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https://git.sr.ht/~eliasnaur/gio
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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>
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@@ -268,7 +268,7 @@ func (b *Backend) BeginFrame(target driver.RenderTarget, clear bool, viewport im
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}
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b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, renderFBO)
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if b.sRGBFBO != nil && !clear {
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b.Clear(0, 0, 0, 0)
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b.clearOutput(0, 0, 0, 0)
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}
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return &framebuffer{backend: b, obj: renderFBO, foreign: true}
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}
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@@ -652,7 +652,7 @@ func (b *Backend) NewFramebuffer(tex driver.Texture) (driver.Framebuffer, error)
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gltex := tex.(*texture)
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fb := b.funcs.CreateFramebuffer()
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fbo := &framebuffer{backend: b, obj: fb}
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b.BindFramebuffer(fbo)
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b.BindFramebuffer(fbo, driver.LoadDesc{})
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if err := glErr(b.funcs); err != nil {
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fbo.Release()
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return nil, err
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@@ -849,7 +849,7 @@ func (b *Backend) Viewport(x, y, width, height int) {
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b.glstate.setViewport(b.funcs, x, y, width, height)
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}
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func (b *Backend) Clear(colR, colG, colB, colA float32) {
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func (b *Backend) clearOutput(colR, colG, colB, colA float32) {
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b.glstate.setClearColor(b.funcs, colR, colG, colB, colA)
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b.funcs.Clear(gl.COLOR_BUFFER_BIT)
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}
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@@ -1179,7 +1179,7 @@ func (b *Backend) BlitFramebuffer(dst, src driver.Framebuffer, srect, drect imag
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func (f *framebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
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glErr(f.backend.funcs)
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f.backend.BindFramebuffer(f)
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f.backend.BindFramebuffer(f, driver.LoadDesc{})
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if len(pixels) < src.Dx()*src.Dy()*4 {
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return errors.New("unexpected RGBA size")
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}
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@@ -1195,13 +1195,15 @@ func (b *Backend) BindPipeline(pl driver.Pipeline) {
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b.BlendFunc(p.blend.SrcFactor, p.blend.DstFactor)
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}
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func (b *Backend) BindFramebuffer(fbo driver.Framebuffer) {
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func (b *Backend) BindFramebuffer(fbo driver.Framebuffer, desc driver.LoadDesc) {
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b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, fbo.(*framebuffer).obj)
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}
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func (f *framebuffer) Invalidate() {
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f.backend.BindFramebuffer(f)
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f.backend.funcs.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
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switch desc.Action {
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case driver.LoadActionClear:
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c := desc.ClearColor
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b.clearOutput(c.R, c.G, c.B, c.A)
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case driver.LoadActionInvalidate:
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b.funcs.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
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}
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}
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func (f *framebuffer) Release() {
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