forked from joejulian/gio
ac7029fa24
We're about to add Direct3D support, where shaders are written in HLSL. Rather than write shaders twice (or more), convert them to a GLSL variant understood by the glslcc cross-compiler and generate the OpenGL ES 2.0 and HLSL variants. The HLSL is used by a future change. Signed-off-by: Elias Naur <mail@eliasnaur.com>
177 lines
3.0 KiB
Go
177 lines
3.0 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package gpu
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import (
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"image"
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"time"
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)
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// Backend represents the abstraction of underlying GPU
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// APIs such as OpenGL, Direct3D useful for rendering Gio
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// operations.
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type Backend interface {
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BeginFrame()
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EndFrame()
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Caps() Caps
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NewTimer() Timer
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// IsContinuousTime reports whether all timer measurements
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// are valid at the point of call.
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IsTimeContinuous() bool
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NewTexture(minFilter, magFilter TextureFilter) Texture
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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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NewProgram(vertexShader, fragmentShader ShaderSources, attribMap []string) (Program, error)
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SetupVertexArray(slot int, size int, dataType DataType, stride, offset int)
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DepthFunc(f DepthFunc)
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ClearColor(r, g, b, a float32)
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ClearDepth(d float32)
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Clear(buffers BufferAttachments)
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Viewport(x, y, width, height int)
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DrawArrays(mode DrawMode, off, count int)
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DrawElements(mode DrawMode, off, count int)
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SetBlend(enable bool)
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SetDepthTest(enable bool)
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DepthMask(mask bool)
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BlendFunc(sfactor, dfactor BlendFactor)
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}
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type ShaderSources struct {
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GLES2 string
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HLSL []byte
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Uniforms []UniformLocation
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Inputs []InputLocation
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}
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type UniformLocation struct {
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Name string
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Type DataType
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Size int
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Offset int
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}
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type InputLocation struct {
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// For GLSL.
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Name string
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Location int
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// For HLSL.
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Semantic string
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SemanticIndex int
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Type DataType
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Size int
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}
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type BlendFactor uint8
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type DrawMode uint8
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type BufferAttachments uint
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type TextureFilter uint8
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type TextureFormat uint8
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type BufferType uint8
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type DataType uint8
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type DepthFunc uint8
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type Features uint
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type Caps struct {
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Features Features
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MaxTextureSize int
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}
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type Program interface {
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Bind()
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Release()
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UniformFor(uniform string) Uniform
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Uniform1i(u Uniform, v int)
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Uniform1f(u Uniform, v float32)
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Uniform2f(u Uniform, v0, v1 float32)
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Uniform4f(u Uniform, v0, v1, v2, v3 float32)
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}
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type Uniform interface{}
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type Buffer interface {
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Bind()
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Release()
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}
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type Framebuffer interface {
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Bind()
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BindTexture(t Texture)
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Invalidate()
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Release()
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IsComplete() error
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}
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type Timer interface {
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Begin()
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End()
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Duration() (time.Duration, bool)
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Release()
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}
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type Texture interface {
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Upload(img *image.RGBA)
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Release()
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Bind(unit int)
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Resize(format TextureFormat, width, height int)
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}
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const (
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BufferAttachmentColor BufferAttachments = 1 << iota
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BufferAttachmentDepth
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)
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const (
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DepthFuncGreater DepthFunc = iota
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)
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const (
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DataTypeFloat DataType = iota
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DataTypeShort
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)
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const (
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BufferTypeIndices BufferType = iota
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BufferTypeData
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)
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const (
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TextureFormatSRGB TextureFormat = iota
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TextureFormatFloat
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)
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const (
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FilterNearest TextureFilter = iota
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FilterLinear
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)
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const (
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FeatureTimers Features = iota
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)
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const (
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DrawModeTriangleStrip DrawMode = iota
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DrawModeTriangles
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)
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const (
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BlendFactorOne BlendFactor = iota
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BlendFactorOneMinusSrcAlpha
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BlendFactorZero
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BlendFactorDstColor
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)
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func (f Features) Has(feats Features) bool {
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return f&feats == feats
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}
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