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gpu,gpu/headless,app/internal/wm: add explicit RenderTarget API
Both the OpenGL and the Direct3D API are stateful and gpu.GPU renders to the render target current when Frame is called. Modern GPU API such as Metal don't have a concept of a current render target, and the target even changes each frame. Add RenderTarget and add an explicit target argument to GPU.Frame as well as the underlying driver.Device.BeginFrame. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -165,15 +165,23 @@ func newDirect3D11Device(api driver.Direct3D11) (driver.Device, error) {
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return b, nil
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}
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func (b *Backend) BeginFrame(clear bool, viewport image.Point) driver.Framebuffer {
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renderTarget, depthView := b.ctx.OMGetRenderTargets()
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// Assume someone else is holding on to the render targets.
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if renderTarget != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.Vtbl.Release)
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}
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if depthView != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(depthView), depthView.Vtbl.Release)
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func (b *Backend) BeginFrame(target driver.RenderTarget, clear bool, viewport image.Point) driver.Framebuffer {
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var (
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renderTarget *d3d11.RenderTargetView
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depthView *d3d11.DepthStencilView
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)
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if target != nil {
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switch t := target.(type) {
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case driver.Direct3D11RenderTarget:
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renderTarget = (*d3d11.RenderTargetView)(t.RenderTarget)
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depthView = (*d3d11.DepthStencilView)(t.DepthStencilView)
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case *Framebuffer:
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renderTarget, depthView = t.renderTarget, t.depthView
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default:
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panic(fmt.Errorf("opengl: invalid render target type: %T", target))
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}
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}
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b.ctx.OMSetRenderTargets(renderTarget, depthView)
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return &Framebuffer{ctx: b.ctx, dev: b.dev, renderTarget: renderTarget, depthView: depthView, foreign: true}
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}
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@@ -713,6 +721,8 @@ func (f *Framebuffer) Release() {
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}
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}
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func (f *Framebuffer) ImplementsRenderTarget() {}
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func (b *Backend) BindInputLayout(layout driver.InputLayout) {
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b.ctx.IASetInputLayout(layout.(*InputLayout).layout)
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}
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