forked from joejulian/gio
gpu: don't allocate null materials buffer when running on the CPU
References: https://todo.sr.ht/~eliasnaur/gio/469 Signed-off-by: Elias Naur <mail@eliasnaur.com>
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+7
-6
@@ -404,12 +404,6 @@ func newCompute(ctx driver.Device) (*compute, error) {
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conf: new(config),
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memHeader: new(memoryHeader),
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}
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null, err := ctx.NewTexture(driver.TextureFormatRGBA8, 1, 1, driver.FilterNearest, driver.FilterNearest, driver.BufferBindingShaderStorageRead)
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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.output.nullMaterials = null
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shaders := []struct {
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prog *computeProgram
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src shader.Sources
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@@ -431,6 +425,13 @@ func newCompute(ctx driver.Device) (*compute, error) {
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}
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if g.useCPU {
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g.dispatcher = newDispatcher(runtime.NumCPU())
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} else {
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null, err := ctx.NewTexture(driver.TextureFormatRGBA8, 1, 1, driver.FilterNearest, driver.FilterNearest, driver.BufferBindingShaderStorageRead)
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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.output.nullMaterials = null
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}
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copyVert, copyFrag, err := newShaders(ctx, gio.Shader_copy_vert, gio.Shader_copy_frag)
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