forked from joejulian/gio
ebfb17ec6c
Signed-off-by: Elias Naur <mail@eliasnaur.com>
958 lines
27 KiB
Go
958 lines
27 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package gl
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import (
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"errors"
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"fmt"
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"image"
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"strings"
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"time"
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"unsafe"
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"gioui.org/gpu/backend"
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"gioui.org/internal/glimpl"
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)
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// Backend implements backend.Device.
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type Backend struct {
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funcs *glimpl.Functions
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state glstate
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glver [2]int
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gles bool
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ubo bool
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feats backend.Caps
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// floatTriple holds the settings for floating point
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// textures.
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floatTriple textureTriple
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// Single channel alpha textures.
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alphaTriple textureTriple
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srgbaTriple textureTriple
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}
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// State tracking.
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type glstate struct {
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// nattr is the current number of enabled vertex arrays.
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nattr int
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prog *gpuProgram
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texUnits [4]*gpuTexture
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layout *gpuInputLayout
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buffer bufferBinding
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}
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type bufferBinding struct {
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buf *gpuBuffer
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offset int
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stride int
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}
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type gpuTimer struct {
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funcs *glimpl.Functions
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obj glimpl.Query
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}
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type gpuTexture struct {
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backend *Backend
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obj glimpl.Texture
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triple textureTriple
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width int
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height int
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}
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type gpuFramebuffer struct {
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backend *Backend
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obj glimpl.Framebuffer
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hasDepth bool
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depthBuf glimpl.Renderbuffer
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foreign bool
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}
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type gpuBuffer struct {
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backend *Backend
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hasBuffer bool
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obj glimpl.Buffer
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typ backend.BufferBinding
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size int
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immutable bool
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version int
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// For emulation of uniform buffers.
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data []byte
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}
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type gpuProgram struct {
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backend *Backend
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obj glimpl.Program
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nattr int
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vertUniforms uniformsTracker
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fragUniforms uniformsTracker
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storage [storageBindings]*gpuBuffer
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}
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type uniformsTracker struct {
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locs []uniformLocation
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size int
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buf *gpuBuffer
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version int
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}
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type uniformLocation struct {
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uniform glimpl.Uniform
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offset int
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typ backend.DataType
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size int
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}
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type gpuInputLayout struct {
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inputs []backend.InputLocation
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layout []backend.InputDesc
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}
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// textureTriple holds the type settings for
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// a TexImage2D call.
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type textureTriple struct {
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internalFormat glimpl.Enum
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format glimpl.Enum
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typ glimpl.Enum
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}
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type Context = glimpl.Context
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const (
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storageBindings = 32
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)
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// NewBackend returns a new Backend.
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//
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// Pass a WebGL context if GOOS is "js", otherwise pass nil for the current
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// context.
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func NewBackend(ctx Context) (*Backend, error) {
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f, err := glimpl.NewFunctions(ctx)
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if err != nil {
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return nil, err
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}
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exts := strings.Split(f.GetString(glimpl.EXTENSIONS), " ")
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glVer := f.GetString(glimpl.VERSION)
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ver, gles, err := glimpl.ParseGLVersion(glVer)
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if err != nil {
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return nil, err
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}
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floatTriple, ffboErr := floatTripleFor(f, ver, exts)
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srgbaTriple, err := srgbaTripleFor(ver, exts)
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if err != nil {
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return nil, err
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}
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gles30 := gles && ver[0] >= 3
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gles31 := gles && (ver[0] > 3 || (ver[0] == 3 && ver[1] >= 1))
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b := &Backend{
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glver: ver,
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gles: gles,
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ubo: gles30,
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funcs: f,
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floatTriple: floatTriple,
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alphaTriple: alphaTripleFor(ver),
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srgbaTriple: srgbaTriple,
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}
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if ffboErr == nil {
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b.feats.Features |= backend.FeatureFloatRenderTargets
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}
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if gles31 {
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b.feats.Features |= backend.FeatureCompute
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}
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if hasExtension(exts, "GL_EXT_disjoint_timer_query_webgl2") || hasExtension(exts, "GL_EXT_disjoint_timer_query") {
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b.feats.Features |= backend.FeatureTimers
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}
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b.feats.MaxTextureSize = f.GetInteger(glimpl.MAX_TEXTURE_SIZE)
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return b, nil
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}
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func (b *Backend) BeginFrame() {
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// Assume GL state is reset between frames.
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b.state = glstate{}
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}
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func (b *Backend) EndFrame() {
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b.funcs.ActiveTexture(glimpl.TEXTURE0)
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}
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func (b *Backend) Caps() backend.Caps {
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return b.feats
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}
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func (b *Backend) NewTimer() backend.Timer {
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return &gpuTimer{
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funcs: b.funcs,
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obj: b.funcs.CreateQuery(),
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}
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}
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func (b *Backend) IsTimeContinuous() bool {
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return b.funcs.GetInteger(glimpl.GPU_DISJOINT_EXT) == glimpl.FALSE
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}
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func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Framebuffer, error) {
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glErr(b.funcs)
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gltex := tex.(*gpuTexture)
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fb := b.funcs.CreateFramebuffer()
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fbo := &gpuFramebuffer{backend: b, obj: fb}
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b.BindFramebuffer(fbo)
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if err := glErr(b.funcs); err != nil {
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fbo.Release()
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return nil, err
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}
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b.funcs.FramebufferTexture2D(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.TEXTURE_2D, gltex.obj, 0)
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if depthBits > 0 {
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size := glimpl.Enum(glimpl.DEPTH_COMPONENT16)
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switch {
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case depthBits > 24:
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size = glimpl.DEPTH_COMPONENT32F
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case depthBits > 16:
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size = glimpl.DEPTH_COMPONENT24
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}
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depthBuf := b.funcs.CreateRenderbuffer()
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b.funcs.BindRenderbuffer(glimpl.RENDERBUFFER, depthBuf)
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b.funcs.RenderbufferStorage(glimpl.RENDERBUFFER, size, gltex.width, gltex.height)
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b.funcs.FramebufferRenderbuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT, glimpl.RENDERBUFFER, depthBuf)
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fbo.depthBuf = depthBuf
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fbo.hasDepth = true
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if err := glErr(b.funcs); err != nil {
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fbo.Release()
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return nil, err
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}
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}
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if st := b.funcs.CheckFramebufferStatus(glimpl.FRAMEBUFFER); st != glimpl.FRAMEBUFFER_COMPLETE {
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fbo.Release()
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return nil, fmt.Errorf("incomplete framebuffer, status = 0x%x, err = %d", st, b.funcs.GetError())
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}
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return fbo, nil
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}
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func (b *Backend) CurrentFramebuffer() backend.Framebuffer {
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fboID := glimpl.Framebuffer(b.funcs.GetBinding(glimpl.FRAMEBUFFER_BINDING))
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return &gpuFramebuffer{backend: b, obj: fboID, foreign: true}
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}
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func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, minFilter, magFilter backend.TextureFilter, binding backend.BufferBinding) (backend.Texture, error) {
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glErr(b.funcs)
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tex := &gpuTexture{backend: b, obj: b.funcs.CreateTexture(), width: width, height: height}
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switch format {
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case backend.TextureFormatFloat:
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tex.triple = b.floatTriple
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case backend.TextureFormatSRGB:
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tex.triple = b.srgbaTriple
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case backend.TextureFormatRGBA8:
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tex.triple = textureTriple{glimpl.RGBA8, glimpl.RGBA, glimpl.UNSIGNED_BYTE}
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default:
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return nil, errors.New("unsupported texture format")
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}
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b.BindTexture(0, tex)
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b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MAG_FILTER, toTexFilter(magFilter))
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b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MIN_FILTER, toTexFilter(minFilter))
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b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_S, glimpl.CLAMP_TO_EDGE)
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b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_T, glimpl.CLAMP_TO_EDGE)
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if b.gles && b.glver[0] >= 3 {
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// Immutable textures are required for BindImageTexture, and can't hurt otherwise.
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b.funcs.TexStorage2D(glimpl.TEXTURE_2D, 1, tex.triple.internalFormat, width, height)
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} else {
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b.funcs.TexImage2D(glimpl.TEXTURE_2D, 0, tex.triple.internalFormat, width, height, tex.triple.format, tex.triple.typ)
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}
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if err := glErr(b.funcs); err != nil {
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tex.Release()
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return nil, err
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}
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return tex, nil
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}
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func (b *Backend) NewBuffer(typ backend.BufferBinding, size int) (backend.Buffer, error) {
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glErr(b.funcs)
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buf := &gpuBuffer{backend: b, typ: typ, size: size}
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if typ&backend.BufferBindingUniforms != 0 {
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if typ != backend.BufferBindingUniforms {
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return nil, errors.New("uniforms buffers cannot be bound as anything else")
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}
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if !b.ubo {
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// GLES 2 doesn't support uniform buffers.
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buf.data = make([]byte, size)
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}
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}
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if typ&^backend.BufferBindingUniforms != 0 || b.ubo {
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buf.hasBuffer = true
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buf.obj = b.funcs.CreateBuffer()
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if err := glErr(b.funcs); err != nil {
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buf.Release()
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return nil, err
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}
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firstBinding := firstBufferType(typ)
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b.funcs.BindBuffer(firstBinding, buf.obj)
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b.funcs.BufferData(firstBinding, size, glimpl.DYNAMIC_DRAW)
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}
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return buf, nil
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}
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func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (backend.Buffer, error) {
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glErr(b.funcs)
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obj := b.funcs.CreateBuffer()
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buf := &gpuBuffer{backend: b, obj: obj, typ: typ, size: len(data), hasBuffer: true}
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firstBinding := firstBufferType(typ)
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b.funcs.BindBuffer(firstBinding, buf.obj)
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b.funcs.BufferData(firstBinding, len(data), glimpl.STATIC_DRAW)
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buf.Upload(data)
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buf.immutable = true
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if err := glErr(b.funcs); err != nil {
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buf.Release()
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return nil, err
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}
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return buf, nil
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}
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func glErr(f *glimpl.Functions) error {
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if st := f.GetError(); st != glimpl.NO_ERROR {
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return fmt.Errorf("glGetError: %#x", st)
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}
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return nil
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}
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func (b *Backend) MemoryBarrier() {
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b.funcs.MemoryBarrier(glimpl.ALL_BARRIER_BITS)
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}
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func (b *Backend) DispatchCompute(x, y, z int) {
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if p := b.state.prog; p != nil {
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for binding, buf := range p.storage {
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if buf != nil {
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b.funcs.BindBufferBase(glimpl.SHADER_STORAGE_BUFFER, binding, buf.obj)
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}
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}
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}
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b.funcs.DispatchCompute(x, y, z)
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}
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func (b *Backend) BindImageTexture(unit int, tex backend.Texture, access backend.AccessBits, f backend.TextureFormat) {
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t := tex.(*gpuTexture)
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var acc glimpl.Enum
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switch access {
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case backend.AccessWrite:
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acc = glimpl.WRITE_ONLY
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case backend.AccessRead:
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acc = glimpl.READ_ONLY
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default:
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panic("unsupported access bits")
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}
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var format glimpl.Enum
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switch f {
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case backend.TextureFormatRGBA8:
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format = glimpl.RGBA8
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default:
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panic("unsupported format")
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}
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b.funcs.BindImageTexture(unit, t.obj, 0, false, 0, acc, format)
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}
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func (b *Backend) bindTexture(unit int, t *gpuTexture) {
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if b.state.texUnits[unit] != t {
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b.funcs.ActiveTexture(glimpl.TEXTURE0 + glimpl.Enum(unit))
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b.funcs.BindTexture(glimpl.TEXTURE_2D, t.obj)
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b.state.texUnits[unit] = t
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}
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}
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func (b *Backend) useProgram(p *gpuProgram) {
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if b.state.prog != p {
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p.backend.funcs.UseProgram(p.obj)
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b.state.prog = p
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}
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}
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func (b *Backend) enableVertexArrays(n int) {
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// Enable needed arrays.
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for i := b.state.nattr; i < n; i++ {
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b.funcs.EnableVertexAttribArray(glimpl.Attrib(i))
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}
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// Disable extra arrays.
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for i := n; i < b.state.nattr; i++ {
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b.funcs.DisableVertexAttribArray(glimpl.Attrib(i))
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}
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b.state.nattr = n
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}
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func (b *Backend) SetDepthTest(enable bool) {
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if enable {
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b.funcs.Enable(glimpl.DEPTH_TEST)
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} else {
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b.funcs.Disable(glimpl.DEPTH_TEST)
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}
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}
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func (b *Backend) BlendFunc(sfactor, dfactor backend.BlendFactor) {
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b.funcs.BlendFunc(toGLBlendFactor(sfactor), toGLBlendFactor(dfactor))
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}
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func toGLBlendFactor(f backend.BlendFactor) glimpl.Enum {
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switch f {
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case backend.BlendFactorOne:
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return glimpl.ONE
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case backend.BlendFactorOneMinusSrcAlpha:
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return glimpl.ONE_MINUS_SRC_ALPHA
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case backend.BlendFactorZero:
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return glimpl.ZERO
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case backend.BlendFactorDstColor:
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return glimpl.DST_COLOR
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default:
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panic("unsupported blend factor")
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}
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}
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func (b *Backend) DepthMask(mask bool) {
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b.funcs.DepthMask(mask)
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}
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func (b *Backend) SetBlend(enable bool) {
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if enable {
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b.funcs.Enable(glimpl.BLEND)
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} else {
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b.funcs.Disable(glimpl.BLEND)
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}
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}
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func (b *Backend) DrawElements(mode backend.DrawMode, off, count int) {
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b.prepareDraw()
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// off is in 16-bit indices, but DrawElements take a byte offset.
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byteOff := off * 2
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b.funcs.DrawElements(toGLDrawMode(mode), count, glimpl.UNSIGNED_SHORT, byteOff)
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}
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func (b *Backend) DrawArrays(mode backend.DrawMode, off, count int) {
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b.prepareDraw()
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b.funcs.DrawArrays(toGLDrawMode(mode), off, count)
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}
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func (b *Backend) prepareDraw() {
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nattr := b.state.prog.nattr
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b.enableVertexArrays(nattr)
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if nattr > 0 {
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b.setupVertexArrays()
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}
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if p := b.state.prog; p != nil {
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p.updateUniforms()
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}
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}
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func toGLDrawMode(mode backend.DrawMode) glimpl.Enum {
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switch mode {
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case backend.DrawModeTriangleStrip:
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return glimpl.TRIANGLE_STRIP
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case backend.DrawModeTriangles:
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return glimpl.TRIANGLES
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default:
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panic("unsupported draw mode")
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}
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}
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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(colR, colG, colB, colA float32) {
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b.funcs.ClearColor(colR, colG, colB, colA)
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b.funcs.Clear(glimpl.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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b.funcs.Clear(glimpl.DEPTH_BUFFER_BIT)
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}
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func (b *Backend) DepthFunc(f backend.DepthFunc) {
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var glfunc glimpl.Enum
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switch f {
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case backend.DepthFuncGreater:
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glfunc = glimpl.GREATER
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case backend.DepthFuncGreaterEqual:
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glfunc = glimpl.GEQUAL
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default:
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panic("unsupported depth func")
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}
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b.funcs.DepthFunc(glfunc)
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}
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func (b *Backend) NewInputLayout(vs backend.ShaderSources, layout []backend.InputDesc) (backend.InputLayout, error) {
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if len(vs.Inputs) != len(layout) {
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return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vs.Inputs))
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}
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for i, inp := range vs.Inputs {
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if exp, got := inp.Size, layout[i].Size; exp != got {
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return nil, fmt.Errorf("NewInputLayout: data size mismatch for %q: got %d expected %d", inp.Name, got, exp)
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}
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}
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return &gpuInputLayout{
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inputs: vs.Inputs,
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layout: layout,
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}, nil
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}
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func (b *Backend) NewComputeProgram(src backend.ShaderSources) (backend.Program, error) {
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p, err := glimpl.CreateComputeProgram(b.funcs, src.GLSL310ES)
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if err != nil {
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return nil, fmt.Errorf("%s: %v", src.Name, err)
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}
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gpuProg := &gpuProgram{
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backend: b,
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obj: p,
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}
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return gpuProg, nil
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}
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func (b *Backend) NewProgram(vertShader, fragShader backend.ShaderSources) (backend.Program, error) {
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attr := make([]string, len(vertShader.Inputs))
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for _, inp := range vertShader.Inputs {
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attr[inp.Location] = inp.Name
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}
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vsrc, fsrc := vertShader.GLSL100ES, fragShader.GLSL100ES
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|
if b.glver[0] >= 3 {
|
|
// OpenGL (ES) 3.0.
|
|
switch {
|
|
case b.gles:
|
|
vsrc, fsrc = vertShader.GLSL300ES, fragShader.GLSL300ES
|
|
case b.glver[0] >= 4 || b.glver[1] >= 2:
|
|
// OpenGL 3.2 Core only accepts glsl 1.50 or newer.
|
|
vsrc, fsrc = vertShader.GLSL150, fragShader.GLSL150
|
|
default:
|
|
vsrc, fsrc = vertShader.GLSL130, fragShader.GLSL130
|
|
}
|
|
}
|
|
p, err := glimpl.CreateProgram(b.funcs, vsrc, fsrc, attr)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
gpuProg := &gpuProgram{
|
|
backend: b,
|
|
obj: p,
|
|
nattr: len(attr),
|
|
}
|
|
b.BindProgram(gpuProg)
|
|
// Bind texture uniforms.
|
|
for _, tex := range vertShader.Textures {
|
|
u := b.funcs.GetUniformLocation(p, tex.Name)
|
|
if u.Valid() {
|
|
b.funcs.Uniform1i(u, tex.Binding)
|
|
}
|
|
}
|
|
for _, tex := range fragShader.Textures {
|
|
u := b.funcs.GetUniformLocation(p, tex.Name)
|
|
if u.Valid() {
|
|
b.funcs.Uniform1i(u, tex.Binding)
|
|
}
|
|
}
|
|
if b.ubo {
|
|
for _, block := range vertShader.Uniforms.Blocks {
|
|
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
|
|
if blockIdx != glimpl.INVALID_INDEX {
|
|
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding))
|
|
}
|
|
}
|
|
// To match Direct3D 11 with separate vertex and fragment
|
|
// shader uniform buffers, offset all fragment blocks to be
|
|
// located after the vertex blocks.
|
|
off := len(vertShader.Uniforms.Blocks)
|
|
for _, block := range fragShader.Uniforms.Blocks {
|
|
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
|
|
if blockIdx != glimpl.INVALID_INDEX {
|
|
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off))
|
|
}
|
|
}
|
|
} else {
|
|
gpuProg.vertUniforms.setup(b.funcs, p, vertShader.Uniforms.Size, vertShader.Uniforms.Locations)
|
|
gpuProg.fragUniforms.setup(b.funcs, p, fragShader.Uniforms.Size, fragShader.Uniforms.Locations)
|
|
}
|
|
return gpuProg, nil
|
|
}
|
|
|
|
func lookupUniform(funcs *glimpl.Functions, p glimpl.Program, loc backend.UniformLocation) uniformLocation {
|
|
u := funcs.GetUniformLocation(p, loc.Name)
|
|
return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size}
|
|
}
|
|
|
|
func (p *gpuProgram) SetStorageBuffer(binding int, buffer backend.Buffer) {
|
|
buf := buffer.(*gpuBuffer)
|
|
if buf.typ&backend.BufferBindingShaderStorage == 0 {
|
|
panic("not a shader storage buffer")
|
|
}
|
|
p.storage[binding] = buf
|
|
}
|
|
|
|
func (p *gpuProgram) SetVertexUniforms(buffer backend.Buffer) {
|
|
p.vertUniforms.setBuffer(buffer)
|
|
}
|
|
|
|
func (p *gpuProgram) SetFragmentUniforms(buffer backend.Buffer) {
|
|
p.fragUniforms.setBuffer(buffer)
|
|
}
|
|
|
|
func (p *gpuProgram) updateUniforms() {
|
|
f := p.backend.funcs
|
|
if p.backend.ubo {
|
|
if b := p.vertUniforms.buf; b != nil {
|
|
f.BindBufferBase(glimpl.UNIFORM_BUFFER, 0, b.obj)
|
|
}
|
|
if b := p.fragUniforms.buf; b != nil {
|
|
f.BindBufferBase(glimpl.UNIFORM_BUFFER, 1, b.obj)
|
|
}
|
|
} else {
|
|
p.vertUniforms.update(f)
|
|
p.fragUniforms.update(f)
|
|
}
|
|
}
|
|
|
|
func (b *Backend) BindProgram(prog backend.Program) {
|
|
p := prog.(*gpuProgram)
|
|
b.useProgram(p)
|
|
}
|
|
|
|
func (p *gpuProgram) Release() {
|
|
p.backend.funcs.DeleteProgram(p.obj)
|
|
}
|
|
|
|
func (u *uniformsTracker) setup(funcs *glimpl.Functions, p glimpl.Program, uniformSize int, uniforms []backend.UniformLocation) {
|
|
u.locs = make([]uniformLocation, len(uniforms))
|
|
for i, uniform := range uniforms {
|
|
u.locs[i] = lookupUniform(funcs, p, uniform)
|
|
}
|
|
u.size = uniformSize
|
|
}
|
|
|
|
func (u *uniformsTracker) setBuffer(buffer backend.Buffer) {
|
|
buf := buffer.(*gpuBuffer)
|
|
if buf.typ&backend.BufferBindingUniforms == 0 {
|
|
panic("not a uniform buffer")
|
|
}
|
|
if buf.size < u.size {
|
|
panic(fmt.Errorf("uniform buffer too small, got %d need %d", buf.size, u.size))
|
|
}
|
|
u.buf = buf
|
|
// Force update.
|
|
u.version = buf.version - 1
|
|
}
|
|
|
|
func (p *uniformsTracker) update(funcs *glimpl.Functions) {
|
|
b := p.buf
|
|
if b == nil || b.version == p.version {
|
|
return
|
|
}
|
|
p.version = b.version
|
|
data := b.data
|
|
for _, u := range p.locs {
|
|
data := data[u.offset:]
|
|
switch {
|
|
case u.typ == backend.DataTypeFloat && u.size == 1:
|
|
data := data[:4]
|
|
v := *(*[1]float32)(unsafe.Pointer(&data[0]))
|
|
funcs.Uniform1f(u.uniform, v[0])
|
|
case u.typ == backend.DataTypeFloat && u.size == 2:
|
|
data := data[:8]
|
|
v := *(*[2]float32)(unsafe.Pointer(&data[0]))
|
|
funcs.Uniform2f(u.uniform, v[0], v[1])
|
|
case u.typ == backend.DataTypeFloat && u.size == 3:
|
|
data := data[:12]
|
|
v := *(*[3]float32)(unsafe.Pointer(&data[0]))
|
|
funcs.Uniform3f(u.uniform, v[0], v[1], v[2])
|
|
case u.typ == backend.DataTypeFloat && u.size == 4:
|
|
data := data[:16]
|
|
v := *(*[4]float32)(unsafe.Pointer(&data[0]))
|
|
funcs.Uniform4f(u.uniform, v[0], v[1], v[2], v[3])
|
|
default:
|
|
panic("unsupported uniform data type or size")
|
|
}
|
|
}
|
|
}
|
|
|
|
func (b *gpuBuffer) Upload(data []byte) {
|
|
if b.immutable {
|
|
panic("immutable buffer")
|
|
}
|
|
if len(data) > b.size {
|
|
panic("buffer size overflow")
|
|
}
|
|
b.version++
|
|
copy(b.data, data)
|
|
if b.hasBuffer {
|
|
firstBinding := firstBufferType(b.typ)
|
|
b.backend.funcs.BindBuffer(firstBinding, b.obj)
|
|
if len(data) == b.size {
|
|
// the iOS GL implementation doesn't recognize when BufferSubData
|
|
// clears the entire buffer. Tell it and avoid GPU stalls.
|
|
// See also https://github.com/godotengine/godot/issues/23956.
|
|
b.backend.funcs.BufferData(firstBinding, b.size, glimpl.DYNAMIC_DRAW)
|
|
}
|
|
b.backend.funcs.BufferSubData(firstBinding, 0, data)
|
|
}
|
|
}
|
|
|
|
func (b *gpuBuffer) Download(data []byte) error {
|
|
if len(data) > b.size {
|
|
panic("buffer size overflow")
|
|
}
|
|
if !b.hasBuffer {
|
|
copy(data, b.data)
|
|
return nil
|
|
}
|
|
firstBinding := firstBufferType(b.typ)
|
|
b.backend.funcs.BindBuffer(firstBinding, b.obj)
|
|
bufferMap := b.backend.funcs.MapBufferRange(firstBinding, 0, len(data), glimpl.MAP_READ_BIT)
|
|
if bufferMap == nil {
|
|
return fmt.Errorf("MapBufferRange: error %#x", b.backend.funcs.GetError())
|
|
}
|
|
copy(data, bufferMap)
|
|
if !b.backend.funcs.UnmapBuffer(firstBinding) {
|
|
return errors.New("buffer content lost")
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (b *gpuBuffer) Release() {
|
|
if b.hasBuffer {
|
|
b.backend.funcs.DeleteBuffer(b.obj)
|
|
b.hasBuffer = false
|
|
}
|
|
}
|
|
|
|
func (b *Backend) BindVertexBuffer(buf backend.Buffer, stride, offset int) {
|
|
gbuf := buf.(*gpuBuffer)
|
|
if gbuf.typ&backend.BufferBindingVertices == 0 {
|
|
panic("not a vertex buffer")
|
|
}
|
|
b.state.buffer = bufferBinding{buf: gbuf, stride: stride, offset: offset}
|
|
}
|
|
|
|
func (b *Backend) setupVertexArrays() {
|
|
layout := b.state.layout
|
|
if layout == nil {
|
|
return
|
|
}
|
|
buf := b.state.buffer
|
|
b.funcs.BindBuffer(glimpl.ARRAY_BUFFER, buf.buf.obj)
|
|
for i, inp := range layout.inputs {
|
|
l := layout.layout[i]
|
|
var gltyp glimpl.Enum
|
|
switch l.Type {
|
|
case backend.DataTypeFloat:
|
|
gltyp = glimpl.FLOAT
|
|
case backend.DataTypeShort:
|
|
gltyp = glimpl.SHORT
|
|
default:
|
|
panic("unsupported data type")
|
|
}
|
|
b.funcs.VertexAttribPointer(glimpl.Attrib(inp.Location), l.Size, gltyp, false, buf.stride, buf.offset+l.Offset)
|
|
}
|
|
}
|
|
|
|
func (b *Backend) BindIndexBuffer(buf backend.Buffer) {
|
|
gbuf := buf.(*gpuBuffer)
|
|
if gbuf.typ&backend.BufferBindingIndices == 0 {
|
|
panic("not an index buffer")
|
|
}
|
|
b.funcs.BindBuffer(glimpl.ELEMENT_ARRAY_BUFFER, gbuf.obj)
|
|
}
|
|
|
|
func (b *Backend) BlitFramebuffer(dst, src backend.Framebuffer, srect, drect image.Rectangle) {
|
|
b.funcs.BindFramebuffer(glimpl.DRAW_FRAMEBUFFER, dst.(*gpuFramebuffer).obj)
|
|
b.funcs.BindFramebuffer(glimpl.READ_FRAMEBUFFER, src.(*gpuFramebuffer).obj)
|
|
b.funcs.BlitFramebuffer(
|
|
srect.Min.X, srect.Min.Y, srect.Max.X, srect.Max.Y,
|
|
drect.Min.X, drect.Min.Y, drect.Max.X, drect.Max.Y,
|
|
glimpl.COLOR_BUFFER_BIT|glimpl.DEPTH_BUFFER_BIT|glimpl.STENCIL_BUFFER_BIT,
|
|
glimpl.NEAREST)
|
|
}
|
|
|
|
func (f *gpuFramebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
|
|
glErr(f.backend.funcs)
|
|
f.backend.BindFramebuffer(f)
|
|
if len(pixels) < src.Dx()*src.Dy()*4 {
|
|
return errors.New("unexpected RGBA size")
|
|
}
|
|
f.backend.funcs.ReadPixels(src.Min.X, src.Min.Y, src.Dx(), src.Dy(), glimpl.RGBA, glimpl.UNSIGNED_BYTE, pixels)
|
|
// OpenGL origin is in the lower-left corner. Flip the image to
|
|
// match.
|
|
flipImageY(src.Dx()*4, src.Dy(), pixels)
|
|
return glErr(f.backend.funcs)
|
|
}
|
|
|
|
func flipImageY(stride int, height int, pixels []byte) {
|
|
// Flip image in y-direction. OpenGL's origin is in the lower
|
|
// left corner.
|
|
row := make([]uint8, stride)
|
|
for y := 0; y < height/2; y++ {
|
|
y1 := height - y - 1
|
|
dest := y1 * stride
|
|
src := y * stride
|
|
copy(row, pixels[dest:])
|
|
copy(pixels[dest:], pixels[src:src+len(row)])
|
|
copy(pixels[src:], row)
|
|
}
|
|
}
|
|
|
|
func (b *Backend) BindFramebuffer(fbo backend.Framebuffer) {
|
|
b.funcs.BindFramebuffer(glimpl.FRAMEBUFFER, fbo.(*gpuFramebuffer).obj)
|
|
}
|
|
|
|
func (f *gpuFramebuffer) Invalidate() {
|
|
f.backend.BindFramebuffer(f)
|
|
f.backend.funcs.InvalidateFramebuffer(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0)
|
|
}
|
|
|
|
func (f *gpuFramebuffer) Release() {
|
|
if f.foreign {
|
|
panic("cannot release framebuffer created by CurrentFramebuffer")
|
|
}
|
|
f.backend.funcs.DeleteFramebuffer(f.obj)
|
|
if f.hasDepth {
|
|
f.backend.funcs.DeleteRenderbuffer(f.depthBuf)
|
|
}
|
|
}
|
|
|
|
func toTexFilter(f backend.TextureFilter) int {
|
|
switch f {
|
|
case backend.FilterNearest:
|
|
return glimpl.NEAREST
|
|
case backend.FilterLinear:
|
|
return glimpl.LINEAR
|
|
default:
|
|
panic("unsupported texture filter")
|
|
}
|
|
}
|
|
|
|
func (b *Backend) BindTexture(unit int, t backend.Texture) {
|
|
b.bindTexture(unit, t.(*gpuTexture))
|
|
}
|
|
|
|
func (t *gpuTexture) Release() {
|
|
t.backend.funcs.DeleteTexture(t.obj)
|
|
}
|
|
|
|
func (t *gpuTexture) Upload(offset, size image.Point, pixels []byte) {
|
|
if min := size.X * size.Y * 4; min > len(pixels) {
|
|
panic(fmt.Errorf("size %d larger than data %d", min, len(pixels)))
|
|
}
|
|
t.backend.BindTexture(0, t)
|
|
t.backend.funcs.TexSubImage2D(glimpl.TEXTURE_2D, 0, offset.X, offset.Y, size.X, size.Y, t.triple.format, t.triple.typ, pixels)
|
|
}
|
|
|
|
func (t *gpuTimer) Begin() {
|
|
t.funcs.BeginQuery(glimpl.TIME_ELAPSED_EXT, t.obj)
|
|
}
|
|
|
|
func (t *gpuTimer) End() {
|
|
t.funcs.EndQuery(glimpl.TIME_ELAPSED_EXT)
|
|
}
|
|
|
|
func (t *gpuTimer) ready() bool {
|
|
return t.funcs.GetQueryObjectuiv(t.obj, glimpl.QUERY_RESULT_AVAILABLE) == glimpl.TRUE
|
|
}
|
|
|
|
func (t *gpuTimer) Release() {
|
|
t.funcs.DeleteQuery(t.obj)
|
|
}
|
|
|
|
func (t *gpuTimer) Duration() (time.Duration, bool) {
|
|
if !t.ready() {
|
|
return 0, false
|
|
}
|
|
nanos := t.funcs.GetQueryObjectuiv(t.obj, glimpl.QUERY_RESULT)
|
|
return time.Duration(nanos), true
|
|
}
|
|
|
|
func (b *Backend) BindInputLayout(l backend.InputLayout) {
|
|
b.state.layout = l.(*gpuInputLayout)
|
|
}
|
|
|
|
func (l *gpuInputLayout) Release() {}
|
|
|
|
// floatTripleFor determines the best texture triple for floating point FBOs.
|
|
func floatTripleFor(f *glimpl.Functions, ver [2]int, exts []string) (textureTriple, error) {
|
|
var triples []textureTriple
|
|
if ver[0] >= 3 {
|
|
triples = append(triples, textureTriple{glimpl.R16F, glimpl.Enum(glimpl.RED), glimpl.Enum(glimpl.HALF_FLOAT)})
|
|
}
|
|
// According to the OES_texture_half_float specification, EXT_color_buffer_half_float is needed to
|
|
// render to FBOs. However, the Safari WebGL1 implementation does support half-float FBOs but does not
|
|
// report EXT_color_buffer_half_float support. The triples are verified below, so it doesn't matter if we're
|
|
// wrong.
|
|
if hasExtension(exts, "GL_OES_texture_half_float") || hasExtension(exts, "GL_EXT_color_buffer_half_float") {
|
|
// Try single channel.
|
|
triples = append(triples, textureTriple{glimpl.LUMINANCE, glimpl.Enum(glimpl.LUMINANCE), glimpl.Enum(glimpl.HALF_FLOAT_OES)})
|
|
// Fallback to 4 channels.
|
|
triples = append(triples, textureTriple{glimpl.RGBA, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.HALF_FLOAT_OES)})
|
|
}
|
|
if hasExtension(exts, "GL_OES_texture_float") || hasExtension(exts, "GL_EXT_color_buffer_float") {
|
|
triples = append(triples, textureTriple{glimpl.RGBA, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.FLOAT)})
|
|
}
|
|
tex := f.CreateTexture()
|
|
defer f.DeleteTexture(tex)
|
|
f.BindTexture(glimpl.TEXTURE_2D, tex)
|
|
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_S, glimpl.CLAMP_TO_EDGE)
|
|
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_T, glimpl.CLAMP_TO_EDGE)
|
|
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MAG_FILTER, glimpl.NEAREST)
|
|
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MIN_FILTER, glimpl.NEAREST)
|
|
fbo := f.CreateFramebuffer()
|
|
defer f.DeleteFramebuffer(fbo)
|
|
defFBO := glimpl.Framebuffer(f.GetBinding(glimpl.FRAMEBUFFER_BINDING))
|
|
f.BindFramebuffer(glimpl.FRAMEBUFFER, fbo)
|
|
defer f.BindFramebuffer(glimpl.FRAMEBUFFER, defFBO)
|
|
var attempts []string
|
|
for _, tt := range triples {
|
|
const size = 256
|
|
f.TexImage2D(glimpl.TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ)
|
|
f.FramebufferTexture2D(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.TEXTURE_2D, tex, 0)
|
|
st := f.CheckFramebufferStatus(glimpl.FRAMEBUFFER)
|
|
if st == glimpl.FRAMEBUFFER_COMPLETE {
|
|
return tt, nil
|
|
}
|
|
attempts = append(attempts, fmt.Sprintf("(0x%x, 0x%x, 0x%x): 0x%x", tt.internalFormat, tt.format, tt.typ, st))
|
|
}
|
|
return textureTriple{}, fmt.Errorf("floating point fbos not supported (attempted %s)", attempts)
|
|
}
|
|
|
|
func srgbaTripleFor(ver [2]int, exts []string) (textureTriple, error) {
|
|
switch {
|
|
case ver[0] >= 3:
|
|
return textureTriple{glimpl.SRGB8_ALPHA8, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.UNSIGNED_BYTE)}, nil
|
|
case hasExtension(exts, "GL_EXT_sRGB"):
|
|
return textureTriple{glimpl.SRGB_ALPHA_EXT, glimpl.Enum(glimpl.SRGB_ALPHA_EXT), glimpl.Enum(glimpl.UNSIGNED_BYTE)}, nil
|
|
default:
|
|
return textureTriple{}, errors.New("no sRGB texture formats found")
|
|
}
|
|
}
|
|
|
|
func alphaTripleFor(ver [2]int) textureTriple {
|
|
intf, f := glimpl.Enum(glimpl.R8), glimpl.Enum(glimpl.RED)
|
|
if ver[0] < 3 {
|
|
// R8, RED not supported on OpenGL ES 2.0.
|
|
intf, f = glimpl.LUMINANCE, glimpl.Enum(glimpl.LUMINANCE)
|
|
}
|
|
return textureTriple{intf, f, glimpl.UNSIGNED_BYTE}
|
|
}
|
|
|
|
func hasExtension(exts []string, ext string) bool {
|
|
for _, e := range exts {
|
|
if ext == e {
|
|
return true
|
|
}
|
|
}
|
|
return false
|
|
}
|
|
|
|
func firstBufferType(typ backend.BufferBinding) glimpl.Enum {
|
|
switch {
|
|
case typ&backend.BufferBindingIndices != 0:
|
|
return glimpl.ELEMENT_ARRAY_BUFFER
|
|
case typ&backend.BufferBindingVertices != 0:
|
|
return glimpl.ARRAY_BUFFER
|
|
case typ&backend.BufferBindingUniforms != 0:
|
|
return glimpl.UNIFORM_BUFFER
|
|
case typ&backend.BufferBindingShaderStorage != 0:
|
|
return glimpl.SHADER_STORAGE_BUFFER
|
|
default:
|
|
panic("unsupported buffer type")
|
|
}
|
|
}
|