#include "config.h" #include "gskgpubluropprivate.h" #include "gskgpuframeprivate.h" #include "gskgpuprintprivate.h" #include "gskrectprivate.h" #include "gdk/gdkrgbaprivate.h" #include "gpu/shaders/gskgpublurinstance.h" #define VARIATION_COLORIZE 1 typedef struct _GskGpuBlurOp GskGpuBlurOp; struct _GskGpuBlurOp { GskGpuShaderOp op; }; static void gsk_gpu_blur_op_print_instance (GskGpuShaderOp *shader, gpointer instance_, GString *string) { GskGpuBlurInstance *instance = (GskGpuBlurInstance *) instance_; g_string_append_printf (string, "%g,%g ", instance->blur_direction[0], instance->blur_direction[1]); gsk_gpu_print_rect (string, instance->rect); gsk_gpu_print_image (string, shader->images[0]); } static const GskGpuShaderOpClass GSK_GPU_BLUR_OP_CLASS = { { GSK_GPU_OP_SIZE (GskGpuBlurOp), GSK_GPU_STAGE_SHADER, gsk_gpu_shader_op_finish, gsk_gpu_shader_op_print, #ifdef GDK_RENDERING_VULKAN gsk_gpu_shader_op_vk_command, #endif gsk_gpu_shader_op_gl_command }, "gskgpublur", gsk_gpu_blur_n_textures, sizeof (GskGpuBlurInstance), #ifdef GDK_RENDERING_VULKAN &gsk_gpu_blur_info, #endif gsk_gpu_blur_op_print_instance, gsk_gpu_blur_setup_attrib_locations, gsk_gpu_blur_setup_vao }; static void gsk_gpu_blur_op_full (GskGpuFrame *frame, GskGpuShaderClip clip, GskGpuColorStates color_states, guint32 variation, const graphene_point_t *offset, const GskGpuShaderImage *image, const graphene_vec2_t *blur_direction, float blur_color[4]) { GskGpuBlurInstance *instance; gsk_gpu_shader_op_alloc (frame, &GSK_GPU_BLUR_OP_CLASS, color_states, variation, clip, (GskGpuImage *[1]) { image->image }, (GskGpuSampler[1]) { image->sampler }, &instance); gsk_gpu_rect_to_float (image->coverage, offset, instance->rect); gsk_gpu_rect_to_float (image->bounds, offset, instance->tex_rect); graphene_vec2_to_float (blur_direction, instance->blur_direction); gsk_gpu_color_to_float (blur_color, instance->blur_color); } void gsk_gpu_blur_op (GskGpuFrame *frame, GskGpuShaderClip clip, GskGpuColorStates color_states, const graphene_point_t *offset, const GskGpuShaderImage *image, const graphene_vec2_t *blur_direction) { gsk_gpu_blur_op_full (frame, clip, color_states, 0, offset, image, blur_direction, (float[4]) { 1, 1, 1, 1 }); } void gsk_gpu_blur_shadow_op (GskGpuFrame *frame, GskGpuShaderClip clip, GskGpuColorStates color_states, const graphene_point_t *offset, const GskGpuShaderImage *image, const graphene_vec2_t *blur_direction, float shadow_color[4]) { gsk_gpu_blur_op_full (frame, clip, color_states, VARIATION_COLORIZE, offset, image, blur_direction, shadow_color); }