chore(v2): vendor dependencies for offline/China builds
go mod vendor pins onnxruntime_go v1.12.1, Gio and the rest into v2/vendor so go run/build work without hitting proxy.golang.org (blocked/slow in China). Verified: CGO_ENABLED=1 go build -mod=vendor ./internal/spike and GOOS=windows go build -mod=vendor ./internal/ui both pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
+5
@@ -0,0 +1,5 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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// This file exists so this package builds on non-Windows platforms.
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package d3d11
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+871
@@ -0,0 +1,871 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package d3d11
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import (
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"errors"
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"fmt"
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"image"
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"math"
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"math/bits"
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"unsafe"
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"golang.org/x/sys/windows"
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"gioui.org/gpu/internal/driver"
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"gioui.org/internal/d3d11"
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"gioui.org/shader"
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)
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type Backend struct {
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dev *d3d11.Device
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ctx *d3d11.DeviceContext
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// Temporary storage to avoid garbage.
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clearColor [4]float32
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viewport d3d11.VIEWPORT
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pipeline *Pipeline
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vert struct {
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buffer *Buffer
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offset int
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}
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program *Program
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caps driver.Caps
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floatFormat uint32
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}
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type Pipeline struct {
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vert *d3d11.VertexShader
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frag *d3d11.PixelShader
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layout *d3d11.InputLayout
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blend *d3d11.BlendState
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stride int
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topology driver.Topology
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}
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type Texture struct {
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backend *Backend
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format uint32
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bindings driver.BufferBinding
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tex *d3d11.Texture2D
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sampler *d3d11.SamplerState
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resView *d3d11.ShaderResourceView
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uaView *d3d11.UnorderedAccessView
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renderTarget *d3d11.RenderTargetView
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width int
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height int
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mipmap bool
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foreign bool
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}
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type VertexShader struct {
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backend *Backend
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shader *d3d11.VertexShader
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src shader.Sources
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}
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type FragmentShader struct {
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backend *Backend
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shader *d3d11.PixelShader
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}
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type Program struct {
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backend *Backend
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shader *d3d11.ComputeShader
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}
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type Buffer struct {
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backend *Backend
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bind uint32
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buf *d3d11.Buffer
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resView *d3d11.ShaderResourceView
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uaView *d3d11.UnorderedAccessView
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size int
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immutable bool
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}
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func init() {
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driver.NewDirect3D11Device = newDirect3D11Device
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}
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func detectFloatFormat(dev *d3d11.Device) (uint32, bool) {
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formats := []uint32{
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d3d11.DXGI_FORMAT_R16_FLOAT,
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d3d11.DXGI_FORMAT_R32_FLOAT,
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d3d11.DXGI_FORMAT_R16G16_FLOAT,
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d3d11.DXGI_FORMAT_R32G32_FLOAT,
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// These last two are really wasteful, but c'est la vie.
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d3d11.DXGI_FORMAT_R16G16B16A16_FLOAT,
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d3d11.DXGI_FORMAT_R32G32B32A32_FLOAT,
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}
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for _, format := range formats {
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need := uint32(d3d11.FORMAT_SUPPORT_TEXTURE2D | d3d11.FORMAT_SUPPORT_RENDER_TARGET)
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if support, _ := dev.CheckFormatSupport(format); support&need == need {
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return format, true
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}
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}
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return 0, false
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}
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func newDirect3D11Device(api driver.Direct3D11) (driver.Device, error) {
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dev := (*d3d11.Device)(api.Device)
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b := &Backend{
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dev: dev,
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ctx: dev.GetImmediateContext(),
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caps: driver.Caps{
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MaxTextureSize: 2048, // 9.1 maximum
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Features: driver.FeatureSRGB,
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},
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}
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featLvl := dev.GetFeatureLevel()
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switch {
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case featLvl < d3d11.FEATURE_LEVEL_9_1:
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d3d11.IUnknownRelease(unsafe.Pointer(dev), dev.Vtbl.Release)
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d3d11.IUnknownRelease(unsafe.Pointer(b.ctx), b.ctx.Vtbl.Release)
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return nil, fmt.Errorf("d3d11: feature level too low: %d", featLvl)
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case featLvl >= d3d11.FEATURE_LEVEL_11_0:
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b.caps.MaxTextureSize = 16384
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b.caps.Features |= driver.FeatureCompute
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case featLvl >= d3d11.FEATURE_LEVEL_9_3:
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b.caps.MaxTextureSize = 4096
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}
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if fmt, ok := detectFloatFormat(dev); ok {
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b.floatFormat = fmt
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b.caps.Features |= driver.FeatureFloatRenderTargets
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}
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// Disable backface culling to match OpenGL.
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state, err := dev.CreateRasterizerState(&d3d11.RASTERIZER_DESC{
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CullMode: d3d11.CULL_NONE,
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FillMode: d3d11.FILL_SOLID,
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})
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if err != nil {
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return nil, err
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}
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defer d3d11.IUnknownRelease(unsafe.Pointer(state), state.Vtbl.Release)
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b.ctx.RSSetState(state)
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return b, nil
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}
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func (b *Backend) BeginFrame(target driver.RenderTarget, clear bool, viewport image.Point) driver.Texture {
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var renderTarget *d3d11.RenderTargetView
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if target != nil {
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switch t := target.(type) {
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case driver.Direct3D11RenderTarget:
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renderTarget = (*d3d11.RenderTargetView)(t.RenderTarget)
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case *Texture:
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renderTarget = t.renderTarget
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default:
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panic(fmt.Errorf("d3d11: invalid render target type: %T", target))
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}
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}
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b.ctx.OMSetRenderTargets(renderTarget, nil)
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return &Texture{backend: b, renderTarget: renderTarget, foreign: true}
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}
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func (b *Backend) CopyTexture(dstTex driver.Texture, dstOrigin image.Point, srcTex driver.Texture, srcRect image.Rectangle) {
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dst := (*d3d11.Resource)(unsafe.Pointer(dstTex.(*Texture).tex))
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src := (*d3d11.Resource)(srcTex.(*Texture).tex)
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b.ctx.CopySubresourceRegion(
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dst,
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0, // Destination subresource.
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uint32(dstOrigin.X), uint32(dstOrigin.Y), 0, // Destination coordinates (x, y, z).
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src,
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0, // Source subresource.
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&d3d11.BOX{
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Left: uint32(srcRect.Min.X),
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Top: uint32(srcRect.Min.Y),
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Right: uint32(srcRect.Max.X),
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Bottom: uint32(srcRect.Max.Y),
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Front: 0,
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Back: 1,
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},
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)
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}
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func (b *Backend) EndFrame() {
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}
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func (b *Backend) Caps() driver.Caps {
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return b.caps
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}
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func (b *Backend) NewTimer() driver.Timer {
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panic("timers not supported")
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}
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func (b *Backend) IsTimeContinuous() bool {
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panic("timers not supported")
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}
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func (b *Backend) Release() {
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d3d11.IUnknownRelease(unsafe.Pointer(b.ctx), b.ctx.Vtbl.Release)
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*b = Backend{}
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}
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func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, minFilter, magFilter driver.TextureFilter, bindings driver.BufferBinding) (driver.Texture, error) {
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var d3dfmt uint32
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switch format {
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case driver.TextureFormatFloat:
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d3dfmt = b.floatFormat
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case driver.TextureFormatSRGBA:
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d3dfmt = d3d11.DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
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case driver.TextureFormatRGBA8:
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d3dfmt = d3d11.DXGI_FORMAT_R8G8B8A8_UNORM
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default:
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return nil, fmt.Errorf("unsupported texture format %d", format)
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}
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bindFlags := convBufferBinding(bindings)
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miscFlags := uint32(0)
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mipmap := minFilter == driver.FilterLinearMipmapLinear
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nmipmaps := 1
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if mipmap {
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// Flags required by ID3D11DeviceContext::GenerateMips.
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bindFlags |= d3d11.BIND_SHADER_RESOURCE | d3d11.BIND_RENDER_TARGET
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miscFlags |= d3d11.RESOURCE_MISC_GENERATE_MIPS
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dim := max(height, width)
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log2 := 32 - bits.LeadingZeros32(uint32(dim)) - 1
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nmipmaps = log2 + 1
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}
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tex, err := b.dev.CreateTexture2D(&d3d11.TEXTURE2D_DESC{
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Width: uint32(width),
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Height: uint32(height),
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MipLevels: uint32(nmipmaps),
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ArraySize: 1,
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Format: d3dfmt,
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SampleDesc: d3d11.DXGI_SAMPLE_DESC{
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Count: 1,
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Quality: 0,
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},
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BindFlags: bindFlags,
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MiscFlags: miscFlags,
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})
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if err != nil {
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return nil, err
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}
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var (
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sampler *d3d11.SamplerState
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resView *d3d11.ShaderResourceView
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uaView *d3d11.UnorderedAccessView
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fbo *d3d11.RenderTargetView
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)
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if bindings&driver.BufferBindingTexture != 0 {
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var filter uint32
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switch {
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case minFilter == driver.FilterNearest && magFilter == driver.FilterNearest:
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filter = d3d11.FILTER_MIN_MAG_MIP_POINT
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case minFilter == driver.FilterLinear && magFilter == driver.FilterLinear:
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filter = d3d11.FILTER_MIN_MAG_LINEAR_MIP_POINT
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case minFilter == driver.FilterLinearMipmapLinear && magFilter == driver.FilterLinear:
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filter = d3d11.FILTER_MIN_MAG_MIP_LINEAR
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default:
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d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
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return nil, fmt.Errorf("unsupported texture filter combination %d, %d", minFilter, magFilter)
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}
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var err error
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sampler, err = b.dev.CreateSamplerState(&d3d11.SAMPLER_DESC{
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Filter: filter,
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AddressU: d3d11.TEXTURE_ADDRESS_CLAMP,
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AddressV: d3d11.TEXTURE_ADDRESS_CLAMP,
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AddressW: d3d11.TEXTURE_ADDRESS_CLAMP,
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MaxAnisotropy: 1,
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MinLOD: -math.MaxFloat32,
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MaxLOD: math.MaxFloat32,
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})
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if err != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
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return nil, err
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}
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resView, err = b.dev.CreateShaderResourceView(
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(*d3d11.Resource)(unsafe.Pointer(tex)),
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unsafe.Pointer(&d3d11.SHADER_RESOURCE_VIEW_DESC_TEX2D{
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SHADER_RESOURCE_VIEW_DESC: d3d11.SHADER_RESOURCE_VIEW_DESC{
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Format: d3dfmt,
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ViewDimension: d3d11.SRV_DIMENSION_TEXTURE2D,
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},
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Texture2D: d3d11.TEX2D_SRV{
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MostDetailedMip: 0,
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MipLevels: ^uint32(0),
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},
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}),
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)
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if err != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
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d3d11.IUnknownRelease(unsafe.Pointer(sampler), sampler.Vtbl.Release)
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return nil, err
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}
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}
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if bindings&driver.BufferBindingShaderStorageWrite != 0 {
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uaView, err = b.dev.CreateUnorderedAccessView(
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(*d3d11.Resource)(unsafe.Pointer(tex)),
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unsafe.Pointer(&d3d11.UNORDERED_ACCESS_VIEW_DESC_TEX2D{
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UNORDERED_ACCESS_VIEW_DESC: d3d11.UNORDERED_ACCESS_VIEW_DESC{
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Format: d3dfmt,
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ViewDimension: d3d11.UAV_DIMENSION_TEXTURE2D,
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},
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Texture2D: d3d11.TEX2D_UAV{
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MipSlice: 0,
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},
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}),
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)
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if err != nil {
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if sampler != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(sampler), sampler.Vtbl.Release)
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}
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if resView != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(resView), resView.Vtbl.Release)
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}
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d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
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return nil, err
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}
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}
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if bindings&driver.BufferBindingFramebuffer != 0 {
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resource := (*d3d11.Resource)(unsafe.Pointer(tex))
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fbo, err = b.dev.CreateRenderTargetView(resource)
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if err != nil {
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if uaView != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(uaView), uaView.Vtbl.Release)
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}
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if sampler != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(sampler), sampler.Vtbl.Release)
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}
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if resView != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(resView), resView.Vtbl.Release)
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}
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d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
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return nil, err
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}
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}
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return &Texture{backend: b, format: d3dfmt, tex: tex, sampler: sampler, resView: resView, uaView: uaView, renderTarget: fbo, bindings: bindings, width: width, height: height, mipmap: mipmap}, nil
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}
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func (b *Backend) newInputLayout(vertexShader shader.Sources, layout []driver.InputDesc) (*d3d11.InputLayout, error) {
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if len(vertexShader.Inputs) != len(layout) {
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return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vertexShader.Inputs))
|
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}
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descs := make([]d3d11.INPUT_ELEMENT_DESC, len(layout))
|
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for i, l := range layout {
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inp := vertexShader.Inputs[i]
|
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cname, err := windows.BytePtrFromString(inp.Semantic)
|
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if err != nil {
|
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return nil, err
|
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}
|
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var format uint32
|
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switch l.Type {
|
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case shader.DataTypeFloat:
|
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switch l.Size {
|
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case 1:
|
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format = d3d11.DXGI_FORMAT_R32_FLOAT
|
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case 2:
|
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format = d3d11.DXGI_FORMAT_R32G32_FLOAT
|
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case 3:
|
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format = d3d11.DXGI_FORMAT_R32G32B32_FLOAT
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case 4:
|
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format = d3d11.DXGI_FORMAT_R32G32B32A32_FLOAT
|
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default:
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panic("unsupported data size")
|
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}
|
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case shader.DataTypeShort:
|
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switch l.Size {
|
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case 1:
|
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format = d3d11.DXGI_FORMAT_R16_SINT
|
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case 2:
|
||||
format = d3d11.DXGI_FORMAT_R16G16_SINT
|
||||
default:
|
||||
panic("unsupported data size")
|
||||
}
|
||||
default:
|
||||
panic("unsupported data type")
|
||||
}
|
||||
descs[i] = d3d11.INPUT_ELEMENT_DESC{
|
||||
SemanticName: cname,
|
||||
SemanticIndex: uint32(inp.SemanticIndex),
|
||||
Format: format,
|
||||
AlignedByteOffset: uint32(l.Offset),
|
||||
}
|
||||
}
|
||||
return b.dev.CreateInputLayout(descs, []byte(vertexShader.DXBC))
|
||||
}
|
||||
|
||||
func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer, error) {
|
||||
return b.newBuffer(typ, size, nil, false)
|
||||
}
|
||||
|
||||
func (b *Backend) NewImmutableBuffer(typ driver.BufferBinding, data []byte) (driver.Buffer, error) {
|
||||
return b.newBuffer(typ, len(data), data, true)
|
||||
}
|
||||
|
||||
func (b *Backend) newBuffer(typ driver.BufferBinding, size int, data []byte, immutable bool) (*Buffer, error) {
|
||||
if typ&driver.BufferBindingUniforms != 0 {
|
||||
if typ != driver.BufferBindingUniforms {
|
||||
return nil, errors.New("uniform buffers cannot have other bindings")
|
||||
}
|
||||
if size%16 != 0 {
|
||||
return nil, fmt.Errorf("constant buffer size is %d, expected a multiple of 16", size)
|
||||
}
|
||||
}
|
||||
bind := convBufferBinding(typ)
|
||||
var usage, miscFlags, cpuFlags uint32
|
||||
if immutable {
|
||||
usage = d3d11.USAGE_IMMUTABLE
|
||||
}
|
||||
if typ&driver.BufferBindingShaderStorageWrite != 0 {
|
||||
cpuFlags = d3d11.CPU_ACCESS_READ
|
||||
}
|
||||
if typ&(driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite) != 0 {
|
||||
miscFlags |= d3d11.RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS
|
||||
}
|
||||
buf, err := b.dev.CreateBuffer(&d3d11.BUFFER_DESC{
|
||||
ByteWidth: uint32(size),
|
||||
Usage: usage,
|
||||
BindFlags: bind,
|
||||
CPUAccessFlags: cpuFlags,
|
||||
MiscFlags: miscFlags,
|
||||
}, data)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
var (
|
||||
resView *d3d11.ShaderResourceView
|
||||
uaView *d3d11.UnorderedAccessView
|
||||
)
|
||||
if typ&driver.BufferBindingShaderStorageWrite != 0 {
|
||||
uaView, err = b.dev.CreateUnorderedAccessView(
|
||||
(*d3d11.Resource)(unsafe.Pointer(buf)),
|
||||
unsafe.Pointer(&d3d11.UNORDERED_ACCESS_VIEW_DESC_BUFFER{
|
||||
UNORDERED_ACCESS_VIEW_DESC: d3d11.UNORDERED_ACCESS_VIEW_DESC{
|
||||
Format: d3d11.DXGI_FORMAT_R32_TYPELESS,
|
||||
ViewDimension: d3d11.UAV_DIMENSION_BUFFER,
|
||||
},
|
||||
Buffer: d3d11.BUFFER_UAV{
|
||||
FirstElement: 0,
|
||||
NumElements: uint32(size / 4),
|
||||
Flags: d3d11.BUFFER_UAV_FLAG_RAW,
|
||||
},
|
||||
}),
|
||||
)
|
||||
if err != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(buf), buf.Vtbl.Release)
|
||||
return nil, err
|
||||
}
|
||||
} else if typ&driver.BufferBindingShaderStorageRead != 0 {
|
||||
resView, err = b.dev.CreateShaderResourceView(
|
||||
(*d3d11.Resource)(unsafe.Pointer(buf)),
|
||||
unsafe.Pointer(&d3d11.SHADER_RESOURCE_VIEW_DESC_BUFFEREX{
|
||||
SHADER_RESOURCE_VIEW_DESC: d3d11.SHADER_RESOURCE_VIEW_DESC{
|
||||
Format: d3d11.DXGI_FORMAT_R32_TYPELESS,
|
||||
ViewDimension: d3d11.SRV_DIMENSION_BUFFEREX,
|
||||
},
|
||||
Buffer: d3d11.BUFFEREX_SRV{
|
||||
FirstElement: 0,
|
||||
NumElements: uint32(size / 4),
|
||||
Flags: d3d11.BUFFEREX_SRV_FLAG_RAW,
|
||||
},
|
||||
}),
|
||||
)
|
||||
if err != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(buf), buf.Vtbl.Release)
|
||||
return nil, err
|
||||
}
|
||||
}
|
||||
return &Buffer{backend: b, buf: buf, bind: bind, size: size, resView: resView, uaView: uaView, immutable: immutable}, nil
|
||||
}
|
||||
|
||||
func (b *Backend) NewComputeProgram(shader shader.Sources) (driver.Program, error) {
|
||||
cs, err := b.dev.CreateComputeShader([]byte(shader.DXBC))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &Program{backend: b, shader: cs}, nil
|
||||
}
|
||||
|
||||
func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error) {
|
||||
vsh := desc.VertexShader.(*VertexShader)
|
||||
fsh := desc.FragmentShader.(*FragmentShader)
|
||||
blend, err := b.newBlendState(desc.BlendDesc)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
var layout *d3d11.InputLayout
|
||||
if l := desc.VertexLayout; l.Stride > 0 {
|
||||
var err error
|
||||
layout, err = b.newInputLayout(vsh.src, l.Inputs)
|
||||
if err != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(blend), blend.Vtbl.AddRef)
|
||||
return nil, err
|
||||
}
|
||||
}
|
||||
|
||||
// Retain shaders.
|
||||
vshRef := vsh.shader
|
||||
fshRef := fsh.shader
|
||||
d3d11.IUnknownAddRef(unsafe.Pointer(vshRef), vshRef.Vtbl.AddRef)
|
||||
d3d11.IUnknownAddRef(unsafe.Pointer(fshRef), fshRef.Vtbl.AddRef)
|
||||
|
||||
return &Pipeline{
|
||||
vert: vshRef,
|
||||
frag: fshRef,
|
||||
layout: layout,
|
||||
stride: desc.VertexLayout.Stride,
|
||||
blend: blend,
|
||||
topology: desc.Topology,
|
||||
}, nil
|
||||
}
|
||||
|
||||
func (b *Backend) newBlendState(desc driver.BlendDesc) (*d3d11.BlendState, error) {
|
||||
var d3ddesc d3d11.BLEND_DESC
|
||||
t0 := &d3ddesc.RenderTarget[0]
|
||||
t0.RenderTargetWriteMask = d3d11.COLOR_WRITE_ENABLE_ALL
|
||||
t0.BlendOp = d3d11.BLEND_OP_ADD
|
||||
t0.BlendOpAlpha = d3d11.BLEND_OP_ADD
|
||||
if desc.Enable {
|
||||
t0.BlendEnable = 1
|
||||
}
|
||||
scol, salpha := toBlendFactor(desc.SrcFactor)
|
||||
dcol, dalpha := toBlendFactor(desc.DstFactor)
|
||||
t0.SrcBlend = scol
|
||||
t0.SrcBlendAlpha = salpha
|
||||
t0.DestBlend = dcol
|
||||
t0.DestBlendAlpha = dalpha
|
||||
return b.dev.CreateBlendState(&d3ddesc)
|
||||
}
|
||||
|
||||
func (b *Backend) NewVertexShader(src shader.Sources) (driver.VertexShader, error) {
|
||||
vs, err := b.dev.CreateVertexShader([]byte(src.DXBC))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &VertexShader{b, vs, src}, nil
|
||||
}
|
||||
|
||||
func (b *Backend) NewFragmentShader(src shader.Sources) (driver.FragmentShader, error) {
|
||||
fs, err := b.dev.CreatePixelShader([]byte(src.DXBC))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &FragmentShader{b, fs}, nil
|
||||
}
|
||||
|
||||
func (b *Backend) Viewport(x, y, width, height int) {
|
||||
b.viewport = d3d11.VIEWPORT{
|
||||
TopLeftX: float32(x),
|
||||
TopLeftY: float32(y),
|
||||
Width: float32(width),
|
||||
Height: float32(height),
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
}
|
||||
b.ctx.RSSetViewports(&b.viewport)
|
||||
}
|
||||
|
||||
func (b *Backend) DrawArrays(off, count int) {
|
||||
b.prepareDraw()
|
||||
b.ctx.Draw(uint32(count), uint32(off))
|
||||
}
|
||||
|
||||
func (b *Backend) DrawElements(off, count int) {
|
||||
b.prepareDraw()
|
||||
b.ctx.DrawIndexed(uint32(count), uint32(off), 0)
|
||||
}
|
||||
|
||||
func (b *Backend) prepareDraw() {
|
||||
p := b.pipeline
|
||||
if p == nil {
|
||||
return
|
||||
}
|
||||
b.ctx.VSSetShader(p.vert)
|
||||
b.ctx.PSSetShader(p.frag)
|
||||
b.ctx.IASetInputLayout(p.layout)
|
||||
b.ctx.OMSetBlendState(p.blend, nil, 0xffffffff)
|
||||
if b.vert.buffer != nil {
|
||||
b.ctx.IASetVertexBuffers(b.vert.buffer.buf, uint32(p.stride), uint32(b.vert.offset))
|
||||
}
|
||||
var topology uint32
|
||||
switch p.topology {
|
||||
case driver.TopologyTriangles:
|
||||
topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLELIST
|
||||
case driver.TopologyTriangleStrip:
|
||||
topology = d3d11.PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
|
||||
default:
|
||||
panic("unsupported draw mode")
|
||||
}
|
||||
b.ctx.IASetPrimitiveTopology(topology)
|
||||
}
|
||||
|
||||
func (b *Backend) BindImageTexture(unit int, tex driver.Texture) {
|
||||
t := tex.(*Texture)
|
||||
if t.uaView != nil {
|
||||
b.ctx.CSSetUnorderedAccessViews(uint32(unit), t.uaView)
|
||||
} else {
|
||||
b.ctx.CSSetShaderResources(uint32(unit), t.resView)
|
||||
}
|
||||
}
|
||||
|
||||
func (b *Backend) DispatchCompute(x, y, z int) {
|
||||
b.ctx.CSSetShader(b.program.shader)
|
||||
b.ctx.Dispatch(uint32(x), uint32(y), uint32(z))
|
||||
}
|
||||
|
||||
func (t *Texture) Upload(offset, size image.Point, pixels []byte, stride int) {
|
||||
if stride == 0 {
|
||||
stride = size.X * 4
|
||||
}
|
||||
dst := &d3d11.BOX{
|
||||
Left: uint32(offset.X),
|
||||
Top: uint32(offset.Y),
|
||||
Right: uint32(offset.X + size.X),
|
||||
Bottom: uint32(offset.Y + size.Y),
|
||||
Front: 0,
|
||||
Back: 1,
|
||||
}
|
||||
res := (*d3d11.Resource)(unsafe.Pointer(t.tex))
|
||||
t.backend.ctx.UpdateSubresource(res, dst, uint32(stride), uint32(len(pixels)), pixels)
|
||||
if t.mipmap {
|
||||
t.backend.ctx.GenerateMips(t.resView)
|
||||
}
|
||||
}
|
||||
|
||||
func (t *Texture) Release() {
|
||||
if t.foreign {
|
||||
panic("texture not created by NewTexture")
|
||||
}
|
||||
if t.renderTarget != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(t.renderTarget), t.renderTarget.Vtbl.Release)
|
||||
}
|
||||
if t.sampler != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(t.sampler), t.sampler.Vtbl.Release)
|
||||
}
|
||||
if t.resView != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(t.resView), t.resView.Vtbl.Release)
|
||||
}
|
||||
if t.uaView != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(t.uaView), t.uaView.Vtbl.Release)
|
||||
}
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(t.tex), t.tex.Vtbl.Release)
|
||||
*t = Texture{}
|
||||
}
|
||||
|
||||
func (b *Backend) PrepareTexture(tex driver.Texture) {}
|
||||
|
||||
func (b *Backend) BindTexture(unit int, tex driver.Texture) {
|
||||
t := tex.(*Texture)
|
||||
b.ctx.PSSetSamplers(uint32(unit), t.sampler)
|
||||
b.ctx.PSSetShaderResources(uint32(unit), t.resView)
|
||||
}
|
||||
|
||||
func (b *Backend) BindPipeline(pipe driver.Pipeline) {
|
||||
b.pipeline = pipe.(*Pipeline)
|
||||
}
|
||||
|
||||
func (b *Backend) BindProgram(prog driver.Program) {
|
||||
b.program = prog.(*Program)
|
||||
}
|
||||
|
||||
func (s *VertexShader) Release() {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(s.shader), s.shader.Vtbl.Release)
|
||||
*s = VertexShader{}
|
||||
}
|
||||
|
||||
func (s *FragmentShader) Release() {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(s.shader), s.shader.Vtbl.Release)
|
||||
*s = FragmentShader{}
|
||||
}
|
||||
|
||||
func (s *Program) Release() {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(s.shader), s.shader.Vtbl.Release)
|
||||
*s = Program{}
|
||||
}
|
||||
|
||||
func (p *Pipeline) Release() {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(p.vert), p.vert.Vtbl.Release)
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(p.frag), p.frag.Vtbl.Release)
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(p.blend), p.blend.Vtbl.Release)
|
||||
if l := p.layout; l != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(l), l.Vtbl.Release)
|
||||
}
|
||||
*p = Pipeline{}
|
||||
}
|
||||
|
||||
func (b *Backend) BindStorageBuffer(binding int, buffer driver.Buffer) {
|
||||
buf := buffer.(*Buffer)
|
||||
if buf.resView != nil {
|
||||
b.ctx.CSSetShaderResources(uint32(binding), buf.resView)
|
||||
} else {
|
||||
b.ctx.CSSetUnorderedAccessViews(uint32(binding), buf.uaView)
|
||||
}
|
||||
}
|
||||
|
||||
func (b *Backend) BindUniforms(buffer driver.Buffer) {
|
||||
buf := buffer.(*Buffer)
|
||||
b.ctx.VSSetConstantBuffers(buf.buf)
|
||||
b.ctx.PSSetConstantBuffers(buf.buf)
|
||||
}
|
||||
|
||||
func (b *Backend) BindVertexBuffer(buf driver.Buffer, offset int) {
|
||||
b.vert.buffer = buf.(*Buffer)
|
||||
b.vert.offset = offset
|
||||
}
|
||||
|
||||
func (b *Backend) BindIndexBuffer(buf driver.Buffer) {
|
||||
b.ctx.IASetIndexBuffer(buf.(*Buffer).buf, d3d11.DXGI_FORMAT_R16_UINT, 0)
|
||||
}
|
||||
|
||||
func (b *Buffer) Download(dst []byte) error {
|
||||
res := (*d3d11.Resource)(unsafe.Pointer(b.buf))
|
||||
resMap, err := b.backend.ctx.Map(res, 0, d3d11.MAP_READ, 0)
|
||||
if err != nil {
|
||||
return fmt.Errorf("d3d11: %v", err)
|
||||
}
|
||||
defer b.backend.ctx.Unmap(res, 0)
|
||||
data := sliceOf(resMap.PData, len(dst))
|
||||
copy(dst, data)
|
||||
return nil
|
||||
}
|
||||
|
||||
func (b *Buffer) Upload(data []byte) {
|
||||
var dst *d3d11.BOX
|
||||
if len(data) < b.size {
|
||||
dst = &d3d11.BOX{
|
||||
Left: 0,
|
||||
Right: uint32(len(data)),
|
||||
Top: 0,
|
||||
Bottom: 1,
|
||||
Front: 0,
|
||||
Back: 1,
|
||||
}
|
||||
}
|
||||
b.backend.ctx.UpdateSubresource((*d3d11.Resource)(unsafe.Pointer(b.buf)), dst, 0, 0, data)
|
||||
}
|
||||
|
||||
func (b *Buffer) Release() {
|
||||
if b.resView != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(b.resView), b.resView.Vtbl.Release)
|
||||
}
|
||||
if b.uaView != nil {
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(b.uaView), b.uaView.Vtbl.Release)
|
||||
}
|
||||
d3d11.IUnknownRelease(unsafe.Pointer(b.buf), b.buf.Vtbl.Release)
|
||||
*b = Buffer{}
|
||||
}
|
||||
|
||||
func (t *Texture) ReadPixels(src image.Rectangle, pixels []byte, stride int) error {
|
||||
w, h := src.Dx(), src.Dy()
|
||||
tex, err := t.backend.dev.CreateTexture2D(&d3d11.TEXTURE2D_DESC{
|
||||
Width: uint32(w),
|
||||
Height: uint32(h),
|
||||
MipLevels: 1,
|
||||
ArraySize: 1,
|
||||
Format: t.format,
|
||||
SampleDesc: d3d11.DXGI_SAMPLE_DESC{
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
Usage: d3d11.USAGE_STAGING,
|
||||
CPUAccessFlags: d3d11.CPU_ACCESS_READ,
|
||||
})
|
||||
if err != nil {
|
||||
return fmt.Errorf("ReadPixels: %v", err)
|
||||
}
|
||||
defer d3d11.IUnknownRelease(unsafe.Pointer(tex), tex.Vtbl.Release)
|
||||
res := (*d3d11.Resource)(unsafe.Pointer(tex))
|
||||
t.backend.ctx.CopySubresourceRegion(
|
||||
res,
|
||||
0, // Destination subresource.
|
||||
0, 0, 0, // Destination coordinates (x, y, z).
|
||||
(*d3d11.Resource)(t.tex),
|
||||
0, // Source subresource.
|
||||
&d3d11.BOX{
|
||||
Left: uint32(src.Min.X),
|
||||
Top: uint32(src.Min.Y),
|
||||
Right: uint32(src.Max.X),
|
||||
Bottom: uint32(src.Max.Y),
|
||||
Front: 0,
|
||||
Back: 1,
|
||||
},
|
||||
)
|
||||
resMap, err := t.backend.ctx.Map(res, 0, d3d11.MAP_READ, 0)
|
||||
if err != nil {
|
||||
return fmt.Errorf("ReadPixels: %v", err)
|
||||
}
|
||||
defer t.backend.ctx.Unmap(res, 0)
|
||||
srcPitch := stride
|
||||
dstPitch := int(resMap.RowPitch)
|
||||
mapSize := dstPitch * h
|
||||
data := sliceOf(resMap.PData, mapSize)
|
||||
width := w * 4
|
||||
for r := range h {
|
||||
pixels := pixels[r*srcPitch:]
|
||||
copy(pixels[:width], data[r*dstPitch:])
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (b *Backend) BeginCompute() {
|
||||
}
|
||||
|
||||
func (b *Backend) EndCompute() {
|
||||
}
|
||||
|
||||
func (b *Backend) BeginRenderPass(tex driver.Texture, d driver.LoadDesc) {
|
||||
t := tex.(*Texture)
|
||||
b.ctx.OMSetRenderTargets(t.renderTarget, nil)
|
||||
if d.Action == driver.LoadActionClear {
|
||||
c := d.ClearColor
|
||||
b.clearColor = [4]float32{c.R, c.G, c.B, c.A}
|
||||
b.ctx.ClearRenderTargetView(t.renderTarget, &b.clearColor)
|
||||
}
|
||||
}
|
||||
|
||||
func (b *Backend) EndRenderPass() {
|
||||
}
|
||||
|
||||
func (f *Texture) ImplementsRenderTarget() {}
|
||||
|
||||
func convBufferBinding(typ driver.BufferBinding) uint32 {
|
||||
var bindings uint32
|
||||
if typ&driver.BufferBindingVertices != 0 {
|
||||
bindings |= d3d11.BIND_VERTEX_BUFFER
|
||||
}
|
||||
if typ&driver.BufferBindingIndices != 0 {
|
||||
bindings |= d3d11.BIND_INDEX_BUFFER
|
||||
}
|
||||
if typ&driver.BufferBindingUniforms != 0 {
|
||||
bindings |= d3d11.BIND_CONSTANT_BUFFER
|
||||
}
|
||||
if typ&driver.BufferBindingTexture != 0 {
|
||||
bindings |= d3d11.BIND_SHADER_RESOURCE
|
||||
}
|
||||
if typ&driver.BufferBindingFramebuffer != 0 {
|
||||
bindings |= d3d11.BIND_RENDER_TARGET
|
||||
}
|
||||
if typ&driver.BufferBindingShaderStorageWrite != 0 {
|
||||
bindings |= d3d11.BIND_UNORDERED_ACCESS
|
||||
} else if typ&driver.BufferBindingShaderStorageRead != 0 {
|
||||
bindings |= d3d11.BIND_SHADER_RESOURCE
|
||||
}
|
||||
return bindings
|
||||
}
|
||||
|
||||
func toBlendFactor(f driver.BlendFactor) (uint32, uint32) {
|
||||
switch f {
|
||||
case driver.BlendFactorOne:
|
||||
return d3d11.BLEND_ONE, d3d11.BLEND_ONE
|
||||
case driver.BlendFactorOneMinusSrcAlpha:
|
||||
return d3d11.BLEND_INV_SRC_ALPHA, d3d11.BLEND_INV_SRC_ALPHA
|
||||
case driver.BlendFactorZero:
|
||||
return d3d11.BLEND_ZERO, d3d11.BLEND_ZERO
|
||||
case driver.BlendFactorDstColor:
|
||||
return d3d11.BLEND_DEST_COLOR, d3d11.BLEND_DEST_ALPHA
|
||||
default:
|
||||
panic("unsupported blend source factor")
|
||||
}
|
||||
}
|
||||
|
||||
// sliceOf returns a slice from a (native) pointer.
|
||||
func sliceOf(ptr uintptr, cap int) []byte {
|
||||
return unsafe.Slice((*byte)(unsafe.Pointer(ptr)), cap)
|
||||
}
|
||||
+129
@@ -0,0 +1,129 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package driver
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"unsafe"
|
||||
|
||||
"gioui.org/internal/gl"
|
||||
)
|
||||
|
||||
// See gpu/api.go for documentation for the API types.
|
||||
|
||||
type API interface {
|
||||
implementsAPI()
|
||||
}
|
||||
|
||||
type RenderTarget interface {
|
||||
ImplementsRenderTarget()
|
||||
}
|
||||
|
||||
type OpenGLRenderTarget gl.Framebuffer
|
||||
|
||||
type Direct3D11RenderTarget struct {
|
||||
// RenderTarget is a *ID3D11RenderTargetView.
|
||||
RenderTarget unsafe.Pointer
|
||||
}
|
||||
|
||||
type MetalRenderTarget struct {
|
||||
// Texture is a MTLTexture.
|
||||
Texture uintptr
|
||||
}
|
||||
|
||||
type VulkanRenderTarget struct {
|
||||
// WaitSem is a VkSemaphore that must signaled before accessing Framebuffer.
|
||||
WaitSem uint64
|
||||
// SignalSem is a VkSemaphore that signal access to Framebuffer is complete.
|
||||
SignalSem uint64
|
||||
// Fence is a VkFence that is set when all commands to Framebuffer has completed.
|
||||
Fence uint64
|
||||
// Image is the VkImage to render into.
|
||||
Image uint64
|
||||
// Framebuffer is a VkFramebuffer for Image.
|
||||
Framebuffer uint64
|
||||
}
|
||||
|
||||
type OpenGL struct {
|
||||
// ES forces the use of ANGLE OpenGL ES libraries on macOS. It is
|
||||
// ignored on all other platforms.
|
||||
ES bool
|
||||
// Context contains the WebGL context for WebAssembly platforms. It is
|
||||
// empty for all other platforms; an OpenGL context is assumed current when
|
||||
// calling NewDevice.
|
||||
Context gl.Context
|
||||
// Shared instructs users of the context to restore the GL state after
|
||||
// use.
|
||||
Shared bool
|
||||
}
|
||||
|
||||
type Direct3D11 struct {
|
||||
// Device contains a *ID3D11Device.
|
||||
Device unsafe.Pointer
|
||||
}
|
||||
|
||||
type Metal struct {
|
||||
// Device is an MTLDevice.
|
||||
Device uintptr
|
||||
// Queue is a MTLCommandQueue.
|
||||
Queue uintptr
|
||||
// PixelFormat is the MTLPixelFormat of the default framebuffer.
|
||||
PixelFormat int
|
||||
}
|
||||
|
||||
type Vulkan struct {
|
||||
// PhysDevice is a VkPhysicalDevice.
|
||||
PhysDevice unsafe.Pointer
|
||||
// Device is a VkDevice.
|
||||
Device unsafe.Pointer
|
||||
// QueueFamily is the queue familily index of the queue.
|
||||
QueueFamily int
|
||||
// QueueIndex is the logical queue index of the queue.
|
||||
QueueIndex int
|
||||
// Format is a VkFormat that matches render targets.
|
||||
Format int
|
||||
}
|
||||
|
||||
// API specific device constructors.
|
||||
var (
|
||||
NewOpenGLDevice func(api OpenGL) (Device, error)
|
||||
NewDirect3D11Device func(api Direct3D11) (Device, error)
|
||||
NewMetalDevice func(api Metal) (Device, error)
|
||||
NewVulkanDevice func(api Vulkan) (Device, error)
|
||||
)
|
||||
|
||||
// NewDevice creates a new Device given the api.
|
||||
//
|
||||
// Note that the device does not assume ownership of the resources contained in
|
||||
// api; the caller must ensure the resources are valid until the device is
|
||||
// released.
|
||||
func NewDevice(api API) (Device, error) {
|
||||
switch api := api.(type) {
|
||||
case OpenGL:
|
||||
if NewOpenGLDevice != nil {
|
||||
return NewOpenGLDevice(api)
|
||||
}
|
||||
case Direct3D11:
|
||||
if NewDirect3D11Device != nil {
|
||||
return NewDirect3D11Device(api)
|
||||
}
|
||||
case Metal:
|
||||
if NewMetalDevice != nil {
|
||||
return NewMetalDevice(api)
|
||||
}
|
||||
case Vulkan:
|
||||
if NewVulkanDevice != nil {
|
||||
return NewVulkanDevice(api)
|
||||
}
|
||||
}
|
||||
return nil, fmt.Errorf("driver: no driver available for the API %T", api)
|
||||
}
|
||||
|
||||
func (OpenGL) implementsAPI() {}
|
||||
func (Direct3D11) implementsAPI() {}
|
||||
func (Metal) implementsAPI() {}
|
||||
func (Vulkan) implementsAPI() {}
|
||||
func (OpenGLRenderTarget) ImplementsRenderTarget() {}
|
||||
func (Direct3D11RenderTarget) ImplementsRenderTarget() {}
|
||||
func (MetalRenderTarget) ImplementsRenderTarget() {}
|
||||
func (VulkanRenderTarget) ImplementsRenderTarget() {}
|
||||
+240
@@ -0,0 +1,240 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package driver
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"image"
|
||||
"time"
|
||||
|
||||
"gioui.org/internal/f32color"
|
||||
"gioui.org/shader"
|
||||
)
|
||||
|
||||
// Device represents the abstraction of underlying GPU
|
||||
// APIs such as OpenGL, Direct3D useful for rendering Gio
|
||||
// operations.
|
||||
type Device interface {
|
||||
BeginFrame(target RenderTarget, clear bool, viewport image.Point) Texture
|
||||
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)
|
||||
NewImmutableBuffer(typ BufferBinding, data []byte) (Buffer, error)
|
||||
NewBuffer(typ BufferBinding, size int) (Buffer, error)
|
||||
NewComputeProgram(shader shader.Sources) (Program, error)
|
||||
NewVertexShader(src shader.Sources) (VertexShader, error)
|
||||
NewFragmentShader(src shader.Sources) (FragmentShader, error)
|
||||
NewPipeline(desc PipelineDesc) (Pipeline, error)
|
||||
|
||||
Viewport(x, y, width, height int)
|
||||
DrawArrays(off, count int)
|
||||
DrawElements(off, count int)
|
||||
|
||||
BeginRenderPass(t Texture, desc LoadDesc)
|
||||
EndRenderPass()
|
||||
PrepareTexture(t Texture)
|
||||
BindProgram(p Program)
|
||||
BindPipeline(p Pipeline)
|
||||
BindTexture(unit int, t Texture)
|
||||
BindVertexBuffer(b Buffer, offset int)
|
||||
BindIndexBuffer(b Buffer)
|
||||
BindImageTexture(unit int, texture Texture)
|
||||
BindUniforms(buf Buffer)
|
||||
BindStorageBuffer(binding int, buf Buffer)
|
||||
|
||||
BeginCompute()
|
||||
EndCompute()
|
||||
CopyTexture(dst Texture, dstOrigin image.Point, src Texture, srcRect image.Rectangle)
|
||||
DispatchCompute(x, y, z int)
|
||||
|
||||
Release()
|
||||
}
|
||||
|
||||
var ErrDeviceLost = errors.New("GPU device lost")
|
||||
|
||||
type LoadDesc struct {
|
||||
Action LoadAction
|
||||
ClearColor f32color.RGBA
|
||||
}
|
||||
|
||||
type Pipeline interface {
|
||||
Release()
|
||||
}
|
||||
|
||||
type PipelineDesc struct {
|
||||
VertexShader VertexShader
|
||||
FragmentShader FragmentShader
|
||||
VertexLayout VertexLayout
|
||||
BlendDesc BlendDesc
|
||||
PixelFormat TextureFormat
|
||||
Topology Topology
|
||||
}
|
||||
|
||||
type VertexLayout struct {
|
||||
Inputs []InputDesc
|
||||
Stride int
|
||||
}
|
||||
|
||||
// InputDesc describes a vertex attribute as laid out in a Buffer.
|
||||
type InputDesc struct {
|
||||
Type shader.DataType
|
||||
Size int
|
||||
|
||||
Offset int
|
||||
}
|
||||
|
||||
type BlendDesc struct {
|
||||
Enable bool
|
||||
SrcFactor, DstFactor BlendFactor
|
||||
}
|
||||
|
||||
type BlendFactor uint8
|
||||
|
||||
type Topology uint8
|
||||
|
||||
type (
|
||||
TextureFilter uint8
|
||||
TextureFormat uint8
|
||||
)
|
||||
|
||||
type BufferBinding uint8
|
||||
|
||||
type LoadAction 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 VertexShader interface {
|
||||
Release()
|
||||
}
|
||||
|
||||
type FragmentShader interface {
|
||||
Release()
|
||||
}
|
||||
|
||||
type Program interface {
|
||||
Release()
|
||||
}
|
||||
|
||||
type Buffer interface {
|
||||
Release()
|
||||
Upload(data []byte)
|
||||
Download(data []byte) error
|
||||
}
|
||||
|
||||
type Timer interface {
|
||||
Begin()
|
||||
End()
|
||||
Duration() (time.Duration, bool)
|
||||
Release()
|
||||
}
|
||||
|
||||
type Texture interface {
|
||||
RenderTarget
|
||||
Upload(offset, size image.Point, pixels []byte, stride int)
|
||||
ReadPixels(src image.Rectangle, pixels []byte, stride int) error
|
||||
Release()
|
||||
}
|
||||
|
||||
const (
|
||||
BufferBindingIndices BufferBinding = 1 << iota
|
||||
BufferBindingVertices
|
||||
BufferBindingUniforms
|
||||
BufferBindingTexture
|
||||
BufferBindingFramebuffer
|
||||
BufferBindingShaderStorageRead
|
||||
BufferBindingShaderStorageWrite
|
||||
)
|
||||
|
||||
const (
|
||||
TextureFormatSRGBA TextureFormat = iota
|
||||
TextureFormatFloat
|
||||
TextureFormatRGBA8
|
||||
// TextureFormatOutput denotes the format used by the output framebuffer.
|
||||
TextureFormatOutput
|
||||
)
|
||||
|
||||
const (
|
||||
FilterNearest TextureFilter = iota
|
||||
FilterLinear
|
||||
FilterLinearMipmapLinear
|
||||
)
|
||||
|
||||
const (
|
||||
FeatureTimers Features = 1 << iota
|
||||
FeatureFloatRenderTargets
|
||||
FeatureCompute
|
||||
FeatureSRGB
|
||||
)
|
||||
|
||||
const (
|
||||
TopologyTriangleStrip Topology = iota
|
||||
TopologyTriangles
|
||||
)
|
||||
|
||||
const (
|
||||
BlendFactorOne BlendFactor = iota
|
||||
BlendFactorOneMinusSrcAlpha
|
||||
BlendFactorZero
|
||||
BlendFactorDstColor
|
||||
)
|
||||
|
||||
const (
|
||||
LoadActionKeep LoadAction = iota
|
||||
LoadActionClear
|
||||
LoadActionInvalidate
|
||||
)
|
||||
|
||||
var ErrContentLost = errors.New("buffer content lost")
|
||||
|
||||
func (f Features) Has(feats Features) bool {
|
||||
return f&feats == feats
|
||||
}
|
||||
|
||||
func DownloadImage(d Device, t Texture, img *image.RGBA) error {
|
||||
r := img.Bounds()
|
||||
if err := t.ReadPixels(r, img.Pix, img.Stride); err != nil {
|
||||
return 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 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 := range height / 2 {
|
||||
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()
|
||||
min := img.Rect.Min
|
||||
start := img.PixOffset(min.X, min.Y)
|
||||
end := img.PixOffset(min.X+size.X, min.Y+size.Y-1)
|
||||
pixels = img.Pix[start:end]
|
||||
t.Upload(offset, size, pixels, img.Stride)
|
||||
}
|
||||
+5
@@ -0,0 +1,5 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
// This file exists so this package builds on non-Darwin platforms.
|
||||
|
||||
package metal
|
||||
+1159
File diff suppressed because it is too large
Load Diff
+1374
File diff suppressed because it is too large
Load Diff
+176
@@ -0,0 +1,176 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package opengl
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
"image"
|
||||
"runtime"
|
||||
"strings"
|
||||
|
||||
"gioui.org/internal/byteslice"
|
||||
"gioui.org/internal/gl"
|
||||
)
|
||||
|
||||
// SRGBFBO implements an intermediate sRGB FBO
|
||||
// for gamma-correct rendering on platforms without
|
||||
// sRGB enabled native framebuffers.
|
||||
type SRGBFBO struct {
|
||||
c *gl.Functions
|
||||
state *glState
|
||||
viewport image.Point
|
||||
fbo gl.Framebuffer
|
||||
tex gl.Texture
|
||||
blitted bool
|
||||
quad gl.Buffer
|
||||
prog gl.Program
|
||||
format textureTriple
|
||||
}
|
||||
|
||||
func NewSRGBFBO(f *gl.Functions, state *glState) (*SRGBFBO, error) {
|
||||
glVer := f.GetString(gl.VERSION)
|
||||
ver, _, err := gl.ParseGLVersion(glVer)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
exts := strings.Split(f.GetString(gl.EXTENSIONS), " ")
|
||||
srgbTriple, err := srgbaTripleFor(ver, exts)
|
||||
if err != nil {
|
||||
// Fall back to the linear RGB colorspace, at the cost of color precision loss.
|
||||
srgbTriple = textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.UNSIGNED_BYTE)}
|
||||
}
|
||||
s := &SRGBFBO{
|
||||
c: f,
|
||||
state: state,
|
||||
format: srgbTriple,
|
||||
fbo: f.CreateFramebuffer(),
|
||||
tex: f.CreateTexture(),
|
||||
}
|
||||
state.bindTexture(f, 0, s.tex)
|
||||
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
||||
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
||||
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *SRGBFBO) Blit() {
|
||||
if !s.blitted {
|
||||
prog, err := gl.CreateProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"})
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
s.prog = prog
|
||||
s.state.useProgram(s.c, prog)
|
||||
s.c.Uniform1i(s.c.GetUniformLocation(prog, "tex"), 0)
|
||||
s.quad = s.c.CreateBuffer()
|
||||
s.state.bindBuffer(s.c, gl.ARRAY_BUFFER, s.quad)
|
||||
coords := byteslice.Slice([]float32{
|
||||
-1, +1, 0, 1,
|
||||
+1, +1, 1, 1,
|
||||
-1, -1, 0, 0,
|
||||
+1, -1, 1, 0,
|
||||
})
|
||||
s.c.BufferData(gl.ARRAY_BUFFER, len(coords), gl.STATIC_DRAW, coords)
|
||||
s.blitted = true
|
||||
}
|
||||
s.state.useProgram(s.c, s.prog)
|
||||
s.state.bindTexture(s.c, 0, s.tex)
|
||||
s.state.vertexAttribPointer(s.c, s.quad, 0 /* pos */, 2, gl.FLOAT, false, 4*4, 0)
|
||||
s.state.vertexAttribPointer(s.c, s.quad, 1 /* uv */, 2, gl.FLOAT, false, 4*4, 4*2)
|
||||
s.state.setVertexAttribArray(s.c, 0, true)
|
||||
s.state.setVertexAttribArray(s.c, 1, true)
|
||||
s.c.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
|
||||
s.state.bindFramebuffer(s.c, gl.FRAMEBUFFER, s.fbo)
|
||||
s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
|
||||
}
|
||||
|
||||
func (s *SRGBFBO) Framebuffer() gl.Framebuffer {
|
||||
return s.fbo
|
||||
}
|
||||
|
||||
func (s *SRGBFBO) Refresh(viewport image.Point) error {
|
||||
if viewport.X == 0 || viewport.Y == 0 {
|
||||
return errors.New("srgb: zero-sized framebuffer")
|
||||
}
|
||||
if s.viewport == viewport {
|
||||
return nil
|
||||
}
|
||||
s.viewport = viewport
|
||||
s.state.bindTexture(s.c, 0, s.tex)
|
||||
s.c.TexImage2D(gl.TEXTURE_2D, 0, s.format.internalFormat, viewport.X, viewport.Y, s.format.format, s.format.typ)
|
||||
s.state.bindFramebuffer(s.c, gl.FRAMEBUFFER, s.fbo)
|
||||
s.c.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, s.tex, 0)
|
||||
if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
|
||||
return fmt.Errorf("sRGB framebuffer incomplete (%dx%d), status: %#x error: %x", viewport.X, viewport.Y, st, s.c.GetError())
|
||||
}
|
||||
|
||||
if runtime.GOOS == "js" {
|
||||
// With macOS Safari, rendering to and then reading from a SRGB8_ALPHA8
|
||||
// texture result in twice gamma corrected colors. Using a plain RGBA
|
||||
// texture seems to work.
|
||||
s.state.setClearColor(s.c, .5, .5, .5, 1.0)
|
||||
s.c.Clear(gl.COLOR_BUFFER_BIT)
|
||||
var pixel [4]byte
|
||||
s.c.ReadPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel[:])
|
||||
if pixel[0] == 128 { // Correct sRGB color value is ~188
|
||||
s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, viewport.X, viewport.Y, gl.RGBA, gl.UNSIGNED_BYTE)
|
||||
if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
|
||||
return fmt.Errorf("fallback RGBA framebuffer incomplete (%dx%d), status: %#x error: %x", viewport.X, viewport.Y, st, s.c.GetError())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (s *SRGBFBO) Release() {
|
||||
s.state.deleteFramebuffer(s.c, s.fbo)
|
||||
s.state.deleteTexture(s.c, s.tex)
|
||||
if s.blitted {
|
||||
s.state.deleteBuffer(s.c, s.quad)
|
||||
s.state.deleteProgram(s.c, s.prog)
|
||||
}
|
||||
s.c = nil
|
||||
}
|
||||
|
||||
const (
|
||||
blitVSrc = `
|
||||
#version 100
|
||||
|
||||
precision highp float;
|
||||
|
||||
attribute vec2 pos;
|
||||
attribute vec2 uv;
|
||||
|
||||
varying vec2 vUV;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(pos, 0, 1);
|
||||
vUV = uv;
|
||||
}
|
||||
`
|
||||
blitFSrc = `
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D tex;
|
||||
varying vec2 vUV;
|
||||
|
||||
vec3 gamma(vec3 rgb) {
|
||||
vec3 exp = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055);
|
||||
vec3 lin = rgb * vec3(12.92);
|
||||
bvec3 cut = lessThan(rgb, vec3(0.0031308));
|
||||
return vec3(cut.r ? lin.r : exp.r, cut.g ? lin.g : exp.g, cut.b ? lin.b : exp.b);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 col = texture2D(tex, vUV);
|
||||
vec3 rgb = col.rgb;
|
||||
rgb = gamma(rgb);
|
||||
gl_FragColor = vec4(rgb, col.a);
|
||||
}
|
||||
`
|
||||
)
|
||||
+1163
File diff suppressed because it is too large
Load Diff
+5
@@ -0,0 +1,5 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package vulkan
|
||||
|
||||
// Empty file to avoid the build error for platforms without Vulkan support.
|
||||
Reference in New Issue
Block a user