Files
gio/gpu/backend.go
T
Elias Naur 6fd545a4d8 gpu: add depthBits parameter to NewFramebuffer
Along with ReadPixels in the next change, a Framebuffer with depth is enough to
implement screenshot functionality on top of any Backend.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00

196 lines
3.5 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package gpu
import (
"image"
"time"
)
// Backend represents the abstraction of underlying GPU
// APIs such as OpenGL, Direct3D useful for rendering Gio
// operations.
type Backend 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)
DefaultFramebuffer() 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)
ClearColor(r, g, b, a float32)
ClearDepth(d float32)
Clear(buffers BufferAttachments)
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)
}
type ShaderSources struct {
GLES2 string
HLSL []byte
Uniforms []UniformLocation
UniformSize int
Inputs []InputLocation
Textures []TextureBinding
}
type TextureBinding 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 {
Bind()
Release()
}
type BlendFactor uint8
type DrawMode uint8
type BufferAttachments uint
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 {
Bind()
Release()
SetVertexUniforms(buf Buffer)
SetFragmentUniforms(buf Buffer)
}
type Buffer interface {
BindVertex(stride, offset int)
BindIndex()
Release()
Upload(data []byte)
}
type Framebuffer interface {
Bind()
Invalidate()
Release()
}
type Timer interface {
Begin()
End()
Duration() (time.Duration, bool)
Release()
}
type Texture interface {
Upload(img *image.RGBA)
Release()
Bind(unit int)
}
const (
BufferAttachmentColor BufferAttachments = 1 << iota
BufferAttachmentDepth
)
const (
DepthFuncGreater DepthFunc = iota
)
const (
DataTypeFloat DataType = iota
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
}