forked from joejulian/gio
gpu,gpu/internal: move vertex buffer stride to pipeline state
Metal needs the vertex stride at pipeline creation. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+14
-8
@@ -422,9 +422,12 @@ func newCompute(ctx driver.Device) (*compute, error) {
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pipe, err := ctx.NewPipeline(driver.PipelineDesc{
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VertexShader: copyVert,
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FragmentShader: copyFrag,
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VertexLayout: []driver.InputDesc{
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{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
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{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
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VertexLayout: driver.VertexLayout{
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Inputs: []driver.InputDesc{
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{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
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{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
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},
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Stride: int(unsafe.Sizeof(g.output.layerVertices[0])),
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},
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PixelFormat: driver.TextureFormatOutput,
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BlendDesc: driver.BlendDesc{
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@@ -457,9 +460,12 @@ func newCompute(ctx driver.Device) (*compute, error) {
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pipe, err = ctx.NewPipeline(driver.PipelineDesc{
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VertexShader: materialVert,
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FragmentShader: materialFrag,
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VertexLayout: []driver.InputDesc{
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{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
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{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
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VertexLayout: driver.VertexLayout{
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Inputs: []driver.InputDesc{
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{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
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{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
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},
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Stride: int(unsafe.Sizeof(g.materials.quads[0])),
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},
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PixelFormat: driver.TextureFormatRGBA8,
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})
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@@ -817,7 +823,7 @@ func (g *compute) blitLayers(viewport image.Point) {
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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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g.ctx.BindVertexBuffer(g.output.buffer.buffer, int(unsafe.Sizeof(g.output.layerVertices[0])), 0)
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g.ctx.BindVertexBuffer(g.output.buffer.buffer, 0)
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g.ctx.BindTexture(0, atlas.image)
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g.ctx.DrawArrays(driver.DrawModeTriangles, 0, len(g.output.layerVertices))
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}
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@@ -931,7 +937,7 @@ restart:
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g.ctx.BindFramebuffer(m.fbo, d)
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g.ctx.Viewport(0, 0, texSize, texSize)
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g.ctx.BindPipeline(m.pipeline)
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g.ctx.BindVertexBuffer(m.buffer.buffer, int(unsafe.Sizeof(m.quads[0])), 0)
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g.ctx.BindVertexBuffer(m.buffer.buffer, 0)
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g.ctx.DrawArrays(driver.DrawModeTriangles, 0, len(m.quads))
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return nil
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}
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+8
-5
@@ -580,9 +580,12 @@ func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.
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SrcFactor: driver.BlendFactorOne,
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DstFactor: driver.BlendFactorOneMinusSrcAlpha,
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}
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layout := []driver.InputDesc{
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{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
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{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
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layout := driver.VertexLayout{
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Inputs: []driver.InputDesc{
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{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
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{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
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},
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Stride: 4 * 4,
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}
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vsh, err := b.NewVertexShader(vsSrc)
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if err != nil {
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@@ -702,7 +705,7 @@ func (r *renderer) intersect(ops []imageOp) {
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}
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fbo := -1
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r.pather.stenciler.beginIntersect(r.intersections.sizes)
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r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
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r.ctx.BindVertexBuffer(r.blitter.quadVerts, 0)
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for _, img := range ops {
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if img.clipType != clipTypeIntersection {
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continue
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@@ -1093,7 +1096,7 @@ func (d *drawState) materialFor(rect f32.Rectangle, off f32.Point, partTrans f32
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}
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func (r *renderer) drawOps(cache *resourceCache, ops []imageOp) {
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r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
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r.ctx.BindVertexBuffer(r.blitter.quadVerts, 0)
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var coverTex driver.Texture
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for _, img := range ops {
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m := img.material
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@@ -77,12 +77,15 @@ func TestInputShader(t *testing.T) {
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}
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defer vsh.Release()
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defer fsh.Release()
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layout := []driver.InputDesc{
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{
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Type: shader.DataTypeFloat,
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Size: 4,
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Offset: 0,
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layout := driver.VertexLayout{
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Inputs: []driver.InputDesc{
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{
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Type: shader.DataTypeFloat,
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Size: 4,
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Offset: 0,
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},
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},
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Stride: 4 * 4,
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}
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pipe, err := b.NewPipeline(driver.PipelineDesc{
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VertexShader: vsh,
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@@ -106,7 +109,7 @@ func TestInputShader(t *testing.T) {
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t.Fatal(err)
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}
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defer buf.Release()
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b.BindVertexBuffer(buf, 4*4, 0)
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b.BindVertexBuffer(buf, 0)
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b.DrawArrays(driver.DrawModeTriangles, 0, 3)
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img := screenshot(t, b, fbo, sz)
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if got := img.RGBAAt(0, 0); got != clearColExpect {
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@@ -26,6 +26,10 @@ type Backend struct {
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viewport d3d11.VIEWPORT
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pipeline *Pipeline
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vert struct {
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buffer *Buffer
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offset int
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}
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caps driver.Caps
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@@ -40,6 +44,7 @@ type Pipeline struct {
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frag *d3d11.PixelShader
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layout *d3d11.InputLayout
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blend *d3d11.BlendState
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stride int
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}
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type Texture struct {
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@@ -375,9 +380,9 @@ func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error)
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return nil, err
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}
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var layout *d3d11.InputLayout
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if l := desc.VertexLayout; l != nil {
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if l := desc.VertexLayout; l.Stride > 0 {
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var err error
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layout, err = b.newInputLayout(vsh.src, l)
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layout, err = b.newInputLayout(vsh.src, l.Inputs)
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if err != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(blend), blend.Vtbl.AddRef)
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return nil, err
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@@ -394,6 +399,7 @@ func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error)
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vert: vshRef,
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frag: fshRef,
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layout: layout,
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stride: desc.VertexLayout.Stride,
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blend: blend,
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}, nil
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}
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@@ -460,6 +466,9 @@ func (b *Backend) prepareDraw(mode driver.DrawMode) {
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b.ctx.PSSetShader(p.frag)
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b.ctx.IASetInputLayout(p.layout)
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b.ctx.OMSetBlendState(p.blend, nil, 0xffffffff)
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if b.vert.buffer != nil {
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b.ctx.IASetVertexBuffers(b.vert.buffer.buf, uint32(p.stride), uint32(b.vert.offset))
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}
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}
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var topology uint32
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switch mode {
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@@ -562,8 +571,9 @@ func (b *Backend) BindFragmentUniforms(buffer driver.Buffer) {
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b.ctx.PSSetConstantBuffers(buf.buf)
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}
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func (b *Backend) BindVertexBuffer(buf driver.Buffer, stride, offset int) {
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b.ctx.IASetVertexBuffers(buf.(*Buffer).buf, uint32(stride), uint32(offset))
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func (b *Backend) BindVertexBuffer(buf driver.Buffer, offset int) {
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b.vert.buffer = buf.(*Buffer)
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b.vert.offset = offset
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}
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func (b *Backend) BindIndexBuffer(buf driver.Buffer) {
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@@ -38,7 +38,7 @@ type Device interface {
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BindPipeline(p Pipeline)
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BindFramebuffer(f Framebuffer, a LoadDesc)
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BindTexture(unit int, t Texture)
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BindVertexBuffer(b Buffer, stride, offset int)
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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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@@ -69,11 +69,16 @@ type Pipeline interface {
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type PipelineDesc struct {
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VertexShader VertexShader
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FragmentShader FragmentShader
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VertexLayout []InputDesc
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VertexLayout VertexLayout
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BlendDesc BlendDesc
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PixelFormat TextureFormat
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}
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type VertexLayout struct {
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Inputs []InputDesc
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Stride int
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}
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// InputDesc describes a vertex attribute as laid out in a Buffer.
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type InputDesc struct {
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Type shader.DataType
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@@ -90,7 +90,6 @@ type state struct {
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type bufferBinding struct {
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obj gl.Buffer
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offset int
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stride int
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}
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type timer struct {
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@@ -115,7 +114,7 @@ type framebuffer struct {
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type pipeline struct {
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prog *program
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inputs []shader.InputLocation
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layout []driver.InputDesc
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layout driver.VertexLayout
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blend driver.BlendDesc
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}
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@@ -900,11 +899,11 @@ func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error)
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}
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layout := desc.VertexLayout
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vsrc := desc.VertexShader.(*glshader).src
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if len(vsrc.Inputs) != len(layout) {
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return nil, fmt.Errorf("opengl: got %d inputs, expected %d", len(layout), len(vsrc.Inputs))
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if len(vsrc.Inputs) != len(layout.Inputs) {
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return nil, fmt.Errorf("opengl: got %d inputs, expected %d", len(layout.Inputs), len(vsrc.Inputs))
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}
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for i, inp := range vsrc.Inputs {
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if exp, got := inp.Size, layout[i].Size; exp != got {
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if exp, got := inp.Size, layout.Inputs[i].Size; exp != got {
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return nil, fmt.Errorf("opengl: data size mismatch for %q: got %d expected %d", inp.Name, got, exp)
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}
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}
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@@ -1122,12 +1121,12 @@ func (b *buffer) Release() {
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}
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}
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func (b *Backend) BindVertexBuffer(buf driver.Buffer, stride, offset int) {
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func (b *Backend) BindVertexBuffer(buf driver.Buffer, offset int) {
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gbuf := buf.(*buffer)
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if gbuf.typ&driver.BufferBindingVertices == 0 {
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panic("not a vertex buffer")
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}
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b.state.buffer = bufferBinding{obj: gbuf.obj, stride: stride, offset: offset}
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b.state.buffer = bufferBinding{obj: gbuf.obj, offset: offset}
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}
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func (b *Backend) setupVertexArrays() {
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@@ -1141,7 +1140,7 @@ func (b *Backend) setupVertexArrays() {
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var enabled [max]bool
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buf := b.state.buffer
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for i, inp := range inputs {
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l := layout[i]
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l := layout.Inputs[i]
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var gltyp gl.Enum
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switch l.Type {
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case shader.DataTypeFloat:
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@@ -1152,7 +1151,7 @@ func (b *Backend) setupVertexArrays() {
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panic("unsupported data type")
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}
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enabled[inp.Location] = true
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b.glstate.vertexAttribPointer(b.funcs, buf.obj, inp.Location, l.Size, gltyp, false, buf.stride, buf.offset+l.Offset)
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b.glstate.vertexAttribPointer(b.funcs, buf.obj, inp.Location, l.Size, gltyp, false, p.layout.Stride, buf.offset+l.Offset)
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}
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for i := 0; i < max; i++ {
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b.glstate.setVertexAttribArray(b.funcs, i, enabled[i])
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+16
-10
@@ -187,16 +187,22 @@ func newStenciler(ctx driver.Device) *stenciler {
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if err != nil {
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panic(err)
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}
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progLayout := []driver.InputDesc{
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{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).Corner))},
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{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).MaxY))},
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{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).FromX))},
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{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).CtrlX))},
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{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).ToX))},
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progLayout := driver.VertexLayout{
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Inputs: []driver.InputDesc{
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{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).Corner))},
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{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).MaxY))},
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{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).FromX))},
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{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).CtrlX))},
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{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).ToX))},
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},
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Stride: vertStride,
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}
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iprogLayout := []driver.InputDesc{
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{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
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{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
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iprogLayout := driver.VertexLayout{
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Inputs: []driver.InputDesc{
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{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
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{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
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},
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Stride: 4 * 4,
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}
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st := &stenciler{
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ctx: ctx,
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@@ -370,7 +376,7 @@ func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv ima
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batch = max
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}
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off := vertStride * start * 4
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s.ctx.BindVertexBuffer(data.data, vertStride, off)
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s.ctx.BindVertexBuffer(data.data, off)
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s.ctx.DrawElements(driver.DrawModeTriangles, 0, batch*6)
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start += batch
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}
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