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// SPDX-License-Identifier: Unlicense OR MIT
package backend
import (
"image"
"time"
)
// Device represents the abstraction of underlying GPU
// APIs such as OpenGL, Direct3D useful for rendering Gio
// operations.
type Device interface {
BeginFrame()
EndFrame()
Caps() Caps
NewTimer() Timer
// IsContinuousTime reports whether all timer measurements
// are valid at the point of call.
IsTimeContinuous() bool
NewTexture(format TextureFormat, width, height int, minFilter, magFilter TextureFilter, bindings BufferBinding) (Texture, error)
CurrentFramebuffer() Framebuffer
NewFramebuffer(tex Texture, depthBits int) (Framebuffer, error)
NewImmutableBuffer(typ BufferBinding, data []byte) (Buffer, error)
NewBuffer(typ BufferBinding, size int) (Buffer, error)
NewProgram(vertexShader, fragmentShader ShaderSources) (Program, error)
NewInputLayout(vertexShader ShaderSources, layout []InputDesc) (InputLayout, error)
DepthFunc(f DepthFunc)
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)
}
type ShaderSources struct {
GLSL100ES string
GLSL300ES string
GLSL130 string
GLSL150 string
HLSL []byte
Uniforms UniformsReflection
Inputs []InputLocation
Textures []TextureBinding
}
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 backend specific representation of the mapping
// between Buffers and shader attributes.
type InputLayout interface {
Release()
}
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 {
Features Features
MaxTextureSize int
}
type Program interface {
Release()
SetVertexUniforms(buf Buffer)
SetFragmentUniforms(buf Buffer)
}
type Buffer interface {
Release()
Upload(data []byte)
}
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(img *image.RGBA)
Release()
}
const (
DepthFuncGreater DepthFunc = iota
DepthFuncGreaterEqual
)
const (
DataTypeFloat DataType = iota
DataTypeInt
DataTypeShort
)
const (
BufferBindingIndices BufferBinding = 1 << iota
BufferBindingVertices
BufferBindingUniforms
BufferBindingTexture
BufferBindingFramebuffer
)
const (
TextureFormatSRGB TextureFormat = iota
TextureFormatFloat
)
const (
FilterNearest TextureFilter = iota
FilterLinear
)
const (
FeatureTimers Features = iota
)
const (
DrawModeTriangleStrip DrawMode = iota
DrawModeTriangles
)
const (
BlendFactorOne BlendFactor = iota
BlendFactorOneMinusSrcAlpha
BlendFactorZero
BlendFactorDstColor
)
func (f Features) Has(feats Features) bool {
return f&feats == feats
}
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