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1723ab34e1
Make the generator generate calls for the correct glBindAttribLocation() calls. Usually this was done correctly, but we can't rely on it. So do it explicitly.
113 lines
3.6 KiB
C
113 lines
3.6 KiB
C
#include "config.h"
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#include "gskgpuboxshadowopprivate.h"
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#include "gskgpuframeprivate.h"
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#include "gskgpuprintprivate.h"
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#include "gskgpushaderopprivate.h"
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#include "gskrectprivate.h"
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#include "gsk/gskroundedrectprivate.h"
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#include "gpu/shaders/gskgpuboxshadowinstance.h"
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#define VARIATION_INSET 1
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typedef struct _GskGpuBoxShadowOp GskGpuBoxShadowOp;
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struct _GskGpuBoxShadowOp
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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_box_shadow_op_print (GskGpuOp *op,
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GskGpuFrame *frame,
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GString *string,
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guint indent)
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{
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GskGpuShaderOp *shader = (GskGpuShaderOp *) op;
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GskGpuBoxshadowInstance *instance;
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instance = (GskGpuBoxshadowInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
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gsk_gpu_print_op (string, indent, shader->variation & VARIATION_INSET ? "inset-shadow" : "outset-shadow");
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gsk_gpu_print_rounded_rect (string, instance->outline);
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gsk_gpu_print_rgba (string, instance->color);
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g_string_append_printf (string, "%g %g %g %g ",
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instance->shadow_offset[0], instance->shadow_offset[1],
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instance->blur_radius, instance->shadow_spread);
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gsk_gpu_print_newline (string);
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}
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#ifdef GDK_RENDERING_VULKAN
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static GskGpuOp *
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gsk_gpu_box_shadow_op_vk_command (GskGpuOp *op,
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GskGpuFrame *frame,
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GskVulkanCommandState *state)
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{
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return gsk_gpu_shader_op_vk_command_n (op, frame, state, 8);
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}
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#endif
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static GskGpuOp *
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gsk_gpu_box_shadow_op_gl_command (GskGpuOp *op,
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GskGpuFrame *frame,
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GskGLCommandState *state)
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{
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return gsk_gpu_shader_op_gl_command_n (op, frame, state, 8);
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}
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static const GskGpuShaderOpClass GSK_GPU_BOX_SHADOW_OP_CLASS = {
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{
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GSK_GPU_OP_SIZE (GskGpuBoxShadowOp),
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GSK_GPU_STAGE_SHADER,
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gsk_gpu_shader_op_finish,
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gsk_gpu_box_shadow_op_print,
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#ifdef GDK_RENDERING_VULKAN
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gsk_gpu_box_shadow_op_vk_command,
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#endif
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gsk_gpu_box_shadow_op_gl_command
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},
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"gskgpuboxshadow",
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sizeof (GskGpuBoxshadowInstance),
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#ifdef GDK_RENDERING_VULKAN
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&gsk_gpu_boxshadow_info,
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#endif
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gsk_gpu_boxshadow_setup_attrib_locations,
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gsk_gpu_boxshadow_setup_vao
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};
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void
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gsk_gpu_box_shadow_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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gboolean inset,
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const graphene_rect_t *bounds,
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const GskRoundedRect *outline,
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const graphene_point_t *shadow_offset,
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float spread,
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float blur_radius,
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const graphene_point_t *offset,
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const GdkRGBA *color)
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{
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GskGpuBoxshadowInstance *instance;
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/* Use border shader for no blurring */
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g_return_if_fail (blur_radius > 0.0f);
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_BOX_SHADOW_OP_CLASS,
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inset ? VARIATION_INSET : 0,
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clip,
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NULL,
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&instance);
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gsk_gpu_rect_to_float (bounds, offset, instance->bounds);
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gsk_rounded_rect_to_float (outline, offset, instance->outline);
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gsk_gpu_rgba_to_float (color, instance->color);
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instance->shadow_offset[0] = shadow_offset->x;
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instance->shadow_offset[1] = shadow_offset->y;
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instance->shadow_spread = spread;
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instance->blur_radius = blur_radius;
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}
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