package metal
import "gioui.org/gpu/internal/metal"
Index ¶
- type Backend
- func (b *Backend) BeginCompute()
- func (b *Backend) BeginFrame(target driver.RenderTarget, clear bool, viewport image.Point) driver.Texture
- func (b *Backend) BeginRenderPass(tex driver.Texture, d driver.LoadDesc)
- func (b *Backend) BindImageTexture(unit int, tex driver.Texture)
- func (b *Backend) BindIndexBuffer(buf driver.Buffer)
- func (b *Backend) BindPipeline(pipe driver.Pipeline)
- func (b *Backend) BindProgram(prog driver.Program)
- func (b *Backend) BindStorageBuffer(binding int, buffer driver.Buffer)
- func (b *Backend) BindTexture(unit int, tex driver.Texture)
- func (b *Backend) BindUniforms(buf driver.Buffer)
- func (b *Backend) BindVertexBuffer(buf driver.Buffer, offset int)
- func (b *Backend) Caps() driver.Caps
- func (b *Backend) CopyTexture(dst driver.Texture, dorig image.Point, src driver.Texture, srect image.Rectangle)
- func (b *Backend) DispatchCompute(x, y, z int)
- func (b *Backend) DrawArrays(off, count int)
- func (b *Backend) DrawElements(off, count int)
- func (b *Backend) EndCompute()
- func (b *Backend) EndFrame()
- func (b *Backend) EndRenderPass()
- func (b *Backend) IsTimeContinuous() bool
- func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer, error)
- func (b *Backend) NewComputeProgram(src shader.Sources) (driver.Program, error)
- func (b *Backend) NewFragmentShader(src shader.Sources) (driver.FragmentShader, error)
- func (b *Backend) NewImmutableBuffer(typ driver.BufferBinding, data []byte) (driver.Buffer, error)
- func (b *Backend) NewPipeline(desc driver.PipelineDesc) (driver.Pipeline, error)
- func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, minFilter, magFilter driver.TextureFilter, bindings driver.BufferBinding) (driver.Texture, error)
- func (b *Backend) NewTimer() driver.Timer
- func (b *Backend) NewVertexShader(src shader.Sources) (driver.VertexShader, error)
- func (b *Backend) PrepareTexture(tex driver.Texture)
- func (b *Backend) Release()
- func (b *Backend) Viewport(x, y, width, height int)
- type Buffer
- func (b *Buffer) Download(data []byte) error
- func (b *Buffer) Release()
- func (b *Buffer) Upload(data []byte)
- type Pipeline
- type Program
- type Shader
- type Texture
Types ¶
type Backend ¶
type Backend struct {
// contains filtered or unexported fields
}
func (*Backend) BeginCompute ¶
func (b *Backend) BeginCompute()
func (*Backend) BeginFrame ¶
func (b *Backend) BeginFrame(target driver.RenderTarget, clear bool, viewport image.Point) driver.Texture
func (*Backend) BeginRenderPass ¶
func (*Backend) BindImageTexture ¶
func (*Backend) BindIndexBuffer ¶
func (*Backend) BindPipeline ¶
func (*Backend) BindProgram ¶
func (*Backend) BindStorageBuffer ¶
func (*Backend) BindTexture ¶
func (*Backend) BindUniforms ¶
func (*Backend) BindVertexBuffer ¶
func (*Backend) Caps ¶
func (*Backend) CopyTexture ¶
func (b *Backend) CopyTexture(dst driver.Texture, dorig image.Point, src driver.Texture, srect image.Rectangle)
func (*Backend) DispatchCompute ¶
func (*Backend) DrawArrays ¶
func (*Backend) DrawElements ¶
func (*Backend) EndCompute ¶
func (b *Backend) EndCompute()
func (*Backend) EndFrame ¶
func (b *Backend) EndFrame()
func (*Backend) EndRenderPass ¶
func (b *Backend) EndRenderPass()
func (*Backend) IsTimeContinuous ¶
func (*Backend) NewBuffer ¶
func (*Backend) NewComputeProgram ¶
func (*Backend) NewFragmentShader ¶
func (*Backend) NewImmutableBuffer ¶
func (*Backend) NewPipeline ¶
func (*Backend) NewTexture ¶
func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, minFilter, magFilter driver.TextureFilter, bindings driver.BufferBinding) (driver.Texture, error)
func (*Backend) NewTimer ¶
func (*Backend) NewVertexShader ¶
func (*Backend) PrepareTexture ¶
func (*Backend) Release ¶
func (b *Backend) Release()
func (*Backend) Viewport ¶
type Buffer ¶
type Buffer struct {
// contains filtered or unexported fields
}
func (*Buffer) Download ¶
func (*Buffer) Release ¶
func (b *Buffer) Release()
func (*Buffer) Upload ¶
type Pipeline ¶
type Pipeline struct {
// contains filtered or unexported fields
}
func (*Pipeline) Release ¶
func (p *Pipeline) Release()
type Program ¶
type Program struct {
// contains filtered or unexported fields
}
func (*Program) Release ¶
func (p *Program) Release()
type Shader ¶
type Shader struct {
// contains filtered or unexported fields
}
func (*Shader) Release ¶
func (s *Shader) Release()
type Texture ¶
type Texture struct {
// contains filtered or unexported fields
}
func (*Texture) ImplementsRenderTarget ¶
func (f *Texture) ImplementsRenderTarget()
func (*Texture) ReadPixels ¶
func (*Texture) Release ¶
func (t *Texture) Release()
func (*Texture) Upload ¶
Source Files ¶
metal.go metal_darwin.go
- Version
- v0.6.0
- Published
- Mar 29, 2024
- Platform
- darwin/amd64
- Imports
- 7 packages
- Last checked
- 58 seconds ago –
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