gpu: rename BufferType to BufferBinding and make it a set

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-20 23:07:46 +01:00
parent 744a962beb
commit 411f566e3f
4 changed files with 37 additions and 37 deletions
+6 -6
View File
@@ -21,8 +21,8 @@ type Backend interface {
NewTexture(format TextureFormat, width, height int, minFilter, magFilter TextureFilter) Texture
DefaultFramebuffer() Framebuffer
NewFramebuffer() Framebuffer
NewImmutableBuffer(typ BufferType, data []byte) Buffer
NewBuffer(typ BufferType, size int) Buffer
NewImmutableBuffer(typ BufferBinding, data []byte) Buffer
NewBuffer(typ BufferBinding, size int) Buffer
NewProgram(vertexShader, fragmentShader ShaderSources) (Program, error)
NewInputLayout(vertexShader ShaderSources, layout []InputDesc) (InputLayout, error)
@@ -96,7 +96,7 @@ type BufferAttachments uint
type TextureFilter uint8
type TextureFormat uint8
type BufferType uint8
type BufferBinding uint8
type DataType uint8
@@ -159,9 +159,9 @@ const (
)
const (
BufferTypeIndices BufferType = iota
BufferTypeVertices
BufferTypeUniforms
BufferBindingIndices BufferBinding = 1 << iota
BufferBindingVertices
BufferBindingUniforms
)
const (
+27 -27
View File
@@ -64,7 +64,7 @@ type gpuFramebuffer struct {
type gpuBuffer struct {
backend *Backend
obj Buffer
typ Enum
typ gpu.BufferBinding
size int
immutable bool
version int
@@ -190,23 +190,24 @@ func (b *Backend) NewTexture(format gpu.TextureFormat, width, height int, minFil
return tex
}
func (b *Backend) NewBuffer(typ gpu.BufferType, size int) gpu.Buffer {
gltyp := toBufferType(typ)
buf := &gpuBuffer{backend: b, typ: gltyp, size: size}
switch typ {
case gpu.BufferTypeUniforms:
func (b *Backend) NewBuffer(typ gpu.BufferBinding, size int) gpu.Buffer {
buf := &gpuBuffer{backend: b, typ: typ, size: size}
if typ&gpu.BufferBindingUniforms != 0 {
if typ != gpu.BufferBindingUniforms {
panic("uniforms buffers cannot be bound as anything else")
}
// GLES 2 doesn't support uniform buffers.
buf.data = make([]byte, size)
default:
}
if typ&^gpu.BufferBindingUniforms != 0 {
buf.obj = b.funcs.CreateBuffer()
}
return buf
}
func (b *Backend) NewImmutableBuffer(typ gpu.BufferType, data []byte) gpu.Buffer {
func (b *Backend) NewImmutableBuffer(typ gpu.BufferBinding, data []byte) gpu.Buffer {
obj := b.funcs.CreateBuffer()
gltyp := toBufferType(typ)
buf := &gpuBuffer{backend: b, obj: obj, typ: gltyp, size: len(data)}
buf := &gpuBuffer{backend: b, obj: obj, typ: typ, size: len(data)}
buf.Upload(data)
buf.immutable = true
return buf
@@ -428,7 +429,7 @@ func (u *uniformsTracker) setup(funcs Functions, p Program, uniformSize int, uni
func (u *uniformsTracker) setBuffer(buffer gpu.Buffer) {
buf := buffer.(*gpuBuffer)
if buf.typ != UNIFORM_BUFFER {
if buf.typ&gpu.BufferBindingUniforms == 0 {
panic("not a uniform buffer")
}
if buf.size < u.size {
@@ -479,25 +480,24 @@ func (b *gpuBuffer) Upload(data []byte) {
panic("buffer size overflow")
}
b.version++
switch b.typ {
case UNIFORM_BUFFER:
if b.typ&gpu.BufferBindingUniforms != 0 {
copy(b.data, data)
default:
b.backend.funcs.BindBuffer(b.typ, b.obj)
b.backend.funcs.BufferData(b.typ, data, STATIC_DRAW)
}
if b.typ&^gpu.BufferBindingUniforms != 0 {
firstBinding := firstBufferType(b.typ)
b.backend.funcs.BindBuffer(firstBinding, b.obj)
b.backend.funcs.BufferData(firstBinding, data, STATIC_DRAW)
}
}
func (b *gpuBuffer) Release() {
switch b.typ {
case UNIFORM_BUFFER:
default:
if b.typ&^gpu.BufferBindingUniforms != 0 {
b.backend.funcs.DeleteBuffer(b.obj)
}
}
func (b *gpuBuffer) BindVertex(stride, offset int) {
if b.typ != ARRAY_BUFFER {
if b.typ&gpu.BufferBindingVertices == 0 {
panic("not a vertex buffer")
}
b.backend.state.buffer = bufferBinding{buf: b, stride: stride, offset: offset}
@@ -526,7 +526,7 @@ func (b *Backend) setupVertexArrays() {
}
func (b *gpuBuffer) BindIndex() {
if b.typ != ELEMENT_ARRAY_BUFFER {
if b.typ&gpu.BufferBindingIndices == 0 {
panic("not an index buffer")
}
b.backend.funcs.BindBuffer(ELEMENT_ARRAY_BUFFER, b.obj)
@@ -691,13 +691,13 @@ func hasExtension(exts []string, ext string) bool {
return false
}
func toBufferType(typ gpu.BufferType) Enum {
switch typ {
case gpu.BufferTypeVertices:
return ARRAY_BUFFER
case gpu.BufferTypeIndices:
func firstBufferType(typ gpu.BufferBinding) Enum {
switch {
case typ&gpu.BufferBindingIndices != 0:
return ELEMENT_ARRAY_BUFFER
case gpu.BufferTypeUniforms:
case typ&gpu.BufferBindingVertices != 0:
return ARRAY_BUFFER
case typ&gpu.BufferBindingUniforms != 0:
return UNIFORM_BUFFER
default:
panic("unsupported buffer type")
+2 -2
View File
@@ -406,7 +406,7 @@ func (r *renderer) release() {
}
func newBlitter(ctx Backend) *blitter {
quadVerts := ctx.NewImmutableBuffer(BufferTypeVertices,
quadVerts := ctx.NewImmutableBuffer(BufferBindingVertices,
gunsafe.BytesView([]float32{
-1, +1, 0, 0,
+1, +1, 1, 0,
@@ -913,7 +913,7 @@ func newUniformBuffer(b Backend, uniformBlock interface{}) *uniformBuffer {
size := ref.Elem().Type().Size()
// Map the uniforms structure as a byte slice.
ptr := (*[1 << 30]byte)(unsafe.Pointer(ref.Pointer()))[:size:size]
ubuf := b.NewBuffer(BufferTypeUniforms, len(ptr))
ubuf := b.NewBuffer(BufferBindingUniforms, len(ptr))
return &uniformBuffer{buf: ubuf, ptr: ptr}
}
+2 -2
View File
@@ -150,7 +150,7 @@ func newStenciler(ctx Backend) *stenciler {
indices[i*6+4] = i*4 + 1
indices[i*6+5] = i*4 + 3
}
indexBuf := ctx.NewImmutableBuffer(BufferTypeIndices, gunsafe.BytesView(indices))
indexBuf := ctx.NewImmutableBuffer(BufferBindingIndices, gunsafe.BytesView(indices))
progLayout, err := ctx.NewInputLayout(shader_stencil_vert, []InputDesc{
{Type: DataTypeShort, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).CornerX))},
{Type: DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).MaxY))},
@@ -255,7 +255,7 @@ func (c *coverer) release() {
}
func buildPath(ctx Backend, p []byte) *pathData {
buf := ctx.NewImmutableBuffer(BufferTypeVertices, p)
buf := ctx.NewImmutableBuffer(BufferBindingVertices, p)
return &pathData{
ncurves: len(p) / path.VertStride,
data: buf,