We're about to add Direct3D support, where shaders are written in
HLSL. Rather than write shaders twice (or more), convert them to
a GLSL variant understood by the glslcc cross-compiler and generate
the OpenGL ES 2.0 and HLSL variants. The HLSL is used by a future
change.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The GPU implementation only uses immutable buffers so far, so let's
make it easy and performant for the backends.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The new field ImageOp.Rect is initialized to cover the entire source
image, but can be modified to draw only a section of it.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
A recent change made the OpenGL functions an interface of the functions
required for the implementation of GPU, a renderer for Gio operations.
That allowed for running Gio on external systems where OpenGL is
available.
However, to allow for non-OpenGL flavored backends such as Vulkan,
Metal and Direct3D, this change introduces Backend for the high-level
operations required by GPU. This change also adds a concrete backend
to package gl.
Type Backend is a first cut heavily based on OpenGL. Future changes will add
more backends, where the Backend interface quite possibly will need refinement.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The rendering implementation is needed for using Gio UI with external
window libraries such as GLFW. Expose it in the new package gpu.
Updates #26
Signed-off-by: Elias Naur <mail@eliasnaur.com>