#include "config.h" #include "gskgpuradialgradientopprivate.h" #include "gskgpuframeprivate.h" #include "gskgpuprintprivate.h" #include "gskrectprivate.h" #include "gpu/shaders/gskgpuradialgradientinstance.h" #define VARIATION_SUPERSAMPLING (1 << 0) #define VARIATION_REPEATING (1 << 1) typedef struct _GskGpuRadialGradientOp GskGpuRadialGradientOp; struct _GskGpuRadialGradientOp { GskGpuShaderOp op; }; static void gsk_gpu_radial_gradient_op_print (GskGpuOp *op, GskGpuFrame *frame, GString *string, guint indent) { GskGpuShaderOp *shader = (GskGpuShaderOp *) op; GskGpuRadialgradientInstance *instance; instance = (GskGpuRadialgradientInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset); if (shader->variation & VARIATION_REPEATING) gsk_gpu_print_op (string, indent, "repeating-radial-gradient"); else gsk_gpu_print_op (string, indent, "radial-gradient"); gsk_gpu_print_shader_info (string, shader->clip); gsk_gpu_print_rect (string, instance->rect); gsk_gpu_print_newline (string); } static const GskGpuShaderOpClass GSK_GPU_RADIAL_GRADIENT_OP_CLASS = { { GSK_GPU_OP_SIZE (GskGpuRadialGradientOp), GSK_GPU_STAGE_SHADER, gsk_gpu_shader_op_finish, gsk_gpu_radial_gradient_op_print, #ifdef GDK_RENDERING_VULKAN gsk_gpu_shader_op_vk_command, #endif gsk_gpu_shader_op_gl_command }, "gskgpuradialgradient", sizeof (GskGpuRadialgradientInstance), #ifdef GDK_RENDERING_VULKAN &gsk_gpu_radialgradient_info, #endif gsk_gpu_radialgradient_setup_attrib_locations, gsk_gpu_radialgradient_setup_vao }; void gsk_gpu_radial_gradient_op (GskGpuFrame *frame, GskGpuShaderClip clip, gboolean repeating, const graphene_rect_t *rect, const graphene_point_t *center, const graphene_point_t *radius, float start, float end, const graphene_point_t *offset, const GskColorStop *stops, gsize n_stops) { GskGpuRadialgradientInstance *instance; g_assert (n_stops > 1); g_assert (n_stops <= 7); gsk_gpu_shader_op_alloc (frame, &GSK_GPU_RADIAL_GRADIENT_OP_CLASS, (repeating ? VARIATION_REPEATING : 0) | (gsk_gpu_frame_should_optimize (frame, GSK_GPU_OPTIMIZE_GRADIENTS) ? VARIATION_SUPERSAMPLING : 0), clip, NULL, &instance); gsk_gpu_rect_to_float (rect, offset, instance->rect); gsk_gpu_point_to_float (center, offset, instance->center_radius); gsk_gpu_point_to_float (radius, graphene_point_zero(), &instance->center_radius[2]); instance->startend[0] = start; instance->startend[1] = end; gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 6)].color, instance->color6); instance->offsets1[2] = stops[MIN (n_stops - 1, 6)].offset; gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 5)].color, instance->color5); instance->offsets1[1] = stops[MIN (n_stops - 1, 5)].offset; gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 4)].color, instance->color4); instance->offsets1[0] = stops[MIN (n_stops - 1, 4)].offset; gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 3)].color, instance->color3); instance->offsets0[3] = stops[MIN (n_stops - 1, 3)].offset; gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 2)].color, instance->color2); instance->offsets0[2] = stops[MIN (n_stops - 1, 2)].offset; gsk_gpu_rgba_to_float (&stops[1].color, instance->color1); instance->offsets0[1] = stops[1].offset; gsk_gpu_rgba_to_float (&stops[0].color, instance->color0); instance->offsets0[0] = stops[0].offset; }