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.