mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-06 18:05:35 +00:00
gpu: introduce pipeline abstraction
Modern API such as Metal and Vulkan want clients to compile expensive state changes into pipeline objects. Change our GPU driver abstraction to match, thereby paving the way for future drivers. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+150
-110
@@ -32,8 +32,11 @@ type Backend struct {
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// textures.
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floatTriple textureTriple
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// Single channel alpha textures.
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alphaTriple textureTriple
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srgbaTriple textureTriple
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alphaTriple textureTriple
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srgbaTriple textureTriple
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vertUniforms *buffer
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fragUniforms *buffer
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storage [storageBindings]*buffer
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sRGBFBO *SRGBFBO
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@@ -80,9 +83,8 @@ type glState struct {
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}
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type state struct {
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prog *program
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layout *inputLayout
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buffer bufferBinding
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pipeline *pipeline
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buffer bufferBinding
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}
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type bufferBinding struct {
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@@ -110,6 +112,13 @@ type framebuffer struct {
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foreign bool
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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 []shader.InputDesc
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blend driver.BlendDesc
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}
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type buffer struct {
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backend *Backend
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hasBuffer bool
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@@ -117,24 +126,26 @@ type buffer struct {
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typ driver.BufferBinding
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size int
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immutable bool
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version int
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// For emulation of uniform buffers.
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data []byte
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}
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type glshader struct {
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backend *Backend
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obj gl.Shader
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src shader.Sources
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}
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type program struct {
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backend *Backend
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obj gl.Program
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vertUniforms uniformsTracker
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fragUniforms uniformsTracker
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storage [storageBindings]*buffer
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vertUniforms uniforms
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fragUniforms uniforms
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}
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type uniformsTracker struct {
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locs []uniformLocation
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size int
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buf *buffer
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version int
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type uniforms struct {
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locs []uniformLocation
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size int
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}
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type uniformLocation struct {
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@@ -749,11 +760,9 @@ func (b *Backend) MemoryBarrier() {
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}
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func (b *Backend) DispatchCompute(x, y, z int) {
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if p := b.state.prog; p != nil {
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for binding, buf := range p.storage {
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if buf != nil {
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b.glstate.bindBufferBase(b.funcs, gl.SHADER_STORAGE_BUFFER, binding, buf.obj)
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}
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for binding, buf := range b.storage {
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if buf != nil {
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b.glstate.bindBufferBase(b.funcs, gl.SHADER_STORAGE_BUFFER, binding, buf.obj)
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}
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}
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b.funcs.DispatchCompute(x, y, z)
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@@ -780,11 +789,6 @@ func (b *Backend) BindImageTexture(unit int, tex driver.Texture, access driver.A
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b.funcs.BindImageTexture(unit, t.obj, 0, false, 0, acc, format)
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}
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func (b *Backend) useProgram(p *program) {
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b.glstate.useProgram(b.funcs, p.obj)
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b.state.prog = p
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}
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func (b *Backend) BlendFunc(sfactor, dfactor driver.BlendFactor) {
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src, dst := toGLBlendFactor(sfactor), toGLBlendFactor(dfactor)
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b.glstate.setBlendFuncSeparate(b.funcs, src, dst, src, dst)
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@@ -822,12 +826,12 @@ func (b *Backend) DrawArrays(mode driver.DrawMode, off, count int) {
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}
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func (b *Backend) prepareDraw() {
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p := b.state.prog
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p := b.state.pipeline
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if p == nil {
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return
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}
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b.setupVertexArrays()
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p.updateUniforms()
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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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@@ -850,21 +854,6 @@ func (b *Backend) Clear(colR, colG, colB, colA float32) {
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b.funcs.Clear(gl.COLOR_BUFFER_BIT)
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}
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func (b *Backend) NewInputLayout(vs shader.Sources, layout []shader.InputDesc) (driver.InputLayout, error) {
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if len(vs.Inputs) != len(layout) {
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return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vs.Inputs))
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}
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for i, inp := range vs.Inputs {
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if exp, got := inp.Size, layout[i].Size; exp != got {
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return nil, fmt.Errorf("NewInputLayout: data size mismatch for %q: got %d expected %d", inp.Name, got, exp)
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}
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}
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return &inputLayout{
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inputs: vs.Inputs,
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layout: layout,
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}, nil
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}
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func (b *Backend) NewComputeProgram(src shader.Sources) (driver.Program, error) {
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p, err := gl.CreateComputeProgram(b.funcs, src.GLSL310ES)
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if err != nil {
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@@ -876,48 +865,94 @@ func (b *Backend) NewComputeProgram(src shader.Sources) (driver.Program, error)
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}, nil
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}
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func (b *Backend) NewProgram(vertShader, fragShader shader.Sources) (driver.Program, error) {
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attr := make([]string, len(vertShader.Inputs))
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for _, inp := range vertShader.Inputs {
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attr[inp.Location] = inp.Name
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func (b *Backend) NewVertexShader(src shader.Sources) (driver.VertexShader, error) {
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glslSrc := b.glslFor(src)
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sh, err := gl.CreateShader(b.funcs, gl.VERTEX_SHADER, glslSrc)
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return &glshader{backend: b, obj: sh, src: src}, err
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}
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func (b *Backend) NewFragmentShader(src shader.Sources) (driver.FragmentShader, error) {
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glslSrc := b.glslFor(src)
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sh, err := gl.CreateShader(b.funcs, gl.FRAGMENT_SHADER, glslSrc)
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return &glshader{backend: b, obj: sh, src: src}, err
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}
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func (b *Backend) glslFor(src shader.Sources) string {
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if b.glver[0] < 3 {
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return src.GLSL100ES
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}
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vsrc, fsrc := vertShader.GLSL100ES, fragShader.GLSL100ES
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if b.glver[0] >= 3 {
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// OpenGL (ES) 3.0.
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switch {
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case b.gles:
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vsrc, fsrc = vertShader.GLSL300ES, fragShader.GLSL300ES
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case b.glver[0] >= 4 || b.glver[1] >= 2:
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// OpenGL 3.2 Core only accepts glsl 1.50 or newer.
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vsrc, fsrc = vertShader.GLSL150, fragShader.GLSL150
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default:
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vsrc, fsrc = vertShader.GLSL130, fragShader.GLSL130
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}
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// OpenGL (ES) 3.0.
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switch {
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case b.gles:
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return src.GLSL300ES
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case b.glver[0] >= 4 || b.glver[1] >= 2:
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// OpenGL 3.2 Core only accepts glsl 1.50 or newer.
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return src.GLSL150
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default:
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return src.GLSL130
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}
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p, err := gl.CreateProgram(b.funcs, vsrc, fsrc, attr)
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}
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func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error) {
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p, err := b.newProgram(desc)
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if err != nil {
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return nil, err
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}
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layout := desc.VertexLayout
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vsrc := desc.VertexShader.(*glshader).src
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if len(vsrc.Inputs) != len(layout) {
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return nil, fmt.Errorf("opengl: got %d inputs, expected %d", len(layout), len(vsrc.Inputs))
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}
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for i, inp := range vsrc.Inputs {
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if exp, got := inp.Size, layout[i].Size; exp != got {
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return nil, fmt.Errorf("opengl: data size mismatch for %q: got %d expected %d", inp.Name, got, exp)
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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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}, nil
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}
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func (b *Backend) newProgram(desc driver.PipelineDesc) (*program, error) {
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p := b.funcs.CreateProgram()
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if !p.Valid() {
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return nil, errors.New("opengl: glCreateProgram failed")
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}
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vsh, fsh := desc.VertexShader.(*glshader), desc.FragmentShader.(*glshader)
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b.funcs.AttachShader(p, vsh.obj)
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b.funcs.AttachShader(p, fsh.obj)
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for _, inp := range vsh.src.Inputs {
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b.funcs.BindAttribLocation(p, gl.Attrib(inp.Location), inp.Name)
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}
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b.funcs.LinkProgram(p)
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if b.funcs.GetProgrami(p, gl.LINK_STATUS) == 0 {
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log := b.funcs.GetProgramInfoLog(p)
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b.funcs.DeleteProgram(p)
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return nil, fmt.Errorf("opengl: program link failed: %s", strings.TrimSpace(log))
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}
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prog := &program{
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backend: b,
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obj: p,
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}
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b.BindProgram(prog)
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b.glstate.useProgram(b.funcs, p)
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// Bind texture uniforms.
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for _, tex := range vertShader.Textures {
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for _, tex := range vsh.src.Textures {
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u := b.funcs.GetUniformLocation(p, tex.Name)
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if u.Valid() {
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b.funcs.Uniform1i(u, tex.Binding)
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}
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}
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for _, tex := range fragShader.Textures {
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for _, tex := range fsh.src.Textures {
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u := b.funcs.GetUniformLocation(p, tex.Name)
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if u.Valid() {
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b.funcs.Uniform1i(u, tex.Binding)
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}
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}
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if b.ubo {
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for _, block := range vertShader.Uniforms.Blocks {
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for _, block := range vsh.src.Uniforms.Blocks {
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blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
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if blockIdx != gl.INVALID_INDEX {
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b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding))
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@@ -926,16 +961,16 @@ func (b *Backend) NewProgram(vertShader, fragShader shader.Sources) (driver.Prog
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// To match Direct3D 11 with separate vertex and fragment
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// shader uniform buffers, offset all fragment blocks to be
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// located after the vertex blocks.
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off := len(vertShader.Uniforms.Blocks)
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for _, block := range fragShader.Uniforms.Blocks {
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off := len(vsh.src.Uniforms.Blocks)
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for _, block := range fsh.src.Uniforms.Blocks {
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blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
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if blockIdx != gl.INVALID_INDEX {
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b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off))
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}
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}
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} else {
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prog.vertUniforms.setup(b.funcs, p, vertShader.Uniforms.Size, vertShader.Uniforms.Locations)
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prog.fragUniforms.setup(b.funcs, p, fragShader.Uniforms.Size, fragShader.Uniforms.Locations)
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prog.vertUniforms.setup(b.funcs, p, vsh.src.Uniforms.Size, vsh.src.Uniforms.Locations)
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prog.fragUniforms.setup(b.funcs, p, fsh.src.Uniforms.Size, fsh.src.Uniforms.Locations)
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}
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return prog, nil
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}
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@@ -948,47 +983,59 @@ func lookupUniform(funcs *gl.Functions, p gl.Program, loc shader.UniformLocation
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return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size}
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}
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func (p *program) SetStorageBuffer(binding int, buf driver.Buffer) {
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b := buf.(*buffer)
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if b.typ&driver.BufferBindingShaderStorage == 0 {
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func (b *Backend) BindStorageBuffer(binding int, buf driver.Buffer) {
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bf := buf.(*buffer)
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if bf.typ&driver.BufferBindingShaderStorage == 0 {
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panic("not a shader storage buffer")
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}
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p.storage[binding] = b
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b.storage[binding] = bf
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}
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func (p *program) SetVertexUniforms(buf driver.Buffer) {
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p.vertUniforms.setBuffer(buf)
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func (b *Backend) BindVertexUniforms(buf driver.Buffer) {
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bf := buf.(*buffer)
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if bf.typ&driver.BufferBindingUniforms == 0 {
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panic("not a uniform buffer")
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}
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b.vertUniforms = bf
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}
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func (p *program) SetFragmentUniforms(buf driver.Buffer) {
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p.fragUniforms.setBuffer(buf)
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func (b *Backend) BindFragmentUniforms(buf driver.Buffer) {
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bf := buf.(*buffer)
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if bf.typ&driver.BufferBindingUniforms == 0 {
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panic("not a uniform buffer")
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}
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b.fragUniforms = bf
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}
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func (p *program) updateUniforms() {
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f := p.backend.funcs
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if p.backend.ubo {
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if b := p.vertUniforms.buf; b != nil {
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if b := p.backend.vertUniforms; b != nil {
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p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 0, b.obj)
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}
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if b := p.fragUniforms.buf; b != nil {
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if b := p.backend.fragUniforms; b != nil {
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p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 1, b.obj)
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}
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} else {
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p.vertUniforms.update(f)
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p.fragUniforms.update(f)
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p.vertUniforms.update(f, p.backend.vertUniforms)
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p.fragUniforms.update(f, p.backend.fragUniforms)
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}
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}
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func (b *Backend) BindProgram(prog driver.Program) {
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p := prog.(*program)
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b.useProgram(p)
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b.glstate.useProgram(b.funcs, p.obj)
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}
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func (s *glshader) Release() {
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s.backend.funcs.DeleteShader(s.obj)
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}
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func (p *program) Release() {
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p.backend.glstate.deleteProgram(p.backend.funcs, p.obj)
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}
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func (u *uniformsTracker) setup(funcs *gl.Functions, p gl.Program, uniformSize int, uniforms []shader.UniformLocation) {
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func (u *uniforms) setup(funcs *gl.Functions, p gl.Program, uniformSize int, uniforms []shader.UniformLocation) {
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u.locs = make([]uniformLocation, len(uniforms))
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for i, uniform := range uniforms {
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u.locs[i] = lookupUniform(funcs, p, uniform)
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@@ -996,26 +1043,11 @@ func (u *uniformsTracker) setup(funcs *gl.Functions, p gl.Program, uniformSize i
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u.size = uniformSize
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}
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func (u *uniformsTracker) setBuffer(buf driver.Buffer) {
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b := buf.(*buffer)
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if b.typ&driver.BufferBindingUniforms == 0 {
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panic("not a uniform buffer")
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func (p *uniforms) update(funcs *gl.Functions, buf *buffer) {
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if buf.size < p.size {
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panic(fmt.Errorf("uniform buffer too small, got %d need %d", buf.size, p.size))
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}
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if b.size < u.size {
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panic(fmt.Errorf("uniform buffer too small, got %d need %d", b.size, u.size))
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}
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u.buf = b
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// Force update.
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u.version = b.version - 1
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}
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func (p *uniformsTracker) update(funcs *gl.Functions) {
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b := p.buf
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if b == nil || b.version == p.version {
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return
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}
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p.version = b.version
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data := b.data
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data := buf.data
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for _, u := range p.locs {
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data := data[u.offset:]
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switch {
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@@ -1048,7 +1080,6 @@ func (b *buffer) Upload(data []byte) {
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if len(data) > b.size {
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panic("buffer size overflow")
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}
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b.version++
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copy(b.data, data)
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if b.hasBuffer {
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firstBinding := firstBufferType(b.typ)
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@@ -1100,15 +1131,17 @@ func (b *Backend) BindVertexBuffer(buf driver.Buffer, stride, offset int) {
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}
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func (b *Backend) setupVertexArrays() {
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layout := b.state.layout
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if layout == nil {
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p := b.state.pipeline
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inputs := p.inputs
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if len(inputs) == 0 {
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return
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}
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layout := p.layout
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const max = len(b.glstate.vertAttribs)
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var enabled [max]bool
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buf := b.state.buffer
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for i, inp := range layout.inputs {
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l := layout.layout[i]
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for i, inp := range inputs {
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l := layout[i]
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var gltyp gl.Enum
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switch l.Type {
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case shader.DataTypeFloat:
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@@ -1154,6 +1187,14 @@ func (f *framebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
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return glErr(f.backend.funcs)
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}
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func (b *Backend) BindPipeline(pl driver.Pipeline) {
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p := pl.(*pipeline)
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b.state.pipeline = p
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b.glstate.useProgram(b.funcs, p.prog.obj)
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b.SetBlend(p.blend.Enable)
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b.BlendFunc(p.blend.SrcFactor, p.blend.DstFactor)
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}
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func (b *Backend) BindFramebuffer(fbo driver.Framebuffer) {
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b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, fbo.(*framebuffer).obj)
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}
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@@ -1172,6 +1213,11 @@ func (f *framebuffer) Release() {
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func (f *framebuffer) ImplementsRenderTarget() {}
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func (p *pipeline) Release() {
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p.prog.Release()
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*p = pipeline{}
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}
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func toTexFilter(f driver.TextureFilter) int {
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switch f {
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case driver.FilterNearest:
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@@ -1224,12 +1270,6 @@ func (t *timer) Duration() (time.Duration, bool) {
|
||||
return time.Duration(nanos), true
|
||||
}
|
||||
|
||||
func (b *Backend) BindInputLayout(l driver.InputLayout) {
|
||||
b.state.layout = l.(*inputLayout)
|
||||
}
|
||||
|
||||
func (l *inputLayout) Release() {}
|
||||
|
||||
// floatTripleFor determines the best texture triple for floating point FBOs.
|
||||
func floatTripleFor(f *gl.Functions, ver [2]int, exts []string) (textureTriple, error) {
|
||||
var triples []textureTriple
|
||||
|
||||
Reference in New Issue
Block a user