mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
gpu/internal/d3d11: make the Direct3D backend internal to package gpu
The package app/internal/d3d11 now contains only the GPU backend on Direct3D. Move it below package gpu to reflect that. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+2
-1
@@ -29,8 +29,9 @@ import (
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"gioui.org/op"
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"gioui.org/op/clip"
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// Register backend.
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// Register backends.
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_ "gioui.org/gpu/gl"
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_ "gioui.org/gpu/internal/d3d11"
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)
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type GPU interface {
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@@ -0,0 +1,5 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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// This file exists so this package builds on non-Windows platforms.
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package d3d11
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@@ -0,0 +1,751 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package d3d11
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import (
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"errors"
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"fmt"
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"image"
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"math"
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"unsafe"
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"golang.org/x/sys/windows"
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"gioui.org/gpu/backend"
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"gioui.org/internal/d3d11"
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gunsafe "gioui.org/internal/unsafe"
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)
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type Backend struct {
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dev *d3d11.Device
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ctx *d3d11.DeviceContext
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// Temporary storage to avoid garbage.
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clearColor [4]float32
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viewport d3d11.VIEWPORT
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depthState depthState
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blendState blendState
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// Current program.
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prog *Program
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caps backend.Caps
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// fbo is the currently bound fbo.
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fbo *Framebuffer
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floatFormat uint32
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// cached state objects.
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depthStates map[depthState]*d3d11.DepthStencilState
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blendStates map[blendState]*d3d11.BlendState
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}
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type blendState struct {
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enable bool
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sfactor backend.BlendFactor
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dfactor backend.BlendFactor
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}
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type depthState struct {
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enable bool
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mask bool
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fn backend.DepthFunc
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}
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type Texture struct {
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backend *Backend
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format uint32
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bindings backend.BufferBinding
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tex *d3d11.Texture2D
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sampler *d3d11.SamplerState
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resView *d3d11.ShaderResourceView
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width int
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height int
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}
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type Program struct {
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backend *Backend
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vert struct {
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shader *d3d11.VertexShader
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uniforms *Buffer
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}
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frag struct {
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shader *d3d11.PixelShader
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uniforms *Buffer
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}
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}
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type Framebuffer struct {
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dev *d3d11.Device
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ctx *d3d11.DeviceContext
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format uint32
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resource *d3d11.Resource
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renderTarget *d3d11.RenderTargetView
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depthView *d3d11.DepthStencilView
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foreign bool
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}
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type Buffer struct {
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backend *Backend
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bind uint32
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buf *d3d11.Buffer
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immutable bool
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}
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type InputLayout struct {
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layout *d3d11.InputLayout
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}
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func init() {
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backend.NewDirect3D11Device = newDirect3D11Device
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}
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func detectFloatFormat(dev *d3d11.Device) (uint32, bool) {
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formats := []uint32{
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d3d11.DXGI_FORMAT_R16_FLOAT,
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d3d11.DXGI_FORMAT_R32_FLOAT,
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d3d11.DXGI_FORMAT_R16G16_FLOAT,
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d3d11.DXGI_FORMAT_R32G32_FLOAT,
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// These last two are really wasteful, but c'est la vie.
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d3d11.DXGI_FORMAT_R16G16B16A16_FLOAT,
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d3d11.DXGI_FORMAT_R32G32B32A32_FLOAT,
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}
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for _, format := range formats {
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need := uint32(d3d11.FORMAT_SUPPORT_TEXTURE2D | d3d11.FORMAT_SUPPORT_RENDER_TARGET)
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if support, _ := dev.CheckFormatSupport(format); support&need == need {
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return format, true
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}
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}
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return 0, false
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}
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func newDirect3D11Device(api backend.Direct3D11) (backend.Device, error) {
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dev := (*d3d11.Device)(api.Device)
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b := &Backend{
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dev: dev,
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ctx: dev.GetImmediateContext(),
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caps: backend.Caps{
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MaxTextureSize: 2048, // 9.1 maximum
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},
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depthStates: make(map[depthState]*d3d11.DepthStencilState),
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blendStates: make(map[blendState]*d3d11.BlendState),
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}
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featLvl := dev.GetFeatureLevel()
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if featLvl < d3d11.FEATURE_LEVEL_9_1 {
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d3d11.IUnknownRelease(unsafe.Pointer(dev), dev.Vtbl.Release)
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d3d11.IUnknownRelease(unsafe.Pointer(b.ctx), b.ctx.Vtbl.Release)
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return nil, fmt.Errorf("d3d11: feature level too low: %d", featLvl)
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}
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switch {
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case featLvl >= d3d11.FEATURE_LEVEL_11_0:
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b.caps.MaxTextureSize = 16384
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case featLvl >= d3d11.FEATURE_LEVEL_9_3:
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b.caps.MaxTextureSize = 4096
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}
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if fmt, ok := detectFloatFormat(dev); ok {
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b.floatFormat = fmt
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b.caps.Features |= backend.FeatureFloatRenderTargets
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}
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// Enable depth mask to match OpenGL.
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b.depthState.mask = true
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// Disable backface culling to match OpenGL.
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state, err := dev.CreateRasterizerState(&d3d11.RASTERIZER_DESC{
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CullMode: d3d11.CULL_NONE,
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FillMode: d3d11.FILL_SOLID,
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DepthClipEnable: 1,
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})
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if err != nil {
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return nil, err
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}
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defer d3d11.IUnknownRelease(unsafe.Pointer(state), state.Vtbl.Release)
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b.ctx.RSSetState(state)
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return b, nil
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}
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func (b *Backend) BeginFrame() backend.Framebuffer {
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renderTarget, depthView := b.ctx.OMGetRenderTargets()
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// Assume someone else is holding on to the render targets.
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if renderTarget != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.Vtbl.Release)
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}
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if depthView != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(depthView), depthView.Vtbl.Release)
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}
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return &Framebuffer{ctx: b.ctx, dev: b.dev, renderTarget: renderTarget, depthView: depthView, foreign: true}
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}
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func (b *Backend) EndFrame() {
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}
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func (b *Backend) Caps() backend.Caps {
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return b.caps
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}
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func (b *Backend) NewTimer() backend.Timer {
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panic("timers not supported")
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}
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func (b *Backend) IsTimeContinuous() bool {
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panic("timers not supported")
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}
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func (b *Backend) Release() {
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for _, state := range b.depthStates {
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d3d11.IUnknownRelease(unsafe.Pointer(state), state.Vtbl.Release)
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}
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for _, state := range b.blendStates {
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d3d11.IUnknownRelease(unsafe.Pointer(state), state.Vtbl.Release)
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}
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d3d11.IUnknownRelease(unsafe.Pointer(b.ctx), b.ctx.Vtbl.Release)
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*b = Backend{}
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}
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func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, minFilter, magFilter backend.TextureFilter, bindings backend.BufferBinding) (backend.Texture, error) {
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var d3dfmt uint32
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switch format {
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case backend.TextureFormatFloat:
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d3dfmt = b.floatFormat
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case backend.TextureFormatSRGB:
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d3dfmt = d3d11.DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
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default:
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return nil, fmt.Errorf("unsupported texture format %d", format)
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}
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tex, err := b.dev.CreateTexture2D(&d3d11.TEXTURE2D_DESC{
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Width: uint32(width),
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Height: uint32(height),
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MipLevels: 1,
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ArraySize: 1,
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Format: d3dfmt,
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SampleDesc: d3d11.DXGI_SAMPLE_DESC{
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Count: 1,
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Quality: 0,
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},
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BindFlags: convBufferBinding(bindings),
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})
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if err != nil {
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return nil, err
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}
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var (
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sampler *d3d11.SamplerState
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resView *d3d11.ShaderResourceView
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)
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if bindings&backend.BufferBindingTexture != 0 {
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var filter uint32
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switch {
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case minFilter == backend.FilterNearest && magFilter == backend.FilterNearest:
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filter = d3d11.FILTER_MIN_MAG_MIP_POINT
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case minFilter == backend.FilterLinear && magFilter == backend.FilterLinear:
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filter = d3d11.FILTER_MIN_MAG_LINEAR_MIP_POINT
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default:
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d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
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return nil, fmt.Errorf("unsupported texture filter combination %d, %d", minFilter, magFilter)
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}
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var err error
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sampler, err = b.dev.CreateSamplerState(&d3d11.SAMPLER_DESC{
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Filter: filter,
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AddressU: d3d11.TEXTURE_ADDRESS_CLAMP,
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AddressV: d3d11.TEXTURE_ADDRESS_CLAMP,
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AddressW: d3d11.TEXTURE_ADDRESS_CLAMP,
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MaxAnisotropy: 1,
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MinLOD: -math.MaxFloat32,
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MaxLOD: math.MaxFloat32,
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})
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if err != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
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return nil, err
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}
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resView, err = b.dev.CreateShaderResourceViewTEX2D(
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(*d3d11.Resource)(unsafe.Pointer(tex)),
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&d3d11.SHADER_RESOURCE_VIEW_DESC_TEX2D{
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SHADER_RESOURCE_VIEW_DESC: d3d11.SHADER_RESOURCE_VIEW_DESC{
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Format: d3dfmt,
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ViewDimension: d3d11.SRV_DIMENSION_TEXTURE2D,
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},
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Texture2D: d3d11.TEX2D_SRV{
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MostDetailedMip: 0,
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MipLevels: ^uint32(0),
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},
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},
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)
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if err != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
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d3d11.IUnknownRelease(unsafe.Pointer(sampler), sampler.Vtbl.Release)
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return nil, err
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}
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}
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return &Texture{backend: b, format: d3dfmt, tex: tex, sampler: sampler, resView: resView, bindings: bindings, width: width, height: height}, nil
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}
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func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Framebuffer, error) {
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d3dtex := tex.(*Texture)
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if d3dtex.bindings&backend.BufferBindingFramebuffer == 0 {
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return nil, errors.New("the texture was created without BufferBindingFramebuffer binding")
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}
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resource := (*d3d11.Resource)(unsafe.Pointer(d3dtex.tex))
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renderTarget, err := b.dev.CreateRenderTargetView(resource)
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if err != nil {
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return nil, err
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}
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fbo := &Framebuffer{ctx: b.ctx, dev: b.dev, format: d3dtex.format, resource: resource, renderTarget: renderTarget}
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if depthBits > 0 {
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depthView, err := d3d11.CreateDepthView(b.dev, d3dtex.width, d3dtex.height, depthBits)
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if err != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.Vtbl.Release)
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return nil, err
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}
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fbo.depthView = depthView
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}
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return fbo, nil
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}
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func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []backend.InputDesc) (backend.InputLayout, error) {
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if len(vertexShader.Inputs) != len(layout) {
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return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vertexShader.Inputs))
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}
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descs := make([]d3d11.INPUT_ELEMENT_DESC, len(layout))
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for i, l := range layout {
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inp := vertexShader.Inputs[i]
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cname, err := windows.BytePtrFromString(inp.Semantic)
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if err != nil {
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return nil, err
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}
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var format uint32
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switch l.Type {
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case backend.DataTypeFloat:
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switch l.Size {
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case 1:
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format = d3d11.DXGI_FORMAT_R32_FLOAT
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case 2:
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format = d3d11.DXGI_FORMAT_R32G32_FLOAT
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case 3:
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format = d3d11.DXGI_FORMAT_R32G32B32_FLOAT
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case 4:
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format = d3d11.DXGI_FORMAT_R32G32B32A32_FLOAT
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default:
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panic("unsupported float data size")
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}
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case backend.DataTypeShort:
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switch l.Size {
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case 1:
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format = d3d11.DXGI_FORMAT_R16_SINT
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case 2:
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format = d3d11.DXGI_FORMAT_R16G16_SINT
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default:
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panic("unsupported float data size")
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}
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default:
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panic("unsupported data type")
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}
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descs[i] = d3d11.INPUT_ELEMENT_DESC{
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SemanticName: cname,
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SemanticIndex: uint32(inp.SemanticIndex),
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Format: format,
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AlignedByteOffset: uint32(l.Offset),
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}
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}
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l, err := b.dev.CreateInputLayout(descs, vertexShader.HLSL)
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if err != nil {
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return nil, err
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}
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return &InputLayout{layout: l}, 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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if typ&backend.BufferBindingUniforms != 0 {
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if typ != backend.BufferBindingUniforms {
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return nil, errors.New("uniform buffers cannot have other bindings")
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}
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if size%16 != 0 {
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return nil, fmt.Errorf("constant buffer size is %d, expected a multiple of 16", size)
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}
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}
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bind := convBufferBinding(typ)
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buf, err := b.dev.CreateBuffer(&d3d11.BUFFER_DESC{
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ByteWidth: uint32(size),
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BindFlags: bind,
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}, nil)
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if err != nil {
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return nil, err
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}
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return &Buffer{backend: b, buf: buf, bind: bind}, 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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if typ&backend.BufferBindingUniforms != 0 {
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if typ != backend.BufferBindingUniforms {
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return nil, errors.New("uniform buffers cannot have other bindings")
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}
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if len(data)%16 != 0 {
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return nil, fmt.Errorf("constant buffer size is %d, expected a multiple of 16", len(data))
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}
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}
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bind := convBufferBinding(typ)
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buf, err := b.dev.CreateBuffer(&d3d11.BUFFER_DESC{
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ByteWidth: uint32(len(data)),
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Usage: d3d11.USAGE_IMMUTABLE,
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BindFlags: bind,
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}, data)
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if err != nil {
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return nil, err
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}
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return &Buffer{backend: b, buf: buf, bind: bind, immutable: true}, nil
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}
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func (b *Backend) NewComputeProgram(shader backend.ShaderSources) (backend.Program, error) {
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panic("not implemented")
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}
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func (b *Backend) NewProgram(vertexShader, fragmentShader backend.ShaderSources) (backend.Program, error) {
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vs, err := b.dev.CreateVertexShader(vertexShader.HLSL)
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if err != nil {
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return nil, err
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}
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ps, err := b.dev.CreatePixelShader(fragmentShader.HLSL)
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if err != nil {
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return nil, err
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}
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p := &Program{backend: b}
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p.vert.shader = vs
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p.frag.shader = ps
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return p, nil
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}
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func (b *Backend) Clear(colr, colg, colb, cola float32) {
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b.clearColor = [4]float32{colr, colg, colb, cola}
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b.ctx.ClearRenderTargetView(b.fbo.renderTarget, &b.clearColor)
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}
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func (b *Backend) ClearDepth(depth float32) {
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if b.fbo.depthView != nil {
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b.ctx.ClearDepthStencilView(b.fbo.depthView, d3d11.CLEAR_DEPTH|d3d11.CLEAR_STENCIL, depth, 0)
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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.viewport = d3d11.VIEWPORT{
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TopLeftX: float32(x),
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TopLeftY: float32(y),
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Width: float32(width),
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Height: float32(height),
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MinDepth: 0.0,
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MaxDepth: 1.0,
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}
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b.ctx.RSSetViewports(&b.viewport)
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}
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func (b *Backend) DrawArrays(mode backend.DrawMode, off, count int) {
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b.prepareDraw(mode)
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b.ctx.Draw(uint32(count), uint32(off))
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}
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func (b *Backend) DrawElements(mode backend.DrawMode, off, count int) {
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b.prepareDraw(mode)
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b.ctx.DrawIndexed(uint32(count), uint32(off), 0)
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}
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func (b *Backend) prepareDraw(mode backend.DrawMode) {
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if p := b.prog; p != nil {
|
||||
b.ctx.VSSetShader(p.vert.shader)
|
||||
b.ctx.PSSetShader(p.frag.shader)
|
||||
if buf := p.vert.uniforms; buf != nil {
|
||||
b.ctx.VSSetConstantBuffers(buf.buf)
|
||||
}
|
||||
if buf := p.frag.uniforms; buf != nil {
|
||||
b.ctx.PSSetConstantBuffers(buf.buf)
|
||||
}
|
||||
}
|
||||
var topology uint32
|
||||
switch mode {
|
||||
case backend.DrawModeTriangles:
|
||||
topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLELIST
|
||||
case backend.DrawModeTriangleStrip:
|
||||
topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
|
||||
default:
|
||||
panic("unsupported draw mode")
|
||||
}
|
||||
b.ctx.IASetPrimitiveTopology(topology)
|
||||
|
||||
depthState, ok := b.depthStates[b.depthState]
|
||||
if !ok {
|
||||
var desc d3d11.DEPTH_STENCIL_DESC
|
||||
if b.depthState.enable {
|
||||
desc.DepthEnable = 1
|
||||
}
|
||||
if b.depthState.mask {
|
||||
desc.DepthWriteMask = d3d11.DEPTH_WRITE_MASK_ALL
|
||||
}
|
||||
switch b.depthState.fn {
|
||||
case backend.DepthFuncGreater:
|
||||
desc.DepthFunc = d3d11.COMPARISON_GREATER
|
||||
case backend.DepthFuncGreaterEqual:
|
||||
desc.DepthFunc = d3d11.COMPARISON_GREATER_EQUAL
|
||||
default:
|
||||
panic("unsupported depth func")
|
||||
}
|
||||
var err error
|
||||
depthState, err = b.dev.CreateDepthStencilState(&desc)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
b.depthStates[b.depthState] = depthState
|
||||
}
|
||||
b.ctx.OMSetDepthStencilState(depthState, 0)
|
||||
|
||||
blendState, ok := b.blendStates[b.blendState]
|
||||
if !ok {
|
||||
var desc d3d11.BLEND_DESC
|
||||
t0 := &desc.RenderTarget[0]
|
||||
t0.RenderTargetWriteMask = d3d11.COLOR_WRITE_ENABLE_ALL
|
||||
t0.BlendOp = d3d11.BLEND_OP_ADD
|
||||
t0.BlendOpAlpha = d3d11.BLEND_OP_ADD
|
||||
if b.blendState.enable {
|
||||
t0.BlendEnable = 1
|
||||
}
|
||||
scol, salpha := toBlendFactor(b.blendState.sfactor)
|
||||
dcol, dalpha := toBlendFactor(b.blendState.dfactor)
|
||||
t0.SrcBlend = scol
|
||||
t0.SrcBlendAlpha = salpha
|
||||
t0.DestBlend = dcol
|
||||
t0.DestBlendAlpha = dalpha
|
||||
var err error
|
||||
blendState, err = b.dev.CreateBlendState(&desc)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
b.blendStates[b.blendState] = blendState
|
||||
}
|
||||
b.ctx.OMSetBlendState(blendState, nil, 0xffffffff)
|
||||
}
|
||||
|
||||
func (b *Backend) DepthFunc(f backend.DepthFunc) {
|
||||
b.depthState.fn = f
|
||||
}
|
||||
|
||||
func (b *Backend) SetBlend(enable bool) {
|
||||
b.blendState.enable = enable
|
||||
}
|
||||
|
||||
func (b *Backend) SetDepthTest(enable bool) {
|
||||
b.depthState.enable = enable
|
||||
}
|
||||
|
||||
func (b *Backend) DepthMask(mask bool) {
|
||||
b.depthState.mask = mask
|
||||
}
|
||||
|
||||
func (b *Backend) BlendFunc(sfactor, dfactor backend.BlendFactor) {
|
||||
b.blendState.sfactor = sfactor
|
||||
b.blendState.dfactor = dfactor
|
||||
}
|
||||
|
||||
func (b *Backend) BindImageTexture(unit int, tex backend.Texture, access backend.AccessBits, f backend.TextureFormat) {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (b *Backend) MemoryBarrier() {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (b *Backend) DispatchCompute(x, y, z int) {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (t *Texture) Upload(offset, size image.Point, pixels []byte) {
|
||||
stride := size.X * 4
|
||||
dst := &d3d11.BOX{
|
||||
Left: uint32(offset.X),
|
||||
Top: uint32(offset.Y),
|
||||
Right: uint32(offset.X + size.X),
|
||||
Bottom: uint32(offset.Y + size.Y),
|
||||
Front: 0,
|
||||
Back: 1,
|
||||
}
|
||||
res := (*d3d11.Resource)(unsafe.Pointer(t.tex))
|
||||
t.backend.ctx.UpdateSubresource(res, dst, uint32(stride), uint32(len(pixels)), pixels)
|
||||
}
|
||||
|
||||
func (t *Texture) Release() {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(t.tex), t.tex.Vtbl.Release)
|
||||
t.tex = nil
|
||||
if t.sampler != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(t.sampler), t.sampler.Vtbl.Release)
|
||||
t.sampler = nil
|
||||
}
|
||||
if t.resView != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(t.resView), t.resView.Vtbl.Release)
|
||||
t.resView = nil
|
||||
}
|
||||
}
|
||||
|
||||
func (b *Backend) BindTexture(unit int, tex backend.Texture) {
|
||||
t := tex.(*Texture)
|
||||
b.ctx.PSSetSamplers(uint32(unit), t.sampler)
|
||||
b.ctx.PSSetShaderResources(uint32(unit), t.resView)
|
||||
}
|
||||
|
||||
func (b *Backend) BindProgram(prog backend.Program) {
|
||||
b.prog = prog.(*Program)
|
||||
}
|
||||
|
||||
func (p *Program) Release() {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(p.vert.shader), p.vert.shader.Vtbl.Release)
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(p.frag.shader), p.frag.shader.Vtbl.Release)
|
||||
p.vert.shader = nil
|
||||
p.frag.shader = nil
|
||||
}
|
||||
|
||||
func (p *Program) SetStorageBuffer(binding int, buffer backend.Buffer) {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (p *Program) SetVertexUniforms(buf backend.Buffer) {
|
||||
p.vert.uniforms = buf.(*Buffer)
|
||||
}
|
||||
|
||||
func (p *Program) SetFragmentUniforms(buf backend.Buffer) {
|
||||
p.frag.uniforms = buf.(*Buffer)
|
||||
}
|
||||
|
||||
func (b *Backend) BindVertexBuffer(buf backend.Buffer, stride, offset int) {
|
||||
b.ctx.IASetVertexBuffers(buf.(*Buffer).buf, uint32(stride), uint32(offset))
|
||||
}
|
||||
|
||||
func (b *Backend) BindIndexBuffer(buf backend.Buffer) {
|
||||
b.ctx.IASetIndexBuffer(buf.(*Buffer).buf, d3d11.DXGI_FORMAT_R16_UINT, 0)
|
||||
}
|
||||
|
||||
func (b *Buffer) Download(data []byte) error {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (b *Buffer) Upload(data []byte) {
|
||||
b.backend.ctx.UpdateSubresource((*d3d11.Resource)(unsafe.Pointer(b.buf)), nil, 0, 0, data)
|
||||
}
|
||||
|
||||
func (b *Buffer) Release() {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(b.buf), b.buf.Vtbl.Release)
|
||||
b.buf = nil
|
||||
}
|
||||
|
||||
func (f *Framebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
|
||||
if f.resource == nil {
|
||||
return errors.New("framebuffer does not support ReadPixels")
|
||||
}
|
||||
w, h := src.Dx(), src.Dy()
|
||||
tex, err := f.dev.CreateTexture2D(&d3d11.TEXTURE2D_DESC{
|
||||
Width: uint32(w),
|
||||
Height: uint32(h),
|
||||
MipLevels: 1,
|
||||
ArraySize: 1,
|
||||
Format: f.format,
|
||||
SampleDesc: d3d11.DXGI_SAMPLE_DESC{
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
Usage: d3d11.USAGE_STAGING,
|
||||
CPUAccessFlags: d3d11.CPU_ACCESS_READ,
|
||||
})
|
||||
if err != nil {
|
||||
return fmt.Errorf("ReadPixels: %v", err)
|
||||
}
|
||||
defer d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
|
||||
res := (*d3d11.Resource)(unsafe.Pointer(tex))
|
||||
f.ctx.CopySubresourceRegion(
|
||||
res,
|
||||
0, // Destination subresource.
|
||||
0, 0, 0, // Destination coordinates (x, y, z).
|
||||
f.resource,
|
||||
0, // Source subresource.
|
||||
&d3d11.BOX{
|
||||
Left: uint32(src.Min.X),
|
||||
Top: uint32(src.Min.Y),
|
||||
Right: uint32(src.Max.X),
|
||||
Bottom: uint32(src.Max.Y),
|
||||
Front: 0,
|
||||
Back: 1,
|
||||
},
|
||||
)
|
||||
resMap, err := f.ctx.Map(res, 0, d3d11.MAP_READ, 0)
|
||||
if err != nil {
|
||||
return fmt.Errorf("ReadPixels: %v", err)
|
||||
}
|
||||
defer f.ctx.Unmap(res, 0)
|
||||
srcPitch := w * 4
|
||||
dstPitch := int(resMap.RowPitch)
|
||||
mapSize := dstPitch * h
|
||||
data := gunsafe.SliceOf(resMap.PData)[:mapSize:mapSize]
|
||||
width := w * 4
|
||||
for r := 0; r < h; r++ {
|
||||
pixels := pixels[r*srcPitch:]
|
||||
copy(pixels[:width], data[r*dstPitch:])
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (b *Backend) BindFramebuffer(fbo backend.Framebuffer) {
|
||||
b.fbo = fbo.(*Framebuffer)
|
||||
b.ctx.OMSetRenderTargets(b.fbo.renderTarget, b.fbo.depthView)
|
||||
}
|
||||
|
||||
func (f *Framebuffer) Invalidate() {
|
||||
}
|
||||
|
||||
func (f *Framebuffer) Release() {
|
||||
if f.foreign {
|
||||
panic("framebuffer not created by NewFramebuffer")
|
||||
}
|
||||
if f.renderTarget != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(f.renderTarget), f.renderTarget.Vtbl.Release)
|
||||
f.renderTarget = nil
|
||||
}
|
||||
if f.depthView != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(f.depthView), f.depthView.Vtbl.Release)
|
||||
f.depthView = nil
|
||||
}
|
||||
}
|
||||
|
||||
func (b *Backend) BindInputLayout(layout backend.InputLayout) {
|
||||
b.ctx.IASetInputLayout(layout.(*InputLayout).layout)
|
||||
}
|
||||
|
||||
func (l *InputLayout) Release() {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(l.layout), l.layout.Vtbl.Release)
|
||||
l.layout = nil
|
||||
}
|
||||
|
||||
func convBufferBinding(typ backend.BufferBinding) uint32 {
|
||||
var bindings uint32
|
||||
if typ&backend.BufferBindingVertices != 0 {
|
||||
bindings |= d3d11.BIND_VERTEX_BUFFER
|
||||
}
|
||||
if typ&backend.BufferBindingIndices != 0 {
|
||||
bindings |= d3d11.BIND_INDEX_BUFFER
|
||||
}
|
||||
if typ&backend.BufferBindingUniforms != 0 {
|
||||
bindings |= d3d11.BIND_CONSTANT_BUFFER
|
||||
}
|
||||
if typ&backend.BufferBindingTexture != 0 {
|
||||
bindings |= d3d11.BIND_SHADER_RESOURCE
|
||||
}
|
||||
if typ&backend.BufferBindingFramebuffer != 0 {
|
||||
bindings |= d3d11.BIND_RENDER_TARGET
|
||||
}
|
||||
return bindings
|
||||
}
|
||||
|
||||
func toBlendFactor(f backend.BlendFactor) (uint32, uint32) {
|
||||
switch f {
|
||||
case backend.BlendFactorOne:
|
||||
return d3d11.BLEND_ONE, d3d11.BLEND_ONE
|
||||
case backend.BlendFactorOneMinusSrcAlpha:
|
||||
return d3d11.BLEND_INV_SRC_ALPHA, d3d11.BLEND_INV_SRC_ALPHA
|
||||
case backend.BlendFactorZero:
|
||||
return d3d11.BLEND_ZERO, d3d11.BLEND_ZERO
|
||||
case backend.BlendFactorDstColor:
|
||||
return d3d11.BLEND_DEST_COLOR, d3d11.BLEND_DEST_ALPHA
|
||||
default:
|
||||
panic("unsupported blend source factor")
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user