gpu,gpu/internal: move InputDesc back from gioui.org/shader module

It was moved to gioui.org/shader by mistake.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-08-11 16:11:26 +02:00
parent afaa31eca8
commit d38c78d7ac
7 changed files with 18 additions and 10 deletions
+2 -2
View File
@@ -422,7 +422,7 @@ func newCompute(ctx driver.Device) (*compute, error) {
pipe, err := ctx.NewPipeline(driver.PipelineDesc{
VertexShader: copyVert,
FragmentShader: copyFrag,
VertexLayout: []shader.InputDesc{
VertexLayout: []driver.InputDesc{
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
},
@@ -457,7 +457,7 @@ func newCompute(ctx driver.Device) (*compute, error) {
pipe, err = ctx.NewPipeline(driver.PipelineDesc{
VertexShader: materialVert,
FragmentShader: materialFrag,
VertexLayout: []shader.InputDesc{
VertexLayout: []driver.InputDesc{
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
},
+1 -1
View File
@@ -580,7 +580,7 @@ func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.
SrcFactor: driver.BlendFactorOne,
DstFactor: driver.BlendFactorOneMinusSrcAlpha,
}
layout := []shader.InputDesc{
layout := []driver.InputDesc{
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
}
+1 -1
View File
@@ -77,7 +77,7 @@ func TestInputShader(t *testing.T) {
}
defer vsh.Release()
defer fsh.Release()
layout := []shader.InputDesc{
layout := []driver.InputDesc{
{
Type: shader.DataTypeFloat,
Size: 4,
+1 -1
View File
@@ -274,7 +274,7 @@ func (b *Backend) NewFramebuffer(tex driver.Texture) (driver.Framebuffer, error)
return fbo, nil
}
func (b *Backend) newInputLayout(vertexShader shader.Sources, layout []shader.InputDesc) (*d3d11.InputLayout, error) {
func (b *Backend) newInputLayout(vertexShader shader.Sources, layout []driver.InputDesc) (*d3d11.InputLayout, error) {
if len(vertexShader.Inputs) != len(layout) {
return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vertexShader.Inputs))
}
+9 -1
View File
@@ -60,11 +60,19 @@ type Pipeline interface {
type PipelineDesc struct {
VertexShader VertexShader
FragmentShader FragmentShader
VertexLayout []shader.InputDesc
VertexLayout []InputDesc
BlendDesc BlendDesc
PixelFormat TextureFormat
}
// InputDesc describes a vertex attribute as laid out in a Buffer.
type InputDesc struct {
Type shader.DataType
Size int
Offset int
}
type BlendDesc struct {
Enable bool
SrcFactor, DstFactor BlendFactor
+2 -2
View File
@@ -115,7 +115,7 @@ type framebuffer struct {
type pipeline struct {
prog *program
inputs []shader.InputLocation
layout []shader.InputDesc
layout []driver.InputDesc
blend driver.BlendDesc
}
@@ -157,7 +157,7 @@ type uniformLocation struct {
type inputLayout struct {
inputs []shader.InputLocation
layout []shader.InputDesc
layout []driver.InputDesc
}
// textureTriple holds the type settings for
+2 -2
View File
@@ -187,14 +187,14 @@ func newStenciler(ctx driver.Device) *stenciler {
if err != nil {
panic(err)
}
progLayout := []shader.InputDesc{
progLayout := []driver.InputDesc{
{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).Corner))},
{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).MaxY))},
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).FromX))},
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).CtrlX))},
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).ToX))},
}
iprogLayout := []shader.InputDesc{
iprogLayout := []driver.InputDesc{
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
}