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