forked from joejulian/gio
b3a8c24334
The format implies an alpha channel; name it accordingly. Signed-off-by: Elias Naur <mail@eliasnaur.com>
270 lines
5.5 KiB
Go
270 lines
5.5 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
|
|
|
|
package driver
|
|
|
|
import (
|
|
"errors"
|
|
"image"
|
|
"time"
|
|
)
|
|
|
|
// Device represents the abstraction of underlying GPU
|
|
// APIs such as OpenGL, Direct3D useful for rendering Gio
|
|
// operations.
|
|
type Device interface {
|
|
BeginFrame(clear bool, viewport image.Point) Framebuffer
|
|
EndFrame()
|
|
Caps() Caps
|
|
NewTimer() Timer
|
|
// IsContinuousTime reports whether all timer measurements
|
|
// are valid at the point of call.
|
|
IsTimeContinuous() bool
|
|
NewTexture(format TextureFormat, width, height int, minFilter, magFilter TextureFilter, bindings BufferBinding) (Texture, error)
|
|
NewFramebuffer(tex Texture, depthBits int) (Framebuffer, error)
|
|
NewImmutableBuffer(typ BufferBinding, data []byte) (Buffer, error)
|
|
NewBuffer(typ BufferBinding, size int) (Buffer, error)
|
|
NewComputeProgram(shader ShaderSources) (Program, error)
|
|
NewProgram(vertexShader, fragmentShader ShaderSources) (Program, error)
|
|
NewInputLayout(vertexShader ShaderSources, layout []InputDesc) (InputLayout, error)
|
|
|
|
DepthFunc(f DepthFunc)
|
|
ClearDepth(d float32)
|
|
Clear(r, g, b, a float32)
|
|
Viewport(x, y, width, height int)
|
|
DrawArrays(mode DrawMode, off, count int)
|
|
DrawElements(mode DrawMode, off, count int)
|
|
SetBlend(enable bool)
|
|
SetDepthTest(enable bool)
|
|
DepthMask(mask bool)
|
|
BlendFunc(sfactor, dfactor BlendFactor)
|
|
|
|
BindInputLayout(i InputLayout)
|
|
BindProgram(p Program)
|
|
BindFramebuffer(f Framebuffer)
|
|
BindTexture(unit int, t Texture)
|
|
BindVertexBuffer(b Buffer, stride, offset int)
|
|
BindIndexBuffer(b Buffer)
|
|
BindImageTexture(unit int, texture Texture, access AccessBits, format TextureFormat)
|
|
|
|
BlitFramebuffer(dst, src Framebuffer, srect, drect image.Rectangle)
|
|
MemoryBarrier()
|
|
DispatchCompute(x, y, z int)
|
|
|
|
Release()
|
|
}
|
|
|
|
type ShaderSources struct {
|
|
Name string
|
|
GLSL100ES string
|
|
GLSL300ES string
|
|
GLSL310ES string
|
|
GLSL130 string
|
|
GLSL150 string
|
|
HLSL string
|
|
Uniforms UniformsReflection
|
|
Inputs []InputLocation
|
|
Textures []TextureBinding
|
|
Hash string
|
|
}
|
|
|
|
type UniformsReflection struct {
|
|
Blocks []UniformBlock
|
|
Locations []UniformLocation
|
|
Size int
|
|
}
|
|
|
|
type TextureBinding struct {
|
|
Name string
|
|
Binding int
|
|
}
|
|
|
|
type UniformBlock struct {
|
|
Name string
|
|
Binding int
|
|
}
|
|
|
|
type UniformLocation struct {
|
|
Name string
|
|
Type DataType
|
|
Size int
|
|
Offset int
|
|
}
|
|
|
|
type InputLocation struct {
|
|
// For GLSL.
|
|
Name string
|
|
Location int
|
|
// For HLSL.
|
|
Semantic string
|
|
SemanticIndex int
|
|
|
|
Type DataType
|
|
Size int
|
|
}
|
|
|
|
// InputDesc describes a vertex attribute as laid out in a Buffer.
|
|
type InputDesc struct {
|
|
Type DataType
|
|
Size int
|
|
|
|
Offset int
|
|
}
|
|
|
|
// InputLayout is the driver specific representation of the mapping
|
|
// between Buffers and shader attributes.
|
|
type InputLayout interface {
|
|
Release()
|
|
}
|
|
|
|
type AccessBits uint8
|
|
|
|
type BlendFactor uint8
|
|
|
|
type DrawMode uint8
|
|
|
|
type TextureFilter uint8
|
|
type TextureFormat uint8
|
|
|
|
type BufferBinding uint8
|
|
|
|
type DataType uint8
|
|
|
|
type DepthFunc uint8
|
|
|
|
type Features uint
|
|
|
|
type Caps struct {
|
|
// BottomLeftOrigin is true if the driver has the origin in the lower left
|
|
// corner. The OpenGL driver returns true.
|
|
BottomLeftOrigin bool
|
|
Features Features
|
|
MaxTextureSize int
|
|
}
|
|
|
|
type Program interface {
|
|
Release()
|
|
SetStorageBuffer(binding int, buf Buffer)
|
|
SetVertexUniforms(buf Buffer)
|
|
SetFragmentUniforms(buf Buffer)
|
|
}
|
|
|
|
type Buffer interface {
|
|
Release()
|
|
Upload(data []byte)
|
|
Download(data []byte) error
|
|
}
|
|
|
|
type Framebuffer interface {
|
|
Invalidate()
|
|
Release()
|
|
ReadPixels(src image.Rectangle, pixels []byte) error
|
|
}
|
|
|
|
type Timer interface {
|
|
Begin()
|
|
End()
|
|
Duration() (time.Duration, bool)
|
|
Release()
|
|
}
|
|
|
|
type Texture interface {
|
|
Upload(offset, size image.Point, pixels []byte, stride int)
|
|
Release()
|
|
}
|
|
|
|
const (
|
|
DepthFuncGreater DepthFunc = iota
|
|
DepthFuncGreaterEqual
|
|
)
|
|
|
|
const (
|
|
DataTypeFloat DataType = iota
|
|
DataTypeInt
|
|
DataTypeShort
|
|
)
|
|
|
|
const (
|
|
BufferBindingIndices BufferBinding = 1 << iota
|
|
BufferBindingVertices
|
|
BufferBindingUniforms
|
|
BufferBindingTexture
|
|
BufferBindingFramebuffer
|
|
BufferBindingShaderStorage
|
|
)
|
|
|
|
const (
|
|
TextureFormatSRGBA TextureFormat = iota
|
|
TextureFormatFloat
|
|
TextureFormatRGBA8
|
|
)
|
|
|
|
const (
|
|
AccessRead AccessBits = 1 + iota
|
|
AccessWrite
|
|
)
|
|
|
|
const (
|
|
FilterNearest TextureFilter = iota
|
|
FilterLinear
|
|
)
|
|
|
|
const (
|
|
FeatureTimers Features = 1 << iota
|
|
FeatureFloatRenderTargets
|
|
FeatureCompute
|
|
)
|
|
|
|
const (
|
|
DrawModeTriangleStrip DrawMode = iota
|
|
DrawModeTriangles
|
|
)
|
|
|
|
const (
|
|
BlendFactorOne BlendFactor = iota
|
|
BlendFactorOneMinusSrcAlpha
|
|
BlendFactorZero
|
|
BlendFactorDstColor
|
|
)
|
|
|
|
var ErrContentLost = errors.New("buffer content lost")
|
|
|
|
func (f Features) Has(feats Features) bool {
|
|
return f&feats == feats
|
|
}
|
|
|
|
func DownloadImage(d Device, f Framebuffer, r image.Rectangle) (*image.RGBA, error) {
|
|
img := image.NewRGBA(r)
|
|
if err := f.ReadPixels(r, img.Pix); err != nil {
|
|
return nil, err
|
|
}
|
|
if d.Caps().BottomLeftOrigin {
|
|
// OpenGL origin is in the lower-left corner. Flip the image to
|
|
// match.
|
|
flipImageY(r.Dx()*4, r.Dy(), img.Pix)
|
|
}
|
|
return img, nil
|
|
}
|
|
|
|
func flipImageY(stride, 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 UploadImage(t Texture, offset image.Point, img *image.RGBA) {
|
|
var pixels []byte
|
|
size := img.Bounds().Size()
|
|
start := img.PixOffset(0, 0)
|
|
end := img.PixOffset(size.X, size.Y-1)
|
|
pixels = img.Pix[start:end]
|
|
t.Upload(offset, size, pixels, img.Stride)
|
|
}
|