2023-12-30 05:41:11 +00:00
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#include "config.h"
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#include "gskgpucrossfadeopprivate.h"
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#include "gskgpuframeprivate.h"
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#include "gskgpuprintprivate.h"
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#include "gskrectprivate.h"
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#include "gpu/shaders/gskgpucrossfadeinstance.h"
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typedef struct _GskGpuCrossFadeOp GskGpuCrossFadeOp;
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struct _GskGpuCrossFadeOp
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{
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GskGpuShaderOp op;
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};
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static void
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gsk_gpu_cross_fade_op_print (GskGpuOp *op,
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GskGpuFrame *frame,
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GString *string,
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guint indent)
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{
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GskGpuShaderOp *shader = (GskGpuShaderOp *) op;
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GskGpuCrossfadeInstance *instance;
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instance = (GskGpuCrossfadeInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
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gsk_gpu_print_op (string, indent, "cross-fade");
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gsk_gpu_print_rect (string, instance->rect);
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gsk_gpu_print_image_descriptor (string, shader->desc, instance->start_id);
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gsk_gpu_print_image_descriptor (string, shader->desc, instance->end_id);
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g_string_append_printf (string, "%g%%", 100 * instance->opacity_progress[1]);
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gsk_gpu_print_newline (string);
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}
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static const GskGpuShaderOpClass GSK_GPU_CROSS_FADE_OP_CLASS = {
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{
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GSK_GPU_OP_SIZE (GskGpuCrossFadeOp),
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GSK_GPU_STAGE_SHADER,
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gsk_gpu_shader_op_finish,
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gsk_gpu_cross_fade_op_print,
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#ifdef GDK_RENDERING_VULKAN
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gsk_gpu_shader_op_vk_command,
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#endif
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gsk_gpu_shader_op_gl_command
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},
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"gskgpucrossfade",
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sizeof (GskGpuCrossfadeInstance),
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#ifdef GDK_RENDERING_VULKAN
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&gsk_gpu_crossfade_info,
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#endif
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2024-01-04 13:52:03 +00:00
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gsk_gpu_crossfade_setup_attrib_locations,
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2023-12-30 05:41:11 +00:00
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gsk_gpu_crossfade_setup_vao
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};
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void
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gsk_gpu_cross_fade_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuDescriptors *desc,
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const graphene_rect_t *rect,
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const graphene_point_t *offset,
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float opacity,
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float progress,
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guint32 start_descriptor,
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const graphene_rect_t *start_rect,
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guint32 end_descriptor,
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const graphene_rect_t *end_rect)
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{
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GskGpuCrossfadeInstance *instance;
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_CROSS_FADE_OP_CLASS,
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2023-12-31 04:38:56 +00:00
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0,
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2023-12-30 05:41:11 +00:00
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clip,
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desc,
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&instance);
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gsk_gpu_rect_to_float (rect, offset, instance->rect);
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instance->opacity_progress[0] = opacity;
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instance->opacity_progress[1] = progress;
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gsk_gpu_rect_to_float (start_rect, offset, instance->start_rect);
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instance->start_id = start_descriptor;
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gsk_gpu_rect_to_float (end_rect, offset, instance->end_rect);
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instance->end_id = end_descriptor;
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}
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