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205 lines
3.7 KiB
Go
205 lines
3.7 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package backend
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import (
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"image"
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"time"
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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()
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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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CurrentFramebuffer() Framebuffer
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NewFramebuffer(tex Texture, depthBits int) (Framebuffer, 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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NewProgram(vertexShader, fragmentShader ShaderSources) (Program, error)
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NewInputLayout(vertexShader ShaderSources, layout []InputDesc) (InputLayout, error)
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DepthFunc(f DepthFunc)
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ClearDepth(d float32)
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Clear(r, g, b, a float32)
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Viewport(x, y, width, height int)
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DrawArrays(mode DrawMode, off, count int)
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DrawElements(mode DrawMode, off, count int)
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SetBlend(enable bool)
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SetDepthTest(enable bool)
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DepthMask(mask bool)
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BlendFunc(sfactor, dfactor BlendFactor)
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BindInputLayout(i InputLayout)
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BindProgram(p Program)
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BindFramebuffer(f Framebuffer)
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BindTexture(unit int, t Texture)
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BindVertexBuffer(b Buffer, stride, offset int)
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BindIndexBuffer(b Buffer)
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}
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type ShaderSources struct {
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GLSL100ES string
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GLSL300ES string
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GLSL130 string
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GLSL150 string
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HLSL []byte
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Uniforms UniformsReflection
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Inputs []InputLocation
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Textures []TextureBinding
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}
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type UniformsReflection struct {
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Blocks []UniformBlock
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Locations []UniformLocation
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Size int
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}
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type TextureBinding struct {
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Name string
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Binding int
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}
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type UniformBlock struct {
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Name string
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Binding int
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}
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type UniformLocation struct {
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Name string
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Type DataType
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Size int
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Offset int
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}
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type InputLocation struct {
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// For GLSL.
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Name string
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Location int
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// For HLSL.
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Semantic string
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SemanticIndex int
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Type DataType
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Size 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 DataType
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Size int
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Offset int
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}
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// InputLayout is the backend specific representation of the mapping
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// between Buffers and shader attributes.
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type InputLayout interface {
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Release()
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}
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type BlendFactor uint8
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type DrawMode uint8
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type TextureFilter uint8
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type TextureFormat uint8
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type BufferBinding uint8
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type DataType uint8
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type DepthFunc uint8
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type Features uint
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type Caps struct {
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Features Features
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MaxTextureSize int
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}
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type Program interface {
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Release()
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SetVertexUniforms(buf Buffer)
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SetFragmentUniforms(buf Buffer)
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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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}
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type Framebuffer interface {
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Invalidate()
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Release()
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ReadPixels(src image.Rectangle, pixels []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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Upload(img *image.RGBA)
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Release()
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}
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const (
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DepthFuncGreater DepthFunc = iota
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DepthFuncGreaterEqual
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)
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const (
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DataTypeFloat DataType = iota
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DataTypeInt
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DataTypeShort
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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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)
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const (
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TextureFormatSRGB TextureFormat = iota
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TextureFormatFloat
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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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)
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const (
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FeatureTimers Features = iota
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)
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const (
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DrawModeTriangleStrip DrawMode = iota
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DrawModeTriangles
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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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func (f Features) Has(feats Features) bool {
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return f&feats == feats
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}
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