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NoiseTorch/vendor/gioui.org/app/internal/d3d11/backend_windows.go

857 lines
23 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package d3d11
import (
"errors"
"fmt"
"image"
"math"
"unsafe"
"gioui.org/gpu/backend"
gunsafe "gioui.org/internal/unsafe"
"golang.org/x/sys/windows"
)
const debug = false
type Device struct {
dev *_ID3D11Device
ctx *_ID3D11DeviceContext
featLvl uint32
floatFormat uint32
depthStates map[depthState]*_ID3D11DepthStencilState
blendStates map[blendState]*_ID3D11BlendState
}
type Backend struct {
// Temporary storage to avoid garbage.
clearColor [4]float32
viewport _D3D11_VIEWPORT
depthState depthState
blendState blendState
prog *Program
dev *Device
caps backend.Caps
// fbo is the currently bound fbo.
fbo *Framebuffer
}
type blendState struct {
enable bool
sfactor backend.BlendFactor
dfactor backend.BlendFactor
}
type depthState struct {
enable bool
mask bool
fn backend.DepthFunc
}
type Texture struct {
backend *Backend
format uint32
bindings backend.BufferBinding
tex *_ID3D11Texture2D
sampler *_ID3D11SamplerState
resView *_ID3D11ShaderResourceView
width int
height int
}
type Program struct {
backend *Backend
vert struct {
shader *_ID3D11VertexShader
uniforms *Buffer
}
frag struct {
shader *_ID3D11PixelShader
uniforms *Buffer
}
}
type Framebuffer struct {
dev *Device
format uint32
resource *_ID3D11Resource
renderTarget *_ID3D11RenderTargetView
depthView *_ID3D11DepthStencilView
foreign bool
}
type Buffer struct {
backend *Backend
bind uint32
buf *_ID3D11Buffer
immutable bool
}
type InputLayout struct {
dev *Device
layout *_ID3D11InputLayout
}
type SwapChain struct {
swchain *_IDXGISwapChain
fbo *Framebuffer
}
func NewDevice() (*Device, error) {
var flags uint32
if debug {
flags |= _D3D11_CREATE_DEVICE_DEBUG
}
d3ddev, d3dctx, featLvl, err := _D3D11CreateDevice(
_D3D_DRIVER_TYPE_HARDWARE,
flags,
)
if err != nil {
return nil, fmt.Errorf("NewContext: %v", err)
}
dev := &Device{dev: d3ddev, ctx: d3dctx, featLvl: featLvl}
if featLvl < _D3D_FEATURE_LEVEL_9_1 {
_IUnknownRelease(unsafe.Pointer(d3ddev), d3ddev.vtbl.Release)
_IUnknownRelease(unsafe.Pointer(d3dctx), d3dctx.vtbl.Release)
return nil, fmt.Errorf("d3d11: feature level too low: %d", featLvl)
}
floatFormat, ok := detectFloatFormat(d3ddev)
if !ok {
_IUnknownRelease(unsafe.Pointer(d3ddev), d3ddev.vtbl.Release)
_IUnknownRelease(unsafe.Pointer(d3dctx), d3dctx.vtbl.Release)
return nil, fmt.Errorf("d3d11: no available floating point formats")
}
dev.floatFormat = floatFormat
dev.depthStates = make(map[depthState]*_ID3D11DepthStencilState)
dev.blendStates = make(map[blendState]*_ID3D11BlendState)
return dev, nil
}
func detectFloatFormat(dev *_ID3D11Device) (uint32, bool) {
formats := []uint32{
_DXGI_FORMAT_R16_FLOAT,
_DXGI_FORMAT_R32_FLOAT,
_DXGI_FORMAT_R16G16_FLOAT,
_DXGI_FORMAT_R32G32_FLOAT,
// These last two are really wasteful, but c'est la vie.
_DXGI_FORMAT_R16G16B16A16_FLOAT,
_DXGI_FORMAT_R32G32B32A32_FLOAT,
}
for _, format := range formats {
need := uint32(_D3D11_FORMAT_SUPPORT_TEXTURE2D | _D3D11_FORMAT_SUPPORT_RENDER_TARGET)
if support, _ := dev.CheckFormatSupport(format); support&need == need {
return format, true
}
}
return 0, false
}
func (d *Device) CreateSwapChain(hwnd windows.Handle) (*SwapChain, error) {
dxgiDev, err := _IUnknownQueryInterface(unsafe.Pointer(d.dev), d.dev.vtbl.QueryInterface, &_IID_IDXGIDevice)
if err != nil {
return nil, fmt.Errorf("NewContext: %v", err)
}
adapter, err := (*_IDXGIDevice)(unsafe.Pointer(dxgiDev)).GetAdapter()
_IUnknownRelease(unsafe.Pointer(dxgiDev), dxgiDev.vtbl.Release)
if err != nil {
return nil, fmt.Errorf("NewContext: %v", err)
}
dxgiFactory, err := (*_IDXGIObject)(unsafe.Pointer(adapter)).GetParent(&_IID_IDXGIFactory)
_IUnknownRelease(unsafe.Pointer(adapter), adapter.vtbl.Release)
if err != nil {
return nil, fmt.Errorf("NewContext: %v", err)
}
d3dswchain, err := (*_IDXGIFactory)(unsafe.Pointer(dxgiFactory)).CreateSwapChain(
(*_IUnknown)(unsafe.Pointer(d.dev)),
&_DXGI_SWAP_CHAIN_DESC{
BufferDesc: _DXGI_MODE_DESC{
Format: _DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
},
SampleDesc: _DXGI_SAMPLE_DESC{
Count: 1,
},
BufferUsage: _DXGI_USAGE_RENDER_TARGET_OUTPUT,
BufferCount: 1,
OutputWindow: hwnd,
Windowed: 1,
SwapEffect: _DXGI_SWAP_EFFECT_DISCARD,
},
)
_IUnknownRelease(unsafe.Pointer(dxgiFactory), dxgiFactory.vtbl.Release)
if err != nil {
return nil, fmt.Errorf("NewContext: %v", err)
}
return &SwapChain{swchain: d3dswchain, fbo: &Framebuffer{}}, nil
}
func (s *SwapChain) Framebuffer(d *Device) (*Framebuffer, error) {
if s.fbo.renderTarget != nil {
return s.fbo, nil
}
desc, err := s.swchain.GetDesc()
if err != nil {
return nil, err
}
backBuffer, err := s.swchain.GetBuffer(0, &_IID_ID3D11Texture2D)
if err != nil {
return nil, err
}
texture := (*_ID3D11Resource)(unsafe.Pointer(backBuffer))
renderTarget, err := d.dev.CreateRenderTargetView(texture)
_IUnknownRelease(unsafe.Pointer(backBuffer), backBuffer.vtbl.Release)
if err != nil {
return nil, err
}
depthView, err := createDepthView(d.dev, int(desc.BufferDesc.Width), int(desc.BufferDesc.Height), 24)
if err != nil {
_IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.vtbl.Release)
return nil, err
}
s.fbo.renderTarget = renderTarget
s.fbo.depthView = depthView
s.fbo.dev = d
return s.fbo, nil
}
func (d *Device) Release() {
_IUnknownRelease(unsafe.Pointer(d.ctx), d.ctx.vtbl.Release)
_IUnknownRelease(unsafe.Pointer(d.dev), d.dev.vtbl.Release)
d.ctx = nil
d.dev = nil
for _, state := range d.depthStates {
_IUnknownRelease(unsafe.Pointer(state), state.vtbl.Release)
}
d.depthStates = nil
for _, state := range d.blendStates {
_IUnknownRelease(unsafe.Pointer(state), state.vtbl.Release)
}
d.blendStates = nil
}
func (s *SwapChain) Resize() error {
if s.fbo.renderTarget != nil {
s.fbo.Release()
}
return s.swchain.ResizeBuffers(0, 0, 0, _DXGI_FORMAT_UNKNOWN, 0)
}
func (s *SwapChain) Release() {
_IUnknownRelease(unsafe.Pointer(s.swchain), s.swchain.vtbl.Release)
}
func (s *SwapChain) Present() error {
return s.swchain.Present(1, 0)
}
func NewBackend(d *Device) (*Backend, error) {
caps := backend.Caps{
MaxTextureSize: 2048, // 9.1 maximum
}
switch {
case d.featLvl >= _D3D_FEATURE_LEVEL_11_0:
caps.MaxTextureSize = 16384
case d.featLvl >= _D3D_FEATURE_LEVEL_9_3:
caps.MaxTextureSize = 4096
}
b := &Backend{dev: d, caps: caps}
// Disable backface culling to match OpenGL.
state, err := b.dev.dev.CreateRasterizerState(&_D3D11_RASTERIZER_DESC{
CullMode: _D3D11_CULL_NONE,
FillMode: _D3D11_FILL_SOLID,
DepthClipEnable: 1,
})
// Enable depth mask to match OpenGL.
b.depthState.mask = true
if err != nil {
return nil, err
}
b.dev.ctx.RSSetState(state)
_IUnknownRelease(unsafe.Pointer(state), state.vtbl.Release)
return b, nil
}
func (b *Backend) BeginFrame() {
}
func (b *Backend) EndFrame() {
}
func (b *Backend) Caps() backend.Caps {
return b.caps
}
func (b *Backend) NewTimer() backend.Timer {
panic("timers not supported")
}
func (b *Backend) IsTimeContinuous() bool {
panic("timers not supported")
}
func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, minFilter, magFilter backend.TextureFilter, bindings backend.BufferBinding) (backend.Texture, error) {
var d3dfmt uint32
switch format {
case backend.TextureFormatFloat:
d3dfmt = b.dev.floatFormat
case backend.TextureFormatSRGB:
d3dfmt = _DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
default:
return nil, fmt.Errorf("unsupported texture format %d", format)
}
tex, err := b.dev.dev.CreateTexture2D(&_D3D11_TEXTURE2D_DESC{
Width: uint32(width),
Height: uint32(height),
MipLevels: 1,
ArraySize: 1,
Format: d3dfmt,
SampleDesc: _DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
BindFlags: convBufferBinding(bindings),
})
if err != nil {
return nil, err
}
var (
sampler *_ID3D11SamplerState
resView *_ID3D11ShaderResourceView
)
if bindings&backend.BufferBindingTexture != 0 {
var filter uint32
switch {
case minFilter == backend.FilterNearest && magFilter == backend.FilterNearest:
filter = _D3D11_FILTER_MIN_MAG_MIP_POINT
case minFilter == backend.FilterLinear && magFilter == backend.FilterLinear:
filter = _D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT
default:
_IUnknownRelease(unsafe.Pointer(tex), tex.vtbl.Release)
return nil, fmt.Errorf("unsupported texture filter combination %d, %d", minFilter, magFilter)
}
var err error
sampler, err = b.dev.dev.CreateSamplerState(&_D3D11_SAMPLER_DESC{
Filter: filter,
AddressU: _D3D11_TEXTURE_ADDRESS_CLAMP,
AddressV: _D3D11_TEXTURE_ADDRESS_CLAMP,
AddressW: _D3D11_TEXTURE_ADDRESS_CLAMP,
MaxAnisotropy: 1,
MinLOD: -math.MaxFloat32,
MaxLOD: math.MaxFloat32,
})
if err != nil {
_IUnknownRelease(unsafe.Pointer(tex), tex.vtbl.Release)
return nil, err
}
resView, err = b.dev.dev.CreateShaderResourceViewTEX2D(
(*_ID3D11Resource)(unsafe.Pointer(tex)),
&_D3D11_SHADER_RESOURCE_VIEW_DESC_TEX2D{
_D3D11_SHADER_RESOURCE_VIEW_DESC: _D3D11_SHADER_RESOURCE_VIEW_DESC{
Format: d3dfmt,
ViewDimension: _D3D11_SRV_DIMENSION_TEXTURE2D,
},
Texture2D: _D3D11_TEX2D_SRV{
MostDetailedMip: 0,
MipLevels: ^uint32(0),
},
},
)
if err != nil {
_IUnknownRelease(unsafe.Pointer(tex), tex.vtbl.Release)
_IUnknownRelease(unsafe.Pointer(sampler), sampler.vtbl.Release)
return nil, err
}
}
return &Texture{backend: b, format: d3dfmt, tex: tex, sampler: sampler, resView: resView, bindings: bindings, width: width, height: height}, nil
}
func (b *Backend) CurrentFramebuffer() backend.Framebuffer {
renderTarget := b.dev.ctx.OMGetRenderTargets()
if renderTarget != nil {
// Assume someone else is holding on to it.
_IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.vtbl.Release)
}
if renderTarget == b.fbo.renderTarget {
return b.fbo
}
return &Framebuffer{dev: b.dev, renderTarget: renderTarget, foreign: true}
}
func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Framebuffer, error) {
d3dtex := tex.(*Texture)
if d3dtex.bindings&backend.BufferBindingFramebuffer == 0 {
return nil, errors.New("the texture was created without BufferBindingFramebuffer binding")
}
resource := (*_ID3D11Resource)(unsafe.Pointer(d3dtex.tex))
renderTarget, err := b.dev.dev.CreateRenderTargetView(resource)
if err != nil {
return nil, err
}
fbo := &Framebuffer{dev: b.dev, format: d3dtex.format, resource: resource, renderTarget: renderTarget}
if depthBits > 0 {
depthView, err := createDepthView(b.dev.dev, d3dtex.width, d3dtex.height, depthBits)
if err != nil {
_IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.vtbl.Release)
return nil, err
}
fbo.depthView = depthView
}
return fbo, nil
}
func createDepthView(d *_ID3D11Device, width, height, depthBits int) (*_ID3D11DepthStencilView, error) {
depthTex, err := d.CreateTexture2D(&_D3D11_TEXTURE2D_DESC{
Width: uint32(width),
Height: uint32(height),
MipLevels: 1,
ArraySize: 1,
Format: _DXGI_FORMAT_D24_UNORM_S8_UINT,
SampleDesc: _DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
BindFlags: _D3D11_BIND_DEPTH_STENCIL,
})
if err != nil {
return nil, err
}
depthView, err := d.CreateDepthStencilViewTEX2D(
(*_ID3D11Resource)(unsafe.Pointer(depthTex)),
&_D3D11_DEPTH_STENCIL_VIEW_DESC_TEX2D{
Format: _DXGI_FORMAT_D24_UNORM_S8_UINT,
ViewDimension: _D3D11_DSV_DIMENSION_TEXTURE2D,
},
)
_IUnknownRelease(unsafe.Pointer(depthTex), depthTex.vtbl.Release)
return depthView, err
}
func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []backend.InputDesc) (backend.InputLayout, error) {
if len(vertexShader.Inputs) != len(layout) {
return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vertexShader.Inputs))
}
descs := make([]_D3D11_INPUT_ELEMENT_DESC, len(layout))
for i, l := range layout {
inp := vertexShader.Inputs[i]
cname, err := windows.BytePtrFromString(inp.Semantic)
if err != nil {
return nil, err
}
var format uint32
switch l.Type {
case backend.DataTypeFloat:
switch l.Size {
case 1:
format = _DXGI_FORMAT_R32_FLOAT
case 2:
format = _DXGI_FORMAT_R32G32_FLOAT
case 3:
format = _DXGI_FORMAT_R32G32B32_FLOAT
case 4:
format = _DXGI_FORMAT_R32G32B32A32_FLOAT
default:
panic("unsupported float data size")
}
case backend.DataTypeShort:
switch l.Size {
case 1:
format = _DXGI_FORMAT_R16_SINT
case 2:
format = _DXGI_FORMAT_R16G16_SINT
default:
panic("unsupported float 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),
}
}
l, err := b.dev.dev.CreateInputLayout(descs, vertexShader.HLSL)
if err != nil {
return nil, err
}
return &InputLayout{dev: b.dev, layout: l}, nil
}
func (b *Backend) NewBuffer(typ backend.BufferBinding, size int) (backend.Buffer, error) {
if typ&backend.BufferBindingUniforms != 0 {
if typ != backend.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)
buf, err := b.dev.dev.CreateBuffer(&_D3D11_BUFFER_DESC{
ByteWidth: uint32(size),
BindFlags: bind,
}, nil)
if err != nil {
return nil, err
}
return &Buffer{backend: b, buf: buf, bind: bind}, nil
}
func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (backend.Buffer, error) {
if typ&backend.BufferBindingUniforms != 0 {
if typ != backend.BufferBindingUniforms {
return nil, errors.New("uniform buffers cannot have other bindings")
}
if len(data)%16 != 0 {
return nil, fmt.Errorf("constant buffer size is %d, expected a multiple of 16", len(data))
}
}
bind := convBufferBinding(typ)
buf, err := b.dev.dev.CreateBuffer(&_D3D11_BUFFER_DESC{
ByteWidth: uint32(len(data)),
Usage: _D3D11_USAGE_IMMUTABLE,
BindFlags: bind,
}, data)
if err != nil {
return nil, err
}
return &Buffer{backend: b, buf: buf, bind: bind, immutable: true}, nil
}
func (b *Backend) NewProgram(vertexShader, fragmentShader backend.ShaderSources) (backend.Program, error) {
vs, err := b.dev.dev.CreateVertexShader(vertexShader.HLSL)
if err != nil {
return nil, err
}
ps, err := b.dev.dev.CreatePixelShader(fragmentShader.HLSL)
if err != nil {
return nil, err
}
p := &Program{backend: b}
p.vert.shader = vs
p.frag.shader = ps
return p, nil
}
func (b *Backend) Clear(colr, colg, colb, cola float32) {
b.clearColor = [4]float32{colr, colg, colb, cola}
b.dev.ctx.ClearRenderTargetView(b.fbo.renderTarget, &b.clearColor)
}
func (b *Backend) ClearDepth(depth float32) {
if b.fbo.depthView != nil {
b.dev.ctx.ClearDepthStencilView(b.fbo.depthView, _D3D11_CLEAR_DEPTH|_D3D11_CLEAR_STENCIL, depth, 0)
}
}
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.dev.ctx.RSSetViewports(&b.viewport)
}
func (b *Backend) DrawArrays(mode backend.DrawMode, off, count int) {
b.prepareDraw(mode)
b.dev.ctx.Draw(uint32(count), uint32(off))
}
func (b *Backend) DrawElements(mode backend.DrawMode, off, count int) {
b.prepareDraw(mode)
b.dev.ctx.DrawIndexed(uint32(count), uint32(off), 0)
}
func (b *Backend) prepareDraw(mode backend.DrawMode) {
if p := b.prog; p != nil {
b.dev.ctx.VSSetShader(p.vert.shader)
b.dev.ctx.PSSetShader(p.frag.shader)
if buf := p.vert.uniforms; buf != nil {
b.dev.ctx.VSSetConstantBuffers(buf.buf)
}
if buf := p.frag.uniforms; buf != nil {
b.dev.ctx.PSSetConstantBuffers(buf.buf)
}
}
var topology uint32
switch mode {
case backend.DrawModeTriangles:
topology = _D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST
case backend.DrawModeTriangleStrip:
topology = _D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
default:
panic("unsupported draw mode")
}
b.dev.ctx.IASetPrimitiveTopology(topology)
depthState, ok := b.dev.depthStates[b.depthState]
if !ok {
var desc _D3D11_DEPTH_STENCIL_DESC
if b.depthState.enable {
desc.DepthEnable = 1
}
if b.depthState.mask {
desc.DepthWriteMask = _D3D11_DEPTH_WRITE_MASK_ALL
}
switch b.depthState.fn {
case backend.DepthFuncGreater:
desc.DepthFunc = _D3D11_COMPARISON_GREATER
case backend.DepthFuncGreaterEqual:
desc.DepthFunc = _D3D11_COMPARISON_GREATER_EQUAL
default:
panic("unsupported depth func")
}
var err error
depthState, err = b.dev.dev.CreateDepthStencilState(&desc)
if err != nil {
panic(err)
}
b.dev.depthStates[b.depthState] = depthState
}
b.dev.ctx.OMSetDepthStencilState(depthState, 0)
blendState, ok := b.dev.blendStates[b.blendState]
if !ok {
var desc _D3D11_BLEND_DESC
t0 := &desc.RenderTarget[0]
t0.RenderTargetWriteMask = _D3D11_COLOR_WRITE_ENABLE_ALL
t0.BlendOp = _D3D11_BLEND_OP_ADD
t0.BlendOpAlpha = _D3D11_BLEND_OP_ADD
if b.blendState.enable {
t0.BlendEnable = 1
}
scol, salpha := toBlendFactor(b.blendState.sfactor)
dcol, dalpha := toBlendFactor(b.blendState.dfactor)
t0.SrcBlend = scol
t0.SrcBlendAlpha = salpha
t0.DestBlend = dcol
t0.DestBlendAlpha = dalpha
var err error
blendState, err = b.dev.dev.CreateBlendState(&desc)
if err != nil {
panic(err)
}
b.dev.blendStates[b.blendState] = blendState
}
b.dev.ctx.OMSetBlendState(blendState, nil, 0xffffffff)
}
func (b *Backend) DepthFunc(f backend.DepthFunc) {
b.depthState.fn = f
}
func (b *Backend) SetBlend(enable bool) {
b.blendState.enable = enable
}
func (b *Backend) SetDepthTest(enable bool) {
b.depthState.enable = enable
}
func (b *Backend) DepthMask(mask bool) {
b.depthState.mask = mask
}
func (b *Backend) BlendFunc(sfactor, dfactor backend.BlendFactor) {
b.blendState.sfactor = sfactor
b.blendState.dfactor = dfactor
}
func (t *Texture) Upload(img *image.RGBA) {
b := img.Bounds()
w := b.Dx()
if img.Stride != w*4 {
panic("unsupported stride")
}
start := (b.Min.X + b.Min.Y*w) * 4
end := (b.Max.X + (b.Max.Y-1)*w) * 4
pixels := img.Pix[start:end]
res := (*_ID3D11Resource)(unsafe.Pointer(t.tex))
t.backend.dev.ctx.UpdateSubresource(res, uint32(img.Stride), uint32(len(pixels)), pixels)
}
func (t *Texture) Release() {
_IUnknownRelease(unsafe.Pointer(t.tex), t.tex.vtbl.Release)
t.tex = nil
if t.sampler != nil {
_IUnknownRelease(unsafe.Pointer(t.sampler), t.sampler.vtbl.Release)
t.sampler = nil
}
if t.resView != nil {
_IUnknownRelease(unsafe.Pointer(t.resView), t.resView.vtbl.Release)
t.resView = nil
}
}
func (b *Backend) BindTexture(unit int, tex backend.Texture) {
t := tex.(*Texture)
b.dev.ctx.PSSetSamplers(uint32(unit), t.sampler)
b.dev.ctx.PSSetShaderResources(uint32(unit), t.resView)
}
func (b *Backend) BindProgram(prog backend.Program) {
b.prog = prog.(*Program)
}
func (p *Program) Release() {
_IUnknownRelease(unsafe.Pointer(p.vert.shader), p.vert.shader.vtbl.Release)
_IUnknownRelease(unsafe.Pointer(p.frag.shader), p.frag.shader.vtbl.Release)
p.vert.shader = nil
p.frag.shader = nil
}
func (p *Program) SetVertexUniforms(buf backend.Buffer) {
p.vert.uniforms = buf.(*Buffer)
}
func (p *Program) SetFragmentUniforms(buf backend.Buffer) {
p.frag.uniforms = buf.(*Buffer)
}
func (b *Backend) BindVertexBuffer(buf backend.Buffer, stride, offset int) {
b.dev.ctx.IASetVertexBuffers(buf.(*Buffer).buf, uint32(stride), uint32(offset))
}
func (b *Backend) BindIndexBuffer(buf backend.Buffer) {
b.dev.ctx.IASetIndexBuffer(buf.(*Buffer).buf, _DXGI_FORMAT_R16_UINT, 0)
}
func (b *Buffer) Upload(data []byte) {
b.backend.dev.ctx.UpdateSubresource((*_ID3D11Resource)(unsafe.Pointer(b.buf)), 0, 0, data)
}
func (b *Buffer) Release() {
_IUnknownRelease(unsafe.Pointer(b.buf), b.buf.vtbl.Release)
b.buf = nil
}
func (f *Framebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
if f.resource == nil {
return errors.New("framebuffer does not support ReadPixels")
}
w, h := src.Dx(), src.Dy()
tex, err := f.dev.dev.CreateTexture2D(&_D3D11_TEXTURE2D_DESC{
Width: uint32(w),
Height: uint32(h),
MipLevels: 1,
ArraySize: 1,
Format: f.format,
SampleDesc: _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 _IUnknownRelease(unsafe.Pointer(tex), tex.vtbl.Release)
res := (*_ID3D11Resource)(unsafe.Pointer(tex))
f.dev.ctx.CopySubresourceRegion(
res,
0, // Destination subresource.
0, 0, 0, // Destination coordinates (x, y, z).
f.resource,
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 := f.dev.ctx.Map(res, 0, _D3D11_MAP_READ, 0)
if err != nil {
return fmt.Errorf("ReadPixels: %v", err)
}
defer f.dev.ctx.Unmap(res, 0)
srcPitch := w * 4
dstPitch := int(resMap.RowPitch)
mapSize := dstPitch * h
data := gunsafe.SliceOf(resMap.pData)[:mapSize:mapSize]
width := w * 4
for r := 0; r < h; r++ {
pixels := pixels[r*srcPitch:]
copy(pixels[:width], data[r*dstPitch:])
}
return nil
}
func (b *Backend) BindFramebuffer(fbo backend.Framebuffer) {
b.fbo = fbo.(*Framebuffer)
b.dev.ctx.OMSetRenderTargets(b.fbo.renderTarget, b.fbo.depthView)
}
func (f *Framebuffer) Invalidate() {
}
func (f *Framebuffer) Release() {
if f.foreign {
panic("cannot release Framebuffer from CurrentFramebuffer")
}
if f.renderTarget != nil {
_IUnknownRelease(unsafe.Pointer(f.renderTarget), f.renderTarget.vtbl.Release)
f.renderTarget = nil
}
if f.depthView != nil {
_IUnknownRelease(unsafe.Pointer(f.depthView), f.depthView.vtbl.Release)
f.depthView = nil
}
}
func (b *Backend) BindInputLayout(layout backend.InputLayout) {
b.dev.ctx.IASetInputLayout(layout.(*InputLayout).layout)
}
func (l *InputLayout) Release() {
_IUnknownRelease(unsafe.Pointer(l.layout), l.layout.vtbl.Release)
l.layout = nil
}
func convBufferBinding(typ backend.BufferBinding) uint32 {
var bindings uint32
if typ&backend.BufferBindingVertices != 0 {
bindings |= _D3D11_BIND_VERTEX_BUFFER
}
if typ&backend.BufferBindingIndices != 0 {
bindings |= _D3D11_BIND_INDEX_BUFFER
}
if typ&backend.BufferBindingUniforms != 0 {
bindings |= _D3D11_BIND_CONSTANT_BUFFER
}
if typ&backend.BufferBindingTexture != 0 {
bindings |= _D3D11_BIND_SHADER_RESOURCE
}
if typ&backend.BufferBindingFramebuffer != 0 {
bindings |= _D3D11_BIND_RENDER_TARGET
}
return bindings
}
func toBlendFactor(f backend.BlendFactor) (uint32, uint32) {
switch f {
case backend.BlendFactorOne:
return _D3D11_BLEND_ONE, _D3D11_BLEND_ONE
case backend.BlendFactorOneMinusSrcAlpha:
return _D3D11_BLEND_INV_SRC_ALPHA, _D3D11_BLEND_INV_SRC_ALPHA
case backend.BlendFactorZero:
return _D3D11_BLEND_ZERO, _D3D11_BLEND_ZERO
case backend.BlendFactorDstColor:
return _D3D11_BLEND_DEST_COLOR, _D3D11_BLEND_DEST_ALPHA
default:
panic("unsupported blend source factor")
}
}