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f420c143e0
The idea here is that we can do more complex combinations and use that to support texture-scale nodes or use fancy texture formats (suc as YUV). I'm not sure this is actually necessary, but for now it gives more flexibility.
38 lines
2.5 KiB
C
38 lines
2.5 KiB
C
#pragma once
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#include <graphene.h>
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#include "gskvulkanpipelineprivate.h"
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G_BEGIN_DECLS
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typedef struct _GskVulkanCrossFadePipelineLayout GskVulkanCrossFadePipelineLayout;
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#define GSK_TYPE_VULKAN_CROSS_FADE_PIPELINE (gsk_vulkan_cross_fade_pipeline_get_type ())
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G_DECLARE_FINAL_TYPE (GskVulkanCrossFadePipeline, gsk_vulkan_cross_fade_pipeline, GSK, VULKAN_CROSS_FADE_PIPELINE, GskVulkanPipeline)
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GskVulkanPipeline * gsk_vulkan_cross_fade_pipeline_new (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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void gsk_vulkan_cross_fade_pipeline_collect_vertex_data (GskVulkanCrossFadePipeline *pipeline,
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guchar *data,
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guint32 start_tex_id[2],
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guint32 end_tex_id[2],
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const graphene_point_t *offset,
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const graphene_rect_t *bounds,
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const graphene_rect_t *start_bounds,
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const graphene_rect_t *end_bounds,
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const graphene_rect_t *start_tex_rect,
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const graphene_rect_t *end_tex_rect,
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double progress);
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gsize gsk_vulkan_cross_fade_pipeline_draw (GskVulkanCrossFadePipeline *pipeline,
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VkCommandBuffer command_buffer,
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gsize offset,
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gsize n_commands);
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G_END_DECLS
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