The package app/internal/d3d11 now contains only the GPU backend on
Direct3D. Move it below package gpu to reflect that.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
We're about the merge the Direct3D backend into package gpu. Extract the
raw Direct3D API to its own package, just like package glimpl.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
NewDevice creates a Device given an API, which is the necessary GPU
resources for a backend.
Convert gpu.New to take an API instead of a backend.Device directly.
In turn, this frees us to later unexport the backend package along with
the backend implementations (for now just gioui.org/gpu/gl for OpenGL).
It also allows programs that embed Gio (such as gioui.org/example/glfw)
to freely choose a backend, not just OpenGL.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Completing the goal of allowing foreign Direct3D contexts for our
D3D backend, slim down the constructor to take only the device handle.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
We're about to enable drawing into foreign Direct3D contexts. In
preparation, NewBackend should only need a device handle.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Continuing the previous change to minimize Device, in preparation
for supporting foreign Direct3D contexts.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
We'd like to allow Gio to share a Direct3D context with an embedding
program like the GLFW example does for OpenGL. To do that, d3d11.Device
needs to carry only the minimal information needed (ID3D11Device).
This change moves the caches of ID3D11DepthStencilState and
ID3D11BlendState from from d3d11.Device to d3d11.Backend. It also adds a
Release method for freeing them.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
BeginFrame returns the output framebuffer, and need not be as general
as the newly unexported currentFramebuffer methods.
No functional change.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
For example, ButtonLeft may be the right-most button for a left-handed user.
Rename the button names to match their intended use.
This is an API change. Use the following commands to update your
projects:
$ gofmt -r 'pointer.ButtonLeft -> pointer.ButtonPrimary' -w .
$ gofmt -r 'pointer.ButtonRight -> pointer.ButtonSecondary' -w .
$ gofmt -r 'pointer.ButtonMiddle -> pointer.ButtonTertiary' -w .
Signed-off-by: Elias Naur <mail@eliasnaur.com>
A previous commit removed the assumption that the output framebuffer
is constant across frames. Thus it is no longer necessary to track
and update a backend's current framebuffer when the window is resized.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Return the output framebuffer from BeginFrame, to make it clear that
it may change between frames. Delete CurrentFramebuffer which is no
longer needed.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
d3d11Context.Present would return a nil error if the underlying error
d3d11.ErrorCode.
While here, use defer for a resource cleanup.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The Wayland protocol implicitly dup(2)s the pipe write end descriptor passed to
wl_data_offer_receive. As long as we also have an open descriptor for the write
end, the pipe will not close and signal the completion of the clipboard read.
This change explicitly and immediately closes our write descriptor. Before this
change, reading the Wayland clipboard worked with some delay because the Go
garbage collector closed the write end of the transfer pipe after some time.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Post a dedicated message upon Window.SetCursor calls.
Make sure that the cursor is only changed if the cursor is in the window.
Signed-off-by: pierre <pierre.curto@gmail.com>
Android can re-create our Activity and GioView at any time, losing view
and activity state such as the current cursor. Further, setting state
while there is no GioView attached is lost.
Track the current and unapplied state, and apply it when a GioView is
available.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
We're about to remove all references to window from runOnMain callbacks.
The JNI methods are constant and can be moved out of window.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Track whether requestAnimationCallback has been called when SetAnimating
changes the animated state of the window. Multiple callbacks result in wasteful
redraws.
Without this change, my browser becomes unresponsive when Window.Invalidate
is called every frame. Calling Invalidate every frame is a misuse (InvalidateOp
should be used for animation), but it's nice to have reasonable behaviour.
This change might also fix the issues described in
https://github.com/gioui/gio/pull/7.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Modern graphics APIs have immutable objects, with mutable data. For example,
a texture's dimensions are immutable, while the texture contents is not.
Change the GPU API abstraction to match.
Clearing a Texture is convenient to do with a plain []byte. Generalize
Texture.Upload to take a plain byte slice and introduce a helper function for
uploading *image.RGBA data.
Add TextureFormatRGBA8 a format for the linear RGB colorspace.
Add OpenGL ES 3.1 functions for compute programs.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
NewBackend was recently changed to take a context, which must only
be specified on GOOS=js.
Fixes gio#189
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Currently, on iOS, the keyboard can block the content since it doesn't
trigger the "resize". Now, the `insets` will provide the size of the
keyboard (on iOS) and scrollbars. It's compatible with the Android (and
desktop), but Chrome automatic resizes the windows, so the `Inset` will
be 0.
Signed-off-by: Inkeliz <inkeliz@inkeliz.com>
The mesa surfaceless renderer doesn't support configs, but does
support EGL_KHR_no_config_context so no config is required. Don't
fail context creation in this setup.
With this change, the headless tests work on a headless linux with the
EGL_PLATFORM environment variable set to "surfaceless".
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Apparently, darwin/arm64 cgo doesn't match the types of YES and BOOL:
os_macos.go:235:40: cannot use _Ciconst_YES (type untyped int) as type _Ctype__Bool
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Previously, the keyboard is open by default, even without any focus.
Now, the keyboard will remain closed, until `.focus()` is called. That
change also prevents the keyboard from reopening immediately after blur.
Signed-off-by: Inkeliz <inkeliz@inkeliz.com>
API change. Update your code with gofmt rule and goimports:
gofmt -r "system.ClipboardEvent -> clipboard.Event"
goimports
Signed-off-by: Inkeliz <inkeliz@inkeliz.com>
Signed-off-by: Elias Naur <mail@eliasnaur.com>
As a consequence, most API is gone from gpu/gl, and embedding Gio in
foreign frameworks don't need to provide an OpenGL implementation.
The next change simplifies the GLFW embedding example accordingly.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Building an iOS results in errors about missing NSCursor:
$ gogio -target ios -o app.app ./kitchen
gogio: go build -ldflags=-s -w -X gioui.org/app/internal/log.appID=org.gioui.kitchen -buildmode=c-archive -o /var/folders/_7/lnt35k555hl2bs7fjygkhgx00000gp/T/gogio-770783182/gio-amd64 -tags ./kitchen failed: # gioui.org/app/internal/window
os_darwin.m:26:10: error: use of undeclared identifier 'NSCursor'
os_darwin.m:32:10: error: use of undeclared identifier 'NSCursor'
os_darwin.m:40:14: error: use of undeclared identifier 'NSCursor'
os_darwin.m:43:14: error: use of undeclared identifier 'NSCursor'
os_darwin.m:46:14: error: use of undeclared identifier 'NSCursor'
os_darwin.m:49:14: error: use of undeclared identifier 'NSCursor'
os_darwin.m:52:14: error: use of undeclared identifier 'NSCursor'
os_darwin.m:55:14: error: use of undeclared identifier 'NSCursor'
os_darwin.m:58:14: error: use of undeclared identifier 'NSCursor'
NSCursor is supported under mac catalyst; disable NSCursor support while
figuring out how.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The removal of getError significantly improves performance on js/wasm:
Opera 72 (w/ AMD Ryzen 3900X): ~12.29ms per frame to ~8.09ms;
Chrome 87 (w/ Snapdragon 435): ~156.34ms per frame to ~94.31ms;
Signed-off-by: Inkeliz <inkeliz@inkeliz.com>