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1b2156493b
They are no longer a thing with the new way we manage textures.
120 lines
3.7 KiB
C
120 lines
3.7 KiB
C
#include "config.h"
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#include "gskgpubluropprivate.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 "gdk/gdkrgbaprivate.h"
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#include "gpu/shaders/gskgpublurinstance.h"
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#define VARIATION_COLORIZE 1
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typedef struct _GskGpuBlurOp GskGpuBlurOp;
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struct _GskGpuBlurOp
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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_blur_op_print_instance (GskGpuShaderOp *shader,
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gpointer instance_,
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GString *string)
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{
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GskGpuBlurInstance *instance = (GskGpuBlurInstance *) instance_;
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g_string_append_printf (string, "%g,%g ", instance->blur_direction[0], instance->blur_direction[1]);
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gsk_gpu_print_rect (string, instance->rect);
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gsk_gpu_print_image (string, shader->images[0]);
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}
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static const GskGpuShaderOpClass GSK_GPU_BLUR_OP_CLASS = {
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{
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GSK_GPU_OP_SIZE (GskGpuBlurOp),
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GSK_GPU_STAGE_SHADER,
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gsk_gpu_shader_op_finish,
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gsk_gpu_shader_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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"gskgpublur",
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gsk_gpu_blur_n_textures,
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sizeof (GskGpuBlurInstance),
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#ifdef GDK_RENDERING_VULKAN
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&gsk_gpu_blur_info,
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#endif
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gsk_gpu_blur_op_print_instance,
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gsk_gpu_blur_setup_attrib_locations,
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gsk_gpu_blur_setup_vao
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};
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static void
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gsk_gpu_blur_op_full (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuColorStates color_states,
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guint32 variation,
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const graphene_point_t *offset,
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const GskGpuShaderImage *image,
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const graphene_vec2_t *blur_direction,
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float blur_color[4])
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{
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GskGpuBlurInstance *instance;
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_BLUR_OP_CLASS,
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color_states,
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variation,
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clip,
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(GskGpuImage *[1]) { image->image },
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(GskGpuSampler[1]) { image->sampler },
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&instance);
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gsk_gpu_rect_to_float (image->coverage, offset, instance->rect);
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gsk_gpu_rect_to_float (image->bounds, offset, instance->tex_rect);
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graphene_vec2_to_float (blur_direction, instance->blur_direction);
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gsk_gpu_color_to_float (blur_color, instance->blur_color);
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}
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void
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gsk_gpu_blur_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuColorStates color_states,
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const graphene_point_t *offset,
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const GskGpuShaderImage *image,
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const graphene_vec2_t *blur_direction)
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{
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gsk_gpu_blur_op_full (frame,
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clip,
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color_states,
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0,
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offset,
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image,
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blur_direction,
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(float[4]) { 1, 1, 1, 1 });
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}
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void
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gsk_gpu_blur_shadow_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuColorStates color_states,
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const graphene_point_t *offset,
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const GskGpuShaderImage *image,
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const graphene_vec2_t *blur_direction,
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float shadow_color[4])
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{
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gsk_gpu_blur_op_full (frame,
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clip,
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color_states,
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VARIATION_COLORIZE,
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offset,
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image,
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blur_direction,
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shadow_color);
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}
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