all: remove Z buffer support

It is no longer needed by any rendering backend.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-08-06 16:36:56 +02:00
parent cea8e21f97
commit 18b4442393
14 changed files with 27 additions and 250 deletions
+2 -18
View File
@@ -17,7 +17,6 @@ type d3d11Context struct {
swchain *d3d11.IDXGISwapChain
renderTarget *d3d11.RenderTargetView
depthView *d3d11.DepthStencilView
width, height int
}
@@ -56,8 +55,7 @@ func (c *d3d11Context) API() gpu.API {
func (c *d3d11Context) RenderTarget() gpu.RenderTarget {
return gpu.Direct3D11RenderTarget{
RenderTarget: unsafe.Pointer(c.renderTarget),
DepthStencilView: unsafe.Pointer(c.depthView),
RenderTarget: unsafe.Pointer(c.renderTarget),
}
}
@@ -91,10 +89,6 @@ func (c *d3d11Context) Refresh() error {
c.width = width
c.height = height
desc, err := c.swchain.GetDesc()
if err != nil {
return err
}
backBuffer, err := c.swchain.GetBuffer(0, &d3d11.IID_Texture2D)
if err != nil {
return err
@@ -105,18 +99,12 @@ func (c *d3d11Context) Refresh() error {
if err != nil {
return err
}
depthView, err := d3d11.CreateDepthView(c.dev, int(desc.BufferDesc.Width), int(desc.BufferDesc.Height), 24)
if err != nil {
d3d11.IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.Vtbl.Release)
return err
}
c.renderTarget = renderTarget
c.depthView = depthView
return nil
}
func (c *d3d11Context) Lock() error {
c.ctx.OMSetRenderTargets(c.renderTarget, c.depthView)
c.ctx.OMSetRenderTargets(c.renderTarget, nil)
return nil
}
@@ -140,10 +128,6 @@ func (c *d3d11Context) Release() {
}
func (c *d3d11Context) releaseFBO() {
if c.depthView != nil {
d3d11.IUnknownRelease(unsafe.Pointer(c.depthView), c.depthView.Vtbl.Release)
c.depthView = nil
}
if c.renderTarget != nil {
d3d11.IUnknownRelease(unsafe.Pointer(c.renderTarget), c.renderTarget.Vtbl.Release)
c.renderTarget = nil
+7 -18
View File
@@ -27,13 +27,13 @@ import (
)
type context struct {
owner *window
c *gl.Functions
ctx C.CFTypeRef
layer C.CFTypeRef
init bool
frameBuffer gl.Framebuffer
colorBuffer, depthBuffer gl.Renderbuffer
owner *window
c *gl.Functions
ctx C.CFTypeRef
layer C.CFTypeRef
init bool
frameBuffer gl.Framebuffer
colorBuffer gl.Renderbuffer
}
func init() {
@@ -80,7 +80,6 @@ func (c *context) Release() {
C.gio_renderbufferStorage(c.ctx, 0, C.GLenum(gl.RENDERBUFFER))
c.c.DeleteFramebuffer(c.frameBuffer)
c.c.DeleteRenderbuffer(c.colorBuffer)
c.c.DeleteRenderbuffer(c.depthBuffer)
C.gio_makeCurrent(0)
C.CFRelease(c.ctx)
c.ctx = 0
@@ -90,10 +89,6 @@ func (c *context) Present() error {
if c.layer == 0 {
panic("context is not active")
}
// Discard depth buffer as recommended in
// https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html
c.c.BindFramebuffer(gl.FRAMEBUFFER, c.frameBuffer)
c.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT)
c.c.BindRenderbuffer(gl.RENDERBUFFER, c.colorBuffer)
if C.gio_presentRenderbuffer(c.ctx, C.GLenum(gl.RENDERBUFFER)) == 0 {
return errors.New("presentRenderBuffer failed")
@@ -120,7 +115,6 @@ func (c *context) Refresh() error {
c.init = true
c.frameBuffer = c.c.CreateFramebuffer()
c.colorBuffer = c.c.CreateRenderbuffer()
c.depthBuffer = c.c.CreateRenderbuffer()
}
if !c.owner.isVisible() {
// Make sure any in-flight GL commands are complete.
@@ -132,14 +126,9 @@ func (c *context) Refresh() error {
if C.gio_renderbufferStorage(c.ctx, c.layer, C.GLenum(gl.RENDERBUFFER)) == 0 {
return errors.New("renderbufferStorage failed")
}
w := c.c.GetRenderbufferParameteri(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)
h := c.c.GetRenderbufferParameteri(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)
c.c.BindRenderbuffer(gl.RENDERBUFFER, c.depthBuffer)
c.c.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h)
c.c.BindRenderbuffer(gl.RENDERBUFFER, currentRB)
c.c.BindFramebuffer(gl.FRAMEBUFFER, c.frameBuffer)
c.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, c.colorBuffer)
c.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, c.depthBuffer)
if st := c.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
return fmt.Errorf("framebuffer incomplete, status: %#x\n", st)
}
-1
View File
@@ -13,7 +13,6 @@ CFTypeRef gio_createGLContext(void) {
NSOpenGLPixelFormatAttribute attr[] = {
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
NSOpenGLPFAColorSize, 24,
NSOpenGLPFADepthSize, 16,
NSOpenGLPFAAccelerated,
// Opt-in to automatic GPU switching. CGL-only property.
kCGLPFASupportsAutomaticGraphicsSwitching,