gpu/backend: remove clear color and depth state

Specifying the clear color and depth at the time of clearing is
less error prone and a better for modern GPU APIs. As a bonus, we
can get rid of the BufferAttachment type.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-03-15 12:20:19 +01:00
parent daecdcaabf
commit 7fba3bb8fe
7 changed files with 24 additions and 53 deletions
+7 -9
View File
@@ -110,12 +110,10 @@ func TestFramebuffers(t *testing.T) {
col2 = color.RGBA{R: 0xfe, G: 0xba, B: 0xbe, A: 0xca}
)
fcol1, fcol2 := f32color.RGBAFromSRGB(col1), f32color.RGBAFromSRGB(col2)
b.ClearColor(fcol1.Float32())
b.BindFramebuffer(fbo1)
b.Clear(backend.BufferAttachmentColor)
b.ClearColor(fcol2.Float32())
b.Clear(fcol1.Float32())
b.BindFramebuffer(fbo2)
b.Clear(backend.BufferAttachmentColor)
b.Clear(fcol2.Float32())
img := screenshot(t, fbo1, sz)
if got := img.RGBAAt(0, 0); got != col1 {
t.Errorf("got color %v, expected %v", got, col1)
@@ -129,7 +127,11 @@ func TestFramebuffers(t *testing.T) {
func setupFBO(t *testing.T, b backend.Device, size image.Point) backend.Framebuffer {
fbo := newFBO(t, b, size)
b.BindFramebuffer(fbo)
b.Clear(backend.BufferAttachmentColor | backend.BufferAttachmentDepth)
// ClearColor accepts linear RGBA colors, while 8-bit colors
// are in the sRGB color space.
col := f32color.RGBAFromSRGB(clearCol)
b.Clear(col.Float32())
b.ClearDepth(0.0)
b.Viewport(0, 0, size.X, size.Y)
return fbo
}
@@ -172,10 +174,6 @@ func newBackend(t *testing.T) backend.Device {
t.Fatal(err)
}
b.BeginFrame()
// ClearColor accepts linear RGBA colors, while 8-bit colors
// are in the sRGB color space.
col := f32color.RGBAFromSRGB(clearCol)
b.ClearColor(col.Float32())
t.Cleanup(func() {
b.EndFrame()
ctx.ReleaseCurrent()
+8 -15
View File
@@ -10,7 +10,6 @@ import (
"unsafe"
"gioui.org/gpu/backend"
"gioui.org/internal/f32color"
gunsafe "gioui.org/internal/unsafe"
"golang.org/x/sys/windows"
)
@@ -27,8 +26,8 @@ type Device struct {
}
type Backend struct {
clearColor f32color.RGBA
clearDepth float32
// Temporary storage to avoid garbage.
clearColor [4]float32
viewport _D3D11_VIEWPORT
depthState depthState
blendState blendState
@@ -539,16 +538,14 @@ func (b *Backend) NewProgram(vertexShader, fragmentShader backend.ShaderSources)
return p, nil
}
func (b *Backend) ClearColor(colr, colg, colb, cola float32) {
b.clearColor = f32color.RGBA{R: colr, G: colg, B: colb, A: cola}
func (b *Backend) Clear(colr, colg, colb, cola float32) {
b.clearColor = [4]float32{colr, colg, colb, cola}
b.dev.ctx.ClearRenderTargetView(b.fbo.renderTarget, &b.clearColor)
}
func (b *Backend) Clear(buffers backend.BufferAttachments) {
if buffers&backend.BufferAttachmentColor != 0 {
b.dev.ctx.ClearRenderTargetView(b.fbo.renderTarget, &b.clearColor)
}
if buffers&backend.BufferAttachmentDepth != 0 && b.fbo.depthView != nil {
b.dev.ctx.ClearDepthStencilView(b.fbo.depthView, _D3D11_CLEAR_DEPTH|_D3D11_CLEAR_STENCIL, b.clearDepth, 0)
func (b *Backend) ClearDepth(depth float32) {
if b.fbo.depthView != nil {
b.dev.ctx.ClearDepthStencilView(b.fbo.depthView, _D3D11_CLEAR_DEPTH|_D3D11_CLEAR_STENCIL, depth, 0)
}
}
@@ -650,10 +647,6 @@ func (b *Backend) DepthFunc(f backend.DepthFunc) {
b.depthState.fn = f
}
func (b *Backend) ClearDepth(d float32) {
b.clearDepth = d
}
func (b *Backend) SetBlend(enable bool) {
b.blendState.enable = enable
}
+1 -1
View File
@@ -1034,7 +1034,7 @@ func (c *_ID3D11DeviceContext) ClearDepthStencilView(target *_ID3D11DepthStencil
)
}
func (c *_ID3D11DeviceContext) ClearRenderTargetView(target *_ID3D11RenderTargetView, color *f32color.RGBA) {
func (c *_ID3D11DeviceContext) ClearRenderTargetView(target *_ID3D11RenderTargetView, color *[4]float32) {
syscall.Syscall(
c.vtbl.ClearRenderTargetView,
3,
+1 -9
View File
@@ -27,9 +27,8 @@ type Device interface {
NewInputLayout(vertexShader ShaderSources, layout []InputDesc) (InputLayout, error)
DepthFunc(f DepthFunc)
ClearColor(r, g, b, a float32)
ClearDepth(d float32)
Clear(buffers BufferAttachments)
Clear(r, g, b, a float32)
Viewport(x, y, width, height int)
DrawArrays(mode DrawMode, off, count int)
DrawElements(mode DrawMode, off, count int)
@@ -110,8 +109,6 @@ type BlendFactor uint8
type DrawMode uint8
type BufferAttachments uint
type TextureFilter uint8
type TextureFormat uint8
@@ -157,11 +154,6 @@ type Texture interface {
Release()
}
const (
BufferAttachmentColor BufferAttachments = 1 << iota
BufferAttachmentDepth
)
const (
DepthFuncGreater DepthFunc = iota
)
+4 -13
View File
@@ -385,23 +385,14 @@ func (b *Backend) Viewport(x, y, width, height int) {
b.funcs.Viewport(x, y, width, height)
}
func (b *Backend) Clear(attachments backend.BufferAttachments) {
var mask Enum
if attachments&backend.BufferAttachmentColor != 0 {
mask |= COLOR_BUFFER_BIT
}
if attachments&backend.BufferAttachmentDepth != 0 {
mask |= DEPTH_BUFFER_BIT
}
b.funcs.Clear(mask)
func (b *Backend) Clear(colR, colG, colB, colA float32) {
b.funcs.ClearColor(colR, colG, colB, colA)
b.funcs.Clear(COLOR_BUFFER_BIT)
}
func (b *Backend) ClearDepth(d float32) {
b.funcs.ClearDepthf(d)
}
func (b *Backend) ClearColor(colR, colG, colB, colA float32) {
b.funcs.ClearColor(colR, colG, colB, colA)
b.funcs.Clear(DEPTH_BUFFER_BIT)
}
func (b *Backend) DepthFunc(f backend.DepthFunc) {
+3 -4
View File
@@ -335,9 +335,8 @@ func (g *GPU) BeginFrame() {
}
g.ctx.BindFramebuffer(g.defFBO)
g.ctx.DepthFunc(backend.DepthFuncGreater)
g.ctx.ClearColor(g.drawOps.clearColor.Float32())
g.ctx.ClearDepth(0.0)
g.ctx.Clear(backend.BufferAttachmentColor | backend.BufferAttachmentDepth)
g.ctx.Clear(g.drawOps.clearColor.Float32())
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.renderer.drawZOps(g.drawOps.zimageOps)
g.zopsTimer.end()
@@ -502,7 +501,7 @@ func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) {
fbo = p.place.Idx
f := r.pather.stenciler.cover(fbo)
r.ctx.BindFramebuffer(f.fbo)
r.ctx.Clear(backend.BufferAttachmentColor)
r.ctx.Clear(0.0, 0.0, 0.0, 0.0)
}
data, _ := pathCache.get(p.pathKey)
r.pather.stencilPath(p.clip, p.off, p.place.Pos, data.(*pathData))
@@ -525,7 +524,7 @@ func (r *renderer) intersect(ops []imageOp) {
fbo = img.place.Idx
f := r.pather.stenciler.intersections.fbos[fbo]
r.ctx.BindFramebuffer(f.fbo)
r.ctx.Clear(backend.BufferAttachmentColor)
r.ctx.Clear(1.0, 0.0, 0.0, 0.0)
}
r.ctx.Viewport(img.place.Pos.X, img.place.Pos.Y, img.clip.Dx(), img.clip.Dy())
r.intersectPath(img.path, img.clip)
-2
View File
@@ -292,7 +292,6 @@ func (s *stenciler) beginIntersect(sizes []image.Point) {
// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
// no floating point support is available.
s.intersections.resize(s.ctx, sizes)
s.ctx.ClearColor(1.0, 0.0, 0.0, 0.0)
s.ctx.BindProgram(s.iprog.prog.prog)
}
@@ -308,7 +307,6 @@ func (s *stenciler) cover(idx int) stencilFBO {
func (s *stenciler) begin(sizes []image.Point) {
s.ctx.BlendFunc(backend.BlendFactorOne, backend.BlendFactorOne)
s.fbos.resize(s.ctx, sizes)
s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)
s.ctx.BindProgram(s.prog.prog.prog)
s.ctx.BindInputLayout(s.prog.layout)
s.ctx.BindIndexBuffer(s.indexBuf)