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() {