Files
gio/gpu/internal/driver/driver.go
T
Elias Naur f14c151883 gpu,gpu/internal: generate hashes of compute programs
The CPU fallback for the compute renderer is contained in a separate
module for space reasons, but the CPU binaries must exactly match the
compute programs. However, there is no way to express that constraint
in go.mod.

This change generates hashes of every compute program so that a
following change can verify the CPU binaries match the programs.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-07-27 14:34:18 +02:00

270 lines
5.5 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package driver
import (
"errors"
"image"
"time"
)
// Device represents the abstraction of underlying GPU
// APIs such as OpenGL, Direct3D useful for rendering Gio
// operations.
type Device interface {
BeginFrame(clear bool, viewport image.Point) Framebuffer
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)
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)
BlitFramebuffer(dst, src Framebuffer, srect, drect image.Rectangle)
MemoryBarrier()
DispatchCompute(x, y, z int)
Release()
}
type ShaderSources struct {
Name string
GLSL100ES string
GLSL300ES string
GLSL310ES string
GLSL130 string
GLSL150 string
HLSL string
Uniforms UniformsReflection
Inputs []InputLocation
Textures []TextureBinding
Hash string
}
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 driver 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 {
// BottomLeftOrigin is true if the driver has the origin in the lower left
// corner. The OpenGL driver returns true.
BottomLeftOrigin bool
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, stride int)
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
)
var ErrContentLost = errors.New("buffer content lost")
func (f Features) Has(feats Features) bool {
return f&feats == feats
}
func DownloadImage(d Device, f Framebuffer, r image.Rectangle) (*image.RGBA, error) {
img := image.NewRGBA(r)
if err := f.ReadPixels(r, img.Pix); err != nil {
return nil, err
}
if d.Caps().BottomLeftOrigin {
// OpenGL origin is in the lower-left corner. Flip the image to
// match.
flipImageY(r.Dx()*4, r.Dy(), img.Pix)
}
return img, nil
}
func flipImageY(stride, height int, pixels []byte) {
// Flip image in y-direction. OpenGL's origin is in the lower
// left corner.
row := make([]uint8, stride)
for y := 0; y < height/2; y++ {
y1 := height - y - 1
dest := y1 * stride
src := y * stride
copy(row, pixels[dest:])
copy(pixels[dest:], pixels[src:src+len(row)])
copy(pixels[src:], row)
}
}
func UploadImage(t Texture, offset image.Point, img *image.RGBA) {
var pixels []byte
size := img.Bounds().Size()
start := img.PixOffset(0, 0)
end := img.PixOffset(size.X, size.Y-1)
pixels = img.Pix[start:end]
t.Upload(offset, size, pixels, img.Stride)
}