctx.BindPipeline(m.pipeline)
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g.ctx.BindUniforms(m.uniforms.buf)
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g.ctx.BindVertexBuffer(m.buffer.buffer, 0)
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newAllocs := atlas.allocs[allocStart:]
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for i, a := range newAllocs {
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@@ -1507,8 +1494,7 @@ func (g *compute) Release() {
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&g.buffers.config,
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g.materials.pipeline,
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&g.materials.buffer,
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g.materials.vert.buf,
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g.materials.frag.buf,
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g.materials.uniforms.buf,
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g.timers.t,
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}
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for _, r := range res {
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+36
-64
@@ -282,30 +282,20 @@ type blitter struct {
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}
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type blitColUniforms struct {
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vert struct {
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blitUniforms
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_ [12]byte // Padding to a multiple of 16.
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}
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frag struct {
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colorUniforms
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}
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blitUniforms
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_ [128 - unsafe.Sizeof(blitUniforms{}) - unsafe.Sizeof(colorUniforms{})]byte // Padding to 128 bytes.
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colorUniforms
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}
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type blitTexUniforms struct {
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vert struct {
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blitUniforms
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_ [12]byte // Padding to a multiple of 16.
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}
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blitUniforms
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_ [12]byte // Padding to 16 bytes.
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}
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type blitLinearGradientUniforms struct {
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vert struct {
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blitUniforms
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_ [12]byte // Padding to a multiple of 16.
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}
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frag struct {
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gradientUniforms
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}
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blitUniforms
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_ [128 - unsafe.Sizeof(blitUniforms{}) - unsafe.Sizeof(gradientUniforms{})]byte // Padding to 128 bytes.
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gradientUniforms
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}
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type uniformBuffer struct {
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@@ -314,9 +304,8 @@ type uniformBuffer struct {
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}
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type pipeline struct {
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pipeline driver.Pipeline
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vertUniforms *uniformBuffer
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fragUniforms *uniformBuffer
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pipeline driver.Pipeline
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uniforms *uniformBuffer
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}
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type blitUniforms struct {
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@@ -536,8 +525,7 @@ func newBlitter(ctx driver.Device) *blitter {
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b.texUniforms = new(blitTexUniforms)
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b.linearGradientUniforms = new(blitLinearGradientUniforms)
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pipelines, err := createColorPrograms(ctx, gio.Shader_blit_vert, gio.Shader_blit_frag,
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[3]interface{}{&b.colUniforms.vert, &b.linearGradientUniforms.vert, &b.texUniforms.vert},
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[3]interface{}{&b.colUniforms.frag, &b.linearGradientUniforms.frag, nil},
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[3]interface{}{b.colUniforms, b.linearGradientUniforms, b.texUniforms},
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)
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if err != nil {
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panic(err)
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@@ -553,7 +541,7 @@ func (b *blitter) release() {
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}
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}
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func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.Sources, vertUniforms, fragUniforms [3]interface{}) ([3]*pipeline, error) {
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func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.Sources, uniforms [3]interface{}) ([3]*pipeline, error) {
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var pipelines [3]*pipeline
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blend := driver.BlendDesc{
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Enable: true,
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@@ -589,17 +577,14 @@ func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.
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if err != nil {
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return pipelines, err
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}
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var vertBuffer, fragBuffer *uniformBuffer
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if u := vertUniforms[materialTexture]; u != nil {
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var vertBuffer *uniformBuffer
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if u := uniforms[materialTexture]; u != nil {
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vertBuffer = newUniformBuffer(b, u)
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}
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if u := fragUniforms[materialTexture]; u != nil {
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fragBuffer = newUniformBuffer(b, u)
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}
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pipelines[materialTexture] = &pipeline{pipe, vertBuffer, fragBuffer}
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pipelines[materialTexture] = &pipeline{pipe, vertBuffer}
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}
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{
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var vertBuffer, fragBuffer *uniformBuffer
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var vertBuffer *uniformBuffer
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fsh, err := b.NewFragmentShader(fsSrc[materialColor])
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if err != nil {
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pipelines[materialTexture].Release()
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@@ -618,16 +603,13 @@ func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.
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pipelines[materialTexture].Release()
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return pipelines, err
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}
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if u := vertUniforms[materialColor]; u != nil {
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if u := uniforms[materialColor]; u != nil {
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vertBuffer = newUniformBuffer(b, u)
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}
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if u := fragUniforms[materialColor]; u != nil {
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fragBuffer = newUniformBuffer(b, u)
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}
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pipelines[materialColor] = &pipeline{pipe, vertBuffer, fragBuffer}
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pipelines[materialColor] = &pipeline{pipe, vertBuffer}
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}
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{
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var vertBuffer, fragBuffer *uniformBuffer
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var vertBuffer *uniformBuffer
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fsh, err := b.NewFragmentShader(fsSrc[materialLinearGradient])
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if err != nil {
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pipelines[materialTexture].Release()
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@@ -648,13 +630,10 @@ func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.
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pipelines[materialColor].Release()
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return pipelines, err
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}
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if u := vertUniforms[materialLinearGradient]; u != nil {
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if u := uniforms[materialLinearGradient]; u != nil {
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vertBuffer = newUniformBuffer(b, u)
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}
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if u := fragUniforms[materialLinearGradient]; u != nil {
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fragBuffer = newUniformBuffer(b, u)
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}
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pipelines[materialLinearGradient] = &pipeline{pipe, vertBuffer, fragBuffer}
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pipelines[materialLinearGradient] = &pipeline{pipe, vertBuffer}
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}
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if err != nil {
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for _, p := range pipelines {
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@@ -1151,21 +1130,21 @@ func (b *blitter) blit(mat materialType, col f32color.RGBA, col1, col2 f32color.
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var uniforms *blitUniforms
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switch mat {
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case materialColor:
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b.colUniforms.frag.color = col
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uniforms = &b.colUniforms.vert.blitUniforms
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b.colUniforms.color = col
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uniforms = &b.colUniforms.blitUniforms
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case materialTexture:
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t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
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b.texUniforms.vert.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
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b.texUniforms.vert.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
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uniforms = &b.texUniforms.vert.blitUniforms
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b.texUniforms.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
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b.texUniforms.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
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uniforms = &b.texUniforms.blitUniforms
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case materialLinearGradient:
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b.linearGradientUniforms.frag.color1 = col1
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b.linearGradientUniforms.frag.color2 = col2
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b.linearGradientUniforms.color1 = col1
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b.linearGradientUniforms.color2 = col2
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t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
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b.linearGradientUniforms.vert.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
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b.linearGradientUniforms.vert.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
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uniforms = &b.linearGradientUniforms.vert.blitUniforms
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b.linearGradientUniforms.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
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b.linearGradientUniforms.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
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uniforms = &b.linearGradientUniforms.blitUniforms
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}
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uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
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p.UploadUniforms(b.ctx)
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@@ -1197,23 +1176,16 @@ func (u *uniformBuffer) Release() {
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}
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func (p *pipeline) UploadUniforms(ctx driver.Device) {
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if p.vertUniforms != nil {
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p.vertUniforms.Upload()
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ctx.BindVertexUniforms(p.vertUniforms.buf)
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}
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if p.fragUniforms != nil {
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p.fragUniforms.Upload()
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ctx.BindFragmentUniforms(p.fragUniforms.buf)
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if p.uniforms != nil {
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p.uniforms.Upload()
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ctx.BindUniforms(p.uniforms.buf)
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}
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}
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func (p *pipeline) Release() {
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p.pipeline.Release()
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if p.vertUniforms != nil {
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p.vertUniforms.Release()
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}
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if p.fragUniforms != nil {
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p.fragUniforms.Release()
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if p.uniforms != nil {
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p.uniforms.Release()
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}
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*p = pipeline{}
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}
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@@ -681,13 +681,9 @@ func (b *Backend) BindStorageBuffer(binding int, buffer driver.Buffer) {
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}
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}
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func (b *Backend) BindVertexUniforms(buffer driver.Buffer) {
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func (b *Backend) BindUniforms(buffer driver.Buffer) {
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buf := buffer.(*Buffer)
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b.ctx.VSSetConstantBuffers(buf.buf)
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}
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func (b *Backend) BindFragmentUniforms(buffer driver.Buffer) {
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buf := buffer.(*Buffer)
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b.ctx.PSSetConstantBuffers(buf.buf)
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}
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|
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|
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@@ -43,8 +43,7 @@ type Device interface {
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BindVertexBuffer(b Buffer, offset int)
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BindIndexBuffer(b Buffer)
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BindImageTexture(unit int, texture Texture, access AccessBits, format TextureFormat)
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BindVertexUniforms(buf Buffer)
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BindFragmentUniforms(buf Buffer)
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BindUniforms(buf Buffer)
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BindStorageBuffer(binding int, buf Buffer)
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|
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BeginCompute()
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|
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@@ -1005,20 +1005,9 @@ func (b *Backend) BindVertexUniforms(buf driver.Buffer) {
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}
|
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if bf.buffer != 0 {
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C.renderEncSetVertexBuffer(enc, bf.buffer, uniformBufferIndex, 0)
|
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} else if bf.size > 0 {
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C.renderEncSetVertexBytes(enc, unsafe.Pointer(&bf.store[0]), C.NSUInteger(bf.size), uniformBufferIndex)
|
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}
|
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}
|
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|
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func (b *Backend) BindFragmentUniforms(buf driver.Buffer) {
|
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bf := buf.(*Buffer)
|
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enc := b.renderEnc
|
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if enc == 0 {
|
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panic("no active render pass")
|
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}
|
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if bf.buffer != 0 {
|
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C.renderEncSetFragmentBuffer(enc, bf.buffer, uniformBufferIndex, 0)
|
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} else if bf.size > 0 {
|
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C.renderEncSetVertexBytes(enc, unsafe.Pointer(&bf.store[0]), C.NSUInteger(bf.size), uniformBufferIndex)
|
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C.renderEncSetFragmentBytes(enc, unsafe.Pointer(&bf.store[0]), C.NSUInteger(bf.size), uniformBufferIndex)
|
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}
|
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}
|
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|
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@@ -26,17 +26,14 @@ type Backend struct {
|
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|
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glver [2]int
|
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gles bool
|
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ubo bool
|
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feats driver.Caps
|
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// floatTriple holds the settings for floating point
|
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// textures.
|
||||
floatTriple textureTriple
|
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// Single channel alpha textures.
|
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alphaTriple textureTriple
|
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srgbaTriple textureTriple
|
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vertUniforms *buffer
|
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fragUniforms *buffer
|
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storage [storageBindings]*buffer
|
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alphaTriple textureTriple
|
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srgbaTriple textureTriple
|
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storage [storageBindings]*buffer
|
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|
||||
sRGBFBO *SRGBFBO
|
||||
|
||||
@@ -190,13 +187,10 @@ func newOpenGLDevice(api driver.OpenGL) (driver.Device, error) {
|
||||
}
|
||||
floatTriple, ffboErr := floatTripleFor(f, ver, exts)
|
||||
srgbaTriple, srgbErr := srgbaTripleFor(ver, exts)
|
||||
gles30 := gles && ver[0] >= 3
|
||||
gles31 := gles && (ver[0] > 3 || (ver[0] == 3 && ver[1] >= 1))
|
||||
gl40 := !gles && ver[0] >= 4
|
||||
b := &Backend{
|
||||
glver: ver,
|
||||
gles: gles,
|
||||
ubo: gles30 || gl40,
|
||||
funcs: f,
|
||||
floatTriple: floatTriple,
|
||||
alphaTriple: alphaTripleFor(ver),
|
||||
@@ -712,12 +706,9 @@ func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer,
|
||||
if typ != driver.BufferBindingUniforms {
|
||||
return nil, errors.New("uniforms buffers cannot be bound as anything else")
|
||||
}
|
||||
if !b.ubo {
|
||||
// GLES 2 doesn't support uniform buffers.
|
||||
buf.data = make([]byte, size)
|
||||
}
|
||||
buf.data = make([]byte, size)
|
||||
}
|
||||
if typ&^driver.BufferBindingUniforms != 0 || b.ubo {
|
||||
if typ&^driver.BufferBindingUniforms != 0 {
|
||||
buf.hasBuffer = true
|
||||
buf.obj = b.funcs.CreateBuffer()
|
||||
if err := glErr(b.funcs); err != nil {
|
||||
@@ -841,7 +832,6 @@ func (b *Backend) prepareDraw() {
|
||||
return
|
||||
}
|
||||
b.setupVertexArrays()
|
||||
p.prog.updateUniforms()
|
||||
}
|
||||
|
||||
func toGLDrawMode(mode driver.Topology) gl.Enum {
|
||||
@@ -954,27 +944,8 @@ func (b *Backend) newProgram(desc driver.PipelineDesc) (*program, error) {
|
||||
b.funcs.Uniform1i(u, tex.Binding)
|
||||
}
|
||||
}
|
||||
if b.ubo {
|
||||
for _, block := range vsh.src.Uniforms.Blocks {
|
||||
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
|
||||
if blockIdx != gl.INVALID_INDEX {
|
||||
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding))
|
||||
}
|
||||
}
|
||||
// To match Direct3D 11 with separate vertex and fragment
|
||||
// shader uniform buffers, offset all fragment blocks to be
|
||||
// located after the vertex blocks.
|
||||
off := len(vsh.src.Uniforms.Blocks)
|
||||
for _, block := range fsh.src.Uniforms.Blocks {
|
||||
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
|
||||
if blockIdx != gl.INVALID_INDEX {
|
||||
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off))
|
||||
}
|
||||
}
|
||||
} else {
|
||||
prog.vertUniforms.setup(b.funcs, p, vsh.src.Uniforms.Size, vsh.src.Uniforms.Locations)
|
||||
prog.fragUniforms.setup(b.funcs, p, fsh.src.Uniforms.Size, fsh.src.Uniforms.Locations)
|
||||
}
|
||||
prog.vertUniforms.setup(b.funcs, p, vsh.src.Uniforms.Size, vsh.src.Uniforms.Locations)
|
||||
prog.fragUniforms.setup(b.funcs, p, fsh.src.Uniforms.Size, fsh.src.Uniforms.Locations)
|
||||
return prog, nil
|
||||
}
|
||||
|
||||
@@ -994,38 +965,13 @@ func (b *Backend) BindStorageBuffer(binding int, buf driver.Buffer) {
|
||||
b.storage[binding] = bf
|
||||
}
|
||||
|
||||
func (b *Backend) BindVertexUniforms(buf driver.Buffer) {
|
||||
func (b *Backend) BindUniforms(buf driver.Buffer) {
|
||||
bf := buf.(*buffer)
|
||||
if bf.typ&driver.BufferBindingUniforms == 0 {
|
||||
panic("not a uniform buffer")
|
||||
}
|
||||
b.vertUniforms = bf
|
||||
}
|
||||
|
||||
func (b *Backend) BindFragmentUniforms(buf driver.Buffer) {
|
||||
bf := buf.(*buffer)
|
||||
if bf.typ&driver.BufferBindingUniforms == 0 {
|
||||
panic("not a uniform buffer")
|
||||
}
|
||||
b.fragUniforms = bf
|
||||
}
|
||||
|
||||
func (p *program) updateUniforms() {
|
||||
f := p.backend.funcs
|
||||
if b := p.backend.vertUniforms; b != nil {
|
||||
if p.backend.ubo {
|
||||
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 0, b.obj)
|
||||
} else {
|
||||
p.vertUniforms.update(f, b)
|
||||
}
|
||||
}
|
||||
if b := p.backend.fragUniforms; b != nil {
|
||||
if p.backend.ubo {
|
||||
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 1, b.obj)
|
||||
} else {
|
||||
p.fragUniforms.update(f, b)
|
||||
}
|
||||
}
|
||||
b.state.pipeline.prog.vertUniforms.update(b.funcs, bf)
|
||||
b.state.pipeline.prog.fragUniforms.update(b.funcs, bf)
|
||||
}
|
||||
|
||||
func (b *Backend) BindProgram(prog driver.Program) {
|
||||
|
||||
+27
-40
@@ -37,30 +37,20 @@ type coverer struct {
|
||||
}
|
||||
|
||||
type coverTexUniforms struct {
|
||||
vert struct {
|
||||
coverUniforms
|
||||
_ [12]byte // Padding to multiple of 16.
|
||||
}
|
||||
coverUniforms
|
||||
_ [12]byte // Padding to multiple of 16.
|
||||
}
|
||||
|
||||
type coverColUniforms struct {
|
||||
vert struct {
|
||||
coverUniforms
|
||||
_ [12]byte // Padding to multiple of 16.
|
||||
}
|
||||
frag struct {
|
||||
colorUniforms
|
||||
}
|
||||
coverUniforms
|
||||
_ [128 - unsafe.Sizeof(coverUniforms{}) - unsafe.Sizeof(colorUniforms{})]byte // Padding to 128 bytes.
|
||||
colorUniforms
|
||||
}
|
||||
|
||||
type coverLinearGradientUniforms struct {
|
||||
vert struct {
|
||||
coverUniforms
|
||||
_ [12]byte // Padding to multiple of 16.
|
||||
}
|
||||
frag struct {
|
||||
gradientUniforms
|
||||
}
|
||||
coverUniforms
|
||||
_ [128 - unsafe.Sizeof(coverUniforms{}) - unsafe.Sizeof(gradientUniforms{})]byte // Padding to 128.
|
||||
gradientUniforms
|
||||
}
|
||||
|
||||
type coverUniforms struct {
|
||||
@@ -87,11 +77,9 @@ type stenciler struct {
|
||||
}
|
||||
|
||||
type stencilUniforms struct {
|
||||
vert struct {
|
||||
transform [4]float32
|
||||
pathOffset [2]float32
|
||||
_ [8]byte // Padding to multiple of 16.
|
||||
}
|
||||
transform [4]float32
|
||||
pathOffset [2]float32
|
||||
_ [8]byte // Padding to multiple of 16.
|
||||
}
|
||||
|
||||
type intersectUniforms struct {
|
||||
@@ -161,8 +149,7 @@ func newCoverer(ctx driver.Device) *coverer {
|
||||
c.texUniforms = new(coverTexUniforms)
|
||||
c.linearGradientUniforms = new(coverLinearGradientUniforms)
|
||||
pipelines, err := createColorPrograms(ctx, gio.Shader_cover_vert, gio.Shader_cover_frag,
|
||||
[3]interface{}{&c.colUniforms.vert, &c.linearGradientUniforms.vert, &c.texUniforms.vert},
|
||||
[3]interface{}{&c.colUniforms.frag, &c.linearGradientUniforms.frag, nil},
|
||||
[3]interface{}{c.colUniforms, c.linearGradientUniforms, c.texUniforms},
|
||||
)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
@@ -215,7 +202,7 @@ func newStenciler(ctx driver.Device) *stenciler {
|
||||
defer vsh.Release()
|
||||
defer fsh.Release()
|
||||
st.pipeline.uniforms = new(stencilUniforms)
|
||||
vertUniforms := newUniformBuffer(ctx, &st.pipeline.uniforms.vert)
|
||||
vertUniforms := newUniformBuffer(ctx, st.pipeline.uniforms)
|
||||
pipe, err := st.ctx.NewPipeline(driver.PipelineDesc{
|
||||
VertexShader: vsh,
|
||||
FragmentShader: fsh,
|
||||
@@ -228,7 +215,7 @@ func newStenciler(ctx driver.Device) *stenciler {
|
||||
PixelFormat: driver.TextureFormatFloat,
|
||||
Topology: driver.TopologyTriangles,
|
||||
})
|
||||
st.pipeline.pipeline = &pipeline{pipe, vertUniforms, nil}
|
||||
st.pipeline.pipeline = &pipeline{pipe, vertUniforms}
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
@@ -252,7 +239,7 @@ func newStenciler(ctx driver.Device) *stenciler {
|
||||
PixelFormat: driver.TextureFormatFloat,
|
||||
Topology: driver.TopologyTriangleStrip,
|
||||
})
|
||||
st.ipipeline.pipeline = &pipeline{ipipe, vertUniforms, nil}
|
||||
st.ipipeline.pipeline = &pipeline{ipipe, vertUniforms}
|
||||
return st
|
||||
}
|
||||
|
||||
@@ -364,8 +351,8 @@ func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv ima
|
||||
texSize := f32.Point{X: float32(bounds.Dx()), Y: float32(bounds.Dy())}
|
||||
scale := f32.Point{X: 2 / texSize.X, Y: 2 / texSize.Y}
|
||||
orig := f32.Point{X: -1 - float32(bounds.Min.X)*2/texSize.X, Y: -1 - float32(bounds.Min.Y)*2/texSize.Y}
|
||||
s.pipeline.uniforms.vert.transform = [4]float32{scale.X, scale.Y, orig.X, orig.Y}
|
||||
s.pipeline.uniforms.vert.pathOffset = [2]float32{offset.X, offset.Y}
|
||||
s.pipeline.uniforms.transform = [4]float32{scale.X, scale.Y, orig.X, orig.Y}
|
||||
s.pipeline.uniforms.pathOffset = [2]float32{offset.X, offset.Y}
|
||||
s.pipeline.pipeline.UploadUniforms(s.ctx)
|
||||
// Draw in batches that fit in uint16 indices.
|
||||
start := 0
|
||||
@@ -390,21 +377,21 @@ func (c *coverer) cover(mat materialType, col f32color.RGBA, col1, col2 f32color
|
||||
var uniforms *coverUniforms
|
||||
switch mat {
|
||||
case materialColor:
|
||||
c.colUniforms.frag.color = col
|
||||
uniforms = &c.colUniforms.vert.coverUniforms
|
||||
c.colUniforms.color = col
|
||||
uniforms = &c.colUniforms.coverUniforms
|
||||
case materialLinearGradient:
|
||||
c.linearGradientUniforms.frag.color1 = col1
|
||||
c.linearGradientUniforms.frag.color2 = col2
|
||||
c.linearGradientUniforms.color1 = col1
|
||||
c.linearGradientUniforms.color2 = col2
|
||||
|
||||
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
|
||||
c.linearGradientUniforms.vert.uvTransformR1 = [4]float32{t1, t2, t3, 0}
|
||||
c.linearGradientUniforms.vert.uvTransformR2 = [4]float32{t4, t5, t6, 0}
|
||||
uniforms = &c.linearGradientUniforms.vert.coverUniforms
|
||||
c.linearGradientUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
|
||||
c.linearGradientUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
|
||||
uniforms = &c.linearGradientUniforms.coverUniforms
|
||||
case materialTexture:
|
||||
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
|
||||
c.texUniforms.vert.uvTransformR1 = [4]float32{t1, t2, t3, 0}
|
||||
c.texUniforms.vert.uvTransformR2 = [4]float32{t4, t5, t6, 0}
|
||||
uniforms = &c.texUniforms.vert.coverUniforms
|
||||
c.texUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
|
||||
c.texUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
|
||||
uniforms = &c.texUniforms.coverUniforms
|
||||
}
|
||||
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
|
||||
uniforms.uvCoverTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
|
||||
|
||||
Reference in New Issue
Block a user