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>
This commit is contained in:
Elias Naur
2020-03-15 12:20:19 +01:00
parent daecdcaabf
commit 7fba3bb8fe
7 changed files with 24 additions and 53 deletions
+1 -9
View File
@@ -27,9 +27,8 @@ type Device interface {
NewInputLayout(vertexShader ShaderSources, layout []InputDesc) (InputLayout, error)
DepthFunc(f DepthFunc)
ClearColor(r, g, b, a float32)
ClearDepth(d float32)
Clear(buffers BufferAttachments)
Clear(r, g, b, a float32)
Viewport(x, y, width, height int)
DrawArrays(mode DrawMode, off, count int)
DrawElements(mode DrawMode, off, count int)
@@ -110,8 +109,6 @@ type BlendFactor uint8
type DrawMode uint8
type BufferAttachments uint
type TextureFilter uint8
type TextureFormat uint8
@@ -157,11 +154,6 @@ type Texture interface {
Release()
}
const (
BufferAttachmentColor BufferAttachments = 1 << iota
BufferAttachmentDepth
)
const (
DepthFuncGreater DepthFunc = iota
)
+4 -13
View File
@@ -385,23 +385,14 @@ func (b *Backend) Viewport(x, y, width, height int) {
b.funcs.Viewport(x, y, width, height)
}
func (b *Backend) Clear(attachments backend.BufferAttachments) {
var mask Enum
if attachments&backend.BufferAttachmentColor != 0 {
mask |= COLOR_BUFFER_BIT
}
if attachments&backend.BufferAttachmentDepth != 0 {
mask |= DEPTH_BUFFER_BIT
}
b.funcs.Clear(mask)
func (b *Backend) Clear(colR, colG, colB, colA float32) {
b.funcs.ClearColor(colR, colG, colB, colA)
b.funcs.Clear(COLOR_BUFFER_BIT)
}
func (b *Backend) ClearDepth(d float32) {
b.funcs.ClearDepthf(d)
}
func (b *Backend) ClearColor(colR, colG, colB, colA float32) {
b.funcs.ClearColor(colR, colG, colB, colA)
b.funcs.Clear(DEPTH_BUFFER_BIT)
}
func (b *Backend) DepthFunc(f backend.DepthFunc) {
+3 -4
View File
@@ -335,9 +335,8 @@ func (g *GPU) BeginFrame() {
}
g.ctx.BindFramebuffer(g.defFBO)
g.ctx.DepthFunc(backend.DepthFuncGreater)
g.ctx.ClearColor(g.drawOps.clearColor.Float32())
g.ctx.ClearDepth(0.0)
g.ctx.Clear(backend.BufferAttachmentColor | backend.BufferAttachmentDepth)
g.ctx.Clear(g.drawOps.clearColor.Float32())
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.renderer.drawZOps(g.drawOps.zimageOps)
g.zopsTimer.end()
@@ -502,7 +501,7 @@ func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) {
fbo = p.place.Idx
f := r.pather.stenciler.cover(fbo)
r.ctx.BindFramebuffer(f.fbo)
r.ctx.Clear(backend.BufferAttachmentColor)
r.ctx.Clear(0.0, 0.0, 0.0, 0.0)
}
data, _ := pathCache.get(p.pathKey)
r.pather.stencilPath(p.clip, p.off, p.place.Pos, data.(*pathData))
@@ -525,7 +524,7 @@ func (r *renderer) intersect(ops []imageOp) {
fbo = img.place.Idx
f := r.pather.stenciler.intersections.fbos[fbo]
r.ctx.BindFramebuffer(f.fbo)
r.ctx.Clear(backend.BufferAttachmentColor)
r.ctx.Clear(1.0, 0.0, 0.0, 0.0)
}
r.ctx.Viewport(img.place.Pos.X, img.place.Pos.Y, img.clip.Dx(), img.clip.Dy())
r.intersectPath(img.path, img.clip)
-2
View File
@@ -292,7 +292,6 @@ func (s *stenciler) beginIntersect(sizes []image.Point) {
// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
// no floating point support is available.
s.intersections.resize(s.ctx, sizes)
s.ctx.ClearColor(1.0, 0.0, 0.0, 0.0)
s.ctx.BindProgram(s.iprog.prog.prog)
}
@@ -308,7 +307,6 @@ func (s *stenciler) cover(idx int) stencilFBO {
func (s *stenciler) begin(sizes []image.Point) {
s.ctx.BlendFunc(backend.BlendFactorOne, backend.BlendFactorOne)
s.fbos.resize(s.ctx, sizes)
s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)
s.ctx.BindProgram(s.prog.prog.prog)
s.ctx.BindInputLayout(s.prog.layout)
s.ctx.BindIndexBuffer(s.indexBuf)