forked from joejulian/gio
gpu: rename NewBuffer to NewImmutableBuffer
Prepare for adding NewBuffer for mutable buffers. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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+1
-1
@@ -22,7 +22,7 @@ type Backend interface {
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DefaultFramebuffer() Framebuffer
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NilTexture() Texture
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NewFramebuffer() Framebuffer
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NewBuffer(typ BufferType, data []byte) Buffer
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NewImmutableBuffer(typ BufferType, data []byte) Buffer
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NewProgram(vertexShader, fragmentShader ShaderSources) (Program, error)
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NewInputLayout(vertexShader ShaderSources, layout []InputDesc) (InputLayout, error)
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@@ -162,7 +162,7 @@ func (b *Backend) NewTexture(minFilter, magFilter gpu.TextureFilter) gpu.Texture
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return tex
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}
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func (b *Backend) NewBuffer(typ gpu.BufferType, data []byte) gpu.Buffer {
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func (b *Backend) NewImmutableBuffer(typ gpu.BufferType, data []byte) gpu.Buffer {
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obj := b.funcs.CreateBuffer()
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var gltyp Enum
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switch typ {
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+1
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@@ -376,7 +376,7 @@ func newBlitter(ctx Backend) *blitter {
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if err != nil {
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panic(err)
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}
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quadVerts := ctx.NewBuffer(BufferTypeVertices,
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quadVerts := ctx.NewImmutableBuffer(BufferTypeVertices,
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gunsafe.BytesView([]float32{
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-1, +1, 0, 0,
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+1, +1, 1, 0,
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+2
-2
@@ -142,7 +142,7 @@ func newStenciler(ctx Backend) *stenciler {
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indices[i*6+4] = i*4 + 1
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indices[i*6+5] = i*4 + 3
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}
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indexBuf := ctx.NewBuffer(BufferTypeIndices, gunsafe.BytesView(indices))
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indexBuf := ctx.NewImmutableBuffer(BufferTypeIndices, gunsafe.BytesView(indices))
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progLayout, err := ctx.NewInputLayout(shader_stencil_vert, []InputDesc{
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{Type: DataTypeShort, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).CornerX))},
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{Type: DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).MaxY))},
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@@ -239,7 +239,7 @@ func (c *coverer) release() {
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}
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func buildPath(ctx Backend, p []byte) *pathData {
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buf := ctx.NewBuffer(BufferTypeVertices, p)
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buf := ctx.NewImmutableBuffer(BufferTypeVertices, p)
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return &pathData{
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ncurves: len(p) / path.VertStride,
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data: buf,
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