OpenGL ES 2.0 doesn't support glBlitFramebuffer, but does support
glCopyTexSubImage2D. Fortunately, we don't need the extra features of
glBlitFramebuffer anyway.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The Metal (and presumably the D3D11) backend doesn't support transformed
framebuffer blits. The only caller doesn't need it either, so drop that
capability from the driver abstraction.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Modern API such as Metal and Vulkan want clients to compile expensive
state changes into pipeline objects. Change our GPU driver abstraction
to match, thereby paving the way for future drivers.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Both the OpenGL and the Direct3D API are stateful and gpu.GPU renders to
the render target current when Frame is called.
Modern GPU API such as Metal don't have a concept of a current render
target, and the target even changes each frame.
Add RenderTarget and add an explicit target argument to GPU.Frame as
well as the underlying driver.Device.BeginFrame.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The compute renderer doesn't run on Windows yet, but the d3d11 backend needs
the method to satisfy the driver interface.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Programs such as gio-example/glfw rely on Gio drawing blending with
the framebuffer background. This change makes it so when sRGB emulation
is active.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Literal strings are a more compact than literal byte slices. A future
change will switch to go:embed to save even more space.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
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>
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>