Commit Graph

26 Commits

Author SHA1 Message Date
Elias Naur e17dd5bd30 internal/d3d11: extract Direct3D API to separate package
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>
2021-03-06 14:26:25 +01:00
Elias Naur 8ff6546285 gpu,gpu/backend: implement generic backend.NewDevice
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>
2021-03-06 14:24:09 +01:00
Elias Naur 0e723fa192 app/internal/d3d11: change NewBackend to only require a ID3D11Device
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>
2021-03-06 14:23:45 +01:00
Elias Naur c3dde562df app/internal/d3d11: only use passed in ID3D11Device in NewBackend
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>
2021-03-06 14:22:58 +01:00
Elias Naur 932465d891 app/internal/d3d11: move features from Device to Backend
Continuing the previous change to minimize Device, in preparation
for supporting foreign Direct3D contexts.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:21:51 +01:00
Elias Naur 840b9ffa9b gpu/backend,gpu,app/internal/d3d11: move device state to backend
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>
2021-03-06 14:21:51 +01:00
Elias Naur 44991f355c app/internal/d3d11: include depth buffer in current framebuffer query
Fixes rendering on Windows. Thanks to Egon Elbre for noticing.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:21:15 +01:00
Elias Naur 3627df7efa app/internal/d3d11,gpu/gl: simplify BeginFrame implementations
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>
2021-03-04 14:08:39 +01:00
Elias Naur fc56d438f3 app/internal/d3d11: don't track the Backend for a Device
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>
2021-03-02 20:44:56 +01:00
Elias Naur 25a19481e3 gpu,gpu/backend: don't assume constant output framebuffer
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>
2021-03-02 20:43:59 +01:00
Elias Naur 3d3ff575e3 app/internal/windows,app/internal/d3d11: ensure error is returned
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>
2021-03-02 20:02:59 +01:00
Elias Naur bfe2d04c60 gpu,app,internal/glimpl: update GL backend for the compute renderer
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>
2020-12-31 17:21:35 +01:00
Walter Werner SCHNEIDER 83d23ab507 all: sort and group imports
Signed-off-by: Walter Werner SCHNEIDER <contact@schnwalter.eu>
2020-12-17 08:55:09 +01:00
Elias Naur 1b944c8e65 app/internal/d3d11: tolerate padded row pitches from D3DDeviceContext::Map
Fixes gio#136 (I think)

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-06-13 11:46:20 +02:00
Elias Naur 504664e014 gpu: saturate instead of overflowing depth buffer
Use greater-than-or-equal test and saturate the z depth buffer
when more than 65k objects are drawn.

Fixes gio#127

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-06-08 16:28:56 +02:00
Egon Elbre acd32c31a2 app/internal/d3d11: enable VSync
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-03-15 20:58:30 +01:00
Elias Naur 7fba3bb8fe gpu/backend: remove clear color and depth state
Specifying the clear color and depth at the time of clearing is
less error prone and a better for modern GPU APIs. As a bonus, we
can get rid of the BufferAttachment type.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-03-15 12:25:56 +01:00
Egon Elbre 7c1a21ce56 add f32color.RGBA
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-03-12 13:21:34 +01:00
Elias Naur 7024a0e691 gpu: fix depth buffer on direct3d and headless opengl
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-03-11 17:45:16 +01:00
Elias Naur 0ceccf3c93 app/internal/d3d11: try more floating point formats
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-29 13:01:48 +01:00
Elias Naur b3a3c34088 app/internal/d3d11: detect hardware floating point support
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-29 10:52:04 +01:00
Elias Naur 1d3a9fb2d6 internal/cmd/convertshaders: replace fxc.exe with D3DCompile
D3DCompile successfully compiles shaders fxc.exe doesn't. As a bonus
the DirectX SDK is no longer required (it includes fxc.exe).

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 15:14:54 +01:00
Elias Naur a448825d48 app/internal/d3d11: only clear depth buffer if it exists
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 14:50:39 +00:00
Elias Naur 73fc5e1482 app/internal/d3d11: return structured ErrorCode errors from d3d functions
While here, change the ErrorCode.Code field type to uint32 to better reflect
its native counterpart.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 13:49:56 +01:00
Elias Naur 2fd7e2dd9b app/internal/d3d11: fix GOOS=windows GOARCH=386 build
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 09:58:23 +01:00
Elias Naur e03b3cd808 app/internal/d3d11: add Direct3D backend
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:41:35 +01:00