#include "config.h" #include "gskgpuboxshadowopprivate.h" #include "gskgpuframeprivate.h" #include "gskgpuprintprivate.h" #include "gskgpushaderopprivate.h" #include "gskrectprivate.h" #include "gsk/gskroundedrectprivate.h" #include "gpu/shaders/gskgpuboxshadowinstance.h" #define VARIATION_INSET 1 typedef struct _GskGpuBoxShadowOp GskGpuBoxShadowOp; struct _GskGpuBoxShadowOp { GskGpuShaderOp op; }; static void gsk_gpu_box_shadow_op_print_instance (GskGpuShaderOp *shader, gpointer instance_, GString *string) { GskGpuBoxshadowInstance *instance = (GskGpuBoxshadowInstance *) instance_; gsk_gpu_print_rounded_rect (string, instance->outline); gsk_gpu_print_rgba (string, instance->color); g_string_append_printf (string, "%g %g %g %g ", instance->shadow_offset[0], instance->shadow_offset[1], instance->blur_radius, instance->shadow_spread); } #ifdef GDK_RENDERING_VULKAN static GskGpuOp * gsk_gpu_box_shadow_op_vk_command (GskGpuOp *op, GskGpuFrame *frame, GskVulkanCommandState *state) { return gsk_gpu_shader_op_vk_command_n (op, frame, state, 8); } #endif static GskGpuOp * gsk_gpu_box_shadow_op_gl_command (GskGpuOp *op, GskGpuFrame *frame, GskGLCommandState *state) { return gsk_gpu_shader_op_gl_command_n (op, frame, state, 8); } static const GskGpuShaderOpClass GSK_GPU_BOX_SHADOW_OP_CLASS = { { GSK_GPU_OP_SIZE (GskGpuBoxShadowOp), GSK_GPU_STAGE_SHADER, gsk_gpu_shader_op_finish, gsk_gpu_shader_op_print, #ifdef GDK_RENDERING_VULKAN gsk_gpu_box_shadow_op_vk_command, #endif gsk_gpu_box_shadow_op_gl_command }, "gskgpuboxshadow", sizeof (GskGpuBoxshadowInstance), #ifdef GDK_RENDERING_VULKAN &gsk_gpu_boxshadow_info, #endif gsk_gpu_box_shadow_op_print_instance, gsk_gpu_boxshadow_setup_attrib_locations, gsk_gpu_boxshadow_setup_vao }; void gsk_gpu_box_shadow_op (GskGpuFrame *frame, GskGpuShaderClip clip, gboolean inset, const graphene_rect_t *bounds, const GskRoundedRect *outline, const graphene_point_t *shadow_offset, float spread, float blur_radius, const graphene_point_t *offset, const GdkRGBA *color) { GskGpuBoxshadowInstance *instance; /* Use border shader for no blurring */ g_return_if_fail (blur_radius > 0.0f); gsk_gpu_shader_op_alloc (frame, &GSK_GPU_BOX_SHADOW_OP_CLASS, inset ? VARIATION_INSET : 0, clip, NULL, &instance); gsk_gpu_rect_to_float (bounds, offset, instance->bounds); gsk_rounded_rect_to_float (outline, offset, instance->outline); gsk_gpu_rgba_to_float (color, instance->color); instance->shadow_offset[0] = shadow_offset->x; instance->shadow_offset[1] = shadow_offset->y; instance->shadow_spread = spread; instance->blur_radius = blur_radius; }