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gpu/backend: remove clear color and depth state
Specifying the clear color and depth at the time of clearing is less error prone and a better for modern GPU APIs. As a bonus, we can get rid of the BufferAttachment type. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -110,12 +110,10 @@ func TestFramebuffers(t *testing.T) {
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col2 = color.RGBA{R: 0xfe, G: 0xba, B: 0xbe, A: 0xca}
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)
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fcol1, fcol2 := f32color.RGBAFromSRGB(col1), f32color.RGBAFromSRGB(col2)
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b.ClearColor(fcol1.Float32())
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b.BindFramebuffer(fbo1)
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b.Clear(backend.BufferAttachmentColor)
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b.ClearColor(fcol2.Float32())
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b.Clear(fcol1.Float32())
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b.BindFramebuffer(fbo2)
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b.Clear(backend.BufferAttachmentColor)
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b.Clear(fcol2.Float32())
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img := screenshot(t, fbo1, sz)
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if got := img.RGBAAt(0, 0); got != col1 {
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t.Errorf("got color %v, expected %v", got, col1)
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@@ -129,7 +127,11 @@ func TestFramebuffers(t *testing.T) {
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func setupFBO(t *testing.T, b backend.Device, size image.Point) backend.Framebuffer {
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fbo := newFBO(t, b, size)
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b.BindFramebuffer(fbo)
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b.Clear(backend.BufferAttachmentColor | backend.BufferAttachmentDepth)
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// ClearColor accepts linear RGBA colors, while 8-bit colors
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// are in the sRGB color space.
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col := f32color.RGBAFromSRGB(clearCol)
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b.Clear(col.Float32())
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b.ClearDepth(0.0)
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b.Viewport(0, 0, size.X, size.Y)
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return fbo
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}
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@@ -172,10 +174,6 @@ func newBackend(t *testing.T) backend.Device {
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t.Fatal(err)
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}
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b.BeginFrame()
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// ClearColor accepts linear RGBA colors, while 8-bit colors
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// are in the sRGB color space.
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col := f32color.RGBAFromSRGB(clearCol)
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b.ClearColor(col.Float32())
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t.Cleanup(func() {
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b.EndFrame()
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ctx.ReleaseCurrent()
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