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That way we don't need to move the clip rounded rect manually through the vertex shader into the fragment shader but can just look at the push constants. Simplifies shaders a lot.
46 lines
2.6 KiB
C
46 lines
2.6 KiB
C
#ifndef __GSK_VULKAN_PUSH_CONSTANTS_PRIVATE_H__
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#define __GSK_VULKAN_PUSH_CONSTANTS_PRIVATE_H__
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#include <gdk/gdk.h>
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#include <graphene.h>
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#include <gsk/gskvulkanclipprivate.h>
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G_BEGIN_DECLS
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typedef struct _GskVulkanPushConstants GskVulkanPushConstants;
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struct _GskVulkanPushConstants
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{
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graphene_matrix_t mvp;
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GskVulkanClip clip;
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};
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const VkPushConstantRange *
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gst_vulkan_push_constants_get_ranges (void) G_GNUC_PURE;
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uint32_t gst_vulkan_push_constants_get_range_count (void) G_GNUC_PURE;
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void gsk_vulkan_push_constants_init (GskVulkanPushConstants *constants,
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const graphene_matrix_t *mvp,
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const graphene_rect_t *viewport);
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void gsk_vulkan_push_constants_init_copy (GskVulkanPushConstants *self,
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const GskVulkanPushConstants *src);
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gboolean gsk_vulkan_push_constants_transform (GskVulkanPushConstants *self,
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const GskVulkanPushConstants *src,
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const graphene_matrix_t *transform,
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const graphene_rect_t *viewport);
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gboolean gsk_vulkan_push_constants_intersect_rect (GskVulkanPushConstants *self,
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const GskVulkanPushConstants *src,
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const graphene_rect_t *rect);
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gboolean gsk_vulkan_push_constants_intersect_rounded (GskVulkanPushConstants *self,
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const GskVulkanPushConstants *src,
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const GskRoundedRect *rect);
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void gsk_vulkan_push_constants_push (const GskVulkanPushConstants *self,
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VkCommandBuffer command_buffer,
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VkPipelineLayout pipeline_layout);
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G_END_DECLS
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#endif /* __GSK_VULKAN_PUSH_CONSTANTS_PRIVATE_H__ */
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