forked from joejulian/gio
7d84e419c9
Both the OpenGL and the Direct3D API are stateful and gpu.GPU renders to the render target current when Frame is called. Modern GPU API such as Metal don't have a concept of a current render target, and the target even changes each frame. Add RenderTarget and add an explicit target argument to GPU.Frame as well as the underlying driver.Device.BeginFrame. Signed-off-by: Elias Naur <mail@eliasnaur.com>
70 lines
1.2 KiB
Go
70 lines
1.2 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package wm
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import (
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"errors"
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"syscall/js"
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"gioui.org/gpu"
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"gioui.org/internal/gl"
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)
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type context struct {
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ctx js.Value
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cnv js.Value
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}
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func newContext(w *window) (*context, error) {
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args := map[string]interface{}{
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// Enable low latency rendering.
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// See https://developers.google.com/web/updates/2019/05/desynchronized.
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"desynchronized": true,
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"preserveDrawingBuffer": true,
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}
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ctx := w.cnv.Call("getContext", "webgl2", args)
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if ctx.IsNull() {
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ctx = w.cnv.Call("getContext", "webgl", args)
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}
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if ctx.IsNull() {
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return nil, errors.New("app: webgl is not supported")
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}
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c := &context{
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ctx: ctx,
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cnv: w.cnv,
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}
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return c, nil
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}
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func (c *context) RenderTarget() gpu.RenderTarget {
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return gpu.OpenGLRenderTarget{}
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}
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func (c *context) API() gpu.API {
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return gpu.OpenGL{Context: gl.Context(c.ctx)}
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}
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func (c *context) Release() {
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}
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func (c *context) Present() error {
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if c.ctx.Call("isContextLost").Bool() {
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return errors.New("context lost")
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}
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return nil
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}
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func (c *context) Lock() error {
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return nil
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}
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func (c *context) Unlock() {}
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func (c *context) Refresh() error {
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return nil
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}
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func (w *window) NewContext() (Context, error) {
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return newContext(w)
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}
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