gpu/internal/driver: rename gpu/backend

There are no longer any importers of package backend outside of
gioui.org/gpu. Move it internally, and rename it to the slightly more
specific "driver" while we're at it.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-03-06 10:21:08 +01:00
parent 2c7aba9e7c
commit c799452c57
15 changed files with 379 additions and 379 deletions
+19 -19
View File
@@ -11,7 +11,7 @@ import (
"sort"
"strings"
"gioui.org/gpu/backend"
"gioui.org/gpu/internal/driver"
)
// GLSLCC is a shader cross-compilation tool.
@@ -25,10 +25,10 @@ func NewGLSLCC() *GLSLCC { return &GLSLCC{Bin: "glslcc"} }
// Metadata contains reflection data about the shader.
type Metadata struct {
Uniforms backend.UniformsReflection
Inputs []backend.InputLocation
Textures []backend.TextureBinding
StorageBuffers []backend.StorageBufferBinding
Uniforms driver.UniformsReflection
Inputs []driver.InputLocation
Textures []driver.TextureBinding
StorageBuffers []driver.StorageBufferBinding
}
// Convert converts input data to the target shader.
@@ -163,7 +163,7 @@ func (glslcc *GLSLCC) parseReflection(jsonData []byte) (Metadata, error) {
if err != nil {
return info, fmt.Errorf("parseReflection: %v", err)
}
info.Inputs = append(info.Inputs, backend.InputLocation{
info.Inputs = append(info.Inputs, driver.InputLocation{
Name: input.Name,
Location: input.Location,
Semantic: input.Semantic,
@@ -183,7 +183,7 @@ func (glslcc *GLSLCC) parseReflection(jsonData []byte) (Metadata, error) {
blockOffset := 0
for _, block := range shaderBlocks {
info.Uniforms.Blocks = append(info.Uniforms.Blocks, backend.UniformBlock{
info.Uniforms.Blocks = append(info.Uniforms.Blocks, driver.UniformBlock{
Name: block.Name,
Binding: block.Binding,
})
@@ -192,7 +192,7 @@ func (glslcc *GLSLCC) parseReflection(jsonData []byte) (Metadata, error) {
if err != nil {
return info, fmt.Errorf("parseReflection: %v", err)
}
info.Uniforms.Locations = append(info.Uniforms.Locations, backend.UniformLocation{
info.Uniforms.Locations = append(info.Uniforms.Locations, driver.UniformLocation{
// Synthetic name generated by glslcc.
Name: fmt.Sprintf("_%d.%s", block.ID, member.Name),
Type: dataType,
@@ -209,14 +209,14 @@ func (glslcc *GLSLCC) parseReflection(jsonData []byte) (Metadata, error) {
textures = reflect.FS.Textures
}
for _, texture := range textures {
info.Textures = append(info.Textures, backend.TextureBinding{
info.Textures = append(info.Textures, driver.TextureBinding{
Name: texture.Name,
Binding: texture.Binding,
})
}
for _, sb := range reflect.CS.StorageBuffers {
info.StorageBuffers = append(info.StorageBuffers, backend.StorageBufferBinding{
info.StorageBuffers = append(info.StorageBuffers, driver.StorageBufferBinding{
Binding: sb.Binding,
BlockSize: sb.BlockSize,
})
@@ -225,24 +225,24 @@ func (glslcc *GLSLCC) parseReflection(jsonData []byte) (Metadata, error) {
return info, nil
}
func parseDataType(t string) (backend.DataType, int, error) {
func parseDataType(t string) (driver.DataType, int, error) {
switch t {
case "float":
return backend.DataTypeFloat, 1, nil
return driver.DataTypeFloat, 1, nil
case "float2":
return backend.DataTypeFloat, 2, nil
return driver.DataTypeFloat, 2, nil
case "float3":
return backend.DataTypeFloat, 3, nil
return driver.DataTypeFloat, 3, nil
case "float4":
return backend.DataTypeFloat, 4, nil
return driver.DataTypeFloat, 4, nil
case "int":
return backend.DataTypeInt, 1, nil
return driver.DataTypeInt, 1, nil
case "int2":
return backend.DataTypeInt, 2, nil
return driver.DataTypeInt, 2, nil
case "int3":
return backend.DataTypeInt, 3, nil
return driver.DataTypeInt, 3, nil
case "int4":
return backend.DataTypeInt, 4, nil
return driver.DataTypeInt, 4, nil
default:
return 0, 0, fmt.Errorf("unsupported input data type: %s", t)
}
+12 -12
View File
@@ -18,7 +18,7 @@ import (
"sync"
"text/template"
"gioui.org/gpu/backend"
"gioui.org/gpu/internal/driver"
)
func main() {
@@ -138,7 +138,7 @@ func (conv *Converter) Run(out io.Writer) error {
type ShaderResult struct {
Path string
Shaders []backend.ShaderSources
Shaders []driver.ShaderSources
Error error
}
shaderResults := make([]ShaderResult, len(shaders))
@@ -187,7 +187,7 @@ func (conv *Converter) Run(out io.Writer) error {
fmt.Fprintf(out, "// Code generated by build.go. DO NOT EDIT.\n\n")
fmt.Fprintf(out, "package %s\n\n", conv.packageName)
fmt.Fprintf(out, "import %q\n\n", "gioui.org/gpu/backend")
fmt.Fprintf(out, "import %q\n\n", "gioui.org/gpu/internal/driver")
fmt.Fprintf(out, "var (\n")
@@ -202,17 +202,17 @@ func (conv *Converter) Run(out io.Writer) error {
multiVariant := len(r.Shaders) > 1
if multiVariant {
fmt.Fprintf(out, "[...]backend.ShaderSources{\n")
fmt.Fprintf(out, "[...]driver.ShaderSources{\n")
}
for _, src := range r.Shaders {
fmt.Fprintf(out, "backend.ShaderSources{\n")
fmt.Fprintf(out, "driver.ShaderSources{\n")
fmt.Fprintf(out, "Name: %#v,\n", src.Name)
if len(src.Inputs) > 0 {
fmt.Fprintf(out, "Inputs: %#v,\n", src.Inputs)
}
if u := src.Uniforms; len(u.Blocks) > 0 {
fmt.Fprintf(out, "Uniforms: backend.UniformsReflection{\n")
fmt.Fprintf(out, "Uniforms: driver.UniformsReflection{\n")
fmt.Fprintf(out, "Blocks: %#v,\n", u.Blocks)
fmt.Fprintf(out, "Locations: %#v,\n", u.Locations)
fmt.Fprintf(out, "Size: %d,\n", u.Size)
@@ -254,7 +254,7 @@ func (conv *Converter) Run(out io.Writer) error {
return nil
}
func (conv *Converter) Shader(shaderPath string) ([]backend.ShaderSources, error) {
func (conv *Converter) Shader(shaderPath string) ([]driver.ShaderSources, error) {
type Variant struct {
FetchColorExpr string
Header string
@@ -279,7 +279,7 @@ func (conv *Converter) Shader(shaderPath string) ([]backend.ShaderSources, error
return nil, fmt.Errorf("failed to parse template %q: %w", shaderPath, err)
}
var variants []backend.ShaderSources
var variants []driver.ShaderSources
for i, variantArg := range variantArgs {
variantName := strconv.Itoa(i)
var buf bytes.Buffer
@@ -288,7 +288,7 @@ func (conv *Converter) Shader(shaderPath string) ([]backend.ShaderSources, error
return nil, fmt.Errorf("failed to execute template %q with %#v: %w", shaderPath, variantArg, err)
}
var sources backend.ShaderSources
var sources driver.ShaderSources
sources.Name = filepath.Base(shaderPath)
// Ignore error; some shaders are not meant to run in GLSL 1.00.
@@ -341,7 +341,7 @@ func (conv *Converter) Shader(shaderPath string) ([]backend.ShaderSources, error
return variants, nil
}
func (conv *Converter) ComputeShader(shaderPath string) ([]backend.ShaderSources, error) {
func (conv *Converter) ComputeShader(shaderPath string) ([]driver.ShaderSources, error) {
shader, err := ioutil.ReadFile(shaderPath)
if err != nil {
return nil, fmt.Errorf("failed to load shader %q: %w", shaderPath, err)
@@ -352,7 +352,7 @@ func (conv *Converter) ComputeShader(shaderPath string) ([]backend.ShaderSources
return nil, fmt.Errorf("failed to convert compute shader %q: %w", shaderPath, err)
}
var sources backend.ShaderSources
var sources driver.ShaderSources
sources.Name = filepath.Base(shaderPath)
sources.GLSL310ES, err = conv.spirv.Convert(spirv, "es", "310")
@@ -373,7 +373,7 @@ func (conv *Converter) ComputeShader(shaderPath string) ([]backend.ShaderSources
}
}
return []backend.ShaderSources{sources}, nil
return []driver.ShaderSources{sources}, nil
}
// Workers implements wait group with synchronous logging.
+62 -62
View File
@@ -11,7 +11,7 @@ import (
"golang.org/x/sys/windows"
"gioui.org/gpu/backend"
"gioui.org/gpu/internal/driver"
"gioui.org/internal/d3d11"
gunsafe "gioui.org/internal/unsafe"
)
@@ -29,7 +29,7 @@ type Backend struct {
// Current program.
prog *Program
caps backend.Caps
caps driver.Caps
// fbo is the currently bound fbo.
fbo *Framebuffer
@@ -43,20 +43,20 @@ type Backend struct {
type blendState struct {
enable bool
sfactor backend.BlendFactor
dfactor backend.BlendFactor
sfactor driver.BlendFactor
dfactor driver.BlendFactor
}
type depthState struct {
enable bool
mask bool
fn backend.DepthFunc
fn driver.DepthFunc
}
type Texture struct {
backend *Backend
format uint32
bindings backend.BufferBinding
bindings driver.BufferBinding
tex *d3d11.Texture2D
sampler *d3d11.SamplerState
resView *d3d11.ShaderResourceView
@@ -99,7 +99,7 @@ type InputLayout struct {
}
func init() {
backend.NewDirect3D11Device = newDirect3D11Device
driver.NewDirect3D11Device = newDirect3D11Device
}
func detectFloatFormat(dev *d3d11.Device) (uint32, bool) {
@@ -121,12 +121,12 @@ func detectFloatFormat(dev *d3d11.Device) (uint32, bool) {
return 0, false
}
func newDirect3D11Device(api backend.Direct3D11) (backend.Device, error) {
func newDirect3D11Device(api driver.Direct3D11) (driver.Device, error) {
dev := (*d3d11.Device)(api.Device)
b := &Backend{
dev: dev,
ctx: dev.GetImmediateContext(),
caps: backend.Caps{
caps: driver.Caps{
MaxTextureSize: 2048, // 9.1 maximum
},
depthStates: make(map[depthState]*d3d11.DepthStencilState),
@@ -146,7 +146,7 @@ func newDirect3D11Device(api backend.Direct3D11) (backend.Device, error) {
}
if fmt, ok := detectFloatFormat(dev); ok {
b.floatFormat = fmt
b.caps.Features |= backend.FeatureFloatRenderTargets
b.caps.Features |= driver.FeatureFloatRenderTargets
}
// Enable depth mask to match OpenGL.
b.depthState.mask = true
@@ -164,7 +164,7 @@ func newDirect3D11Device(api backend.Direct3D11) (backend.Device, error) {
return b, nil
}
func (b *Backend) BeginFrame() backend.Framebuffer {
func (b *Backend) BeginFrame() driver.Framebuffer {
renderTarget, depthView := b.ctx.OMGetRenderTargets()
// Assume someone else is holding on to the render targets.
if renderTarget != nil {
@@ -179,11 +179,11 @@ func (b *Backend) BeginFrame() backend.Framebuffer {
func (b *Backend) EndFrame() {
}
func (b *Backend) Caps() backend.Caps {
func (b *Backend) Caps() driver.Caps {
return b.caps
}
func (b *Backend) NewTimer() backend.Timer {
func (b *Backend) NewTimer() driver.Timer {
panic("timers not supported")
}
@@ -202,12 +202,12 @@ func (b *Backend) Release() {
*b = Backend{}
}
func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, minFilter, magFilter backend.TextureFilter, bindings backend.BufferBinding) (backend.Texture, error) {
func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, minFilter, magFilter driver.TextureFilter, bindings driver.BufferBinding) (driver.Texture, error) {
var d3dfmt uint32
switch format {
case backend.TextureFormatFloat:
case driver.TextureFormatFloat:
d3dfmt = b.floatFormat
case backend.TextureFormatSRGB:
case driver.TextureFormatSRGB:
d3dfmt = d3d11.DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
default:
return nil, fmt.Errorf("unsupported texture format %d", format)
@@ -231,12 +231,12 @@ func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, mi
sampler *d3d11.SamplerState
resView *d3d11.ShaderResourceView
)
if bindings&backend.BufferBindingTexture != 0 {
if bindings&driver.BufferBindingTexture != 0 {
var filter uint32
switch {
case minFilter == backend.FilterNearest && magFilter == backend.FilterNearest:
case minFilter == driver.FilterNearest && magFilter == driver.FilterNearest:
filter = d3d11.FILTER_MIN_MAG_MIP_POINT
case minFilter == backend.FilterLinear && magFilter == backend.FilterLinear:
case minFilter == driver.FilterLinear && magFilter == driver.FilterLinear:
filter = d3d11.FILTER_MIN_MAG_LINEAR_MIP_POINT
default:
d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
@@ -278,9 +278,9 @@ func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, mi
return &Texture{backend: b, format: d3dfmt, tex: tex, sampler: sampler, resView: resView, bindings: bindings, width: width, height: height}, nil
}
func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Framebuffer, error) {
func (b *Backend) NewFramebuffer(tex driver.Texture, depthBits int) (driver.Framebuffer, error) {
d3dtex := tex.(*Texture)
if d3dtex.bindings&backend.BufferBindingFramebuffer == 0 {
if d3dtex.bindings&driver.BufferBindingFramebuffer == 0 {
return nil, errors.New("the texture was created without BufferBindingFramebuffer binding")
}
resource := (*d3d11.Resource)(unsafe.Pointer(d3dtex.tex))
@@ -300,7 +300,7 @@ func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Fr
return fbo, nil
}
func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []backend.InputDesc) (backend.InputLayout, error) {
func (b *Backend) NewInputLayout(vertexShader driver.ShaderSources, layout []driver.InputDesc) (driver.InputLayout, error) {
if len(vertexShader.Inputs) != len(layout) {
return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vertexShader.Inputs))
}
@@ -313,7 +313,7 @@ func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []ba
}
var format uint32
switch l.Type {
case backend.DataTypeFloat:
case driver.DataTypeFloat:
switch l.Size {
case 1:
format = d3d11.DXGI_FORMAT_R32_FLOAT
@@ -326,7 +326,7 @@ func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []ba
default:
panic("unsupported float data size")
}
case backend.DataTypeShort:
case driver.DataTypeShort:
switch l.Size {
case 1:
format = d3d11.DXGI_FORMAT_R16_SINT
@@ -352,9 +352,9 @@ func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []ba
return &InputLayout{layout: l}, nil
}
func (b *Backend) NewBuffer(typ backend.BufferBinding, size int) (backend.Buffer, error) {
if typ&backend.BufferBindingUniforms != 0 {
if typ != backend.BufferBindingUniforms {
func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer, error) {
if typ&driver.BufferBindingUniforms != 0 {
if typ != driver.BufferBindingUniforms {
return nil, errors.New("uniform buffers cannot have other bindings")
}
if size%16 != 0 {
@@ -372,9 +372,9 @@ func (b *Backend) NewBuffer(typ backend.BufferBinding, size int) (backend.Buffer
return &Buffer{backend: b, buf: buf, bind: bind}, nil
}
func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (backend.Buffer, error) {
if typ&backend.BufferBindingUniforms != 0 {
if typ != backend.BufferBindingUniforms {
func (b *Backend) NewImmutableBuffer(typ driver.BufferBinding, data []byte) (driver.Buffer, error) {
if typ&driver.BufferBindingUniforms != 0 {
if typ != driver.BufferBindingUniforms {
return nil, errors.New("uniform buffers cannot have other bindings")
}
if len(data)%16 != 0 {
@@ -393,11 +393,11 @@ func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (ba
return &Buffer{backend: b, buf: buf, bind: bind, immutable: true}, nil
}
func (b *Backend) NewComputeProgram(shader backend.ShaderSources) (backend.Program, error) {
func (b *Backend) NewComputeProgram(shader driver.ShaderSources) (driver.Program, error) {
panic("not implemented")
}
func (b *Backend) NewProgram(vertexShader, fragmentShader backend.ShaderSources) (backend.Program, error) {
func (b *Backend) NewProgram(vertexShader, fragmentShader driver.ShaderSources) (driver.Program, error) {
vs, err := b.dev.CreateVertexShader(vertexShader.HLSL)
if err != nil {
return nil, err
@@ -435,17 +435,17 @@ func (b *Backend) Viewport(x, y, width, height int) {
b.ctx.RSSetViewports(&b.viewport)
}
func (b *Backend) DrawArrays(mode backend.DrawMode, off, count int) {
func (b *Backend) DrawArrays(mode driver.DrawMode, off, count int) {
b.prepareDraw(mode)
b.ctx.Draw(uint32(count), uint32(off))
}
func (b *Backend) DrawElements(mode backend.DrawMode, off, count int) {
func (b *Backend) DrawElements(mode driver.DrawMode, off, count int) {
b.prepareDraw(mode)
b.ctx.DrawIndexed(uint32(count), uint32(off), 0)
}
func (b *Backend) prepareDraw(mode backend.DrawMode) {
func (b *Backend) prepareDraw(mode driver.DrawMode) {
if p := b.prog; p != nil {
b.ctx.VSSetShader(p.vert.shader)
b.ctx.PSSetShader(p.frag.shader)
@@ -458,9 +458,9 @@ func (b *Backend) prepareDraw(mode backend.DrawMode) {
}
var topology uint32
switch mode {
case backend.DrawModeTriangles:
case driver.DrawModeTriangles:
topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLELIST
case backend.DrawModeTriangleStrip:
case driver.DrawModeTriangleStrip:
topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
default:
panic("unsupported draw mode")
@@ -477,9 +477,9 @@ func (b *Backend) prepareDraw(mode backend.DrawMode) {
desc.DepthWriteMask = d3d11.DEPTH_WRITE_MASK_ALL
}
switch b.depthState.fn {
case backend.DepthFuncGreater:
case driver.DepthFuncGreater:
desc.DepthFunc = d3d11.COMPARISON_GREATER
case backend.DepthFuncGreaterEqual:
case driver.DepthFuncGreaterEqual:
desc.DepthFunc = d3d11.COMPARISON_GREATER_EQUAL
default:
panic("unsupported depth func")
@@ -519,7 +519,7 @@ func (b *Backend) prepareDraw(mode backend.DrawMode) {
b.ctx.OMSetBlendState(blendState, nil, 0xffffffff)
}
func (b *Backend) DepthFunc(f backend.DepthFunc) {
func (b *Backend) DepthFunc(f driver.DepthFunc) {
b.depthState.fn = f
}
@@ -535,12 +535,12 @@ func (b *Backend) DepthMask(mask bool) {
b.depthState.mask = mask
}
func (b *Backend) BlendFunc(sfactor, dfactor backend.BlendFactor) {
func (b *Backend) BlendFunc(sfactor, dfactor driver.BlendFactor) {
b.blendState.sfactor = sfactor
b.blendState.dfactor = dfactor
}
func (b *Backend) BindImageTexture(unit int, tex backend.Texture, access backend.AccessBits, f backend.TextureFormat) {
func (b *Backend) BindImageTexture(unit int, tex driver.Texture, access driver.AccessBits, f driver.TextureFormat) {
panic("not implemented")
}
@@ -579,13 +579,13 @@ func (t *Texture) Release() {
}
}
func (b *Backend) BindTexture(unit int, tex backend.Texture) {
func (b *Backend) BindTexture(unit int, tex driver.Texture) {
t := tex.(*Texture)
b.ctx.PSSetSamplers(uint32(unit), t.sampler)
b.ctx.PSSetShaderResources(uint32(unit), t.resView)
}
func (b *Backend) BindProgram(prog backend.Program) {
func (b *Backend) BindProgram(prog driver.Program) {
b.prog = prog.(*Program)
}
@@ -596,23 +596,23 @@ func (p *Program) Release() {
p.frag.shader = nil
}
func (p *Program) SetStorageBuffer(binding int, buffer backend.Buffer) {
func (p *Program) SetStorageBuffer(binding int, buffer driver.Buffer) {
panic("not implemented")
}
func (p *Program) SetVertexUniforms(buf backend.Buffer) {
func (p *Program) SetVertexUniforms(buf driver.Buffer) {
p.vert.uniforms = buf.(*Buffer)
}
func (p *Program) SetFragmentUniforms(buf backend.Buffer) {
func (p *Program) SetFragmentUniforms(buf driver.Buffer) {
p.frag.uniforms = buf.(*Buffer)
}
func (b *Backend) BindVertexBuffer(buf backend.Buffer, stride, offset int) {
func (b *Backend) BindVertexBuffer(buf driver.Buffer, stride, offset int) {
b.ctx.IASetVertexBuffers(buf.(*Buffer).buf, uint32(stride), uint32(offset))
}
func (b *Backend) BindIndexBuffer(buf backend.Buffer) {
func (b *Backend) BindIndexBuffer(buf driver.Buffer) {
b.ctx.IASetIndexBuffer(buf.(*Buffer).buf, d3d11.DXGI_FORMAT_R16_UINT, 0)
}
@@ -684,7 +684,7 @@ func (f *Framebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
return nil
}
func (b *Backend) BindFramebuffer(fbo backend.Framebuffer) {
func (b *Backend) BindFramebuffer(fbo driver.Framebuffer) {
b.fbo = fbo.(*Framebuffer)
b.ctx.OMSetRenderTargets(b.fbo.renderTarget, b.fbo.depthView)
}
@@ -706,7 +706,7 @@ func (f *Framebuffer) Release() {
}
}
func (b *Backend) BindInputLayout(layout backend.InputLayout) {
func (b *Backend) BindInputLayout(layout driver.InputLayout) {
b.ctx.IASetInputLayout(layout.(*InputLayout).layout)
}
@@ -715,35 +715,35 @@ func (l *InputLayout) Release() {
l.layout = nil
}
func convBufferBinding(typ backend.BufferBinding) uint32 {
func convBufferBinding(typ driver.BufferBinding) uint32 {
var bindings uint32
if typ&backend.BufferBindingVertices != 0 {
if typ&driver.BufferBindingVertices != 0 {
bindings |= d3d11.BIND_VERTEX_BUFFER
}
if typ&backend.BufferBindingIndices != 0 {
if typ&driver.BufferBindingIndices != 0 {
bindings |= d3d11.BIND_INDEX_BUFFER
}
if typ&backend.BufferBindingUniforms != 0 {
if typ&driver.BufferBindingUniforms != 0 {
bindings |= d3d11.BIND_CONSTANT_BUFFER
}
if typ&backend.BufferBindingTexture != 0 {
if typ&driver.BufferBindingTexture != 0 {
bindings |= d3d11.BIND_SHADER_RESOURCE
}
if typ&backend.BufferBindingFramebuffer != 0 {
if typ&driver.BufferBindingFramebuffer != 0 {
bindings |= d3d11.BIND_RENDER_TARGET
}
return bindings
}
func toBlendFactor(f backend.BlendFactor) (uint32, uint32) {
func toBlendFactor(f driver.BlendFactor) (uint32, uint32) {
switch f {
case backend.BlendFactorOne:
case driver.BlendFactorOne:
return d3d11.BLEND_ONE, d3d11.BLEND_ONE
case backend.BlendFactorOneMinusSrcAlpha:
case driver.BlendFactorOneMinusSrcAlpha:
return d3d11.BLEND_INV_SRC_ALPHA, d3d11.BLEND_INV_SRC_ALPHA
case backend.BlendFactorZero:
case driver.BlendFactorZero:
return d3d11.BLEND_ZERO, d3d11.BLEND_ZERO
case backend.BlendFactorDstColor:
case driver.BlendFactorDstColor:
return d3d11.BLEND_DEST_COLOR, d3d11.BLEND_DEST_ALPHA
default:
panic("unsupported blend source factor")
+56
View File
@@ -0,0 +1,56 @@
// SPDX-License-Identifier: Unlicense OR MIT
package driver
import (
"fmt"
"unsafe"
"gioui.org/internal/glimpl"
)
// See gpu/api.go for documentation for the API types
type API interface {
implementsAPI()
}
type OpenGL struct {
// Context contains the WebGL context for WebAssembly platforms. It is
// empty for all other platforms; an OpenGL context is assumed current when
// calling NewDevice.
Context glimpl.Context
}
type Direct3D11 struct {
// Device contains a *ID3D11Device.
Device unsafe.Pointer
}
// API specific device constructors.
var (
NewOpenGLDevice func(api OpenGL) (Device, error)
NewDirect3D11Device func(api Direct3D11) (Device, error)
)
// NewDevice creates a new Device given the api.
//
// Note that the device does not assume ownership of the resources contained in
// api; the caller must ensure the resources are valid until the device is
// released.
func NewDevice(api API) (Device, error) {
switch api := api.(type) {
case OpenGL:
if NewOpenGLDevice != nil {
return NewOpenGLDevice(api)
}
case Direct3D11:
if NewDirect3D11Device != nil {
return NewDirect3D11Device(api)
}
}
return nil, fmt.Errorf("driver: no driver available for the API %T", api)
}
func (OpenGL) implementsAPI() {}
func (Direct3D11) implementsAPI() {}
+246
View File
@@ -0,0 +1,246 @@
// SPDX-License-Identifier: Unlicense OR MIT
package driver
import (
"errors"
"image"
"time"
)
// Device represents the abstraction of underlying GPU
// APIs such as OpenGL, Direct3D useful for rendering Gio
// operations.
type Device interface {
BeginFrame() Framebuffer
EndFrame()
Caps() Caps
NewTimer() Timer
// IsContinuousTime reports whether all timer measurements
// are valid at the point of call.
IsTimeContinuous() bool
NewTexture(format TextureFormat, width, height int, minFilter, magFilter TextureFilter, bindings BufferBinding) (Texture, error)
NewFramebuffer(tex Texture, depthBits int) (Framebuffer, error)
NewImmutableBuffer(typ BufferBinding, data []byte) (Buffer, error)
NewBuffer(typ BufferBinding, size int) (Buffer, error)
NewComputeProgram(shader ShaderSources) (Program, error)
NewProgram(vertexShader, fragmentShader ShaderSources) (Program, error)
NewInputLayout(vertexShader ShaderSources, layout []InputDesc) (InputLayout, error)
DepthFunc(f DepthFunc)
ClearDepth(d float32)
Clear(r, g, b, a float32)
Viewport(x, y, width, height int)
DrawArrays(mode DrawMode, off, count int)
DrawElements(mode DrawMode, off, count int)
SetBlend(enable bool)
SetDepthTest(enable bool)
DepthMask(mask bool)
BlendFunc(sfactor, dfactor BlendFactor)
BindInputLayout(i InputLayout)
BindProgram(p Program)
BindFramebuffer(f Framebuffer)
BindTexture(unit int, t Texture)
BindVertexBuffer(b Buffer, stride, offset int)
BindIndexBuffer(b Buffer)
BindImageTexture(unit int, texture Texture, access AccessBits, format TextureFormat)
MemoryBarrier()
DispatchCompute(x, y, z int)
Release()
}
type ShaderSources struct {
Name string
GLSL100ES string
GLSL300ES string
GLSL310ES string
GLSL130 string
GLSL150 string
HLSL []byte
Uniforms UniformsReflection
Inputs []InputLocation
Textures []TextureBinding
StorageBuffers []StorageBufferBinding
}
type StorageBufferBinding struct {
Binding int
BlockSize int
}
type UniformsReflection struct {
Blocks []UniformBlock
Locations []UniformLocation
Size int
}
type TextureBinding struct {
Name string
Binding int
}
type UniformBlock struct {
Name string
Binding int
}
type UniformLocation struct {
Name string
Type DataType
Size int
Offset int
}
type InputLocation struct {
// For GLSL.
Name string
Location int
// For HLSL.
Semantic string
SemanticIndex int
Type DataType
Size int
}
// InputDesc describes a vertex attribute as laid out in a Buffer.
type InputDesc struct {
Type DataType
Size int
Offset int
}
// InputLayout is the backend specific representation of the mapping
// between Buffers and shader attributes.
type InputLayout interface {
Release()
}
type AccessBits uint8
type BlendFactor uint8
type DrawMode uint8
type TextureFilter uint8
type TextureFormat uint8
type BufferBinding uint8
type DataType uint8
type DepthFunc uint8
type Features uint
type Caps struct {
Features Features
MaxTextureSize int
}
type Program interface {
Release()
SetStorageBuffer(binding int, buf Buffer)
SetVertexUniforms(buf Buffer)
SetFragmentUniforms(buf Buffer)
}
type Buffer interface {
Release()
Upload(data []byte)
Download(data []byte) error
}
type Framebuffer interface {
Invalidate()
Release()
ReadPixels(src image.Rectangle, pixels []byte) error
}
type Timer interface {
Begin()
End()
Duration() (time.Duration, bool)
Release()
}
type Texture interface {
Upload(offset, size image.Point, pixels []byte)
Release()
}
const (
DepthFuncGreater DepthFunc = iota
DepthFuncGreaterEqual
)
const (
DataTypeFloat DataType = iota
DataTypeInt
DataTypeShort
)
const (
BufferBindingIndices BufferBinding = 1 << iota
BufferBindingVertices
BufferBindingUniforms
BufferBindingTexture
BufferBindingFramebuffer
BufferBindingShaderStorage
)
const (
TextureFormatSRGB TextureFormat = iota
TextureFormatFloat
TextureFormatRGBA8
)
const (
AccessRead AccessBits = 1 + iota
AccessWrite
)
const (
FilterNearest TextureFilter = iota
FilterLinear
)
const (
FeatureTimers Features = 1 << iota
FeatureFloatRenderTargets
FeatureCompute
)
const (
DrawModeTriangleStrip DrawMode = iota
DrawModeTriangles
)
const (
BlendFactorOne BlendFactor = iota
BlendFactorOneMinusSrcAlpha
BlendFactorZero
BlendFactorDstColor
)
var ErrContentLost = errors.New("buffer content lost")
func (f Features) Has(feats Features) bool {
return f&feats == feats
}
func UploadImage(t Texture, offset image.Point, img *image.RGBA) {
var pixels []byte
size := img.Bounds().Size()
if img.Stride != size.X*4 {
panic("unsupported stride")
}
start := img.PixOffset(0, 0)
end := img.PixOffset(size.X, size.Y-1)
pixels = img.Pix[start:end]
t.Upload(offset, size, pixels)
}