mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-05 09:25:38 +00:00
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:
@@ -11,7 +11,7 @@ import (
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"golang.org/x/sys/windows"
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"gioui.org/gpu/backend"
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"gioui.org/gpu/internal/driver"
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"gioui.org/internal/d3d11"
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gunsafe "gioui.org/internal/unsafe"
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)
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@@ -29,7 +29,7 @@ type Backend struct {
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// Current program.
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prog *Program
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caps backend.Caps
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caps driver.Caps
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// fbo is the currently bound fbo.
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fbo *Framebuffer
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@@ -43,20 +43,20 @@ type Backend struct {
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type blendState struct {
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enable bool
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sfactor backend.BlendFactor
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dfactor backend.BlendFactor
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sfactor driver.BlendFactor
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dfactor driver.BlendFactor
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}
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type depthState struct {
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enable bool
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mask bool
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fn backend.DepthFunc
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fn driver.DepthFunc
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}
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type Texture struct {
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backend *Backend
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format uint32
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bindings backend.BufferBinding
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bindings driver.BufferBinding
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tex *d3d11.Texture2D
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sampler *d3d11.SamplerState
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resView *d3d11.ShaderResourceView
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@@ -99,7 +99,7 @@ type InputLayout struct {
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}
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func init() {
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backend.NewDirect3D11Device = newDirect3D11Device
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driver.NewDirect3D11Device = newDirect3D11Device
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}
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func detectFloatFormat(dev *d3d11.Device) (uint32, bool) {
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@@ -121,12 +121,12 @@ func detectFloatFormat(dev *d3d11.Device) (uint32, bool) {
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return 0, false
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}
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func newDirect3D11Device(api backend.Direct3D11) (backend.Device, error) {
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func newDirect3D11Device(api driver.Direct3D11) (driver.Device, error) {
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dev := (*d3d11.Device)(api.Device)
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b := &Backend{
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dev: dev,
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ctx: dev.GetImmediateContext(),
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caps: backend.Caps{
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caps: driver.Caps{
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MaxTextureSize: 2048, // 9.1 maximum
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},
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depthStates: make(map[depthState]*d3d11.DepthStencilState),
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@@ -146,7 +146,7 @@ func newDirect3D11Device(api backend.Direct3D11) (backend.Device, error) {
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}
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if fmt, ok := detectFloatFormat(dev); ok {
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b.floatFormat = fmt
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b.caps.Features |= backend.FeatureFloatRenderTargets
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b.caps.Features |= driver.FeatureFloatRenderTargets
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}
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// Enable depth mask to match OpenGL.
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b.depthState.mask = true
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@@ -164,7 +164,7 @@ func newDirect3D11Device(api backend.Direct3D11) (backend.Device, error) {
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return b, nil
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}
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func (b *Backend) BeginFrame() backend.Framebuffer {
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func (b *Backend) BeginFrame() driver.Framebuffer {
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renderTarget, depthView := b.ctx.OMGetRenderTargets()
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// Assume someone else is holding on to the render targets.
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if renderTarget != nil {
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@@ -179,11 +179,11 @@ func (b *Backend) BeginFrame() backend.Framebuffer {
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func (b *Backend) EndFrame() {
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}
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func (b *Backend) Caps() backend.Caps {
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func (b *Backend) Caps() driver.Caps {
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return b.caps
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}
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func (b *Backend) NewTimer() backend.Timer {
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func (b *Backend) NewTimer() driver.Timer {
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panic("timers not supported")
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}
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@@ -202,12 +202,12 @@ func (b *Backend) Release() {
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*b = Backend{}
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}
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func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, minFilter, magFilter backend.TextureFilter, bindings backend.BufferBinding) (backend.Texture, error) {
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func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, minFilter, magFilter driver.TextureFilter, bindings driver.BufferBinding) (driver.Texture, error) {
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var d3dfmt uint32
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switch format {
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case backend.TextureFormatFloat:
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case driver.TextureFormatFloat:
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d3dfmt = b.floatFormat
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case backend.TextureFormatSRGB:
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case driver.TextureFormatSRGB:
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d3dfmt = d3d11.DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
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default:
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return nil, fmt.Errorf("unsupported texture format %d", format)
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@@ -231,12 +231,12 @@ func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, mi
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sampler *d3d11.SamplerState
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resView *d3d11.ShaderResourceView
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)
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if bindings&backend.BufferBindingTexture != 0 {
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if bindings&driver.BufferBindingTexture != 0 {
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var filter uint32
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switch {
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case minFilter == backend.FilterNearest && magFilter == backend.FilterNearest:
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case minFilter == driver.FilterNearest && magFilter == driver.FilterNearest:
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filter = d3d11.FILTER_MIN_MAG_MIP_POINT
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case minFilter == backend.FilterLinear && magFilter == backend.FilterLinear:
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case minFilter == driver.FilterLinear && magFilter == driver.FilterLinear:
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filter = d3d11.FILTER_MIN_MAG_LINEAR_MIP_POINT
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default:
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d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
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@@ -278,9 +278,9 @@ func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, mi
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return &Texture{backend: b, format: d3dfmt, tex: tex, sampler: sampler, resView: resView, bindings: bindings, width: width, height: height}, nil
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}
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func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Framebuffer, error) {
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func (b *Backend) NewFramebuffer(tex driver.Texture, depthBits int) (driver.Framebuffer, error) {
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d3dtex := tex.(*Texture)
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if d3dtex.bindings&backend.BufferBindingFramebuffer == 0 {
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if d3dtex.bindings&driver.BufferBindingFramebuffer == 0 {
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return nil, errors.New("the texture was created without BufferBindingFramebuffer binding")
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}
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resource := (*d3d11.Resource)(unsafe.Pointer(d3dtex.tex))
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@@ -300,7 +300,7 @@ func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Fr
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return fbo, nil
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}
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func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []backend.InputDesc) (backend.InputLayout, error) {
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func (b *Backend) NewInputLayout(vertexShader driver.ShaderSources, layout []driver.InputDesc) (driver.InputLayout, error) {
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if len(vertexShader.Inputs) != len(layout) {
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return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vertexShader.Inputs))
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}
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@@ -313,7 +313,7 @@ func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []ba
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}
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var format uint32
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switch l.Type {
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case backend.DataTypeFloat:
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case driver.DataTypeFloat:
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switch l.Size {
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case 1:
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format = d3d11.DXGI_FORMAT_R32_FLOAT
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@@ -326,7 +326,7 @@ func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []ba
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default:
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panic("unsupported float data size")
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}
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case backend.DataTypeShort:
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case driver.DataTypeShort:
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switch l.Size {
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case 1:
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format = d3d11.DXGI_FORMAT_R16_SINT
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@@ -352,9 +352,9 @@ func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []ba
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return &InputLayout{layout: l}, nil
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}
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func (b *Backend) NewBuffer(typ backend.BufferBinding, size int) (backend.Buffer, error) {
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if typ&backend.BufferBindingUniforms != 0 {
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if typ != backend.BufferBindingUniforms {
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func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer, error) {
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if typ&driver.BufferBindingUniforms != 0 {
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if typ != driver.BufferBindingUniforms {
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return nil, errors.New("uniform buffers cannot have other bindings")
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}
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if size%16 != 0 {
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@@ -372,9 +372,9 @@ func (b *Backend) NewBuffer(typ backend.BufferBinding, size int) (backend.Buffer
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return &Buffer{backend: b, buf: buf, bind: bind}, nil
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}
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func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (backend.Buffer, error) {
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if typ&backend.BufferBindingUniforms != 0 {
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if typ != backend.BufferBindingUniforms {
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func (b *Backend) NewImmutableBuffer(typ driver.BufferBinding, data []byte) (driver.Buffer, error) {
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if typ&driver.BufferBindingUniforms != 0 {
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if typ != driver.BufferBindingUniforms {
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return nil, errors.New("uniform buffers cannot have other bindings")
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}
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if len(data)%16 != 0 {
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@@ -393,11 +393,11 @@ func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (ba
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return &Buffer{backend: b, buf: buf, bind: bind, immutable: true}, nil
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}
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func (b *Backend) NewComputeProgram(shader backend.ShaderSources) (backend.Program, error) {
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func (b *Backend) NewComputeProgram(shader driver.ShaderSources) (driver.Program, error) {
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panic("not implemented")
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}
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func (b *Backend) NewProgram(vertexShader, fragmentShader backend.ShaderSources) (backend.Program, error) {
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func (b *Backend) NewProgram(vertexShader, fragmentShader driver.ShaderSources) (driver.Program, error) {
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vs, err := b.dev.CreateVertexShader(vertexShader.HLSL)
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if err != nil {
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return nil, err
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@@ -435,17 +435,17 @@ func (b *Backend) Viewport(x, y, width, height int) {
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b.ctx.RSSetViewports(&b.viewport)
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}
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func (b *Backend) DrawArrays(mode backend.DrawMode, off, count int) {
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func (b *Backend) DrawArrays(mode driver.DrawMode, off, count int) {
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b.prepareDraw(mode)
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b.ctx.Draw(uint32(count), uint32(off))
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}
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func (b *Backend) DrawElements(mode backend.DrawMode, off, count int) {
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func (b *Backend) DrawElements(mode driver.DrawMode, off, count int) {
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b.prepareDraw(mode)
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b.ctx.DrawIndexed(uint32(count), uint32(off), 0)
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}
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func (b *Backend) prepareDraw(mode backend.DrawMode) {
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func (b *Backend) prepareDraw(mode driver.DrawMode) {
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if p := b.prog; p != nil {
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b.ctx.VSSetShader(p.vert.shader)
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b.ctx.PSSetShader(p.frag.shader)
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@@ -458,9 +458,9 @@ func (b *Backend) prepareDraw(mode backend.DrawMode) {
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}
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var topology uint32
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switch mode {
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case backend.DrawModeTriangles:
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case driver.DrawModeTriangles:
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topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLELIST
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case backend.DrawModeTriangleStrip:
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case driver.DrawModeTriangleStrip:
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topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
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default:
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panic("unsupported draw mode")
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@@ -477,9 +477,9 @@ func (b *Backend) prepareDraw(mode backend.DrawMode) {
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desc.DepthWriteMask = d3d11.DEPTH_WRITE_MASK_ALL
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}
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switch b.depthState.fn {
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case backend.DepthFuncGreater:
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case driver.DepthFuncGreater:
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desc.DepthFunc = d3d11.COMPARISON_GREATER
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case backend.DepthFuncGreaterEqual:
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case driver.DepthFuncGreaterEqual:
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desc.DepthFunc = d3d11.COMPARISON_GREATER_EQUAL
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default:
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panic("unsupported depth func")
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@@ -519,7 +519,7 @@ func (b *Backend) prepareDraw(mode backend.DrawMode) {
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b.ctx.OMSetBlendState(blendState, nil, 0xffffffff)
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}
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func (b *Backend) DepthFunc(f backend.DepthFunc) {
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func (b *Backend) DepthFunc(f driver.DepthFunc) {
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b.depthState.fn = f
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}
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@@ -535,12 +535,12 @@ func (b *Backend) DepthMask(mask bool) {
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b.depthState.mask = mask
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}
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func (b *Backend) BlendFunc(sfactor, dfactor backend.BlendFactor) {
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func (b *Backend) BlendFunc(sfactor, dfactor driver.BlendFactor) {
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b.blendState.sfactor = sfactor
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b.blendState.dfactor = dfactor
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}
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func (b *Backend) BindImageTexture(unit int, tex backend.Texture, access backend.AccessBits, f backend.TextureFormat) {
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func (b *Backend) BindImageTexture(unit int, tex driver.Texture, access driver.AccessBits, f driver.TextureFormat) {
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panic("not implemented")
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}
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@@ -579,13 +579,13 @@ func (t *Texture) Release() {
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}
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}
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func (b *Backend) BindTexture(unit int, tex backend.Texture) {
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func (b *Backend) BindTexture(unit int, tex driver.Texture) {
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t := tex.(*Texture)
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b.ctx.PSSetSamplers(uint32(unit), t.sampler)
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b.ctx.PSSetShaderResources(uint32(unit), t.resView)
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}
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func (b *Backend) BindProgram(prog backend.Program) {
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func (b *Backend) BindProgram(prog driver.Program) {
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b.prog = prog.(*Program)
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}
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@@ -596,23 +596,23 @@ func (p *Program) Release() {
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p.frag.shader = nil
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}
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func (p *Program) SetStorageBuffer(binding int, buffer backend.Buffer) {
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func (p *Program) SetStorageBuffer(binding int, buffer driver.Buffer) {
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panic("not implemented")
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}
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func (p *Program) SetVertexUniforms(buf backend.Buffer) {
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func (p *Program) SetVertexUniforms(buf driver.Buffer) {
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p.vert.uniforms = buf.(*Buffer)
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}
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func (p *Program) SetFragmentUniforms(buf backend.Buffer) {
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func (p *Program) SetFragmentUniforms(buf driver.Buffer) {
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p.frag.uniforms = buf.(*Buffer)
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}
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func (b *Backend) BindVertexBuffer(buf backend.Buffer, stride, offset int) {
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func (b *Backend) BindVertexBuffer(buf driver.Buffer, stride, offset int) {
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b.ctx.IASetVertexBuffers(buf.(*Buffer).buf, uint32(stride), uint32(offset))
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}
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func (b *Backend) BindIndexBuffer(buf backend.Buffer) {
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func (b *Backend) BindIndexBuffer(buf driver.Buffer) {
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b.ctx.IASetIndexBuffer(buf.(*Buffer).buf, d3d11.DXGI_FORMAT_R16_UINT, 0)
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}
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@@ -684,7 +684,7 @@ func (f *Framebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
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return nil
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}
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func (b *Backend) BindFramebuffer(fbo backend.Framebuffer) {
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func (b *Backend) BindFramebuffer(fbo driver.Framebuffer) {
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b.fbo = fbo.(*Framebuffer)
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b.ctx.OMSetRenderTargets(b.fbo.renderTarget, b.fbo.depthView)
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}
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@@ -706,7 +706,7 @@ func (f *Framebuffer) Release() {
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}
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}
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func (b *Backend) BindInputLayout(layout backend.InputLayout) {
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func (b *Backend) BindInputLayout(layout driver.InputLayout) {
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b.ctx.IASetInputLayout(layout.(*InputLayout).layout)
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}
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@@ -715,35 +715,35 @@ func (l *InputLayout) Release() {
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l.layout = nil
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}
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func convBufferBinding(typ backend.BufferBinding) uint32 {
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func convBufferBinding(typ driver.BufferBinding) uint32 {
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var bindings uint32
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if typ&backend.BufferBindingVertices != 0 {
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if typ&driver.BufferBindingVertices != 0 {
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bindings |= d3d11.BIND_VERTEX_BUFFER
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}
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if typ&backend.BufferBindingIndices != 0 {
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if typ&driver.BufferBindingIndices != 0 {
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bindings |= d3d11.BIND_INDEX_BUFFER
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}
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if typ&backend.BufferBindingUniforms != 0 {
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if typ&driver.BufferBindingUniforms != 0 {
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bindings |= d3d11.BIND_CONSTANT_BUFFER
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}
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if typ&backend.BufferBindingTexture != 0 {
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if typ&driver.BufferBindingTexture != 0 {
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bindings |= d3d11.BIND_SHADER_RESOURCE
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}
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if typ&backend.BufferBindingFramebuffer != 0 {
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if typ&driver.BufferBindingFramebuffer != 0 {
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bindings |= d3d11.BIND_RENDER_TARGET
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}
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return bindings
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}
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func toBlendFactor(f backend.BlendFactor) (uint32, uint32) {
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func toBlendFactor(f driver.BlendFactor) (uint32, uint32) {
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switch f {
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case backend.BlendFactorOne:
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case driver.BlendFactorOne:
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return d3d11.BLEND_ONE, d3d11.BLEND_ONE
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case backend.BlendFactorOneMinusSrcAlpha:
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case driver.BlendFactorOneMinusSrcAlpha:
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return d3d11.BLEND_INV_SRC_ALPHA, d3d11.BLEND_INV_SRC_ALPHA
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case backend.BlendFactorZero:
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case driver.BlendFactorZero:
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return d3d11.BLEND_ZERO, d3d11.BLEND_ZERO
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case backend.BlendFactorDstColor:
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case driver.BlendFactorDstColor:
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return d3d11.BLEND_DEST_COLOR, d3d11.BLEND_DEST_ALPHA
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default:
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panic("unsupported blend source factor")
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