mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
gpu: Move Bind methods to Backend
Having Backend.Bind* methods better matches both opengl and d3d. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -59,7 +59,7 @@ func NewWindow(width, height int) (*Window, error) {
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fboTex.Release()
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return err
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}
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fbo.Bind()
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backend.BindFramebuffer(fbo)
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gp, err := gpu.New(backend)
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if err != nil {
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fbo.Release()
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+7
-6
@@ -37,6 +37,13 @@ type Backend interface {
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SetDepthTest(enable bool)
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DepthMask(mask bool)
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BlendFunc(sfactor, dfactor BlendFactor)
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BindInputLayout(i InputLayout)
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BindProgram(p Program)
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BindFramebuffer(f Framebuffer)
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BindTexture(unit int, t Texture)
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BindVertexBuffer(b Buffer, stride, offset int)
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BindIndexBuffer(b Buffer)
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}
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type ShaderSources struct {
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@@ -83,7 +90,6 @@ type InputDesc struct {
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// InputLayout is the backend specific representation of the mapping
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// between Buffers and shader attributes.
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type InputLayout interface {
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Bind()
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Release()
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}
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@@ -110,21 +116,17 @@ type Caps struct {
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}
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type Program interface {
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Bind()
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Release()
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SetVertexUniforms(buf Buffer)
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SetFragmentUniforms(buf Buffer)
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}
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type Buffer interface {
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BindVertex(stride, offset int)
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BindIndex()
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Release()
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Upload(data []byte)
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}
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type Framebuffer interface {
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Bind()
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Invalidate()
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Release()
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ReadPixels(src image.Rectangle, pixels []byte) error
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@@ -140,7 +142,6 @@ type Timer interface {
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type Texture interface {
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Upload(img *image.RGBA)
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Release()
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Bind(unit int)
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}
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const (
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+33
-30
@@ -59,7 +59,7 @@ type gpuTexture struct {
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}
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type gpuFramebuffer struct {
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funcs Functions
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backend *Backend
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obj Framebuffer
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hasDepth bool
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depthBuf Renderbuffer
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@@ -129,12 +129,12 @@ func NewBackend(f Functions) (*Backend, error) {
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}
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defFBO := Framebuffer(f.GetBinding(FRAMEBUFFER_BINDING))
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b := &Backend{
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defFBO: &gpuFramebuffer{funcs: f, obj: defFBO},
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funcs: f,
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floatTriple: floatTriple,
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alphaTriple: alphaTripleFor(ver),
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srgbaTriple: srgbaTriple,
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}
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b.defFBO = &gpuFramebuffer{backend: b, obj: defFBO}
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if hasExtension(exts, "GL_EXT_disjoint_timer_query_webgl2") || hasExtension(exts, "GL_EXT_disjoint_timer_query") {
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b.feats.Features |= gpu.FeatureTimers
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}
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@@ -170,8 +170,8 @@ func (b *Backend) NewFramebuffer(tex gpu.Texture, depthBits int) (gpu.Framebuffe
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glErr(b.funcs)
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gltex := tex.(*gpuTexture)
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fb := b.funcs.CreateFramebuffer()
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fbo := &gpuFramebuffer{funcs: b.funcs, obj: fb}
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fbo.Bind()
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fbo := &gpuFramebuffer{backend: b, obj: fb}
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b.BindFramebuffer(fbo)
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if err := glErr(b.funcs); err != nil {
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fbo.Release()
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return nil, err
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@@ -217,7 +217,7 @@ func (b *Backend) NewTexture(format gpu.TextureFormat, width, height int, minFil
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default:
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return nil, errors.New("unsupported texture format")
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}
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tex.Bind(0)
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b.BindTexture(0, tex)
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b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, toTexFilter(magFilter))
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b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, toTexFilter(minFilter))
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b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE)
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@@ -430,7 +430,7 @@ func (b *Backend) NewProgram(vssrc, fssrc gpu.ShaderSources) (gpu.Program, error
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obj: p,
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nattr: len(attr),
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}
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gpuProg.Bind()
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b.BindProgram(gpuProg)
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// Bind texture uniforms.
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for _, tex := range vssrc.Textures {
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u := b.funcs.GetUniformLocation(p, tex.Name)
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@@ -467,9 +467,10 @@ func (p *gpuProgram) updateUniforms() {
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p.fragUniforms.update(p.backend.funcs)
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}
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func (p *gpuProgram) Bind() {
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p.backend.useProgram(p)
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p.backend.enableVertexArrays(p.nattr)
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func (b *Backend) BindProgram(prog gpu.Program) {
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p := prog.(*gpuProgram)
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b.useProgram(p)
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b.enableVertexArrays(p.nattr)
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}
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func (p *gpuProgram) Release() {
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@@ -553,11 +554,12 @@ func (b *gpuBuffer) Release() {
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}
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}
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func (b *gpuBuffer) BindVertex(stride, offset int) {
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if b.typ&gpu.BufferBindingVertices == 0 {
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func (b *Backend) BindVertexBuffer(buf gpu.Buffer, stride, offset int) {
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gbuf := buf.(*gpuBuffer)
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if gbuf.typ&gpu.BufferBindingVertices == 0 {
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panic("not a vertex buffer")
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}
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b.backend.state.buffer = bufferBinding{buf: b, stride: stride, offset: offset}
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b.state.buffer = bufferBinding{buf: gbuf, stride: stride, offset: offset}
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}
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func (b *Backend) setupVertexArrays() {
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@@ -582,36 +584,37 @@ func (b *Backend) setupVertexArrays() {
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}
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}
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func (b *gpuBuffer) BindIndex() {
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if b.typ&gpu.BufferBindingIndices == 0 {
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func (b *Backend) BindIndexBuffer(buf gpu.Buffer) {
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gbuf := buf.(*gpuBuffer)
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if gbuf.typ&gpu.BufferBindingIndices == 0 {
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panic("not an index buffer")
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}
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b.backend.funcs.BindBuffer(ELEMENT_ARRAY_BUFFER, b.obj)
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b.funcs.BindBuffer(ELEMENT_ARRAY_BUFFER, gbuf.obj)
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}
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func (f *gpuFramebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
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glErr(f.funcs)
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f.Bind()
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glErr(f.backend.funcs)
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f.backend.BindFramebuffer(f)
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if len(pixels) < src.Dx()*src.Dy() {
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return errors.New("unexpected RGBA size")
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}
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f.funcs.ReadPixels(src.Min.X, src.Min.Y, src.Dx(), src.Dy(), RGBA, UNSIGNED_BYTE, pixels)
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return glErr(f.funcs)
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f.backend.funcs.ReadPixels(src.Min.X, src.Min.Y, src.Dx(), src.Dy(), RGBA, UNSIGNED_BYTE, pixels)
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return glErr(f.backend.funcs)
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}
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func (f *gpuFramebuffer) Bind() {
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f.funcs.BindFramebuffer(FRAMEBUFFER, f.obj)
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func (b *Backend) BindFramebuffer(fbo gpu.Framebuffer) {
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b.funcs.BindFramebuffer(FRAMEBUFFER, fbo.(*gpuFramebuffer).obj)
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}
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func (f *gpuFramebuffer) Invalidate() {
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f.Bind()
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f.funcs.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0)
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f.backend.BindFramebuffer(f)
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f.backend.funcs.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0)
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}
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func (f *gpuFramebuffer) Release() {
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f.funcs.DeleteFramebuffer(f.obj)
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f.backend.funcs.DeleteFramebuffer(f.obj)
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if f.hasDepth {
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f.funcs.DeleteRenderbuffer(f.depthBuf)
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f.backend.funcs.DeleteRenderbuffer(f.depthBuf)
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}
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}
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@@ -626,8 +629,8 @@ func toTexFilter(f gpu.TextureFilter) int {
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}
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}
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func (t *gpuTexture) Bind(unit int) {
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t.backend.bindTexture(unit, t)
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func (b *Backend) BindTexture(unit int, t gpu.Texture) {
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b.bindTexture(unit, t.(*gpuTexture))
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}
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func (t *gpuTexture) Release() {
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@@ -635,7 +638,7 @@ func (t *gpuTexture) Release() {
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}
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func (t *gpuTexture) Upload(img *image.RGBA) {
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t.Bind(0)
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t.backend.BindTexture(0, t)
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var pixels []byte
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b := img.Bounds()
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w, h := b.Dx(), b.Dy()
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@@ -672,8 +675,8 @@ func (t *gpuTimer) Duration() (time.Duration, bool) {
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return time.Duration(nanos), true
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}
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func (l *gpuInputLayout) Bind() {
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l.backend.state.layout = l
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func (b *Backend) BindInputLayout(l gpu.InputLayout) {
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b.state.layout = l.(*gpuInputLayout)
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}
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func (l *gpuInputLayout) Release() {}
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+13
-13
@@ -496,7 +496,7 @@ func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) {
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if fbo != p.place.Idx {
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fbo = p.place.Idx
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f := r.pather.stenciler.cover(fbo)
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f.fbo.Bind()
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r.ctx.BindFramebuffer(f.fbo)
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r.ctx.Clear(BufferAttachmentColor)
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}
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data, _ := pathCache.get(p.pathKey)
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@@ -511,8 +511,8 @@ func (r *renderer) intersect(ops []imageOp) {
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}
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fbo := -1
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r.pather.stenciler.beginIntersect(r.intersections.sizes)
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r.blitter.quadVerts.BindVertex(4*4, 0)
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r.pather.stenciler.iprog.layout.Bind()
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r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
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r.ctx.BindInputLayout(r.pather.stenciler.iprog.layout)
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for _, img := range ops {
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if img.clipType != clipTypeIntersection {
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continue
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@@ -520,7 +520,7 @@ func (r *renderer) intersect(ops []imageOp) {
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if fbo != img.place.Idx {
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fbo = img.place.Idx
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f := r.pather.stenciler.intersections.fbos[fbo]
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f.fbo.Bind()
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r.ctx.BindFramebuffer(f.fbo)
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r.ctx.Clear(BufferAttachmentColor)
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}
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r.ctx.Viewport(img.place.Pos.X, img.place.Pos.Y, img.clip.Dx(), img.clip.Dy())
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@@ -542,7 +542,7 @@ func (r *renderer) intersectPath(p *pathOp, clip image.Rectangle) {
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Max: o.Add(clip.Size()),
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}
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fbo := r.pather.stenciler.cover(p.place.Idx)
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fbo.tex.Bind(0)
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r.ctx.BindTexture(0, fbo.tex)
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coverScale, coverOff := texSpaceTransform(toRectF(uv), fbo.size)
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r.pather.stenciler.iprog.uniforms.vert.uvScale = [2]float32{coverScale.X, coverScale.Y}
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r.pather.stenciler.iprog.uniforms.vert.uvOffset = [2]float32{coverOff.X, coverOff.Y}
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@@ -819,15 +819,15 @@ func (d *drawState) materialFor(cache *resourceCache, rect f32.Rectangle, off f3
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func (r *renderer) drawZOps(ops []imageOp) {
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r.ctx.SetDepthTest(true)
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r.blitter.quadVerts.BindVertex(4*4, 0)
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r.blitter.layout.Bind()
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r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
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r.ctx.BindInputLayout(r.blitter.layout)
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// Render front to back.
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for i := len(ops) - 1; i >= 0; i-- {
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img := ops[i]
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m := img.material
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switch m.material {
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case materialTexture:
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r.texHandle(m.texture).Bind(0)
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r.ctx.BindTexture(0, r.texHandle(m.texture))
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}
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drc := img.clip
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scale, off := clipSpaceTransform(drc, r.blitter.viewport)
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@@ -840,14 +840,14 @@ func (r *renderer) drawOps(ops []imageOp) {
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r.ctx.SetDepthTest(true)
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r.ctx.DepthMask(false)
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r.ctx.BlendFunc(BlendFactorOne, BlendFactorOneMinusSrcAlpha)
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r.blitter.quadVerts.BindVertex(4*4, 0)
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r.pather.coverer.layout.Bind()
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r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
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r.ctx.BindInputLayout(r.pather.coverer.layout)
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var coverTex Texture
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for _, img := range ops {
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m := img.material
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switch m.material {
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case materialTexture:
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r.texHandle(m.texture).Bind(0)
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r.ctx.BindTexture(0, r.texHandle(m.texture))
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}
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drc := img.clip
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scale, off := clipSpaceTransform(drc, r.blitter.viewport)
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@@ -863,7 +863,7 @@ func (r *renderer) drawOps(ops []imageOp) {
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}
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if coverTex != fbo.tex {
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coverTex = fbo.tex
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coverTex.Bind(1)
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r.ctx.BindTexture(1, coverTex)
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}
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uv := image.Rectangle{
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Min: img.place.Pos,
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@@ -894,7 +894,7 @@ func gamma(r, g, b, a uint32) [4]float32 {
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func (b *blitter) blit(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff f32.Point) {
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p := b.prog[mat]
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p.prog.Bind()
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b.ctx.BindProgram(p.prog)
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var uniforms *blitUniforms
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switch mat {
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case materialColor:
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+9
-9
@@ -296,17 +296,17 @@ func (s *stenciler) beginIntersect(sizes []image.Point) {
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// no floating point support is available.
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s.intersections.resize(s.ctx, sizes)
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s.ctx.ClearColor(1.0, 0.0, 0.0, 0.0)
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s.iprog.prog.prog.Bind()
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s.ctx.BindProgram(s.iprog.prog.prog)
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}
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func (s *stenciler) endIntersect() {
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s.defFBO.Bind()
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s.ctx.BindFramebuffer(s.defFBO)
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}
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func (s *stenciler) invalidateFBO() {
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s.intersections.invalidate(s.ctx)
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s.fbos.invalidate(s.ctx)
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s.defFBO.Bind()
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s.ctx.BindFramebuffer(s.defFBO)
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}
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func (s *stenciler) cover(idx int) stencilFBO {
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@@ -317,9 +317,9 @@ func (s *stenciler) begin(sizes []image.Point) {
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s.ctx.BlendFunc(BlendFactorOne, BlendFactorOne)
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s.fbos.resize(s.ctx, sizes)
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s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)
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s.prog.prog.prog.Bind()
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s.prog.layout.Bind()
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s.indexBuf.BindIndex()
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s.ctx.BindProgram(s.prog.prog.prog)
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s.ctx.BindInputLayout(s.prog.layout)
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s.ctx.BindIndexBuffer(s.indexBuf)
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}
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func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) {
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@@ -341,14 +341,14 @@ func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv ima
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batch = max
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}
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off := path.VertStride * start * 4
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data.data.BindVertex(path.VertStride, off)
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s.ctx.BindVertexBuffer(data.data, path.VertStride, off)
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s.ctx.DrawElements(DrawModeTriangles, 0, batch*6)
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start += batch
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}
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}
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func (s *stenciler) end() {
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s.defFBO.Bind()
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s.ctx.BindFramebuffer(s.defFBO)
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}
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func (p *pather) cover(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) {
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@@ -357,7 +357,7 @@ func (p *pather) cover(z float32, mat materialType, col [4]float32, scale, off,
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func (c *coverer) cover(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) {
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p := c.prog[mat]
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p.prog.Bind()
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c.ctx.BindProgram(p.prog)
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var uniforms *coverUniforms
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switch mat {
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case materialColor:
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