mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
gpu: rename DrawMode to Topology and move it to pipeline descriptors
Vulkan needs the topology stated in its pipeline descriptor, not at draw time. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+4
-2
@@ -463,6 +463,7 @@ func newCompute(ctx driver.Device) (*compute, error) {
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SrcFactor: driver.BlendFactorOne,
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DstFactor: driver.BlendFactorOneMinusSrcAlpha,
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},
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Topology: driver.TopologyTriangles,
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})
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if err != nil {
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g.Release()
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@@ -496,6 +497,7 @@ func newCompute(ctx driver.Device) (*compute, error) {
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Stride: int(unsafe.Sizeof(g.materials.quads[0])),
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},
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PixelFormat: driver.TextureFormatRGBA8,
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Topology: driver.TopologyTriangles,
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})
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if err != nil {
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g.Release()
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@@ -909,7 +911,7 @@ func (g *compute) blitLayers(viewport image.Point) {
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g.output.buffer.buffer.Upload(vertexData)
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g.ctx.BindVertexBuffer(g.output.buffer.buffer, 0)
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g.ctx.BindTexture(0, atlas.image)
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g.ctx.DrawArrays(driver.DrawModeTriangles, 0, len(g.output.layerVertices))
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g.ctx.DrawArrays(0, len(g.output.layerVertices))
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}
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}
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@@ -1020,7 +1022,7 @@ func (g *compute) renderMaterials() error {
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for i, a := range newAllocs {
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sz := a.rect.Size().Sub(padding)
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g.ctx.Viewport(a.rect.Min.X, a.rect.Min.Y, sz.X, sz.Y)
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g.ctx.DrawArrays(driver.DrawModeTriangles, i*6, 6)
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g.ctx.DrawArrays(i*6, 6)
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}
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g.ctx.EndRenderPass()
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if !g.useCPU {
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+5
-2
@@ -584,6 +584,7 @@ func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.
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BlendDesc: blend,
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VertexLayout: layout,
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PixelFormat: driver.TextureFormatOutput,
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Topology: driver.TopologyTriangleStrip,
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})
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if err != nil {
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return pipelines, err
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@@ -611,6 +612,7 @@ func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.
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BlendDesc: blend,
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VertexLayout: layout,
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PixelFormat: driver.TextureFormatOutput,
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Topology: driver.TopologyTriangleStrip,
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})
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if err != nil {
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pipelines[materialTexture].Release()
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@@ -639,6 +641,7 @@ func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.
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BlendDesc: blend,
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VertexLayout: layout,
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PixelFormat: driver.TextureFormatOutput,
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Topology: driver.TopologyTriangleStrip,
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})
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if err != nil {
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pipelines[materialTexture].Release()
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@@ -740,7 +743,7 @@ func (r *renderer) intersectPath(p *pathOp, clip image.Rectangle) {
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r.pather.stenciler.ipipeline.uniforms.vert.uvTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
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r.pather.stenciler.ipipeline.uniforms.vert.subUVTransform = [4]float32{subScale.X, subScale.Y, subOff.X, subOff.Y}
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r.pather.stenciler.ipipeline.pipeline.UploadUniforms(r.ctx)
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r.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
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r.ctx.DrawArrays(0, 4)
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}
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func (r *renderer) packIntersections(ops []imageOp) {
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@@ -1166,7 +1169,7 @@ func (b *blitter) blit(mat materialType, col f32color.RGBA, col1, col2 f32color.
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}
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uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
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p.UploadUniforms(b.ctx)
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b.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
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b.ctx.DrawArrays(0, 4)
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}
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// newUniformBuffer creates a new GPU uniform buffer backed by the
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@@ -56,6 +56,7 @@ func TestSimpleShader(t *testing.T) {
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VertexShader: vsh,
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FragmentShader: fsh,
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PixelFormat: driver.TextureFormatSRGBA,
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Topology: driver.TopologyTriangles,
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})
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if err != nil {
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t.Fatal(err)
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@@ -68,7 +69,7 @@ func TestSimpleShader(t *testing.T) {
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b.BeginRenderPass(fbo, d)
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b.Viewport(0, 0, sz.X, sz.Y)
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b.BindPipeline(p)
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b.DrawArrays(driver.DrawModeTriangles, 0, 3)
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b.DrawArrays(0, 3)
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b.EndRenderPass()
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img := screenshot(t, b, fbo, sz)
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if got := img.RGBAAt(0, 0); got != clearColExpect {
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@@ -107,6 +108,7 @@ func TestInputShader(t *testing.T) {
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FragmentShader: fsh,
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VertexLayout: layout,
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PixelFormat: driver.TextureFormatSRGBA,
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Topology: driver.TopologyTriangles,
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})
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if err != nil {
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t.Fatal(err)
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@@ -131,7 +133,7 @@ func TestInputShader(t *testing.T) {
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b.Viewport(0, 0, sz.X, sz.Y)
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b.BindPipeline(pipe)
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b.BindVertexBuffer(buf, 0)
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b.DrawArrays(driver.DrawModeTriangles, 0, 3)
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b.DrawArrays(0, 3)
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b.EndRenderPass()
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img := screenshot(t, b, fbo, sz)
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if got := img.RGBAAt(0, 0); got != clearColExpect {
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@@ -42,11 +42,12 @@ type Backend struct {
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}
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type Pipeline struct {
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vert *d3d11.VertexShader
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frag *d3d11.PixelShader
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layout *d3d11.InputLayout
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blend *d3d11.BlendState
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stride int
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vert *d3d11.VertexShader
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frag *d3d11.PixelShader
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layout *d3d11.InputLayout
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blend *d3d11.BlendState
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stride int
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topology driver.Topology
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}
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type Texture struct {
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@@ -497,11 +498,12 @@ func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error)
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d3d11.IUnknownAddRef(unsafe.Pointer(fshRef), fshRef.Vtbl.AddRef)
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return &Pipeline{
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vert: vshRef,
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frag: fshRef,
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layout: layout,
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stride: desc.VertexLayout.Stride,
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blend: blend,
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vert: vshRef,
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frag: fshRef,
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layout: layout,
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stride: desc.VertexLayout.Stride,
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blend: blend,
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topology: desc.Topology,
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}, nil
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}
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@@ -551,31 +553,33 @@ func (b *Backend) Viewport(x, y, width, height int) {
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b.ctx.RSSetViewports(&b.viewport)
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}
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func (b *Backend) DrawArrays(mode driver.DrawMode, off, count int) {
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b.prepareDraw(mode)
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func (b *Backend) DrawArrays(off, count int) {
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b.prepareDraw()
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b.ctx.Draw(uint32(count), uint32(off))
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}
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func (b *Backend) DrawElements(mode driver.DrawMode, off, count int) {
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b.prepareDraw(mode)
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func (b *Backend) DrawElements(off, count int) {
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b.prepareDraw()
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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 driver.DrawMode) {
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if p := b.pipeline; p != nil {
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b.ctx.VSSetShader(p.vert)
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b.ctx.PSSetShader(p.frag)
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b.ctx.IASetInputLayout(p.layout)
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b.ctx.OMSetBlendState(p.blend, nil, 0xffffffff)
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if b.vert.buffer != nil {
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b.ctx.IASetVertexBuffers(b.vert.buffer.buf, uint32(p.stride), uint32(b.vert.offset))
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}
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func (b *Backend) prepareDraw() {
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p := b.pipeline
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if p == nil {
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return
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}
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b.ctx.VSSetShader(p.vert)
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b.ctx.PSSetShader(p.frag)
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b.ctx.IASetInputLayout(p.layout)
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b.ctx.OMSetBlendState(p.blend, nil, 0xffffffff)
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if b.vert.buffer != nil {
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b.ctx.IASetVertexBuffers(b.vert.buffer.buf, uint32(p.stride), uint32(b.vert.offset))
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}
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var topology uint32
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switch mode {
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case driver.DrawModeTriangles:
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switch p.topology {
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case driver.TopologyTriangles:
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topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLELIST
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case driver.DrawModeTriangleStrip:
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case driver.TopologyTriangleStrip:
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topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
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default:
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panic("unsupported draw mode")
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@@ -32,8 +32,8 @@ type Device interface {
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NewPipeline(desc PipelineDesc) (Pipeline, error)
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Viewport(x, y, width, height int)
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DrawArrays(mode DrawMode, off, count int)
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DrawElements(mode DrawMode, off, count int)
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DrawArrays(off, count int)
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DrawElements(off, count int)
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BeginRenderPass(f Framebuffer, desc LoadDesc)
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EndRenderPass()
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@@ -71,6 +71,7 @@ type PipelineDesc struct {
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VertexLayout VertexLayout
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BlendDesc BlendDesc
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PixelFormat TextureFormat
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Topology Topology
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}
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type VertexLayout struct {
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@@ -95,7 +96,7 @@ type AccessBits uint8
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type BlendFactor uint8
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type DrawMode uint8
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type Topology uint8
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type TextureFilter uint8
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type TextureFormat uint8
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@@ -186,8 +187,8 @@ const (
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)
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const (
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DrawModeTriangleStrip DrawMode = iota
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DrawModeTriangles
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TopologyTriangleStrip Topology = iota
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TopologyTriangles
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)
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const (
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@@ -387,7 +387,8 @@ type Backend struct {
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computeEnc C.CFTypeRef
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blitEnc C.CFTypeRef
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prog *Program
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prog *Program
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topology C.MTLPrimitiveType
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stagingBuf C.CFTypeRef
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stagingOff int
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@@ -420,6 +421,7 @@ type Program struct {
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type Pipeline struct {
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pipeline C.CFTypeRef
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topology C.MTLPrimitiveType
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}
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type Framebuffer struct {
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@@ -659,7 +661,7 @@ func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error)
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if pipe == 0 {
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return nil, errors.New("metal: pipeline construction failed")
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}
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return &Pipeline{pipeline: pipe}, nil
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return &Pipeline{pipeline: pipe, topology: primitiveFor(desc.Topology)}, nil
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}
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func dataTypeSize(d shader.DataType) int {
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@@ -799,29 +801,27 @@ func (b *Backend) Viewport(x, y, width, height int) {
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})
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}
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func (b *Backend) DrawArrays(mode driver.DrawMode, off, count int) {
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func (b *Backend) DrawArrays(off, count int) {
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enc := b.renderEnc
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if enc == 0 {
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panic("no active render pass")
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}
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t := primitiveFor(mode)
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C.renderEncDrawPrimitives(enc, t, C.NSUInteger(off), C.NSUInteger(count))
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C.renderEncDrawPrimitives(enc, b.topology, C.NSUInteger(off), C.NSUInteger(count))
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}
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func (b *Backend) DrawElements(mode driver.DrawMode, off, count int) {
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func (b *Backend) DrawElements(off, count int) {
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enc := b.renderEnc
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if enc == 0 {
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panic("no active render pass")
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}
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t := primitiveFor(mode)
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C.renderEncDrawIndexedPrimitives(enc, t, b.indexBuf.buffer, C.NSUInteger(off), C.NSUInteger(count))
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C.renderEncDrawIndexedPrimitives(enc, b.topology, b.indexBuf.buffer, C.NSUInteger(off), C.NSUInteger(count))
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}
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func primitiveFor(mode driver.DrawMode) C.MTLPrimitiveType {
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func primitiveFor(mode driver.Topology) C.MTLPrimitiveType {
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switch mode {
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case driver.DrawModeTriangles:
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case driver.TopologyTriangles:
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return C.MTLPrimitiveTypeTriangle
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case driver.DrawModeTriangleStrip:
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case driver.TopologyTriangleStrip:
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return C.MTLPrimitiveTypeTriangleStrip
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default:
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panic("metal: unknown draw mode")
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@@ -960,6 +960,7 @@ func (b *Backend) BindPipeline(pipe driver.Pipeline) {
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panic("no active render pass")
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}
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C.renderEncSetRenderPipelineState(enc, p.pipeline)
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b.topology = p.topology
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}
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func (b *Backend) BindProgram(prog driver.Program) {
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@@ -113,10 +113,11 @@ type framebuffer struct {
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}
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type pipeline struct {
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prog *program
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inputs []shader.InputLocation
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layout driver.VertexLayout
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blend driver.BlendDesc
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prog *program
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inputs []shader.InputLocation
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layout driver.VertexLayout
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blend driver.BlendDesc
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topology driver.Topology
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}
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type buffer struct {
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@@ -822,16 +823,16 @@ func (b *Backend) SetBlend(enable bool) {
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b.glstate.set(b.funcs, gl.BLEND, enable)
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}
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func (b *Backend) DrawElements(mode driver.DrawMode, off, count int) {
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func (b *Backend) DrawElements(off, count int) {
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b.prepareDraw()
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// off is in 16-bit indices, but DrawElements take a byte offset.
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byteOff := off * 2
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b.funcs.DrawElements(toGLDrawMode(mode), count, gl.UNSIGNED_SHORT, byteOff)
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b.funcs.DrawElements(toGLDrawMode(b.state.pipeline.topology), count, gl.UNSIGNED_SHORT, byteOff)
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}
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func (b *Backend) DrawArrays(mode driver.DrawMode, off, count int) {
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func (b *Backend) DrawArrays(off, count int) {
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b.prepareDraw()
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b.funcs.DrawArrays(toGLDrawMode(mode), off, count)
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b.funcs.DrawArrays(toGLDrawMode(b.state.pipeline.topology), off, count)
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}
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func (b *Backend) prepareDraw() {
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@@ -843,11 +844,11 @@ func (b *Backend) prepareDraw() {
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p.prog.updateUniforms()
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}
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func toGLDrawMode(mode driver.DrawMode) gl.Enum {
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func toGLDrawMode(mode driver.Topology) gl.Enum {
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switch mode {
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case driver.DrawModeTriangleStrip:
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case driver.TopologyTriangleStrip:
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return gl.TRIANGLE_STRIP
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case driver.DrawModeTriangles:
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case driver.TopologyTriangles:
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return gl.TRIANGLES
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default:
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panic("unsupported draw mode")
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@@ -918,10 +919,11 @@ func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error)
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}
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}
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return &pipeline{
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prog: p,
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inputs: vsrc.Inputs,
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layout: layout,
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blend: desc.BlendDesc,
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prog: p,
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inputs: vsrc.Inputs,
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layout: layout,
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blend: desc.BlendDesc,
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topology: desc.Topology,
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}, nil
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}
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+4
-2
@@ -226,6 +226,7 @@ func newStenciler(ctx driver.Device) *stenciler {
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DstFactor: driver.BlendFactorOne,
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},
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PixelFormat: driver.TextureFormatFloat,
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Topology: driver.TopologyTriangles,
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})
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st.pipeline.pipeline = &pipeline{pipe, vertUniforms, nil}
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if err != nil {
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@@ -249,6 +250,7 @@ func newStenciler(ctx driver.Device) *stenciler {
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DstFactor: driver.BlendFactorZero,
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},
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PixelFormat: driver.TextureFormatFloat,
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Topology: driver.TopologyTriangleStrip,
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})
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st.ipipeline.pipeline = &pipeline{ipipe, vertUniforms, nil}
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return st
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@@ -375,7 +377,7 @@ func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv ima
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}
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off := vertStride * start * 4
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s.ctx.BindVertexBuffer(data.data, off)
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s.ctx.DrawElements(driver.DrawModeTriangles, 0, batch*6)
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s.ctx.DrawElements(0, batch*6)
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start += batch
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}
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}
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@@ -407,7 +409,7 @@ func (c *coverer) cover(mat materialType, col f32color.RGBA, col1, col2 f32color
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uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
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uniforms.uvCoverTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
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c.pipelines[mat].UploadUniforms(c.ctx)
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c.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
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c.ctx.DrawArrays(0, 4)
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}
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func init() {
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Block a user