mirror of
https://git.sr.ht/~eliasnaur/gio
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8ff6546285
NewDevice creates a Device given an API, which is the necessary GPU resources for a backend. Convert gpu.New to take an API instead of a backend.Device directly. In turn, this frees us to later unexport the backend package along with the backend implementations (for now just gioui.org/gpu/gl for OpenGL). It also allows programs that embed Gio (such as gioui.org/example/glfw) to freely choose a backend, not just OpenGL. Signed-off-by: Elias Naur <mail@eliasnaur.com>
102 lines
1.9 KiB
Go
102 lines
1.9 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package window
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import (
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"unsafe"
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"gioui.org/gpu"
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"gioui.org/app/internal/d3d11"
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)
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type d3d11Context struct {
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win *window
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swchain *d3d11.SwapChain
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fbo *d3d11.Framebuffer
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dev *d3d11.Device
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width, height int
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}
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func init() {
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backends = append(backends, gpuAPI{
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priority: 1,
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initializer: func(w *window) (Context, error) {
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hwnd, _, _ := w.HWND()
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dev, err := d3d11.NewDevice()
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if err != nil {
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return nil, err
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}
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swchain, err := dev.CreateSwapChain(hwnd)
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if err != nil {
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dev.Release()
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return nil, err
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}
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return &d3d11Context{win: w, dev: dev, swchain: swchain}, nil
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},
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})
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}
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func (c *d3d11Context) API() gpu.API {
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return gpu.Direct3D11{Device: unsafe.Pointer(c.dev.Handle)}
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}
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func (c *d3d11Context) Present() error {
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err := c.swchain.Present()
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if err == nil {
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return nil
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}
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if err, ok := err.(d3d11.ErrorCode); ok {
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switch err.Code {
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case d3d11.DXGI_STATUS_OCCLUDED:
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// Ignore
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return nil
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case d3d11.DXGI_ERROR_DEVICE_RESET, d3d11.DXGI_ERROR_DEVICE_REMOVED, d3d11.D3DDDIERR_DEVICEREMOVED:
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return ErrDeviceLost
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}
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}
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return err
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}
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func (c *d3d11Context) MakeCurrent() error {
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_, width, height := c.win.HWND()
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if c.fbo != nil && width == c.width && height == c.height {
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c.dev.BindFramebuffer(c.fbo)
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return nil
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}
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if c.fbo != nil {
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c.fbo.Release()
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c.fbo = nil
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}
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if err := c.swchain.Resize(); err != nil {
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return err
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}
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c.width = width
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c.height = height
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fbo, err := c.swchain.Framebuffer(c.dev)
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if err != nil {
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return err
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}
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c.fbo = fbo
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c.dev.BindFramebuffer(c.fbo)
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return nil
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}
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func (c *d3d11Context) Lock() {}
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func (c *d3d11Context) Unlock() {}
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func (c *d3d11Context) Release() {
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if c.fbo != nil {
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c.fbo.Release()
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}
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if c.swchain != nil {
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c.swchain.Release()
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}
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if c.dev != nil {
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c.dev.Release()
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}
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c.fbo = nil
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c.swchain = nil
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c.dev = nil
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}
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