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gioui.org/app/internal/d3d11

package d3d11

v0.0.0 (278e9bc)
Latest Go to latest
Published: Jun 3, 2020 | Licenses: MIT, Unlicense | Module: gioui.org

Index

Constants

const (
	DXGI_STATUS_OCCLUDED      = 0x087A0001
	DXGI_ERROR_DEVICE_RESET   = 0x887A0007
	DXGI_ERROR_DEVICE_REMOVED = 0x887A0005
	D3DDDIERR_DEVICEREMOVED   = 1<<31 | 0x876<<16 | 2160
)

type Backend

type Backend struct {
	// contains filtered or unexported fields
}

func NewBackend

func NewBackend(d *Device) (*Backend, error)

func (*Backend) BeginFrame

func (b *Backend) BeginFrame()

func (*Backend) BindFramebuffer

func (b *Backend) BindFramebuffer(fbo backend.Framebuffer)

func (*Backend) BindIndexBuffer

func (b *Backend) BindIndexBuffer(buf backend.Buffer)

func (*Backend) BindInputLayout

func (b *Backend) BindInputLayout(layout backend.InputLayout)

func (*Backend) BindProgram

func (b *Backend) BindProgram(prog backend.Program)

func (*Backend) BindTexture

func (b *Backend) BindTexture(unit int, tex backend.Texture)

func (*Backend) BindVertexBuffer

func (b *Backend) BindVertexBuffer(buf backend.Buffer, stride, offset int)

func (*Backend) BlendFunc

func (b *Backend) BlendFunc(sfactor, dfactor backend.BlendFactor)

func (*Backend) Caps

func (b *Backend) Caps() backend.Caps

func (*Backend) Clear

func (b *Backend) Clear(colr, colg, colb, cola float32)

func (*Backend) ClearDepth

func (b *Backend) ClearDepth(depth float32)

func (*Backend) CurrentFramebuffer

func (b *Backend) CurrentFramebuffer() backend.Framebuffer

func (*Backend) DepthFunc

func (b *Backend) DepthFunc(f backend.DepthFunc)

func (*Backend) DepthMask

func (b *Backend) DepthMask(mask bool)

func (*Backend) DrawArrays

func (b *Backend) DrawArrays(mode backend.DrawMode, off, count int)

func (*Backend) DrawElements

func (b *Backend) DrawElements(mode backend.DrawMode, off, count int)

func (*Backend) EndFrame

func (b *Backend) EndFrame()

func (*Backend) IsTimeContinuous

func (b *Backend) IsTimeContinuous() bool

func (*Backend) NewBuffer

func (b *Backend) NewBuffer(typ backend.BufferBinding, size int) (backend.Buffer, error)

func (*Backend) NewFramebuffer

func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Framebuffer, error)

func (*Backend) NewImmutableBuffer

func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (backend.Buffer, error)

func (*Backend) NewInputLayout

func (b *Backend) NewInputLayout(vertexShader backend.ShaderSources, layout []backend.InputDesc) (backend.InputLayout, error)

func (*Backend) NewProgram

func (b *Backend) NewProgram(vertexShader, fragmentShader backend.ShaderSources) (backend.Program, error)

func (*Backend) NewTexture

func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, minFilter, magFilter backend.TextureFilter, bindings backend.BufferBinding) (backend.Texture, error)

func (*Backend) NewTimer

func (b *Backend) NewTimer() backend.Timer

func (*Backend) SetBlend

func (b *Backend) SetBlend(enable bool)

func (*Backend) SetDepthTest

func (b *Backend) SetDepthTest(enable bool)

func (*Backend) Viewport

func (b *Backend) Viewport(x, y, width, height int)

type Buffer

type Buffer struct {
	// contains filtered or unexported fields
}

func (*Buffer) Release

func (b *Buffer) Release()

func (*Buffer) Upload

func (b *Buffer) Upload(data []byte)

type Device

type Device struct {
	// contains filtered or unexported fields
}

func NewDevice

func NewDevice() (*Device, error)

func (*Device) CreateSwapChain

func (d *Device) CreateSwapChain(hwnd windows.Handle) (*SwapChain, error)

func (*Device) Release

func (d *Device) Release()

type ErrorCode

type ErrorCode struct {
	Name string
	Code uint32
}

func (ErrorCode) Error

func (e ErrorCode) Error() string

type Framebuffer

type Framebuffer struct {
	// contains filtered or unexported fields
}

func (*Framebuffer) Invalidate

func (f *Framebuffer) Invalidate()

func (*Framebuffer) ReadPixels

func (f *Framebuffer) ReadPixels(src image.Rectangle, pixels []byte) error

func (*Framebuffer) Release

func (f *Framebuffer) Release()

type InputLayout

type InputLayout struct {
	// contains filtered or unexported fields
}

func (*InputLayout) Release

func (l *InputLayout) Release()

type Program

type Program struct {
	// contains filtered or unexported fields
}

func (*Program) Release

func (p *Program) Release()

func (*Program) SetFragmentUniforms

func (p *Program) SetFragmentUniforms(buf backend.Buffer)

func (*Program) SetVertexUniforms

func (p *Program) SetVertexUniforms(buf backend.Buffer)

type SwapChain

type SwapChain struct {
	// contains filtered or unexported fields
}

func (*SwapChain) Framebuffer

func (s *SwapChain) Framebuffer(d *Device) (*Framebuffer, error)

func (*SwapChain) Present

func (s *SwapChain) Present() error

func (*SwapChain) Release

func (s *SwapChain) Release()

func (*SwapChain) Resize

func (s *SwapChain) Resize() error

type Texture

type Texture struct {
	// contains filtered or unexported fields
}

func (*Texture) Release

func (t *Texture) Release()

func (*Texture) Upload

func (t *Texture) Upload(img *image.RGBA)
Documentation was rendered with GOOS=windows and GOARCH=amd64.

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