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a75d995bd4
This is the first shader using two textures. It almost works.
54 lines
2.6 KiB
C
54 lines
2.6 KiB
C
#ifndef __GSK_VULKAN_PIPELINE_PRIVATE_H__
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#define __GSK_VULKAN_PIPELINE_PRIVATE_H__
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#include <gdk/gdk.h>
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#include "gskdebugprivate.h"
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G_BEGIN_DECLS
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#define GSK_TYPE_VULKAN_PIPELINE (gsk_vulkan_pipeline_get_type ())
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G_DECLARE_DERIVABLE_TYPE (GskVulkanPipeline, gsk_vulkan_pipeline, GSK, VULKAN_PIPELINE, GObject)
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struct _GskVulkanPipelineClass
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{
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GObjectClass parent_class;
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const VkPipelineVertexInputStateCreateInfo *
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(* get_input_state_create_info) (GskVulkanPipeline *self);
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};
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static inline VkResult
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gsk_vulkan_handle_result (VkResult res,
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const char *called_function)
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{
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if (res != VK_SUCCESS)
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{
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GSK_NOTE (VULKAN,g_printerr ("%s(): %s (%d)\n", called_function, gdk_vulkan_strerror (res), res));
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}
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return res;
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}
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#define GSK_VK_CHECK(func, ...) gsk_vulkan_handle_result (func (__VA_ARGS__), G_STRINGIFY (func))
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GskVulkanPipeline * gsk_vulkan_pipeline_new (GType pipeline_type,
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GdkVulkanContext *context,
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VkPipelineLayout layout,
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const char *shader_name,
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VkRenderPass render_pass);
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GskVulkanPipeline * gsk_vulkan_pipeline_new_full (GType pipeline_type,
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GdkVulkanContext *context,
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VkPipelineLayout layout,
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const char *shader_name,
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VkRenderPass render_pass,
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VkBlendFactor srcBlendFactor,
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VkBlendFactor dstBlendFactor);
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VkPipeline gsk_vulkan_pipeline_get_pipeline (GskVulkanPipeline *self);
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VkPipelineLayout gsk_vulkan_pipeline_get_pipeline_layout (GskVulkanPipeline *self);
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G_END_DECLS
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#endif /* __GSK_VULKAN_PIPELINE_PRIVATE_H__ */
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