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gpu,gpu/backend: implement generic backend.NewDevice
NewDevice creates a Device given an API, which is the necessary GPU resources for a backend. Convert gpu.New to take an API instead of a backend.Device directly. In turn, this frees us to later unexport the backend package along with the backend implementations (for now just gioui.org/gpu/gl for OpenGL). It also allows programs that embed Gio (such as gioui.org/example/glfw) to freely choose a backend, not just OpenGL. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -0,0 +1,56 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package backend
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import (
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"fmt"
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"unsafe"
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"gioui.org/internal/glimpl"
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)
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// See gpu/api.go for documentation for the API types
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type API interface {
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implementsAPI()
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}
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type OpenGL struct {
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// Context contains the WebGL context for WebAssembly platforms. It is
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// empty for all other platforms; an OpenGL context is assumed current when
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// calling NewDevice.
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Context glimpl.Context
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}
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type Direct3D11 struct {
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// Device contains a *ID3D11Device.
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Device unsafe.Pointer
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}
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// API specific device constructors.
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var (
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NewOpenGLDevice func(api OpenGL) (Device, error)
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NewDirect3D11Device func(api Direct3D11) (Device, error)
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)
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// NewDevice creates a new Device given the api.
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//
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// Note that the device does not assume ownership of the resources contained in
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// api; the caller must ensure the resources are valid until the device is
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// released.
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func NewDevice(api API) (Device, error) {
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switch api := api.(type) {
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case OpenGL:
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if NewOpenGLDevice != nil {
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return NewOpenGLDevice(api)
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}
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case Direct3D11:
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if NewDirect3D11Device != nil {
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return NewDirect3D11Device(api)
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}
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}
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return nil, fmt.Errorf("backend: no backend available for the API %T", api)
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}
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func (OpenGL) implementsAPI() {}
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func (Direct3D11) implementsAPI() {}
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