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
+35 -35
View File
@@ -12,13 +12,13 @@ import (
"unsafe"
"gioui.org/f32"
"gioui.org/gpu/backend"
"gioui.org/gpu/internal/driver"
"gioui.org/internal/f32color"
gunsafe "gioui.org/internal/unsafe"
)
type pather struct {
ctx backend.Device
ctx driver.Device
viewport image.Point
@@ -27,12 +27,12 @@ type pather struct {
}
type coverer struct {
ctx backend.Device
ctx driver.Device
prog [3]*program
texUniforms *coverTexUniforms
colUniforms *coverColUniforms
linearGradientUniforms *coverLinearGradientUniforms
layout backend.InputLayout
layout driver.InputLayout
}
type coverTexUniforms struct {
@@ -71,20 +71,20 @@ type coverUniforms struct {
}
type stenciler struct {
ctx backend.Device
ctx driver.Device
prog struct {
prog *program
uniforms *stencilUniforms
layout backend.InputLayout
layout driver.InputLayout
}
iprog struct {
prog *program
uniforms *intersectUniforms
layout backend.InputLayout
layout driver.InputLayout
}
fbos fboSet
intersections fboSet
indexBuf backend.Buffer
indexBuf driver.Buffer
}
type stencilUniforms struct {
@@ -108,13 +108,13 @@ type fboSet struct {
type stencilFBO struct {
size image.Point
fbo backend.Framebuffer
tex backend.Texture
fbo driver.Framebuffer
tex driver.Texture
}
type pathData struct {
ncurves int
data backend.Buffer
data driver.Buffer
}
// vertex data suitable for passing to vertex programs.
@@ -146,7 +146,7 @@ const (
vertStride = 8 * 4
)
func newPather(ctx backend.Device) *pather {
func newPather(ctx driver.Device) *pather {
return &pather{
ctx: ctx,
stenciler: newStenciler(ctx),
@@ -154,7 +154,7 @@ func newPather(ctx backend.Device) *pather {
}
}
func newCoverer(ctx backend.Device) *coverer {
func newCoverer(ctx driver.Device) *coverer {
c := &coverer{
ctx: ctx,
}
@@ -173,7 +173,7 @@ func newCoverer(ctx backend.Device) *coverer {
return c
}
func newStenciler(ctx backend.Device) *stenciler {
func newStenciler(ctx driver.Device) *stenciler {
// Allocate a suitably large index buffer for drawing paths.
indices := make([]uint16, pathBatchSize*6)
for i := 0; i < pathBatchSize; i++ {
@@ -185,23 +185,23 @@ func newStenciler(ctx backend.Device) *stenciler {
indices[i*6+4] = i*4 + 1
indices[i*6+5] = i*4 + 3
}
indexBuf, err := ctx.NewImmutableBuffer(backend.BufferBindingIndices, gunsafe.BytesView(indices))
indexBuf, err := ctx.NewImmutableBuffer(driver.BufferBindingIndices, gunsafe.BytesView(indices))
if err != nil {
panic(err)
}
progLayout, err := ctx.NewInputLayout(shader_stencil_vert, []backend.InputDesc{
{Type: backend.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).Corner))},
{Type: backend.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).MaxY))},
{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).FromX))},
{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).CtrlX))},
{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).ToX))},
progLayout, err := ctx.NewInputLayout(shader_stencil_vert, []driver.InputDesc{
{Type: driver.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).Corner))},
{Type: driver.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).MaxY))},
{Type: driver.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).FromX))},
{Type: driver.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).CtrlX))},
{Type: driver.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).ToX))},
})
if err != nil {
panic(err)
}
iprogLayout, err := ctx.NewInputLayout(shader_intersect_vert, []backend.InputDesc{
{Type: backend.DataTypeFloat, Size: 2, Offset: 0},
{Type: backend.DataTypeFloat, Size: 2, Offset: 4 * 2},
iprogLayout, err := ctx.NewInputLayout(shader_intersect_vert, []driver.InputDesc{
{Type: driver.DataTypeFloat, Size: 2, Offset: 0},
{Type: driver.DataTypeFloat, Size: 2, Offset: 4 * 2},
})
if err != nil {
panic(err)
@@ -229,7 +229,7 @@ func newStenciler(ctx backend.Device) *stenciler {
return st
}
func (s *fboSet) resize(ctx backend.Device, sizes []image.Point) {
func (s *fboSet) resize(ctx driver.Device, sizes []image.Point) {
// Add fbos.
for i := len(s.fbos); i < len(sizes); i++ {
s.fbos = append(s.fbos, stencilFBO{})
@@ -247,8 +247,8 @@ func (s *fboSet) resize(ctx backend.Device, sizes []image.Point) {
f.fbo.Release()
f.tex.Release()
}
tex, err := ctx.NewTexture(backend.TextureFormatFloat, sz.X, sz.Y, backend.FilterNearest, backend.FilterNearest,
backend.BufferBindingTexture|backend.BufferBindingFramebuffer)
tex, err := ctx.NewTexture(driver.TextureFormatFloat, sz.X, sz.Y, driver.FilterNearest, driver.FilterNearest,
driver.BufferBindingTexture|driver.BufferBindingFramebuffer)
if err != nil {
panic(err)
}
@@ -265,13 +265,13 @@ func (s *fboSet) resize(ctx backend.Device, sizes []image.Point) {
s.delete(ctx, len(sizes))
}
func (s *fboSet) invalidate(ctx backend.Device) {
func (s *fboSet) invalidate(ctx driver.Device) {
for _, f := range s.fbos {
f.fbo.Invalidate()
}
}
func (s *fboSet) delete(ctx backend.Device, idx int) {
func (s *fboSet) delete(ctx driver.Device, idx int) {
for i := idx; i < len(s.fbos); i++ {
f := s.fbos[i]
f.fbo.Release()
@@ -301,8 +301,8 @@ func (c *coverer) release() {
c.layout.Release()
}
func buildPath(ctx backend.Device, p []byte) pathData {
buf, err := ctx.NewImmutableBuffer(backend.BufferBindingVertices, p)
func buildPath(ctx driver.Device, p []byte) pathData {
buf, err := ctx.NewImmutableBuffer(driver.BufferBindingVertices, p)
if err != nil {
panic(err)
}
@@ -325,7 +325,7 @@ func (p *pather) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.
}
func (s *stenciler) beginIntersect(sizes []image.Point) {
s.ctx.BlendFunc(backend.BlendFactorDstColor, backend.BlendFactorZero)
s.ctx.BlendFunc(driver.BlendFactorDstColor, driver.BlendFactorZero)
// 8 bit coverage is enough, but OpenGL ES only supports single channel
// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
// no floating point support is available.
@@ -343,7 +343,7 @@ func (s *stenciler) cover(idx int) stencilFBO {
}
func (s *stenciler) begin(sizes []image.Point) {
s.ctx.BlendFunc(backend.BlendFactorOne, backend.BlendFactorOne)
s.ctx.BlendFunc(driver.BlendFactorOne, driver.BlendFactorOne)
s.fbos.resize(s.ctx, sizes)
s.ctx.BindProgram(s.prog.prog.prog)
s.ctx.BindInputLayout(s.prog.layout)
@@ -369,7 +369,7 @@ func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv ima
}
off := vertStride * start * 4
s.ctx.BindVertexBuffer(data.data, vertStride, off)
s.ctx.DrawElements(backend.DrawModeTriangles, 0, batch*6)
s.ctx.DrawElements(driver.DrawModeTriangles, 0, batch*6)
start += batch
}
}
@@ -404,7 +404,7 @@ func (c *coverer) cover(z float32, mat materialType, col f32color.RGBA, col1, co
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
uniforms.uvCoverTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
p.UploadUniforms()
c.ctx.DrawArrays(backend.DrawModeTriangleStrip, 0, 4)
c.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
}
func init() {