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:
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// SPDX-License-Identifier: Unlicense OR MIT
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package driver
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import (
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"fmt"
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"unsafe"
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"gioui.org/internal/gl"
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)
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// See gpu/api.go for documentation for the API types.
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type API interface {
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implementsAPI()
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}
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type RenderTarget interface {
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ImplementsRenderTarget()
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}
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type OpenGLRenderTarget gl.Framebuffer
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type Direct3D11RenderTarget struct {
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// RenderTarget is a *ID3D11RenderTargetView.
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RenderTarget unsafe.Pointer
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}
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type MetalRenderTarget struct {
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// Texture is a MTLTexture.
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Texture uintptr
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}
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type VulkanRenderTarget struct {
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// WaitSem is a VkSemaphore that must signaled before accessing Framebuffer.
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WaitSem uint64
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// SignalSem is a VkSemaphore that signal access to Framebuffer is complete.
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SignalSem uint64
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// Fence is a VkFence that is set when all commands to Framebuffer has completed.
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Fence uint64
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// Image is the VkImage to render into.
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Image uint64
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// Framebuffer is a VkFramebuffer for Image.
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Framebuffer uint64
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}
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type OpenGL struct {
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// ES forces the use of ANGLE OpenGL ES libraries on macOS. It is
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// ignored on all other platforms.
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ES bool
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// Context contains the WebGL context for WebAssembly platforms. It is
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// empty for all other platforms; an OpenGL context is assumed current when
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// calling NewDevice.
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Context gl.Context
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// Shared instructs users of the context to restore the GL state after
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// use.
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Shared bool
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}
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type Direct3D11 struct {
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// Device contains a *ID3D11Device.
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Device unsafe.Pointer
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}
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type Metal struct {
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// Device is an MTLDevice.
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Device uintptr
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// Queue is a MTLCommandQueue.
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Queue uintptr
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// PixelFormat is the MTLPixelFormat of the default framebuffer.
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PixelFormat int
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}
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type Vulkan struct {
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// PhysDevice is a VkPhysicalDevice.
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PhysDevice unsafe.Pointer
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// Device is a VkDevice.
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Device unsafe.Pointer
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// QueueFamily is the queue familily index of the queue.
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QueueFamily int
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// QueueIndex is the logical queue index of the queue.
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QueueIndex int
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// Format is a VkFormat that matches render targets.
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Format int
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}
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// API specific device constructors.
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var (
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NewOpenGLDevice func(api OpenGL) (Device, error)
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NewDirect3D11Device func(api Direct3D11) (Device, error)
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NewMetalDevice func(api Metal) (Device, error)
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NewVulkanDevice func(api Vulkan) (Device, error)
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)
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// NewDevice creates a new Device given the api.
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//
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// Note that the device does not assume ownership of the resources contained in
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// api; the caller must ensure the resources are valid until the device is
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// released.
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func NewDevice(api API) (Device, error) {
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switch api := api.(type) {
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case OpenGL:
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if NewOpenGLDevice != nil {
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return NewOpenGLDevice(api)
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}
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case Direct3D11:
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if NewDirect3D11Device != nil {
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return NewDirect3D11Device(api)
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}
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case Metal:
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if NewMetalDevice != nil {
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return NewMetalDevice(api)
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}
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case Vulkan:
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if NewVulkanDevice != nil {
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return NewVulkanDevice(api)
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}
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}
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return nil, fmt.Errorf("driver: no driver available for the API %T", api)
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}
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func (OpenGL) implementsAPI() {}
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func (Direct3D11) implementsAPI() {}
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func (Metal) implementsAPI() {}
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func (Vulkan) implementsAPI() {}
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func (OpenGLRenderTarget) ImplementsRenderTarget() {}
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func (Direct3D11RenderTarget) ImplementsRenderTarget() {}
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func (MetalRenderTarget) ImplementsRenderTarget() {}
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func (VulkanRenderTarget) ImplementsRenderTarget() {}
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+240
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// SPDX-License-Identifier: Unlicense OR MIT
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package driver
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import (
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"errors"
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"image"
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"time"
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"gioui.org/internal/f32color"
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"gioui.org/shader"
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)
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// Device represents the abstraction of underlying GPU
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// APIs such as OpenGL, Direct3D useful for rendering Gio
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// operations.
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type Device interface {
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BeginFrame(target RenderTarget, clear bool, viewport image.Point) Texture
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EndFrame()
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Caps() Caps
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NewTimer() Timer
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// IsContinuousTime reports whether all timer measurements
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// are valid at the point of call.
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IsTimeContinuous() bool
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NewTexture(format TextureFormat, width, height int, minFilter, magFilter TextureFilter, bindings BufferBinding) (Texture, error)
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NewImmutableBuffer(typ BufferBinding, data []byte) (Buffer, error)
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NewBuffer(typ BufferBinding, size int) (Buffer, error)
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NewComputeProgram(shader shader.Sources) (Program, error)
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NewVertexShader(src shader.Sources) (VertexShader, error)
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NewFragmentShader(src shader.Sources) (FragmentShader, error)
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NewPipeline(desc PipelineDesc) (Pipeline, error)
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Viewport(x, y, width, height int)
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DrawArrays(off, count int)
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DrawElements(off, count int)
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BeginRenderPass(t Texture, desc LoadDesc)
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EndRenderPass()
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PrepareTexture(t Texture)
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BindProgram(p Program)
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BindPipeline(p Pipeline)
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BindTexture(unit int, t Texture)
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BindVertexBuffer(b Buffer, offset int)
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BindIndexBuffer(b Buffer)
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BindImageTexture(unit int, texture Texture)
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BindUniforms(buf Buffer)
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BindStorageBuffer(binding int, buf Buffer)
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BeginCompute()
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EndCompute()
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CopyTexture(dst Texture, dstOrigin image.Point, src Texture, srcRect image.Rectangle)
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DispatchCompute(x, y, z int)
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Release()
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}
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var ErrDeviceLost = errors.New("GPU device lost")
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type LoadDesc struct {
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Action LoadAction
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ClearColor f32color.RGBA
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}
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type Pipeline interface {
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Release()
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}
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type PipelineDesc struct {
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VertexShader VertexShader
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FragmentShader FragmentShader
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VertexLayout VertexLayout
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BlendDesc BlendDesc
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PixelFormat TextureFormat
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Topology Topology
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}
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type VertexLayout struct {
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Inputs []InputDesc
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Stride int
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}
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// InputDesc describes a vertex attribute as laid out in a Buffer.
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type InputDesc struct {
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Type shader.DataType
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Size int
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Offset int
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}
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type BlendDesc struct {
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Enable bool
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SrcFactor, DstFactor BlendFactor
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}
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type BlendFactor uint8
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type Topology uint8
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type (
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TextureFilter uint8
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TextureFormat uint8
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)
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type BufferBinding uint8
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type LoadAction uint8
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type Features uint
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type Caps struct {
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// BottomLeftOrigin is true if the driver has the origin in the lower left
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// corner. The OpenGL driver returns true.
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BottomLeftOrigin bool
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Features Features
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MaxTextureSize int
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}
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type VertexShader interface {
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Release()
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}
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type FragmentShader interface {
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Release()
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}
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type Program interface {
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Release()
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}
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type Buffer interface {
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Release()
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Upload(data []byte)
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Download(data []byte) error
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}
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type Timer interface {
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Begin()
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End()
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Duration() (time.Duration, bool)
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Release()
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}
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type Texture interface {
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RenderTarget
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Upload(offset, size image.Point, pixels []byte, stride int)
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ReadPixels(src image.Rectangle, pixels []byte, stride int) error
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Release()
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}
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const (
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BufferBindingIndices BufferBinding = 1 << iota
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BufferBindingVertices
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BufferBindingUniforms
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BufferBindingTexture
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BufferBindingFramebuffer
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BufferBindingShaderStorageRead
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BufferBindingShaderStorageWrite
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)
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const (
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TextureFormatSRGBA TextureFormat = iota
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TextureFormatFloat
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TextureFormatRGBA8
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// TextureFormatOutput denotes the format used by the output framebuffer.
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TextureFormatOutput
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)
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const (
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FilterNearest TextureFilter = iota
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FilterLinear
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FilterLinearMipmapLinear
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)
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const (
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FeatureTimers Features = 1 << iota
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FeatureFloatRenderTargets
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FeatureCompute
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FeatureSRGB
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)
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const (
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TopologyTriangleStrip Topology = iota
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TopologyTriangles
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)
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const (
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BlendFactorOne BlendFactor = iota
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BlendFactorOneMinusSrcAlpha
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BlendFactorZero
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BlendFactorDstColor
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)
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const (
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LoadActionKeep LoadAction = iota
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LoadActionClear
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LoadActionInvalidate
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)
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var ErrContentLost = errors.New("buffer content lost")
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func (f Features) Has(feats Features) bool {
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return f&feats == feats
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}
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func DownloadImage(d Device, t Texture, img *image.RGBA) error {
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r := img.Bounds()
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if err := t.ReadPixels(r, img.Pix, img.Stride); err != nil {
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return err
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}
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if d.Caps().BottomLeftOrigin {
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// OpenGL origin is in the lower-left corner. Flip the image to
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// match.
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flipImageY(r.Dx()*4, r.Dy(), img.Pix)
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}
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return nil
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}
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func flipImageY(stride, height int, pixels []byte) {
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// Flip image in y-direction. OpenGL's origin is in the lower
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// left corner.
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row := make([]uint8, stride)
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for y := range height / 2 {
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y1 := height - y - 1
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dest := y1 * stride
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src := y * stride
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copy(row, pixels[dest:])
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copy(pixels[dest:], pixels[src:src+len(row)])
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copy(pixels[src:], row)
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}
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}
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func UploadImage(t Texture, offset image.Point, img *image.RGBA) {
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var pixels []byte
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size := img.Bounds().Size()
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min := img.Rect.Min
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start := img.PixOffset(min.X, min.Y)
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end := img.PixOffset(min.X+size.X, min.Y+size.Y-1)
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pixels = img.Pix[start:end]
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t.Upload(offset, size, pixels, img.Stride)
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}
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