// 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) NewComputeProgram(shader ShaderSources) (Program, 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) BindImageTexture(unit int, texture Texture, access AccessBits, format TextureFormat) MemoryBarrier() DispatchCompute(x, y, z int) } type ShaderSources struct { Name string GLSL100ES string GLSL300ES string GLSL310ES string GLSL130 string GLSL150 string HLSL []byte Uniforms UniformsReflection Inputs []InputLocation Textures []TextureBinding StorageBuffers []StorageBufferBinding } type StorageBufferBinding struct { Binding int BlockSize int } 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 AccessBits uint8 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() SetStorageBuffer(binding int, buf Buffer) SetVertexUniforms(buf Buffer) SetFragmentUniforms(buf Buffer) } type Buffer interface { Release() Upload(data []byte) Download(data []byte) error } 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(offset, size image.Point, pixels []byte) Release() } const ( DepthFuncGreater DepthFunc = iota DepthFuncGreaterEqual ) const ( DataTypeFloat DataType = iota DataTypeInt DataTypeShort ) const ( BufferBindingIndices BufferBinding = 1 << iota BufferBindingVertices BufferBindingUniforms BufferBindingTexture BufferBindingFramebuffer BufferBindingShaderStorage ) const ( TextureFormatSRGB TextureFormat = iota TextureFormatFloat TextureFormatRGBA8 ) const ( AccessRead AccessBits = 1 + iota AccessWrite ) const ( FilterNearest TextureFilter = iota FilterLinear ) const ( FeatureTimers Features = 1 << iota FeatureFloatRenderTargets FeatureCompute ) const ( DrawModeTriangleStrip DrawMode = iota DrawModeTriangles ) const ( BlendFactorOne BlendFactor = iota BlendFactorOneMinusSrcAlpha BlendFactorZero BlendFactorDstColor ) func (f Features) Has(feats Features) bool { return f&feats == feats } func UploadImage(t Texture, offset image.Point, img *image.RGBA) { var pixels []byte size := img.Bounds().Size() if img.Stride != size.X*4 { panic("unsupported stride") } start := img.PixOffset(0, 0) end := img.PixOffset(size.X, size.Y-1) pixels = img.Pix[start:end] t.Upload(offset, size, pixels) }