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>
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>
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>
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>
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>
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>