// SPDX-License-Identifier: Unlicense OR MIT package backend import ( "image" "time" ) // Device represents the abstraction of underlying GPU // APIs such as OpenGL, Direct3D useful for rendering Gio // operations. type Device interface { BeginFrame() EndFrame() Caps() Caps NewTimer() Timer // IsContinuousTime reports whether all timer measurements // are valid at the point of call. IsTimeContinuous() bool NewTexture(format TextureFormat, width, height int, minFilter, magFilter TextureFilter, bindings BufferBinding) (Texture, error) CurrentFramebuffer() Framebuffer NewFramebuffer(tex Texture, depthBits int) (Framebuffer, error) NewImmutableBuffer(typ BufferBinding, data []byte) (Buffer, error) NewBuffer(typ BufferBinding, size int) (Buffer, error) NewProgram(vertexShader, fragmentShader ShaderSources) (Program, error) NewInputLayout(vertexShader ShaderSources, layout []InputDesc) (InputLayout, error) DepthFunc(f DepthFunc) ClearDepth(d float32) Clear(r, g, b, a float32) Viewport(x, y, width, height int) DrawArrays(mode DrawMode, off, count int) DrawElements(mode DrawMode, off, count int) SetBlend(enable bool) SetDepthTest(enable bool) DepthMask(mask bool) BlendFunc(sfactor, dfactor BlendFactor) BindInputLayout(i InputLayout) BindProgram(p Program) BindFramebuffer(f Framebuffer) BindTexture(unit int, t Texture) BindVertexBuffer(b Buffer, stride, offset int) BindIndexBuffer(b Buffer) } type ShaderSources struct { GLSL100ES string GLSL300ES string GLSL130 string GLSL150 string HLSL []byte Uniforms UniformsReflection Inputs []InputLocation Textures []TextureBinding } type UniformsReflection struct { Blocks []UniformBlock Locations []UniformLocation Size int } type TextureBinding struct { Name string Binding int } type UniformBlock struct { Name string Binding int } type UniformLocation struct { Name string Type DataType Size int Offset int } type InputLocation struct { // For GLSL. Name string Location int // For HLSL. Semantic string SemanticIndex int Type DataType Size int } // InputDesc describes a vertex attribute as laid out in a Buffer. type InputDesc struct { Type DataType Size int Offset int } // InputLayout is the backend specific representation of the mapping // between Buffers and shader attributes. type InputLayout interface { Release() } type BlendFactor uint8 type DrawMode uint8 type TextureFilter uint8 type TextureFormat uint8 type BufferBinding uint8 type DataType uint8 type DepthFunc uint8 type Features uint type Caps struct { Features Features MaxTextureSize int } type Program interface { Release() SetVertexUniforms(buf Buffer) SetFragmentUniforms(buf Buffer) } type Buffer interface { Release() Upload(data []byte) } type Framebuffer interface { Invalidate() Release() ReadPixels(src image.Rectangle, pixels []byte) error } type Timer interface { Begin() End() Duration() (time.Duration, bool) Release() } type Texture interface { Upload(img *image.RGBA) Release() } const ( DepthFuncGreater DepthFunc = iota ) const ( DataTypeFloat DataType = iota DataTypeInt DataTypeShort ) const ( BufferBindingIndices BufferBinding = 1 << iota BufferBindingVertices BufferBindingUniforms BufferBindingTexture BufferBindingFramebuffer ) const ( TextureFormatSRGB TextureFormat = iota TextureFormatFloat ) const ( FilterNearest TextureFilter = iota FilterLinear ) const ( FeatureTimers Features = iota ) const ( DrawModeTriangleStrip DrawMode = iota DrawModeTriangles ) const ( BlendFactorOne BlendFactor = iota BlendFactorOneMinusSrcAlpha BlendFactorZero BlendFactorDstColor ) func (f Features) Has(feats Features) bool { return f&feats == feats }