gpu: fold buffer clearing into framebuffer bind

In Metal, clearing a framebuffer is most efficiently done during bind.
Modify our driver accordingly.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-08-11 15:03:45 +02:00
parent d38c78d7ac
commit 1af910959b
7 changed files with 71 additions and 61 deletions
+6 -6
View File
@@ -432,11 +432,6 @@ func (b *Backend) NewFragmentShader(src shader.Sources) (driver.FragmentShader,
return &FragmentShader{b, fs}, nil
}
func (b *Backend) Clear(colr, colg, colb, cola float32) {
b.clearColor = [4]float32{colr, colg, colb, cola}
b.ctx.ClearRenderTargetView(b.fbo.renderTarget, &b.clearColor)
}
func (b *Backend) Viewport(x, y, width, height int) {
b.viewport = d3d11.VIEWPORT{
TopLeftX: float32(x),
@@ -643,9 +638,14 @@ func (f *Framebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
return nil
}
func (b *Backend) BindFramebuffer(fbo driver.Framebuffer) {
func (b *Backend) BindFramebuffer(fbo driver.Framebuffer, d driver.LoadDesc) {
b.fbo = fbo.(*Framebuffer)
b.ctx.OMSetRenderTargets(b.fbo.renderTarget, nil)
if d.Action == driver.LoadActionClear {
c := d.ClearColor
b.clearColor = [4]float32{c.R, c.G, c.B, c.A}
b.ctx.ClearRenderTargetView(b.fbo.renderTarget, &b.clearColor)
}
}
func (f *Framebuffer) Invalidate() {
+19 -3
View File
@@ -30,14 +30,13 @@ type Device interface {
NewFragmentShader(src shader.Sources) (FragmentShader, error)
NewPipeline(desc PipelineDesc) (Pipeline, error)
Clear(r, g, b, a float32)
Viewport(x, y, width, height int)
DrawArrays(mode DrawMode, off, count int)
DrawElements(mode DrawMode, off, count int)
BindProgram(p Program)
BindPipeline(p Pipeline)
BindFramebuffer(f Framebuffer)
BindFramebuffer(f Framebuffer, a LoadDesc)
BindTexture(unit int, t Texture)
BindVertexBuffer(b Buffer, stride, offset int)
BindIndexBuffer(b Buffer)
@@ -53,6 +52,16 @@ type Device interface {
Release()
}
type LoadDesc struct {
Action LoadAction
ClearColor struct {
R float32
G float32
B float32
A float32
}
}
type Pipeline interface {
Release()
}
@@ -89,6 +98,8 @@ type TextureFormat uint8
type BufferBinding uint8
type LoadAction uint8
type Features uint
type Caps struct {
@@ -119,7 +130,6 @@ type Buffer interface {
type Framebuffer interface {
RenderTarget
Invalidate()
Release()
ReadPixels(src image.Rectangle, pixels []byte) error
}
@@ -182,6 +192,12 @@ const (
BlendFactorDstColor
)
const (
LoadActionKeep LoadAction = iota
LoadActionClear
LoadActionInvalidate
)
var ErrContentLost = errors.New("buffer content lost")
func (f Features) Has(feats Features) bool {
+12 -10
View File
@@ -268,7 +268,7 @@ func (b *Backend) BeginFrame(target driver.RenderTarget, clear bool, viewport im
}
b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, renderFBO)
if b.sRGBFBO != nil && !clear {
b.Clear(0, 0, 0, 0)
b.clearOutput(0, 0, 0, 0)
}
return &framebuffer{backend: b, obj: renderFBO, foreign: true}
}
@@ -652,7 +652,7 @@ func (b *Backend) NewFramebuffer(tex driver.Texture) (driver.Framebuffer, error)
gltex := tex.(*texture)
fb := b.funcs.CreateFramebuffer()
fbo := &framebuffer{backend: b, obj: fb}
b.BindFramebuffer(fbo)
b.BindFramebuffer(fbo, driver.LoadDesc{})
if err := glErr(b.funcs); err != nil {
fbo.Release()
return nil, err
@@ -849,7 +849,7 @@ func (b *Backend) Viewport(x, y, width, height int) {
b.glstate.setViewport(b.funcs, x, y, width, height)
}
func (b *Backend) Clear(colR, colG, colB, colA float32) {
func (b *Backend) clearOutput(colR, colG, colB, colA float32) {
b.glstate.setClearColor(b.funcs, colR, colG, colB, colA)
b.funcs.Clear(gl.COLOR_BUFFER_BIT)
}
@@ -1179,7 +1179,7 @@ func (b *Backend) BlitFramebuffer(dst, src driver.Framebuffer, srect, drect imag
func (f *framebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
glErr(f.backend.funcs)
f.backend.BindFramebuffer(f)
f.backend.BindFramebuffer(f, driver.LoadDesc{})
if len(pixels) < src.Dx()*src.Dy()*4 {
return errors.New("unexpected RGBA size")
}
@@ -1195,13 +1195,15 @@ func (b *Backend) BindPipeline(pl driver.Pipeline) {
b.BlendFunc(p.blend.SrcFactor, p.blend.DstFactor)
}
func (b *Backend) BindFramebuffer(fbo driver.Framebuffer) {
func (b *Backend) BindFramebuffer(fbo driver.Framebuffer, desc driver.LoadDesc) {
b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, fbo.(*framebuffer).obj)
}
func (f *framebuffer) Invalidate() {
f.backend.BindFramebuffer(f)
f.backend.funcs.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
switch desc.Action {
case driver.LoadActionClear:
c := desc.ClearColor
b.clearOutput(c.R, c.G, c.B, c.A)
case driver.LoadActionInvalidate:
b.funcs.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
}
}
func (f *framebuffer) Release() {