mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-07 18:35:34 +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:
+47
-34
@@ -61,8 +61,7 @@ type compute struct {
|
|||||||
memory sizedBuffer
|
memory sizedBuffer
|
||||||
}
|
}
|
||||||
output struct {
|
output struct {
|
||||||
blitProg driver.Program
|
blitPipeline driver.Pipeline
|
||||||
layout driver.InputLayout
|
|
||||||
|
|
||||||
buffer sizedBuffer
|
buffer sizedBuffer
|
||||||
|
|
||||||
@@ -89,8 +88,7 @@ type compute struct {
|
|||||||
// offsets maps texture ops to the offsets to put in their FillImage commands.
|
// offsets maps texture ops to the offsets to put in their FillImage commands.
|
||||||
offsets map[textureKey]image.Point
|
offsets map[textureKey]image.Point
|
||||||
|
|
||||||
prog driver.Program
|
pipeline driver.Pipeline
|
||||||
layout driver.InputLayout
|
|
||||||
|
|
||||||
packer packer
|
packer packer
|
||||||
|
|
||||||
@@ -414,21 +412,32 @@ func newCompute(ctx driver.Device) (*compute, error) {
|
|||||||
|
|
||||||
// Large enough for reasonable fill sizes, yet still spannable by the compute programs.
|
// Large enough for reasonable fill sizes, yet still spannable by the compute programs.
|
||||||
g.output.packer.maxDim = 4096
|
g.output.packer.maxDim = 4096
|
||||||
blitProg, err := ctx.NewProgram(gio.Shader_copy_vert, gio.Shader_copy_frag)
|
copyVert, copyFrag, err := newShaders(ctx, gio.Shader_copy_vert, gio.Shader_copy_frag)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
g.Release()
|
g.Release()
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
g.output.blitProg = blitProg
|
defer copyVert.Release()
|
||||||
progLayout, err := ctx.NewInputLayout(gio.Shader_copy_vert, []shader.InputDesc{
|
defer copyFrag.Release()
|
||||||
|
pipe, err := ctx.NewPipeline(driver.PipelineDesc{
|
||||||
|
VertexShader: copyVert,
|
||||||
|
FragmentShader: copyFrag,
|
||||||
|
VertexLayout: []shader.InputDesc{
|
||||||
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
|
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
|
||||||
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
|
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
|
||||||
|
},
|
||||||
|
PixelFormat: driver.TextureFormatOutput,
|
||||||
|
BlendDesc: driver.BlendDesc{
|
||||||
|
Enable: true,
|
||||||
|
SrcFactor: driver.BlendFactorOne,
|
||||||
|
DstFactor: driver.BlendFactorOneMinusSrcAlpha,
|
||||||
|
},
|
||||||
})
|
})
|
||||||
if err != nil {
|
if err != nil {
|
||||||
g.Release()
|
g.Release()
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
g.output.layout = progLayout
|
g.output.blitPipeline = pipe
|
||||||
g.output.uniforms = new(copyUniforms)
|
g.output.uniforms = new(copyUniforms)
|
||||||
|
|
||||||
buf, err := ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.output.uniforms)))
|
buf, err := ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.output.uniforms)))
|
||||||
@@ -437,23 +446,28 @@ func newCompute(ctx driver.Device) (*compute, error) {
|
|||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
g.output.uniBuf = buf
|
g.output.uniBuf = buf
|
||||||
g.output.blitProg.SetVertexUniforms(buf)
|
|
||||||
|
|
||||||
materialProg, err := ctx.NewProgram(gio.Shader_material_vert, gio.Shader_material_frag)
|
materialVert, materialFrag, err := newShaders(ctx, gio.Shader_material_vert, gio.Shader_material_frag)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
g.Release()
|
g.Release()
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
g.materials.prog = materialProg
|
defer materialVert.Release()
|
||||||
progLayout, err = ctx.NewInputLayout(gio.Shader_material_vert, []shader.InputDesc{
|
defer materialFrag.Release()
|
||||||
|
pipe, err = ctx.NewPipeline(driver.PipelineDesc{
|
||||||
|
VertexShader: materialVert,
|
||||||
|
FragmentShader: materialFrag,
|
||||||
|
VertexLayout: []shader.InputDesc{
|
||||||
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
|
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
|
||||||
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
|
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
|
||||||
|
},
|
||||||
|
PixelFormat: driver.TextureFormatRGBA8,
|
||||||
})
|
})
|
||||||
if err != nil {
|
if err != nil {
|
||||||
g.Release()
|
g.Release()
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
g.materials.layout = progLayout
|
g.materials.pipeline = pipe
|
||||||
g.materials.vert.uniforms = new(materialVertUniforms)
|
g.materials.vert.uniforms = new(materialVertUniforms)
|
||||||
|
|
||||||
buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.vert.uniforms)))
|
buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.vert.uniforms)))
|
||||||
@@ -462,7 +476,6 @@ func newCompute(ctx driver.Device) (*compute, error) {
|
|||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
g.materials.vert.buf = buf
|
g.materials.vert.buf = buf
|
||||||
g.materials.prog.SetVertexUniforms(buf)
|
|
||||||
var emulateSRGB materialFragUniforms
|
var emulateSRGB materialFragUniforms
|
||||||
if !g.srgb {
|
if !g.srgb {
|
||||||
emulateSRGB.emulateSRGB = 1.0
|
emulateSRGB.emulateSRGB = 1.0
|
||||||
@@ -474,7 +487,6 @@ func newCompute(ctx driver.Device) (*compute, error) {
|
|||||||
}
|
}
|
||||||
buf.Upload(byteslice.Struct(&emulateSRGB))
|
buf.Upload(byteslice.Struct(&emulateSRGB))
|
||||||
g.materials.frag.buf = buf
|
g.materials.frag.buf = buf
|
||||||
g.materials.prog.SetFragmentUniforms(buf)
|
|
||||||
|
|
||||||
for _, shader := range shaders {
|
for _, shader := range shaders {
|
||||||
if !g.useCPU {
|
if !g.useCPU {
|
||||||
@@ -529,6 +541,18 @@ func newCompute(ctx driver.Device) (*compute, error) {
|
|||||||
return g, nil
|
return g, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func newShaders(ctx driver.Device, vsrc, fsrc shader.Sources) (vert driver.VertexShader, frag driver.FragmentShader, err error) {
|
||||||
|
vert, err = ctx.NewVertexShader(vsrc)
|
||||||
|
if err != nil {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
frag, err = ctx.NewFragmentShader(fsrc)
|
||||||
|
if err != nil {
|
||||||
|
vert.Release()
|
||||||
|
}
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
func (g *compute) Collect(viewport image.Point, ops *op.Ops) {
|
func (g *compute) Collect(viewport image.Point, ops *op.Ops) {
|
||||||
g.viewport = viewport
|
g.viewport = viewport
|
||||||
g.collector.reset()
|
g.collector.reset()
|
||||||
@@ -758,12 +782,9 @@ func (g *compute) blitLayers(viewport image.Point) {
|
|||||||
return
|
return
|
||||||
}
|
}
|
||||||
layers := g.collector.frame.layers
|
layers := g.collector.frame.layers
|
||||||
g.ctx.BlendFunc(driver.BlendFactorOne, driver.BlendFactorOneMinusSrcAlpha)
|
|
||||||
g.ctx.SetBlend(true)
|
|
||||||
defer g.ctx.SetBlend(false)
|
|
||||||
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
|
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
|
||||||
g.ctx.BindProgram(g.output.blitProg)
|
g.ctx.BindPipeline(g.output.blitPipeline)
|
||||||
g.ctx.BindInputLayout(g.output.layout)
|
g.ctx.BindVertexUniforms(g.output.uniBuf)
|
||||||
for len(layers) > 0 {
|
for len(layers) > 0 {
|
||||||
g.output.layerVertices = g.output.layerVertices[:0]
|
g.output.layerVertices = g.output.layerVertices[:0]
|
||||||
atlas := layers[0].place.atlas
|
atlas := layers[0].place.atlas
|
||||||
@@ -898,6 +919,8 @@ restart:
|
|||||||
g.materials.vert.uniforms.scale = [2]float32{2 / float32(texSize), -2 / float32(texSize)}
|
g.materials.vert.uniforms.scale = [2]float32{2 / float32(texSize), -2 / float32(texSize)}
|
||||||
g.materials.vert.uniforms.pos = [2]float32{-1, +1}
|
g.materials.vert.uniforms.pos = [2]float32{-1, +1}
|
||||||
g.materials.vert.buf.Upload(byteslice.Struct(g.materials.vert.uniforms))
|
g.materials.vert.buf.Upload(byteslice.Struct(g.materials.vert.uniforms))
|
||||||
|
g.ctx.BindVertexUniforms(g.materials.vert.buf)
|
||||||
|
g.ctx.BindFragmentUniforms(g.materials.frag.buf)
|
||||||
vertexData := byteslice.Slice(m.quads)
|
vertexData := byteslice.Slice(m.quads)
|
||||||
n := pow2Ceil(len(vertexData))
|
n := pow2Ceil(len(vertexData))
|
||||||
m.buffer.ensureCapacity(false, g.ctx, driver.BufferBindingVertices, n)
|
m.buffer.ensureCapacity(false, g.ctx, driver.BufferBindingVertices, n)
|
||||||
@@ -908,9 +931,8 @@ restart:
|
|||||||
if reclaimed {
|
if reclaimed {
|
||||||
g.ctx.Clear(0, 0, 0, 0)
|
g.ctx.Clear(0, 0, 0, 0)
|
||||||
}
|
}
|
||||||
g.ctx.BindProgram(m.prog)
|
g.ctx.BindPipeline(m.pipeline)
|
||||||
g.ctx.BindVertexBuffer(m.buffer.buffer, int(unsafe.Sizeof(m.quads[0])), 0)
|
g.ctx.BindVertexBuffer(m.buffer.buffer, int(unsafe.Sizeof(m.quads[0])), 0)
|
||||||
g.ctx.BindInputLayout(m.layout)
|
|
||||||
g.ctx.DrawArrays(driver.DrawModeTriangles, 0, len(m.quads))
|
g.ctx.DrawArrays(driver.DrawModeTriangles, 0, len(m.quads))
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
@@ -1096,10 +1118,8 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
|
|||||||
scenePadding := partitionSize - len(enc.scene)%partitionSize
|
scenePadding := partitionSize - len(enc.scene)%partitionSize
|
||||||
enc.scene = append(enc.scene, make([]scene.Command, scenePadding)...)
|
enc.scene = append(enc.scene, make([]scene.Command, scenePadding)...)
|
||||||
|
|
||||||
realloced := false
|
|
||||||
scene := byteslice.Slice(enc.scene)
|
scene := byteslice.Slice(enc.scene)
|
||||||
if s := len(scene); s > g.buffers.scene.size {
|
if s := len(scene); s > g.buffers.scene.size {
|
||||||
realloced = true
|
|
||||||
paddedCap := s * 11 / 10
|
paddedCap := s * 11 / 10
|
||||||
if err := g.buffers.scene.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
|
if err := g.buffers.scene.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
|
||||||
return err
|
return err
|
||||||
@@ -1136,7 +1156,6 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
|
|||||||
// clearSize is the atomic partition counter plus flag and 2 states per partition.
|
// clearSize is the atomic partition counter plus flag and 2 states per partition.
|
||||||
clearSize := 4 + numPartitions*stateStride
|
clearSize := 4 + numPartitions*stateStride
|
||||||
if clearSize > g.buffers.state.size {
|
if clearSize > g.buffers.state.size {
|
||||||
realloced = true
|
|
||||||
paddedCap := clearSize * 11 / 10
|
paddedCap := clearSize * 11 / 10
|
||||||
if err := g.buffers.state.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
|
if err := g.buffers.state.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
|
||||||
return err
|
return err
|
||||||
@@ -1149,7 +1168,6 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
|
|||||||
|
|
||||||
minSize := int(unsafe.Sizeof(memoryHeader{})) + int(alloc)
|
minSize := int(unsafe.Sizeof(memoryHeader{})) + int(alloc)
|
||||||
if minSize > g.buffers.memory.size {
|
if minSize > g.buffers.memory.size {
|
||||||
realloced = true
|
|
||||||
// Add space for dynamic GPU allocations.
|
// Add space for dynamic GPU allocations.
|
||||||
const sizeBump = 4 * 1024 * 1024
|
const sizeBump = 4 * 1024 * 1024
|
||||||
minSize += sizeBump
|
minSize += sizeBump
|
||||||
@@ -1175,10 +1193,7 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
|
|||||||
g.buffers.memory.upload(byteslice.Struct(g.memHeader))
|
g.buffers.memory.upload(byteslice.Struct(g.memHeader))
|
||||||
g.buffers.state.upload(g.zeros(clearSize))
|
g.buffers.state.upload(g.zeros(clearSize))
|
||||||
|
|
||||||
if realloced {
|
|
||||||
realloced = false
|
|
||||||
g.bindBuffers()
|
g.bindBuffers()
|
||||||
}
|
|
||||||
g.memoryBarrier()
|
g.memoryBarrier()
|
||||||
g.dispatch(g.programs.elements, numPartitions, 1, 1)
|
g.dispatch(g.programs.elements, numPartitions, 1, 1)
|
||||||
g.memoryBarrier()
|
g.memoryBarrier()
|
||||||
@@ -1214,7 +1229,6 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
|
|||||||
return nil
|
return nil
|
||||||
case memMallocFailed:
|
case memMallocFailed:
|
||||||
// Resize memory and try again.
|
// Resize memory and try again.
|
||||||
realloced = true
|
|
||||||
sz := g.buffers.memory.size * 15 / 10
|
sz := g.buffers.memory.size * 15 / 10
|
||||||
if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, sz); err != nil {
|
if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, sz); err != nil {
|
||||||
return err
|
return err
|
||||||
@@ -1327,7 +1341,7 @@ func (g *compute) Release() {
|
|||||||
&g.programs.binning,
|
&g.programs.binning,
|
||||||
&g.programs.coarse,
|
&g.programs.coarse,
|
||||||
&g.programs.kernel4,
|
&g.programs.kernel4,
|
||||||
g.output.blitProg,
|
g.output.blitPipeline,
|
||||||
&g.output.buffer,
|
&g.output.buffer,
|
||||||
g.output.uniBuf,
|
g.output.uniBuf,
|
||||||
&g.buffers.scene,
|
&g.buffers.scene,
|
||||||
@@ -1335,8 +1349,7 @@ func (g *compute) Release() {
|
|||||||
&g.buffers.memory,
|
&g.buffers.memory,
|
||||||
&g.buffers.config,
|
&g.buffers.config,
|
||||||
g.images.tex,
|
g.images.tex,
|
||||||
g.materials.layout,
|
g.materials.pipeline,
|
||||||
g.materials.prog,
|
|
||||||
g.materials.fbo,
|
g.materials.fbo,
|
||||||
g.materials.tex,
|
g.materials.tex,
|
||||||
&g.materials.buffer,
|
&g.materials.buffer,
|
||||||
@@ -1429,7 +1442,7 @@ func (b *sizedBuffer) upload(data []byte) {
|
|||||||
func (g *compute) bindStorageBuffers(prog computeProgram, buffers ...sizedBuffer) {
|
func (g *compute) bindStorageBuffers(prog computeProgram, buffers ...sizedBuffer) {
|
||||||
for i, buf := range buffers {
|
for i, buf := range buffers {
|
||||||
if !g.useCPU {
|
if !g.useCPU {
|
||||||
prog.prog.SetStorageBuffer(i, buf.buffer)
|
g.ctx.BindStorageBuffer(i, buf.buffer)
|
||||||
} else {
|
} else {
|
||||||
*prog.buffers[i] = buf.cpuBuf
|
*prog.buffers[i] = buf.cpuBuf
|
||||||
}
|
}
|
||||||
|
|||||||
+88
-66
@@ -281,8 +281,7 @@ type texture struct {
|
|||||||
type blitter struct {
|
type blitter struct {
|
||||||
ctx driver.Device
|
ctx driver.Device
|
||||||
viewport image.Point
|
viewport image.Point
|
||||||
prog [3]*program
|
pipelines [3]*pipeline
|
||||||
layout driver.InputLayout
|
|
||||||
colUniforms *blitColUniforms
|
colUniforms *blitColUniforms
|
||||||
texUniforms *blitTexUniforms
|
texUniforms *blitTexUniforms
|
||||||
linearGradientUniforms *blitLinearGradientUniforms
|
linearGradientUniforms *blitLinearGradientUniforms
|
||||||
@@ -321,8 +320,8 @@ type uniformBuffer struct {
|
|||||||
ptr []byte
|
ptr []byte
|
||||||
}
|
}
|
||||||
|
|
||||||
type program struct {
|
type pipeline struct {
|
||||||
prog driver.Program
|
pipeline driver.Pipeline
|
||||||
vertUniforms *uniformBuffer
|
vertUniforms *uniformBuffer
|
||||||
fragUniforms *uniformBuffer
|
fragUniforms *uniformBuffer
|
||||||
}
|
}
|
||||||
@@ -453,7 +452,6 @@ func (g *gpu) Frame(target RenderTarget) error {
|
|||||||
}
|
}
|
||||||
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
|
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
|
||||||
g.stencilTimer.begin()
|
g.stencilTimer.begin()
|
||||||
g.ctx.SetBlend(true)
|
|
||||||
g.renderer.packStencils(&g.drawOps.pathOps)
|
g.renderer.packStencils(&g.drawOps.pathOps)
|
||||||
g.renderer.stencilClips(g.drawOps.pathCache, g.drawOps.pathOps)
|
g.renderer.stencilClips(g.drawOps.pathCache, g.drawOps.pathOps)
|
||||||
g.renderer.packIntersections(g.drawOps.imageOps)
|
g.renderer.packIntersections(g.drawOps.imageOps)
|
||||||
@@ -463,7 +461,6 @@ func (g *gpu) Frame(target RenderTarget) error {
|
|||||||
g.ctx.BindFramebuffer(defFBO)
|
g.ctx.BindFramebuffer(defFBO)
|
||||||
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
|
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
|
||||||
g.renderer.drawOps(g.cache, g.drawOps.imageOps)
|
g.renderer.drawOps(g.cache, g.drawOps.imageOps)
|
||||||
g.ctx.SetBlend(false)
|
|
||||||
g.renderer.pather.stenciler.invalidateFBO()
|
g.renderer.pather.stenciler.invalidateFBO()
|
||||||
g.coverTimer.end()
|
g.coverTimer.end()
|
||||||
g.ctx.BindFramebuffer(defFBO)
|
g.ctx.BindFramebuffer(defFBO)
|
||||||
@@ -558,90 +555,128 @@ func newBlitter(ctx driver.Device) *blitter {
|
|||||||
b.colUniforms = new(blitColUniforms)
|
b.colUniforms = new(blitColUniforms)
|
||||||
b.texUniforms = new(blitTexUniforms)
|
b.texUniforms = new(blitTexUniforms)
|
||||||
b.linearGradientUniforms = new(blitLinearGradientUniforms)
|
b.linearGradientUniforms = new(blitLinearGradientUniforms)
|
||||||
prog, layout, err := createColorPrograms(ctx, gio.Shader_blit_vert, gio.Shader_blit_frag,
|
pipelines, err := createColorPrograms(ctx, gio.Shader_blit_vert, gio.Shader_blit_frag,
|
||||||
[3]interface{}{&b.colUniforms.vert, &b.linearGradientUniforms.vert, &b.texUniforms.vert},
|
[3]interface{}{&b.colUniforms.vert, &b.linearGradientUniforms.vert, &b.texUniforms.vert},
|
||||||
[3]interface{}{&b.colUniforms.frag, &b.linearGradientUniforms.frag, nil},
|
[3]interface{}{&b.colUniforms.frag, &b.linearGradientUniforms.frag, nil},
|
||||||
)
|
)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
panic(err)
|
panic(err)
|
||||||
}
|
}
|
||||||
b.prog = prog
|
b.pipelines = pipelines
|
||||||
b.layout = layout
|
|
||||||
return b
|
return b
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *blitter) release() {
|
func (b *blitter) release() {
|
||||||
b.quadVerts.Release()
|
b.quadVerts.Release()
|
||||||
for _, p := range b.prog {
|
for _, p := range b.pipelines {
|
||||||
p.Release()
|
p.Release()
|
||||||
}
|
}
|
||||||
b.layout.Release()
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.Sources, vertUniforms, fragUniforms [3]interface{}) ([3]*program, driver.InputLayout, error) {
|
func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.Sources, vertUniforms, fragUniforms [3]interface{}) ([3]*pipeline, error) {
|
||||||
var progs [3]*program
|
var pipelines [3]*pipeline
|
||||||
{
|
blend := driver.BlendDesc{
|
||||||
prog, err := b.NewProgram(vsSrc, fsSrc[materialTexture])
|
Enable: true,
|
||||||
|
SrcFactor: driver.BlendFactorOne,
|
||||||
|
DstFactor: driver.BlendFactorOneMinusSrcAlpha,
|
||||||
|
}
|
||||||
|
layout := []shader.InputDesc{
|
||||||
|
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
|
||||||
|
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
|
||||||
|
}
|
||||||
|
vsh, err := b.NewVertexShader(vsSrc)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return progs, nil, err
|
return pipelines, err
|
||||||
|
}
|
||||||
|
defer vsh.Release()
|
||||||
|
{
|
||||||
|
fsh, err := b.NewFragmentShader(fsSrc[materialTexture])
|
||||||
|
if err != nil {
|
||||||
|
return pipelines, err
|
||||||
|
}
|
||||||
|
defer fsh.Release()
|
||||||
|
pipe, err := b.NewPipeline(driver.PipelineDesc{
|
||||||
|
VertexShader: vsh,
|
||||||
|
FragmentShader: fsh,
|
||||||
|
BlendDesc: blend,
|
||||||
|
VertexLayout: layout,
|
||||||
|
PixelFormat: driver.TextureFormatOutput,
|
||||||
|
})
|
||||||
|
if err != nil {
|
||||||
|
return pipelines, err
|
||||||
}
|
}
|
||||||
var vertBuffer, fragBuffer *uniformBuffer
|
var vertBuffer, fragBuffer *uniformBuffer
|
||||||
if u := vertUniforms[materialTexture]; u != nil {
|
if u := vertUniforms[materialTexture]; u != nil {
|
||||||
vertBuffer = newUniformBuffer(b, u)
|
vertBuffer = newUniformBuffer(b, u)
|
||||||
prog.SetVertexUniforms(vertBuffer.buf)
|
|
||||||
}
|
}
|
||||||
if u := fragUniforms[materialTexture]; u != nil {
|
if u := fragUniforms[materialTexture]; u != nil {
|
||||||
fragBuffer = newUniformBuffer(b, u)
|
fragBuffer = newUniformBuffer(b, u)
|
||||||
prog.SetFragmentUniforms(fragBuffer.buf)
|
|
||||||
}
|
}
|
||||||
progs[materialTexture] = newProgram(prog, vertBuffer, fragBuffer)
|
pipelines[materialTexture] = &pipeline{pipe, vertBuffer, fragBuffer}
|
||||||
}
|
}
|
||||||
{
|
{
|
||||||
var vertBuffer, fragBuffer *uniformBuffer
|
var vertBuffer, fragBuffer *uniformBuffer
|
||||||
prog, err := b.NewProgram(vsSrc, fsSrc[materialColor])
|
fsh, err := b.NewFragmentShader(fsSrc[materialColor])
|
||||||
if err != nil {
|
if err != nil {
|
||||||
progs[materialTexture].Release()
|
pipelines[materialTexture].Release()
|
||||||
return progs, nil, err
|
return pipelines, err
|
||||||
|
}
|
||||||
|
defer fsh.Release()
|
||||||
|
pipe, err := b.NewPipeline(driver.PipelineDesc{
|
||||||
|
VertexShader: vsh,
|
||||||
|
FragmentShader: fsh,
|
||||||
|
BlendDesc: blend,
|
||||||
|
VertexLayout: layout,
|
||||||
|
PixelFormat: driver.TextureFormatOutput,
|
||||||
|
})
|
||||||
|
if err != nil {
|
||||||
|
pipelines[materialTexture].Release()
|
||||||
|
return pipelines, err
|
||||||
}
|
}
|
||||||
if u := vertUniforms[materialColor]; u != nil {
|
if u := vertUniforms[materialColor]; u != nil {
|
||||||
vertBuffer = newUniformBuffer(b, u)
|
vertBuffer = newUniformBuffer(b, u)
|
||||||
prog.SetVertexUniforms(vertBuffer.buf)
|
|
||||||
}
|
}
|
||||||
if u := fragUniforms[materialColor]; u != nil {
|
if u := fragUniforms[materialColor]; u != nil {
|
||||||
fragBuffer = newUniformBuffer(b, u)
|
fragBuffer = newUniformBuffer(b, u)
|
||||||
prog.SetFragmentUniforms(fragBuffer.buf)
|
|
||||||
}
|
}
|
||||||
progs[materialColor] = newProgram(prog, vertBuffer, fragBuffer)
|
pipelines[materialColor] = &pipeline{pipe, vertBuffer, fragBuffer}
|
||||||
}
|
}
|
||||||
{
|
{
|
||||||
var vertBuffer, fragBuffer *uniformBuffer
|
var vertBuffer, fragBuffer *uniformBuffer
|
||||||
prog, err := b.NewProgram(vsSrc, fsSrc[materialLinearGradient])
|
fsh, err := b.NewFragmentShader(fsSrc[materialLinearGradient])
|
||||||
if err != nil {
|
if err != nil {
|
||||||
progs[materialTexture].Release()
|
pipelines[materialTexture].Release()
|
||||||
progs[materialColor].Release()
|
pipelines[materialColor].Release()
|
||||||
return progs, nil, err
|
return pipelines, err
|
||||||
|
}
|
||||||
|
defer fsh.Release()
|
||||||
|
pipe, err := b.NewPipeline(driver.PipelineDesc{
|
||||||
|
VertexShader: vsh,
|
||||||
|
FragmentShader: fsh,
|
||||||
|
BlendDesc: blend,
|
||||||
|
VertexLayout: layout,
|
||||||
|
PixelFormat: driver.TextureFormatOutput,
|
||||||
|
})
|
||||||
|
if err != nil {
|
||||||
|
pipelines[materialTexture].Release()
|
||||||
|
pipelines[materialColor].Release()
|
||||||
|
return pipelines, err
|
||||||
}
|
}
|
||||||
if u := vertUniforms[materialLinearGradient]; u != nil {
|
if u := vertUniforms[materialLinearGradient]; u != nil {
|
||||||
vertBuffer = newUniformBuffer(b, u)
|
vertBuffer = newUniformBuffer(b, u)
|
||||||
prog.SetVertexUniforms(vertBuffer.buf)
|
|
||||||
}
|
}
|
||||||
if u := fragUniforms[materialLinearGradient]; u != nil {
|
if u := fragUniforms[materialLinearGradient]; u != nil {
|
||||||
fragBuffer = newUniformBuffer(b, u)
|
fragBuffer = newUniformBuffer(b, u)
|
||||||
prog.SetFragmentUniforms(fragBuffer.buf)
|
|
||||||
}
|
}
|
||||||
progs[materialLinearGradient] = newProgram(prog, vertBuffer, fragBuffer)
|
pipelines[materialLinearGradient] = &pipeline{pipe, vertBuffer, fragBuffer}
|
||||||
}
|
}
|
||||||
layout, err := b.NewInputLayout(vsSrc, []shader.InputDesc{
|
|
||||||
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
|
|
||||||
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
|
|
||||||
})
|
|
||||||
if err != nil {
|
if err != nil {
|
||||||
progs[materialTexture].Release()
|
for _, p := range pipelines {
|
||||||
progs[materialColor].Release()
|
p.Release()
|
||||||
progs[materialLinearGradient].Release()
|
|
||||||
return progs, nil, err
|
|
||||||
}
|
}
|
||||||
return progs, layout, nil
|
return pipelines, err
|
||||||
|
}
|
||||||
|
return pipelines, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) {
|
func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) {
|
||||||
@@ -669,7 +704,6 @@ func (r *renderer) intersect(ops []imageOp) {
|
|||||||
fbo := -1
|
fbo := -1
|
||||||
r.pather.stenciler.beginIntersect(r.intersections.sizes)
|
r.pather.stenciler.beginIntersect(r.intersections.sizes)
|
||||||
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
|
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
|
||||||
r.ctx.BindInputLayout(r.pather.stenciler.iprog.layout)
|
|
||||||
for _, img := range ops {
|
for _, img := range ops {
|
||||||
if img.clipType != clipTypeIntersection {
|
if img.clipType != clipTypeIntersection {
|
||||||
continue
|
continue
|
||||||
@@ -705,9 +739,9 @@ func (r *renderer) intersectPath(p *pathOp, clip image.Rectangle) {
|
|||||||
r.ctx.BindTexture(0, fbo.tex)
|
r.ctx.BindTexture(0, fbo.tex)
|
||||||
coverScale, coverOff := texSpaceTransform(layout.FRect(uv), fbo.size)
|
coverScale, coverOff := texSpaceTransform(layout.FRect(uv), fbo.size)
|
||||||
subScale, subOff := texSpaceTransform(layout.FRect(sub), p.clip.Size())
|
subScale, subOff := texSpaceTransform(layout.FRect(sub), p.clip.Size())
|
||||||
r.pather.stenciler.iprog.uniforms.vert.uvTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
|
r.pather.stenciler.ipipeline.uniforms.vert.uvTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
|
||||||
r.pather.stenciler.iprog.uniforms.vert.subUVTransform = [4]float32{subScale.X, subScale.Y, subOff.X, subOff.Y}
|
r.pather.stenciler.ipipeline.uniforms.vert.subUVTransform = [4]float32{subScale.X, subScale.Y, subOff.X, subOff.Y}
|
||||||
r.pather.stenciler.iprog.prog.UploadUniforms()
|
r.pather.stenciler.ipipeline.pipeline.UploadUniforms(r.ctx)
|
||||||
r.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
|
r.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1059,9 +1093,7 @@ func (d *drawState) materialFor(rect f32.Rectangle, off f32.Point, partTrans f32
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (r *renderer) drawOps(cache *resourceCache, ops []imageOp) {
|
func (r *renderer) drawOps(cache *resourceCache, ops []imageOp) {
|
||||||
r.ctx.BlendFunc(driver.BlendFactorOne, driver.BlendFactorOneMinusSrcAlpha)
|
|
||||||
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
|
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
|
||||||
r.ctx.BindInputLayout(r.pather.coverer.layout)
|
|
||||||
var coverTex driver.Texture
|
var coverTex driver.Texture
|
||||||
for _, img := range ops {
|
for _, img := range ops {
|
||||||
m := img.material
|
m := img.material
|
||||||
@@ -1096,8 +1128,8 @@ func (r *renderer) drawOps(cache *resourceCache, ops []imageOp) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (b *blitter) blit(mat materialType, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D) {
|
func (b *blitter) blit(mat materialType, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D) {
|
||||||
p := b.prog[mat]
|
p := b.pipelines[mat]
|
||||||
b.ctx.BindProgram(p.prog)
|
b.ctx.BindPipeline(p.pipeline)
|
||||||
var uniforms *blitUniforms
|
var uniforms *blitUniforms
|
||||||
switch mat {
|
switch mat {
|
||||||
case materialColor:
|
case materialColor:
|
||||||
@@ -1118,7 +1150,7 @@ func (b *blitter) blit(mat materialType, col f32color.RGBA, col1, col2 f32color.
|
|||||||
uniforms = &b.linearGradientUniforms.vert.blitUniforms
|
uniforms = &b.linearGradientUniforms.vert.blitUniforms
|
||||||
}
|
}
|
||||||
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
|
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
|
||||||
p.UploadUniforms()
|
p.UploadUniforms(b.ctx)
|
||||||
b.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
|
b.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1146,36 +1178,26 @@ func (u *uniformBuffer) Release() {
|
|||||||
u.buf = nil
|
u.buf = nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func newProgram(prog driver.Program, vertUniforms, fragUniforms *uniformBuffer) *program {
|
func (p *pipeline) UploadUniforms(ctx driver.Device) {
|
||||||
if vertUniforms != nil {
|
|
||||||
prog.SetVertexUniforms(vertUniforms.buf)
|
|
||||||
}
|
|
||||||
if fragUniforms != nil {
|
|
||||||
prog.SetFragmentUniforms(fragUniforms.buf)
|
|
||||||
}
|
|
||||||
return &program{prog: prog, vertUniforms: vertUniforms, fragUniforms: fragUniforms}
|
|
||||||
}
|
|
||||||
|
|
||||||
func (p *program) UploadUniforms() {
|
|
||||||
if p.vertUniforms != nil {
|
if p.vertUniforms != nil {
|
||||||
|
ctx.BindVertexUniforms(p.vertUniforms.buf)
|
||||||
p.vertUniforms.Upload()
|
p.vertUniforms.Upload()
|
||||||
}
|
}
|
||||||
if p.fragUniforms != nil {
|
if p.fragUniforms != nil {
|
||||||
|
ctx.BindFragmentUniforms(p.fragUniforms.buf)
|
||||||
p.fragUniforms.Upload()
|
p.fragUniforms.Upload()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *program) Release() {
|
func (p *pipeline) Release() {
|
||||||
p.prog.Release()
|
p.pipeline.Release()
|
||||||
p.prog = nil
|
|
||||||
if p.vertUniforms != nil {
|
if p.vertUniforms != nil {
|
||||||
p.vertUniforms.Release()
|
p.vertUniforms.Release()
|
||||||
p.vertUniforms = nil
|
|
||||||
}
|
}
|
||||||
if p.fragUniforms != nil {
|
if p.fragUniforms != nil {
|
||||||
p.fragUniforms.Release()
|
p.fragUniforms.Release()
|
||||||
p.fragUniforms = nil
|
|
||||||
}
|
}
|
||||||
|
*p = pipeline{}
|
||||||
}
|
}
|
||||||
|
|
||||||
// texSpaceTransform return the scale and offset that transforms the given subimage
|
// texSpaceTransform return the scale and offset that transforms the given subimage
|
||||||
|
|||||||
+45
-17
@@ -38,12 +38,22 @@ func TestSimpleShader(t *testing.T) {
|
|||||||
b := newDriver(t)
|
b := newDriver(t)
|
||||||
sz := image.Point{X: 800, Y: 600}
|
sz := image.Point{X: 800, Y: 600}
|
||||||
fbo := setupFBO(t, b, sz)
|
fbo := setupFBO(t, b, sz)
|
||||||
p, err := b.NewProgram(gio.Shader_simple_vert, gio.Shader_simple_frag)
|
vsh, fsh, err := newShaders(b, gio.Shader_simple_vert, gio.Shader_simple_frag)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
defer vsh.Release()
|
||||||
|
defer fsh.Release()
|
||||||
|
p, err := b.NewPipeline(driver.PipelineDesc{
|
||||||
|
VertexShader: vsh,
|
||||||
|
FragmentShader: fsh,
|
||||||
|
PixelFormat: driver.TextureFormatSRGBA,
|
||||||
|
})
|
||||||
if err != nil {
|
if err != nil {
|
||||||
t.Fatal(err)
|
t.Fatal(err)
|
||||||
}
|
}
|
||||||
defer p.Release()
|
defer p.Release()
|
||||||
b.BindProgram(p)
|
b.BindPipeline(p)
|
||||||
b.DrawArrays(driver.DrawModeTriangles, 0, 3)
|
b.DrawArrays(driver.DrawModeTriangles, 0, 3)
|
||||||
img := screenshot(t, b, fbo, sz)
|
img := screenshot(t, b, fbo, sz)
|
||||||
if got := img.RGBAAt(0, 0); got != clearColExpect {
|
if got := img.RGBAAt(0, 0); got != clearColExpect {
|
||||||
@@ -61,12 +71,30 @@ func TestInputShader(t *testing.T) {
|
|||||||
b := newDriver(t)
|
b := newDriver(t)
|
||||||
sz := image.Point{X: 800, Y: 600}
|
sz := image.Point{X: 800, Y: 600}
|
||||||
fbo := setupFBO(t, b, sz)
|
fbo := setupFBO(t, b, sz)
|
||||||
p, err := b.NewProgram(gio.Shader_input_vert, gio.Shader_simple_frag)
|
vsh, fsh, err := newShaders(b, gio.Shader_input_vert, gio.Shader_simple_frag)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
t.Fatal(err)
|
t.Fatal(err)
|
||||||
}
|
}
|
||||||
defer p.Release()
|
defer vsh.Release()
|
||||||
b.BindProgram(p)
|
defer fsh.Release()
|
||||||
|
layout := []shader.InputDesc{
|
||||||
|
{
|
||||||
|
Type: shader.DataTypeFloat,
|
||||||
|
Size: 4,
|
||||||
|
Offset: 0,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
pipe, err := b.NewPipeline(driver.PipelineDesc{
|
||||||
|
VertexShader: vsh,
|
||||||
|
FragmentShader: fsh,
|
||||||
|
VertexLayout: layout,
|
||||||
|
PixelFormat: driver.TextureFormatSRGBA,
|
||||||
|
})
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
defer pipe.Release()
|
||||||
|
b.BindPipeline(pipe)
|
||||||
buf, err := b.NewImmutableBuffer(driver.BufferBindingVertices,
|
buf, err := b.NewImmutableBuffer(driver.BufferBindingVertices,
|
||||||
byteslice.Slice([]float32{
|
byteslice.Slice([]float32{
|
||||||
0, .5, .5, 1,
|
0, .5, .5, 1,
|
||||||
@@ -79,18 +107,6 @@ func TestInputShader(t *testing.T) {
|
|||||||
}
|
}
|
||||||
defer buf.Release()
|
defer buf.Release()
|
||||||
b.BindVertexBuffer(buf, 4*4, 0)
|
b.BindVertexBuffer(buf, 4*4, 0)
|
||||||
layout, err := b.NewInputLayout(gio.Shader_input_vert, []shader.InputDesc{
|
|
||||||
{
|
|
||||||
Type: shader.DataTypeFloat,
|
|
||||||
Size: 4,
|
|
||||||
Offset: 0,
|
|
||||||
},
|
|
||||||
})
|
|
||||||
if err != nil {
|
|
||||||
t.Fatal(err)
|
|
||||||
}
|
|
||||||
defer layout.Release()
|
|
||||||
b.BindInputLayout(layout)
|
|
||||||
b.DrawArrays(driver.DrawModeTriangles, 0, 3)
|
b.DrawArrays(driver.DrawModeTriangles, 0, 3)
|
||||||
img := screenshot(t, b, fbo, sz)
|
img := screenshot(t, b, fbo, sz)
|
||||||
if got := img.RGBAAt(0, 0); got != clearColExpect {
|
if got := img.RGBAAt(0, 0); got != clearColExpect {
|
||||||
@@ -103,6 +119,18 @@ func TestInputShader(t *testing.T) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func newShaders(ctx driver.Device, vsrc, fsrc shader.Sources) (vert driver.VertexShader, frag driver.FragmentShader, err error) {
|
||||||
|
vert, err = ctx.NewVertexShader(vsrc)
|
||||||
|
if err != nil {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
frag, err = ctx.NewFragmentShader(fsrc)
|
||||||
|
if err != nil {
|
||||||
|
vert.Release()
|
||||||
|
}
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
func TestFramebuffers(t *testing.T) {
|
func TestFramebuffers(t *testing.T) {
|
||||||
b := newDriver(t)
|
b := newDriver(t)
|
||||||
sz := image.Point{X: 800, Y: 600}
|
sz := image.Point{X: 800, Y: 600}
|
||||||
|
|||||||
+109
-105
@@ -24,10 +24,8 @@ type Backend struct {
|
|||||||
// Temporary storage to avoid garbage.
|
// Temporary storage to avoid garbage.
|
||||||
clearColor [4]float32
|
clearColor [4]float32
|
||||||
viewport d3d11.VIEWPORT
|
viewport d3d11.VIEWPORT
|
||||||
blendState blendState
|
|
||||||
|
|
||||||
// Current program.
|
pipeline *Pipeline
|
||||||
prog *Program
|
|
||||||
|
|
||||||
caps driver.Caps
|
caps driver.Caps
|
||||||
|
|
||||||
@@ -35,15 +33,13 @@ type Backend struct {
|
|||||||
fbo *Framebuffer
|
fbo *Framebuffer
|
||||||
|
|
||||||
floatFormat uint32
|
floatFormat uint32
|
||||||
|
|
||||||
// cached state objects.
|
|
||||||
blendStates map[blendState]*d3d11.BlendState
|
|
||||||
}
|
}
|
||||||
|
|
||||||
type blendState struct {
|
type Pipeline struct {
|
||||||
enable bool
|
vert *d3d11.VertexShader
|
||||||
sfactor driver.BlendFactor
|
frag *d3d11.PixelShader
|
||||||
dfactor driver.BlendFactor
|
layout *d3d11.InputLayout
|
||||||
|
blend *d3d11.BlendState
|
||||||
}
|
}
|
||||||
|
|
||||||
type Texture struct {
|
type Texture struct {
|
||||||
@@ -57,17 +53,15 @@ type Texture struct {
|
|||||||
height int
|
height int
|
||||||
}
|
}
|
||||||
|
|
||||||
type Program struct {
|
type VertexShader struct {
|
||||||
backend *Backend
|
backend *Backend
|
||||||
|
|
||||||
vert struct {
|
|
||||||
shader *d3d11.VertexShader
|
shader *d3d11.VertexShader
|
||||||
uniforms *Buffer
|
src shader.Sources
|
||||||
}
|
}
|
||||||
frag struct {
|
|
||||||
|
type FragmentShader struct {
|
||||||
|
backend *Backend
|
||||||
shader *d3d11.PixelShader
|
shader *d3d11.PixelShader
|
||||||
uniforms *Buffer
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
type Framebuffer struct {
|
type Framebuffer struct {
|
||||||
@@ -86,10 +80,6 @@ type Buffer struct {
|
|||||||
immutable bool
|
immutable bool
|
||||||
}
|
}
|
||||||
|
|
||||||
type InputLayout struct {
|
|
||||||
layout *d3d11.InputLayout
|
|
||||||
}
|
|
||||||
|
|
||||||
func init() {
|
func init() {
|
||||||
driver.NewDirect3D11Device = newDirect3D11Device
|
driver.NewDirect3D11Device = newDirect3D11Device
|
||||||
}
|
}
|
||||||
@@ -122,7 +112,6 @@ func newDirect3D11Device(api driver.Direct3D11) (driver.Device, error) {
|
|||||||
MaxTextureSize: 2048, // 9.1 maximum
|
MaxTextureSize: 2048, // 9.1 maximum
|
||||||
Features: driver.FeatureSRGB,
|
Features: driver.FeatureSRGB,
|
||||||
},
|
},
|
||||||
blendStates: make(map[blendState]*d3d11.BlendState),
|
|
||||||
}
|
}
|
||||||
featLvl := dev.GetFeatureLevel()
|
featLvl := dev.GetFeatureLevel()
|
||||||
if featLvl < d3d11.FEATURE_LEVEL_9_1 {
|
if featLvl < d3d11.FEATURE_LEVEL_9_1 {
|
||||||
@@ -191,9 +180,6 @@ func (b *Backend) IsTimeContinuous() bool {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) Release() {
|
func (b *Backend) Release() {
|
||||||
for _, state := range b.blendStates {
|
|
||||||
d3d11.IUnknownRelease(unsafe.Pointer(state), state.Vtbl.Release)
|
|
||||||
}
|
|
||||||
d3d11.IUnknownRelease(unsafe.Pointer(b.ctx), b.ctx.Vtbl.Release)
|
d3d11.IUnknownRelease(unsafe.Pointer(b.ctx), b.ctx.Vtbl.Release)
|
||||||
*b = Backend{}
|
*b = Backend{}
|
||||||
}
|
}
|
||||||
@@ -288,7 +274,7 @@ func (b *Backend) NewFramebuffer(tex driver.Texture) (driver.Framebuffer, error)
|
|||||||
return fbo, nil
|
return fbo, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) NewInputLayout(vertexShader shader.Sources, layout []shader.InputDesc) (driver.InputLayout, error) {
|
func (b *Backend) newInputLayout(vertexShader shader.Sources, layout []shader.InputDesc) (*d3d11.InputLayout, error) {
|
||||||
if len(vertexShader.Inputs) != len(layout) {
|
if len(vertexShader.Inputs) != len(layout) {
|
||||||
return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vertexShader.Inputs))
|
return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vertexShader.Inputs))
|
||||||
}
|
}
|
||||||
@@ -333,11 +319,7 @@ func (b *Backend) NewInputLayout(vertexShader shader.Sources, layout []shader.In
|
|||||||
AlignedByteOffset: uint32(l.Offset),
|
AlignedByteOffset: uint32(l.Offset),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
l, err := b.dev.CreateInputLayout(descs, []byte(vertexShader.DXBC))
|
return b.dev.CreateInputLayout(descs, []byte(vertexShader.DXBC))
|
||||||
if err != nil {
|
|
||||||
return nil, err
|
|
||||||
}
|
|
||||||
return &InputLayout{layout: l}, nil
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer, error) {
|
func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer, error) {
|
||||||
@@ -385,19 +367,69 @@ func (b *Backend) NewComputeProgram(shader shader.Sources) (driver.Program, erro
|
|||||||
panic("not implemented")
|
panic("not implemented")
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) NewProgram(vertexShader, fragmentShader shader.Sources) (driver.Program, error) {
|
func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error) {
|
||||||
vs, err := b.dev.CreateVertexShader([]byte(vertexShader.DXBC))
|
vsh := desc.VertexShader.(*VertexShader)
|
||||||
|
fsh := desc.FragmentShader.(*FragmentShader)
|
||||||
|
blend, err := b.newBlendState(desc.BlendDesc)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
ps, err := b.dev.CreatePixelShader([]byte(fragmentShader.DXBC))
|
var layout *d3d11.InputLayout
|
||||||
|
if l := desc.VertexLayout; l != nil {
|
||||||
|
var err error
|
||||||
|
layout, err = b.newInputLayout(vsh.src, l)
|
||||||
|
if err != nil {
|
||||||
|
d3d11.IUnknownRelease(unsafe.Pointer(blend), blend.Vtbl.AddRef)
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Retain shaders.
|
||||||
|
vshRef := vsh.shader
|
||||||
|
fshRef := fsh.shader
|
||||||
|
d3d11.IUnknownAddRef(unsafe.Pointer(vshRef), vshRef.Vtbl.AddRef)
|
||||||
|
d3d11.IUnknownAddRef(unsafe.Pointer(fshRef), fshRef.Vtbl.AddRef)
|
||||||
|
|
||||||
|
return &Pipeline{
|
||||||
|
vert: vshRef,
|
||||||
|
frag: fshRef,
|
||||||
|
layout: layout,
|
||||||
|
blend: blend,
|
||||||
|
}, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
func (b *Backend) newBlendState(desc driver.BlendDesc) (*d3d11.BlendState, error) {
|
||||||
|
var d3ddesc d3d11.BLEND_DESC
|
||||||
|
t0 := &d3ddesc.RenderTarget[0]
|
||||||
|
t0.RenderTargetWriteMask = d3d11.COLOR_WRITE_ENABLE_ALL
|
||||||
|
t0.BlendOp = d3d11.BLEND_OP_ADD
|
||||||
|
t0.BlendOpAlpha = d3d11.BLEND_OP_ADD
|
||||||
|
if desc.Enable {
|
||||||
|
t0.BlendEnable = 1
|
||||||
|
}
|
||||||
|
scol, salpha := toBlendFactor(desc.SrcFactor)
|
||||||
|
dcol, dalpha := toBlendFactor(desc.DstFactor)
|
||||||
|
t0.SrcBlend = scol
|
||||||
|
t0.SrcBlendAlpha = salpha
|
||||||
|
t0.DestBlend = dcol
|
||||||
|
t0.DestBlendAlpha = dalpha
|
||||||
|
return b.dev.CreateBlendState(&d3ddesc)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (b *Backend) NewVertexShader(src shader.Sources) (driver.VertexShader, error) {
|
||||||
|
vs, err := b.dev.CreateVertexShader([]byte(src.DXBC))
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
p := &Program{backend: b}
|
return &VertexShader{b, vs, src}, nil
|
||||||
p.vert.shader = vs
|
}
|
||||||
p.frag.shader = ps
|
|
||||||
return p, nil
|
func (b *Backend) NewFragmentShader(src shader.Sources) (driver.FragmentShader, error) {
|
||||||
|
fs, err := b.dev.CreatePixelShader([]byte(src.DXBC))
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
return &FragmentShader{b, fs}, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) Clear(colr, colg, colb, cola float32) {
|
func (b *Backend) Clear(colr, colg, colb, cola float32) {
|
||||||
@@ -428,15 +460,11 @@ func (b *Backend) DrawElements(mode driver.DrawMode, off, count int) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) prepareDraw(mode driver.DrawMode) {
|
func (b *Backend) prepareDraw(mode driver.DrawMode) {
|
||||||
if p := b.prog; p != nil {
|
if p := b.pipeline; p != nil {
|
||||||
b.ctx.VSSetShader(p.vert.shader)
|
b.ctx.VSSetShader(p.vert)
|
||||||
b.ctx.PSSetShader(p.frag.shader)
|
b.ctx.PSSetShader(p.frag)
|
||||||
if buf := p.vert.uniforms; buf != nil {
|
b.ctx.IASetInputLayout(p.layout)
|
||||||
b.ctx.VSSetConstantBuffers(buf.buf)
|
b.ctx.OMSetBlendState(p.blend, nil, 0xffffffff)
|
||||||
}
|
|
||||||
if buf := p.frag.uniforms; buf != nil {
|
|
||||||
b.ctx.PSSetConstantBuffers(buf.buf)
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
var topology uint32
|
var topology uint32
|
||||||
switch mode {
|
switch mode {
|
||||||
@@ -448,40 +476,6 @@ func (b *Backend) prepareDraw(mode driver.DrawMode) {
|
|||||||
panic("unsupported draw mode")
|
panic("unsupported draw mode")
|
||||||
}
|
}
|
||||||
b.ctx.IASetPrimitiveTopology(topology)
|
b.ctx.IASetPrimitiveTopology(topology)
|
||||||
|
|
||||||
blendState, ok := b.blendStates[b.blendState]
|
|
||||||
if !ok {
|
|
||||||
var desc d3d11.BLEND_DESC
|
|
||||||
t0 := &desc.RenderTarget[0]
|
|
||||||
t0.RenderTargetWriteMask = d3d11.COLOR_WRITE_ENABLE_ALL
|
|
||||||
t0.BlendOp = d3d11.BLEND_OP_ADD
|
|
||||||
t0.BlendOpAlpha = d3d11.BLEND_OP_ADD
|
|
||||||
if b.blendState.enable {
|
|
||||||
t0.BlendEnable = 1
|
|
||||||
}
|
|
||||||
scol, salpha := toBlendFactor(b.blendState.sfactor)
|
|
||||||
dcol, dalpha := toBlendFactor(b.blendState.dfactor)
|
|
||||||
t0.SrcBlend = scol
|
|
||||||
t0.SrcBlendAlpha = salpha
|
|
||||||
t0.DestBlend = dcol
|
|
||||||
t0.DestBlendAlpha = dalpha
|
|
||||||
var err error
|
|
||||||
blendState, err = b.dev.CreateBlendState(&desc)
|
|
||||||
if err != nil {
|
|
||||||
panic(err)
|
|
||||||
}
|
|
||||||
b.blendStates[b.blendState] = blendState
|
|
||||||
}
|
|
||||||
b.ctx.OMSetBlendState(blendState, nil, 0xffffffff)
|
|
||||||
}
|
|
||||||
|
|
||||||
func (b *Backend) SetBlend(enable bool) {
|
|
||||||
b.blendState.enable = enable
|
|
||||||
}
|
|
||||||
|
|
||||||
func (b *Backend) BlendFunc(sfactor, dfactor driver.BlendFactor) {
|
|
||||||
b.blendState.sfactor = sfactor
|
|
||||||
b.blendState.dfactor = dfactor
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) BindImageTexture(unit int, tex driver.Texture, access driver.AccessBits, f driver.TextureFormat) {
|
func (b *Backend) BindImageTexture(unit int, tex driver.Texture, access driver.AccessBits, f driver.TextureFormat) {
|
||||||
@@ -531,27 +525,46 @@ func (b *Backend) BindTexture(unit int, tex driver.Texture) {
|
|||||||
b.ctx.PSSetShaderResources(uint32(unit), t.resView)
|
b.ctx.PSSetShaderResources(uint32(unit), t.resView)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (b *Backend) BindPipeline(pipe driver.Pipeline) {
|
||||||
|
b.pipeline = pipe.(*Pipeline)
|
||||||
|
}
|
||||||
|
|
||||||
func (b *Backend) BindProgram(prog driver.Program) {
|
func (b *Backend) BindProgram(prog driver.Program) {
|
||||||
b.prog = prog.(*Program)
|
|
||||||
}
|
|
||||||
|
|
||||||
func (p *Program) Release() {
|
|
||||||
d3d11.IUnknownRelease(unsafe.Pointer(p.vert.shader), p.vert.shader.Vtbl.Release)
|
|
||||||
d3d11.IUnknownRelease(unsafe.Pointer(p.frag.shader), p.frag.shader.Vtbl.Release)
|
|
||||||
p.vert.shader = nil
|
|
||||||
p.frag.shader = nil
|
|
||||||
}
|
|
||||||
|
|
||||||
func (p *Program) SetStorageBuffer(binding int, buffer driver.Buffer) {
|
|
||||||
panic("not implemented")
|
panic("not implemented")
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *Program) SetVertexUniforms(buf driver.Buffer) {
|
func (s *VertexShader) Release() {
|
||||||
p.vert.uniforms = buf.(*Buffer)
|
d3d11.IUnknownRelease(unsafe.Pointer(s.shader), s.shader.Vtbl.Release)
|
||||||
|
*s = VertexShader{}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *Program) SetFragmentUniforms(buf driver.Buffer) {
|
func (s *FragmentShader) Release() {
|
||||||
p.frag.uniforms = buf.(*Buffer)
|
d3d11.IUnknownRelease(unsafe.Pointer(s.shader), s.shader.Vtbl.Release)
|
||||||
|
*s = FragmentShader{}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (p *Pipeline) Release() {
|
||||||
|
d3d11.IUnknownRelease(unsafe.Pointer(p.vert), p.vert.Vtbl.Release)
|
||||||
|
d3d11.IUnknownRelease(unsafe.Pointer(p.frag), p.frag.Vtbl.Release)
|
||||||
|
d3d11.IUnknownRelease(unsafe.Pointer(p.blend), p.blend.Vtbl.Release)
|
||||||
|
if l := p.layout; l != nil {
|
||||||
|
d3d11.IUnknownRelease(unsafe.Pointer(l), l.Vtbl.Release)
|
||||||
|
}
|
||||||
|
*p = Pipeline{}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (b *Backend) BindStorageBuffer(binding int, buffer driver.Buffer) {
|
||||||
|
panic("not implemented")
|
||||||
|
}
|
||||||
|
|
||||||
|
func (b *Backend) BindVertexUniforms(buffer driver.Buffer) {
|
||||||
|
buf := buffer.(*Buffer)
|
||||||
|
b.ctx.VSSetConstantBuffers(buf.buf)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (b *Backend) BindFragmentUniforms(buffer driver.Buffer) {
|
||||||
|
buf := buffer.(*Buffer)
|
||||||
|
b.ctx.PSSetConstantBuffers(buf.buf)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) BindVertexBuffer(buf driver.Buffer, stride, offset int) {
|
func (b *Backend) BindVertexBuffer(buf driver.Buffer, stride, offset int) {
|
||||||
@@ -650,15 +663,6 @@ func (f *Framebuffer) Release() {
|
|||||||
|
|
||||||
func (f *Framebuffer) ImplementsRenderTarget() {}
|
func (f *Framebuffer) ImplementsRenderTarget() {}
|
||||||
|
|
||||||
func (b *Backend) BindInputLayout(layout driver.InputLayout) {
|
|
||||||
b.ctx.IASetInputLayout(layout.(*InputLayout).layout)
|
|
||||||
}
|
|
||||||
|
|
||||||
func (l *InputLayout) Release() {
|
|
||||||
d3d11.IUnknownRelease(unsafe.Pointer(l.layout), l.layout.Vtbl.Release)
|
|
||||||
l.layout = nil
|
|
||||||
}
|
|
||||||
|
|
||||||
func convBufferBinding(typ driver.BufferBinding) uint32 {
|
func convBufferBinding(typ driver.BufferBinding) uint32 {
|
||||||
var bindings uint32
|
var bindings uint32
|
||||||
if typ&driver.BufferBindingVertices != 0 {
|
if typ&driver.BufferBindingVertices != 0 {
|
||||||
|
|||||||
@@ -26,23 +26,25 @@ type Device interface {
|
|||||||
NewImmutableBuffer(typ BufferBinding, data []byte) (Buffer, error)
|
NewImmutableBuffer(typ BufferBinding, data []byte) (Buffer, error)
|
||||||
NewBuffer(typ BufferBinding, size int) (Buffer, error)
|
NewBuffer(typ BufferBinding, size int) (Buffer, error)
|
||||||
NewComputeProgram(shader shader.Sources) (Program, error)
|
NewComputeProgram(shader shader.Sources) (Program, error)
|
||||||
NewProgram(vertexShader, fragmentShader shader.Sources) (Program, error)
|
NewVertexShader(src shader.Sources) (VertexShader, error)
|
||||||
NewInputLayout(vertexShader shader.Sources, layout []shader.InputDesc) (InputLayout, error)
|
NewFragmentShader(src shader.Sources) (FragmentShader, error)
|
||||||
|
NewPipeline(desc PipelineDesc) (Pipeline, error)
|
||||||
|
|
||||||
Clear(r, g, b, a float32)
|
Clear(r, g, b, a float32)
|
||||||
Viewport(x, y, width, height int)
|
Viewport(x, y, width, height int)
|
||||||
DrawArrays(mode DrawMode, off, count int)
|
DrawArrays(mode DrawMode, off, count int)
|
||||||
DrawElements(mode DrawMode, off, count int)
|
DrawElements(mode DrawMode, off, count int)
|
||||||
SetBlend(enable bool)
|
|
||||||
BlendFunc(sfactor, dfactor BlendFactor)
|
|
||||||
|
|
||||||
BindInputLayout(i InputLayout)
|
|
||||||
BindProgram(p Program)
|
BindProgram(p Program)
|
||||||
|
BindPipeline(p Pipeline)
|
||||||
BindFramebuffer(f Framebuffer)
|
BindFramebuffer(f Framebuffer)
|
||||||
BindTexture(unit int, t Texture)
|
BindTexture(unit int, t Texture)
|
||||||
BindVertexBuffer(b Buffer, stride, offset int)
|
BindVertexBuffer(b Buffer, stride, offset int)
|
||||||
BindIndexBuffer(b Buffer)
|
BindIndexBuffer(b Buffer)
|
||||||
BindImageTexture(unit int, texture Texture, access AccessBits, format TextureFormat)
|
BindImageTexture(unit int, texture Texture, access AccessBits, format TextureFormat)
|
||||||
|
BindVertexUniforms(buf Buffer)
|
||||||
|
BindFragmentUniforms(buf Buffer)
|
||||||
|
BindStorageBuffer(binding int, buf Buffer)
|
||||||
|
|
||||||
BlitFramebuffer(dst, src Framebuffer, srect, drect image.Rectangle)
|
BlitFramebuffer(dst, src Framebuffer, srect, drect image.Rectangle)
|
||||||
MemoryBarrier()
|
MemoryBarrier()
|
||||||
@@ -51,12 +53,23 @@ type Device interface {
|
|||||||
Release()
|
Release()
|
||||||
}
|
}
|
||||||
|
|
||||||
// InputLayout is the driver specific representation of the mapping
|
type Pipeline interface {
|
||||||
// between Buffers and shader attributes.
|
|
||||||
type InputLayout interface {
|
|
||||||
Release()
|
Release()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
type PipelineDesc struct {
|
||||||
|
VertexShader VertexShader
|
||||||
|
FragmentShader FragmentShader
|
||||||
|
VertexLayout []shader.InputDesc
|
||||||
|
BlendDesc BlendDesc
|
||||||
|
PixelFormat TextureFormat
|
||||||
|
}
|
||||||
|
|
||||||
|
type BlendDesc struct {
|
||||||
|
Enable bool
|
||||||
|
SrcFactor, DstFactor BlendFactor
|
||||||
|
}
|
||||||
|
|
||||||
type AccessBits uint8
|
type AccessBits uint8
|
||||||
|
|
||||||
type BlendFactor uint8
|
type BlendFactor uint8
|
||||||
@@ -78,11 +91,16 @@ type Caps struct {
|
|||||||
MaxTextureSize int
|
MaxTextureSize int
|
||||||
}
|
}
|
||||||
|
|
||||||
|
type VertexShader interface {
|
||||||
|
Release()
|
||||||
|
}
|
||||||
|
|
||||||
|
type FragmentShader interface {
|
||||||
|
Release()
|
||||||
|
}
|
||||||
|
|
||||||
type Program interface {
|
type Program interface {
|
||||||
Release()
|
Release()
|
||||||
SetStorageBuffer(binding int, buf Buffer)
|
|
||||||
SetVertexUniforms(buf Buffer)
|
|
||||||
SetFragmentUniforms(buf Buffer)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
type Buffer interface {
|
type Buffer interface {
|
||||||
@@ -123,6 +141,8 @@ const (
|
|||||||
TextureFormatSRGBA TextureFormat = iota
|
TextureFormatSRGBA TextureFormat = iota
|
||||||
TextureFormatFloat
|
TextureFormatFloat
|
||||||
TextureFormatRGBA8
|
TextureFormatRGBA8
|
||||||
|
// TextureFormatOutput denotes the format used by the output framebuffer.
|
||||||
|
TextureFormatOutput
|
||||||
)
|
)
|
||||||
|
|
||||||
const (
|
const (
|
||||||
|
|||||||
+136
-96
@@ -34,6 +34,9 @@ type Backend struct {
|
|||||||
// Single channel alpha textures.
|
// Single channel alpha textures.
|
||||||
alphaTriple textureTriple
|
alphaTriple textureTriple
|
||||||
srgbaTriple textureTriple
|
srgbaTriple textureTriple
|
||||||
|
vertUniforms *buffer
|
||||||
|
fragUniforms *buffer
|
||||||
|
storage [storageBindings]*buffer
|
||||||
|
|
||||||
sRGBFBO *SRGBFBO
|
sRGBFBO *SRGBFBO
|
||||||
|
|
||||||
@@ -80,8 +83,7 @@ type glState struct {
|
|||||||
}
|
}
|
||||||
|
|
||||||
type state struct {
|
type state struct {
|
||||||
prog *program
|
pipeline *pipeline
|
||||||
layout *inputLayout
|
|
||||||
buffer bufferBinding
|
buffer bufferBinding
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -110,6 +112,13 @@ type framebuffer struct {
|
|||||||
foreign bool
|
foreign bool
|
||||||
}
|
}
|
||||||
|
|
||||||
|
type pipeline struct {
|
||||||
|
prog *program
|
||||||
|
inputs []shader.InputLocation
|
||||||
|
layout []shader.InputDesc
|
||||||
|
blend driver.BlendDesc
|
||||||
|
}
|
||||||
|
|
||||||
type buffer struct {
|
type buffer struct {
|
||||||
backend *Backend
|
backend *Backend
|
||||||
hasBuffer bool
|
hasBuffer bool
|
||||||
@@ -117,24 +126,26 @@ type buffer struct {
|
|||||||
typ driver.BufferBinding
|
typ driver.BufferBinding
|
||||||
size int
|
size int
|
||||||
immutable bool
|
immutable bool
|
||||||
version int
|
|
||||||
// For emulation of uniform buffers.
|
// For emulation of uniform buffers.
|
||||||
data []byte
|
data []byte
|
||||||
}
|
}
|
||||||
|
|
||||||
|
type glshader struct {
|
||||||
|
backend *Backend
|
||||||
|
obj gl.Shader
|
||||||
|
src shader.Sources
|
||||||
|
}
|
||||||
|
|
||||||
type program struct {
|
type program struct {
|
||||||
backend *Backend
|
backend *Backend
|
||||||
obj gl.Program
|
obj gl.Program
|
||||||
vertUniforms uniformsTracker
|
vertUniforms uniforms
|
||||||
fragUniforms uniformsTracker
|
fragUniforms uniforms
|
||||||
storage [storageBindings]*buffer
|
|
||||||
}
|
}
|
||||||
|
|
||||||
type uniformsTracker struct {
|
type uniforms struct {
|
||||||
locs []uniformLocation
|
locs []uniformLocation
|
||||||
size int
|
size int
|
||||||
buf *buffer
|
|
||||||
version int
|
|
||||||
}
|
}
|
||||||
|
|
||||||
type uniformLocation struct {
|
type uniformLocation struct {
|
||||||
@@ -749,13 +760,11 @@ func (b *Backend) MemoryBarrier() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) DispatchCompute(x, y, z int) {
|
func (b *Backend) DispatchCompute(x, y, z int) {
|
||||||
if p := b.state.prog; p != nil {
|
for binding, buf := range b.storage {
|
||||||
for binding, buf := range p.storage {
|
|
||||||
if buf != nil {
|
if buf != nil {
|
||||||
b.glstate.bindBufferBase(b.funcs, gl.SHADER_STORAGE_BUFFER, binding, buf.obj)
|
b.glstate.bindBufferBase(b.funcs, gl.SHADER_STORAGE_BUFFER, binding, buf.obj)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
b.funcs.DispatchCompute(x, y, z)
|
b.funcs.DispatchCompute(x, y, z)
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -780,11 +789,6 @@ func (b *Backend) BindImageTexture(unit int, tex driver.Texture, access driver.A
|
|||||||
b.funcs.BindImageTexture(unit, t.obj, 0, false, 0, acc, format)
|
b.funcs.BindImageTexture(unit, t.obj, 0, false, 0, acc, format)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) useProgram(p *program) {
|
|
||||||
b.glstate.useProgram(b.funcs, p.obj)
|
|
||||||
b.state.prog = p
|
|
||||||
}
|
|
||||||
|
|
||||||
func (b *Backend) BlendFunc(sfactor, dfactor driver.BlendFactor) {
|
func (b *Backend) BlendFunc(sfactor, dfactor driver.BlendFactor) {
|
||||||
src, dst := toGLBlendFactor(sfactor), toGLBlendFactor(dfactor)
|
src, dst := toGLBlendFactor(sfactor), toGLBlendFactor(dfactor)
|
||||||
b.glstate.setBlendFuncSeparate(b.funcs, src, dst, src, dst)
|
b.glstate.setBlendFuncSeparate(b.funcs, src, dst, src, dst)
|
||||||
@@ -822,12 +826,12 @@ func (b *Backend) DrawArrays(mode driver.DrawMode, off, count int) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) prepareDraw() {
|
func (b *Backend) prepareDraw() {
|
||||||
p := b.state.prog
|
p := b.state.pipeline
|
||||||
if p == nil {
|
if p == nil {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
b.setupVertexArrays()
|
b.setupVertexArrays()
|
||||||
p.updateUniforms()
|
p.prog.updateUniforms()
|
||||||
}
|
}
|
||||||
|
|
||||||
func toGLDrawMode(mode driver.DrawMode) gl.Enum {
|
func toGLDrawMode(mode driver.DrawMode) gl.Enum {
|
||||||
@@ -850,21 +854,6 @@ func (b *Backend) Clear(colR, colG, colB, colA float32) {
|
|||||||
b.funcs.Clear(gl.COLOR_BUFFER_BIT)
|
b.funcs.Clear(gl.COLOR_BUFFER_BIT)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) NewInputLayout(vs shader.Sources, layout []shader.InputDesc) (driver.InputLayout, error) {
|
|
||||||
if len(vs.Inputs) != len(layout) {
|
|
||||||
return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vs.Inputs))
|
|
||||||
}
|
|
||||||
for i, inp := range vs.Inputs {
|
|
||||||
if exp, got := inp.Size, layout[i].Size; exp != got {
|
|
||||||
return nil, fmt.Errorf("NewInputLayout: data size mismatch for %q: got %d expected %d", inp.Name, got, exp)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return &inputLayout{
|
|
||||||
inputs: vs.Inputs,
|
|
||||||
layout: layout,
|
|
||||||
}, nil
|
|
||||||
}
|
|
||||||
|
|
||||||
func (b *Backend) NewComputeProgram(src shader.Sources) (driver.Program, error) {
|
func (b *Backend) NewComputeProgram(src shader.Sources) (driver.Program, error) {
|
||||||
p, err := gl.CreateComputeProgram(b.funcs, src.GLSL310ES)
|
p, err := gl.CreateComputeProgram(b.funcs, src.GLSL310ES)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
@@ -876,48 +865,94 @@ func (b *Backend) NewComputeProgram(src shader.Sources) (driver.Program, error)
|
|||||||
}, nil
|
}, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) NewProgram(vertShader, fragShader shader.Sources) (driver.Program, error) {
|
func (b *Backend) NewVertexShader(src shader.Sources) (driver.VertexShader, error) {
|
||||||
attr := make([]string, len(vertShader.Inputs))
|
glslSrc := b.glslFor(src)
|
||||||
for _, inp := range vertShader.Inputs {
|
sh, err := gl.CreateShader(b.funcs, gl.VERTEX_SHADER, glslSrc)
|
||||||
attr[inp.Location] = inp.Name
|
return &glshader{backend: b, obj: sh, src: src}, err
|
||||||
|
}
|
||||||
|
|
||||||
|
func (b *Backend) NewFragmentShader(src shader.Sources) (driver.FragmentShader, error) {
|
||||||
|
glslSrc := b.glslFor(src)
|
||||||
|
sh, err := gl.CreateShader(b.funcs, gl.FRAGMENT_SHADER, glslSrc)
|
||||||
|
return &glshader{backend: b, obj: sh, src: src}, err
|
||||||
|
}
|
||||||
|
|
||||||
|
func (b *Backend) glslFor(src shader.Sources) string {
|
||||||
|
if b.glver[0] < 3 {
|
||||||
|
return src.GLSL100ES
|
||||||
}
|
}
|
||||||
vsrc, fsrc := vertShader.GLSL100ES, fragShader.GLSL100ES
|
|
||||||
if b.glver[0] >= 3 {
|
|
||||||
// OpenGL (ES) 3.0.
|
// OpenGL (ES) 3.0.
|
||||||
switch {
|
switch {
|
||||||
case b.gles:
|
case b.gles:
|
||||||
vsrc, fsrc = vertShader.GLSL300ES, fragShader.GLSL300ES
|
return src.GLSL300ES
|
||||||
case b.glver[0] >= 4 || b.glver[1] >= 2:
|
case b.glver[0] >= 4 || b.glver[1] >= 2:
|
||||||
// OpenGL 3.2 Core only accepts glsl 1.50 or newer.
|
// OpenGL 3.2 Core only accepts glsl 1.50 or newer.
|
||||||
vsrc, fsrc = vertShader.GLSL150, fragShader.GLSL150
|
return src.GLSL150
|
||||||
default:
|
default:
|
||||||
vsrc, fsrc = vertShader.GLSL130, fragShader.GLSL130
|
return src.GLSL130
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
p, err := gl.CreateProgram(b.funcs, vsrc, fsrc, attr)
|
|
||||||
|
func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error) {
|
||||||
|
p, err := b.newProgram(desc)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
|
layout := desc.VertexLayout
|
||||||
|
vsrc := desc.VertexShader.(*glshader).src
|
||||||
|
if len(vsrc.Inputs) != len(layout) {
|
||||||
|
return nil, fmt.Errorf("opengl: got %d inputs, expected %d", len(layout), len(vsrc.Inputs))
|
||||||
|
}
|
||||||
|
for i, inp := range vsrc.Inputs {
|
||||||
|
if exp, got := inp.Size, layout[i].Size; exp != got {
|
||||||
|
return nil, fmt.Errorf("opengl: data size mismatch for %q: got %d expected %d", inp.Name, got, exp)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return &pipeline{
|
||||||
|
prog: p,
|
||||||
|
inputs: vsrc.Inputs,
|
||||||
|
layout: layout,
|
||||||
|
blend: desc.BlendDesc,
|
||||||
|
}, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
func (b *Backend) newProgram(desc driver.PipelineDesc) (*program, error) {
|
||||||
|
p := b.funcs.CreateProgram()
|
||||||
|
if !p.Valid() {
|
||||||
|
return nil, errors.New("opengl: glCreateProgram failed")
|
||||||
|
}
|
||||||
|
vsh, fsh := desc.VertexShader.(*glshader), desc.FragmentShader.(*glshader)
|
||||||
|
b.funcs.AttachShader(p, vsh.obj)
|
||||||
|
b.funcs.AttachShader(p, fsh.obj)
|
||||||
|
for _, inp := range vsh.src.Inputs {
|
||||||
|
b.funcs.BindAttribLocation(p, gl.Attrib(inp.Location), inp.Name)
|
||||||
|
}
|
||||||
|
b.funcs.LinkProgram(p)
|
||||||
|
if b.funcs.GetProgrami(p, gl.LINK_STATUS) == 0 {
|
||||||
|
log := b.funcs.GetProgramInfoLog(p)
|
||||||
|
b.funcs.DeleteProgram(p)
|
||||||
|
return nil, fmt.Errorf("opengl: program link failed: %s", strings.TrimSpace(log))
|
||||||
|
}
|
||||||
prog := &program{
|
prog := &program{
|
||||||
backend: b,
|
backend: b,
|
||||||
obj: p,
|
obj: p,
|
||||||
}
|
}
|
||||||
b.BindProgram(prog)
|
b.glstate.useProgram(b.funcs, p)
|
||||||
// Bind texture uniforms.
|
// Bind texture uniforms.
|
||||||
for _, tex := range vertShader.Textures {
|
for _, tex := range vsh.src.Textures {
|
||||||
u := b.funcs.GetUniformLocation(p, tex.Name)
|
u := b.funcs.GetUniformLocation(p, tex.Name)
|
||||||
if u.Valid() {
|
if u.Valid() {
|
||||||
b.funcs.Uniform1i(u, tex.Binding)
|
b.funcs.Uniform1i(u, tex.Binding)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for _, tex := range fragShader.Textures {
|
for _, tex := range fsh.src.Textures {
|
||||||
u := b.funcs.GetUniformLocation(p, tex.Name)
|
u := b.funcs.GetUniformLocation(p, tex.Name)
|
||||||
if u.Valid() {
|
if u.Valid() {
|
||||||
b.funcs.Uniform1i(u, tex.Binding)
|
b.funcs.Uniform1i(u, tex.Binding)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if b.ubo {
|
if b.ubo {
|
||||||
for _, block := range vertShader.Uniforms.Blocks {
|
for _, block := range vsh.src.Uniforms.Blocks {
|
||||||
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
|
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
|
||||||
if blockIdx != gl.INVALID_INDEX {
|
if blockIdx != gl.INVALID_INDEX {
|
||||||
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding))
|
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding))
|
||||||
@@ -926,16 +961,16 @@ func (b *Backend) NewProgram(vertShader, fragShader shader.Sources) (driver.Prog
|
|||||||
// To match Direct3D 11 with separate vertex and fragment
|
// To match Direct3D 11 with separate vertex and fragment
|
||||||
// shader uniform buffers, offset all fragment blocks to be
|
// shader uniform buffers, offset all fragment blocks to be
|
||||||
// located after the vertex blocks.
|
// located after the vertex blocks.
|
||||||
off := len(vertShader.Uniforms.Blocks)
|
off := len(vsh.src.Uniforms.Blocks)
|
||||||
for _, block := range fragShader.Uniforms.Blocks {
|
for _, block := range fsh.src.Uniforms.Blocks {
|
||||||
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
|
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
|
||||||
if blockIdx != gl.INVALID_INDEX {
|
if blockIdx != gl.INVALID_INDEX {
|
||||||
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off))
|
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off))
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
prog.vertUniforms.setup(b.funcs, p, vertShader.Uniforms.Size, vertShader.Uniforms.Locations)
|
prog.vertUniforms.setup(b.funcs, p, vsh.src.Uniforms.Size, vsh.src.Uniforms.Locations)
|
||||||
prog.fragUniforms.setup(b.funcs, p, fragShader.Uniforms.Size, fragShader.Uniforms.Locations)
|
prog.fragUniforms.setup(b.funcs, p, fsh.src.Uniforms.Size, fsh.src.Uniforms.Locations)
|
||||||
}
|
}
|
||||||
return prog, nil
|
return prog, nil
|
||||||
}
|
}
|
||||||
@@ -948,47 +983,59 @@ func lookupUniform(funcs *gl.Functions, p gl.Program, loc shader.UniformLocation
|
|||||||
return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size}
|
return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *program) SetStorageBuffer(binding int, buf driver.Buffer) {
|
func (b *Backend) BindStorageBuffer(binding int, buf driver.Buffer) {
|
||||||
b := buf.(*buffer)
|
bf := buf.(*buffer)
|
||||||
if b.typ&driver.BufferBindingShaderStorage == 0 {
|
if bf.typ&driver.BufferBindingShaderStorage == 0 {
|
||||||
panic("not a shader storage buffer")
|
panic("not a shader storage buffer")
|
||||||
}
|
}
|
||||||
p.storage[binding] = b
|
b.storage[binding] = bf
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *program) SetVertexUniforms(buf driver.Buffer) {
|
func (b *Backend) BindVertexUniforms(buf driver.Buffer) {
|
||||||
p.vertUniforms.setBuffer(buf)
|
bf := buf.(*buffer)
|
||||||
|
if bf.typ&driver.BufferBindingUniforms == 0 {
|
||||||
|
panic("not a uniform buffer")
|
||||||
|
}
|
||||||
|
b.vertUniforms = bf
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *program) SetFragmentUniforms(buf driver.Buffer) {
|
func (b *Backend) BindFragmentUniforms(buf driver.Buffer) {
|
||||||
p.fragUniforms.setBuffer(buf)
|
bf := buf.(*buffer)
|
||||||
|
if bf.typ&driver.BufferBindingUniforms == 0 {
|
||||||
|
panic("not a uniform buffer")
|
||||||
|
}
|
||||||
|
b.fragUniforms = bf
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *program) updateUniforms() {
|
func (p *program) updateUniforms() {
|
||||||
f := p.backend.funcs
|
f := p.backend.funcs
|
||||||
if p.backend.ubo {
|
if p.backend.ubo {
|
||||||
if b := p.vertUniforms.buf; b != nil {
|
if b := p.backend.vertUniforms; b != nil {
|
||||||
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 0, b.obj)
|
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 0, b.obj)
|
||||||
}
|
}
|
||||||
if b := p.fragUniforms.buf; b != nil {
|
if b := p.backend.fragUniforms; b != nil {
|
||||||
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 1, b.obj)
|
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 1, b.obj)
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
p.vertUniforms.update(f)
|
p.vertUniforms.update(f, p.backend.vertUniforms)
|
||||||
p.fragUniforms.update(f)
|
p.fragUniforms.update(f, p.backend.fragUniforms)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) BindProgram(prog driver.Program) {
|
func (b *Backend) BindProgram(prog driver.Program) {
|
||||||
p := prog.(*program)
|
p := prog.(*program)
|
||||||
b.useProgram(p)
|
b.glstate.useProgram(b.funcs, p.obj)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (s *glshader) Release() {
|
||||||
|
s.backend.funcs.DeleteShader(s.obj)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *program) Release() {
|
func (p *program) Release() {
|
||||||
p.backend.glstate.deleteProgram(p.backend.funcs, p.obj)
|
p.backend.glstate.deleteProgram(p.backend.funcs, p.obj)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (u *uniformsTracker) setup(funcs *gl.Functions, p gl.Program, uniformSize int, uniforms []shader.UniformLocation) {
|
func (u *uniforms) setup(funcs *gl.Functions, p gl.Program, uniformSize int, uniforms []shader.UniformLocation) {
|
||||||
u.locs = make([]uniformLocation, len(uniforms))
|
u.locs = make([]uniformLocation, len(uniforms))
|
||||||
for i, uniform := range uniforms {
|
for i, uniform := range uniforms {
|
||||||
u.locs[i] = lookupUniform(funcs, p, uniform)
|
u.locs[i] = lookupUniform(funcs, p, uniform)
|
||||||
@@ -996,26 +1043,11 @@ func (u *uniformsTracker) setup(funcs *gl.Functions, p gl.Program, uniformSize i
|
|||||||
u.size = uniformSize
|
u.size = uniformSize
|
||||||
}
|
}
|
||||||
|
|
||||||
func (u *uniformsTracker) setBuffer(buf driver.Buffer) {
|
func (p *uniforms) update(funcs *gl.Functions, buf *buffer) {
|
||||||
b := buf.(*buffer)
|
if buf.size < p.size {
|
||||||
if b.typ&driver.BufferBindingUniforms == 0 {
|
panic(fmt.Errorf("uniform buffer too small, got %d need %d", buf.size, p.size))
|
||||||
panic("not a uniform buffer")
|
|
||||||
}
|
}
|
||||||
if b.size < u.size {
|
data := buf.data
|
||||||
panic(fmt.Errorf("uniform buffer too small, got %d need %d", b.size, u.size))
|
|
||||||
}
|
|
||||||
u.buf = b
|
|
||||||
// Force update.
|
|
||||||
u.version = b.version - 1
|
|
||||||
}
|
|
||||||
|
|
||||||
func (p *uniformsTracker) update(funcs *gl.Functions) {
|
|
||||||
b := p.buf
|
|
||||||
if b == nil || b.version == p.version {
|
|
||||||
return
|
|
||||||
}
|
|
||||||
p.version = b.version
|
|
||||||
data := b.data
|
|
||||||
for _, u := range p.locs {
|
for _, u := range p.locs {
|
||||||
data := data[u.offset:]
|
data := data[u.offset:]
|
||||||
switch {
|
switch {
|
||||||
@@ -1048,7 +1080,6 @@ func (b *buffer) Upload(data []byte) {
|
|||||||
if len(data) > b.size {
|
if len(data) > b.size {
|
||||||
panic("buffer size overflow")
|
panic("buffer size overflow")
|
||||||
}
|
}
|
||||||
b.version++
|
|
||||||
copy(b.data, data)
|
copy(b.data, data)
|
||||||
if b.hasBuffer {
|
if b.hasBuffer {
|
||||||
firstBinding := firstBufferType(b.typ)
|
firstBinding := firstBufferType(b.typ)
|
||||||
@@ -1100,15 +1131,17 @@ func (b *Backend) BindVertexBuffer(buf driver.Buffer, stride, offset int) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) setupVertexArrays() {
|
func (b *Backend) setupVertexArrays() {
|
||||||
layout := b.state.layout
|
p := b.state.pipeline
|
||||||
if layout == nil {
|
inputs := p.inputs
|
||||||
|
if len(inputs) == 0 {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
layout := p.layout
|
||||||
const max = len(b.glstate.vertAttribs)
|
const max = len(b.glstate.vertAttribs)
|
||||||
var enabled [max]bool
|
var enabled [max]bool
|
||||||
buf := b.state.buffer
|
buf := b.state.buffer
|
||||||
for i, inp := range layout.inputs {
|
for i, inp := range inputs {
|
||||||
l := layout.layout[i]
|
l := layout[i]
|
||||||
var gltyp gl.Enum
|
var gltyp gl.Enum
|
||||||
switch l.Type {
|
switch l.Type {
|
||||||
case shader.DataTypeFloat:
|
case shader.DataTypeFloat:
|
||||||
@@ -1154,6 +1187,14 @@ func (f *framebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
|
|||||||
return glErr(f.backend.funcs)
|
return glErr(f.backend.funcs)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (b *Backend) BindPipeline(pl driver.Pipeline) {
|
||||||
|
p := pl.(*pipeline)
|
||||||
|
b.state.pipeline = p
|
||||||
|
b.glstate.useProgram(b.funcs, p.prog.obj)
|
||||||
|
b.SetBlend(p.blend.Enable)
|
||||||
|
b.BlendFunc(p.blend.SrcFactor, p.blend.DstFactor)
|
||||||
|
}
|
||||||
|
|
||||||
func (b *Backend) BindFramebuffer(fbo driver.Framebuffer) {
|
func (b *Backend) BindFramebuffer(fbo driver.Framebuffer) {
|
||||||
b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, fbo.(*framebuffer).obj)
|
b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, fbo.(*framebuffer).obj)
|
||||||
}
|
}
|
||||||
@@ -1172,6 +1213,11 @@ func (f *framebuffer) Release() {
|
|||||||
|
|
||||||
func (f *framebuffer) ImplementsRenderTarget() {}
|
func (f *framebuffer) ImplementsRenderTarget() {}
|
||||||
|
|
||||||
|
func (p *pipeline) Release() {
|
||||||
|
p.prog.Release()
|
||||||
|
*p = pipeline{}
|
||||||
|
}
|
||||||
|
|
||||||
func toTexFilter(f driver.TextureFilter) int {
|
func toTexFilter(f driver.TextureFilter) int {
|
||||||
switch f {
|
switch f {
|
||||||
case driver.FilterNearest:
|
case driver.FilterNearest:
|
||||||
@@ -1224,12 +1270,6 @@ func (t *timer) Duration() (time.Duration, bool) {
|
|||||||
return time.Duration(nanos), true
|
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.
|
// floatTripleFor determines the best texture triple for floating point FBOs.
|
||||||
func floatTripleFor(f *gl.Functions, ver [2]int, exts []string) (textureTriple, error) {
|
func floatTripleFor(f *gl.Functions, ver [2]int, exts []string) (textureTriple, error) {
|
||||||
var triples []textureTriple
|
var triples []textureTriple
|
||||||
|
|||||||
+57
-46
@@ -30,11 +30,10 @@ type pather struct {
|
|||||||
|
|
||||||
type coverer struct {
|
type coverer struct {
|
||||||
ctx driver.Device
|
ctx driver.Device
|
||||||
prog [3]*program
|
pipelines [3]*pipeline
|
||||||
texUniforms *coverTexUniforms
|
texUniforms *coverTexUniforms
|
||||||
colUniforms *coverColUniforms
|
colUniforms *coverColUniforms
|
||||||
linearGradientUniforms *coverLinearGradientUniforms
|
linearGradientUniforms *coverLinearGradientUniforms
|
||||||
layout driver.InputLayout
|
|
||||||
}
|
}
|
||||||
|
|
||||||
type coverTexUniforms struct {
|
type coverTexUniforms struct {
|
||||||
@@ -74,15 +73,13 @@ type coverUniforms struct {
|
|||||||
|
|
||||||
type stenciler struct {
|
type stenciler struct {
|
||||||
ctx driver.Device
|
ctx driver.Device
|
||||||
prog struct {
|
pipeline struct {
|
||||||
prog *program
|
pipeline *pipeline
|
||||||
uniforms *stencilUniforms
|
uniforms *stencilUniforms
|
||||||
layout driver.InputLayout
|
|
||||||
}
|
}
|
||||||
iprog struct {
|
ipipeline struct {
|
||||||
prog *program
|
pipeline *pipeline
|
||||||
uniforms *intersectUniforms
|
uniforms *intersectUniforms
|
||||||
layout driver.InputLayout
|
|
||||||
}
|
}
|
||||||
fbos fboSet
|
fbos fboSet
|
||||||
intersections fboSet
|
intersections fboSet
|
||||||
@@ -163,15 +160,14 @@ func newCoverer(ctx driver.Device) *coverer {
|
|||||||
c.colUniforms = new(coverColUniforms)
|
c.colUniforms = new(coverColUniforms)
|
||||||
c.texUniforms = new(coverTexUniforms)
|
c.texUniforms = new(coverTexUniforms)
|
||||||
c.linearGradientUniforms = new(coverLinearGradientUniforms)
|
c.linearGradientUniforms = new(coverLinearGradientUniforms)
|
||||||
prog, layout, err := createColorPrograms(ctx, gio.Shader_cover_vert, gio.Shader_cover_frag,
|
pipelines, err := createColorPrograms(ctx, gio.Shader_cover_vert, gio.Shader_cover_frag,
|
||||||
[3]interface{}{&c.colUniforms.vert, &c.linearGradientUniforms.vert, &c.texUniforms.vert},
|
[3]interface{}{&c.colUniforms.vert, &c.linearGradientUniforms.vert, &c.texUniforms.vert},
|
||||||
[3]interface{}{&c.colUniforms.frag, &c.linearGradientUniforms.frag, nil},
|
[3]interface{}{&c.colUniforms.frag, &c.linearGradientUniforms.frag, nil},
|
||||||
)
|
)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
panic(err)
|
panic(err)
|
||||||
}
|
}
|
||||||
c.prog = prog
|
c.pipelines = pipelines
|
||||||
c.layout = layout
|
|
||||||
return c
|
return c
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -191,43 +187,64 @@ func newStenciler(ctx driver.Device) *stenciler {
|
|||||||
if err != nil {
|
if err != nil {
|
||||||
panic(err)
|
panic(err)
|
||||||
}
|
}
|
||||||
progLayout, err := ctx.NewInputLayout(gio.Shader_stencil_vert, []shader.InputDesc{
|
progLayout := []shader.InputDesc{
|
||||||
{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).Corner))},
|
{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).Corner))},
|
||||||
{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).MaxY))},
|
{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).MaxY))},
|
||||||
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).FromX))},
|
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).FromX))},
|
||||||
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).CtrlX))},
|
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).CtrlX))},
|
||||||
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).ToX))},
|
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).ToX))},
|
||||||
})
|
|
||||||
if err != nil {
|
|
||||||
panic(err)
|
|
||||||
}
|
}
|
||||||
iprogLayout, err := ctx.NewInputLayout(gio.Shader_intersect_vert, []shader.InputDesc{
|
iprogLayout := []shader.InputDesc{
|
||||||
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
|
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
|
||||||
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
|
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
|
||||||
})
|
|
||||||
if err != nil {
|
|
||||||
panic(err)
|
|
||||||
}
|
}
|
||||||
st := &stenciler{
|
st := &stenciler{
|
||||||
ctx: ctx,
|
ctx: ctx,
|
||||||
indexBuf: indexBuf,
|
indexBuf: indexBuf,
|
||||||
}
|
}
|
||||||
prog, err := ctx.NewProgram(gio.Shader_stencil_vert, gio.Shader_stencil_frag)
|
vsh, fsh, err := newShaders(ctx, gio.Shader_stencil_vert, gio.Shader_stencil_frag)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
panic(err)
|
panic(err)
|
||||||
}
|
}
|
||||||
st.prog.uniforms = new(stencilUniforms)
|
defer vsh.Release()
|
||||||
vertUniforms := newUniformBuffer(ctx, &st.prog.uniforms.vert)
|
defer fsh.Release()
|
||||||
st.prog.prog = newProgram(prog, vertUniforms, nil)
|
st.pipeline.uniforms = new(stencilUniforms)
|
||||||
st.prog.layout = progLayout
|
vertUniforms := newUniformBuffer(ctx, &st.pipeline.uniforms.vert)
|
||||||
iprog, err := ctx.NewProgram(gio.Shader_intersect_vert, gio.Shader_intersect_frag)
|
pipe, err := st.ctx.NewPipeline(driver.PipelineDesc{
|
||||||
|
VertexShader: vsh,
|
||||||
|
FragmentShader: fsh,
|
||||||
|
VertexLayout: progLayout,
|
||||||
|
BlendDesc: driver.BlendDesc{
|
||||||
|
Enable: true,
|
||||||
|
SrcFactor: driver.BlendFactorOne,
|
||||||
|
DstFactor: driver.BlendFactorOne,
|
||||||
|
},
|
||||||
|
PixelFormat: driver.TextureFormatFloat,
|
||||||
|
})
|
||||||
|
st.pipeline.pipeline = &pipeline{pipe, vertUniforms, nil}
|
||||||
if err != nil {
|
if err != nil {
|
||||||
panic(err)
|
panic(err)
|
||||||
}
|
}
|
||||||
st.iprog.uniforms = new(intersectUniforms)
|
vsh, fsh, err = newShaders(ctx, gio.Shader_intersect_vert, gio.Shader_intersect_frag)
|
||||||
vertUniforms = newUniformBuffer(ctx, &st.iprog.uniforms.vert)
|
if err != nil {
|
||||||
st.iprog.prog = newProgram(iprog, vertUniforms, nil)
|
panic(err)
|
||||||
st.iprog.layout = iprogLayout
|
}
|
||||||
|
defer vsh.Release()
|
||||||
|
defer fsh.Release()
|
||||||
|
st.ipipeline.uniforms = new(intersectUniforms)
|
||||||
|
vertUniforms = newUniformBuffer(ctx, &st.ipipeline.uniforms.vert)
|
||||||
|
ipipe, err := st.ctx.NewPipeline(driver.PipelineDesc{
|
||||||
|
VertexShader: vsh,
|
||||||
|
FragmentShader: fsh,
|
||||||
|
VertexLayout: iprogLayout,
|
||||||
|
BlendDesc: driver.BlendDesc{
|
||||||
|
Enable: true,
|
||||||
|
SrcFactor: driver.BlendFactorDstColor,
|
||||||
|
DstFactor: driver.BlendFactorZero,
|
||||||
|
},
|
||||||
|
PixelFormat: driver.TextureFormatFloat,
|
||||||
|
})
|
||||||
|
st.ipipeline.pipeline = &pipeline{ipipe, vertUniforms, nil}
|
||||||
return st
|
return st
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -284,10 +301,8 @@ func (s *fboSet) delete(ctx driver.Device, idx int) {
|
|||||||
|
|
||||||
func (s *stenciler) release() {
|
func (s *stenciler) release() {
|
||||||
s.fbos.delete(s.ctx, 0)
|
s.fbos.delete(s.ctx, 0)
|
||||||
s.prog.layout.Release()
|
s.pipeline.pipeline.Release()
|
||||||
s.prog.prog.Release()
|
s.ipipeline.pipeline.Release()
|
||||||
s.iprog.layout.Release()
|
|
||||||
s.iprog.prog.Release()
|
|
||||||
s.indexBuf.Release()
|
s.indexBuf.Release()
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -297,10 +312,9 @@ func (p *pather) release() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (c *coverer) release() {
|
func (c *coverer) release() {
|
||||||
for _, p := range c.prog {
|
for _, p := range c.pipelines {
|
||||||
p.Release()
|
p.Release()
|
||||||
}
|
}
|
||||||
c.layout.Release()
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func buildPath(ctx driver.Device, p []byte) pathData {
|
func buildPath(ctx driver.Device, p []byte) pathData {
|
||||||
@@ -327,12 +341,11 @@ func (p *pather) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (s *stenciler) beginIntersect(sizes []image.Point) {
|
func (s *stenciler) beginIntersect(sizes []image.Point) {
|
||||||
s.ctx.BlendFunc(driver.BlendFactorDstColor, driver.BlendFactorZero)
|
|
||||||
// 8 bit coverage is enough, but OpenGL ES only supports single channel
|
// 8 bit coverage is enough, but OpenGL ES only supports single channel
|
||||||
// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
|
// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
|
||||||
// no floating point support is available.
|
// no floating point support is available.
|
||||||
s.intersections.resize(s.ctx, sizes)
|
s.intersections.resize(s.ctx, sizes)
|
||||||
s.ctx.BindProgram(s.iprog.prog.prog)
|
s.ctx.BindPipeline(s.ipipeline.pipeline.pipeline)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (s *stenciler) invalidateFBO() {
|
func (s *stenciler) invalidateFBO() {
|
||||||
@@ -345,10 +358,8 @@ func (s *stenciler) cover(idx int) stencilFBO {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (s *stenciler) begin(sizes []image.Point) {
|
func (s *stenciler) begin(sizes []image.Point) {
|
||||||
s.ctx.BlendFunc(driver.BlendFactorOne, driver.BlendFactorOne)
|
|
||||||
s.fbos.resize(s.ctx, sizes)
|
s.fbos.resize(s.ctx, sizes)
|
||||||
s.ctx.BindProgram(s.prog.prog.prog)
|
s.ctx.BindPipeline(s.pipeline.pipeline.pipeline)
|
||||||
s.ctx.BindInputLayout(s.prog.layout)
|
|
||||||
s.ctx.BindIndexBuffer(s.indexBuf)
|
s.ctx.BindIndexBuffer(s.indexBuf)
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -358,9 +369,9 @@ func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv ima
|
|||||||
texSize := f32.Point{X: float32(bounds.Dx()), Y: float32(bounds.Dy())}
|
texSize := f32.Point{X: float32(bounds.Dx()), Y: float32(bounds.Dy())}
|
||||||
scale := f32.Point{X: 2 / texSize.X, Y: 2 / texSize.Y}
|
scale := f32.Point{X: 2 / texSize.X, Y: 2 / texSize.Y}
|
||||||
orig := f32.Point{X: -1 - float32(bounds.Min.X)*2/texSize.X, Y: -1 - float32(bounds.Min.Y)*2/texSize.Y}
|
orig := f32.Point{X: -1 - float32(bounds.Min.X)*2/texSize.X, Y: -1 - float32(bounds.Min.Y)*2/texSize.Y}
|
||||||
s.prog.uniforms.vert.transform = [4]float32{scale.X, scale.Y, orig.X, orig.Y}
|
s.pipeline.uniforms.vert.transform = [4]float32{scale.X, scale.Y, orig.X, orig.Y}
|
||||||
s.prog.uniforms.vert.pathOffset = [2]float32{offset.X, offset.Y}
|
s.pipeline.uniforms.vert.pathOffset = [2]float32{offset.X, offset.Y}
|
||||||
s.prog.prog.UploadUniforms()
|
s.pipeline.pipeline.UploadUniforms(s.ctx)
|
||||||
// Draw in batches that fit in uint16 indices.
|
// Draw in batches that fit in uint16 indices.
|
||||||
start := 0
|
start := 0
|
||||||
nquads := data.ncurves / 4
|
nquads := data.ncurves / 4
|
||||||
@@ -381,8 +392,8 @@ func (p *pather) cover(mat materialType, col f32color.RGBA, col1, col2 f32color.
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (c *coverer) cover(mat materialType, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
|
func (c *coverer) cover(mat materialType, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
|
||||||
p := c.prog[mat]
|
p := c.pipelines[mat]
|
||||||
c.ctx.BindProgram(p.prog)
|
c.ctx.BindPipeline(p.pipeline)
|
||||||
var uniforms *coverUniforms
|
var uniforms *coverUniforms
|
||||||
switch mat {
|
switch mat {
|
||||||
case materialColor:
|
case materialColor:
|
||||||
@@ -404,7 +415,7 @@ func (c *coverer) cover(mat materialType, col f32color.RGBA, col1, col2 f32color
|
|||||||
}
|
}
|
||||||
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
|
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
|
||||||
uniforms.uvCoverTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
|
uniforms.uvCoverTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
|
||||||
p.UploadUniforms()
|
p.UploadUniforms(c.ctx)
|
||||||
c.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
|
c.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1449,6 +1449,16 @@ func IUnknownQueryInterface(obj unsafe.Pointer, queryInterfaceMethod uintptr, gu
|
|||||||
return ref, nil
|
return ref, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func IUnknownAddRef(obj unsafe.Pointer, addRefMethod uintptr) {
|
||||||
|
syscall.Syscall(
|
||||||
|
addRefMethod,
|
||||||
|
1,
|
||||||
|
uintptr(obj),
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
func IUnknownRelease(obj unsafe.Pointer, releaseMethod uintptr) {
|
func IUnknownRelease(obj unsafe.Pointer, releaseMethod uintptr) {
|
||||||
syscall.Syscall(
|
syscall.Syscall(
|
||||||
releaseMethod,
|
releaseMethod,
|
||||||
|
|||||||
+4
-4
@@ -9,12 +9,12 @@ import (
|
|||||||
)
|
)
|
||||||
|
|
||||||
func CreateProgram(ctx *Functions, vsSrc, fsSrc string, attribs []string) (Program, error) {
|
func CreateProgram(ctx *Functions, vsSrc, fsSrc string, attribs []string) (Program, error) {
|
||||||
vs, err := createShader(ctx, VERTEX_SHADER, vsSrc)
|
vs, err := CreateShader(ctx, VERTEX_SHADER, vsSrc)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return Program{}, err
|
return Program{}, err
|
||||||
}
|
}
|
||||||
defer ctx.DeleteShader(vs)
|
defer ctx.DeleteShader(vs)
|
||||||
fs, err := createShader(ctx, FRAGMENT_SHADER, fsSrc)
|
fs, err := CreateShader(ctx, FRAGMENT_SHADER, fsSrc)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return Program{}, err
|
return Program{}, err
|
||||||
}
|
}
|
||||||
@@ -38,7 +38,7 @@ func CreateProgram(ctx *Functions, vsSrc, fsSrc string, attribs []string) (Progr
|
|||||||
}
|
}
|
||||||
|
|
||||||
func CreateComputeProgram(ctx *Functions, src string) (Program, error) {
|
func CreateComputeProgram(ctx *Functions, src string) (Program, error) {
|
||||||
cs, err := createShader(ctx, COMPUTE_SHADER, src)
|
cs, err := CreateShader(ctx, COMPUTE_SHADER, src)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return Program{}, err
|
return Program{}, err
|
||||||
}
|
}
|
||||||
@@ -57,7 +57,7 @@ func CreateComputeProgram(ctx *Functions, src string) (Program, error) {
|
|||||||
return prog, nil
|
return prog, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func createShader(ctx *Functions, typ Enum, src string) (Shader, error) {
|
func CreateShader(ctx *Functions, typ Enum, src string) (Shader, error) {
|
||||||
sh := ctx.CreateShader(typ)
|
sh := ctx.CreateShader(typ)
|
||||||
if !sh.Valid() {
|
if !sh.Valid() {
|
||||||
return Shader{}, errors.New("glCreateShader failed")
|
return Shader{}, errors.New("glCreateShader failed")
|
||||||
|
|||||||
Reference in New Issue
Block a user