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9ddae8aebc
For now, it just renders using cairo, uploads the result to the GPU, blits it onto the framebuffer and then is happy. But it can do that using Vulkan and using GL (no idea which version). The most important thing still missing is shaders. It also has a bunch of copy/paste from the Vulkan renderer that isn't used yet. But I didn't want to rip it out and then try to copy it back later
46 lines
2.0 KiB
C
46 lines
2.0 KiB
C
#pragma once
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#include "gskgpurenderer.h"
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#include "gskgputypesprivate.h"
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#include "gskrendererprivate.h"
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G_BEGIN_DECLS
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#define GSK_GPU_RENDERER_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), GSK_TYPE_GPU_RENDERER, GskGpuRendererClass))
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#define GSK_IS_GPU_RENDERER_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), GSK_TYPE_GPU_RENDERER))
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#define GSK_GPU_RENDERER_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), GSK_TYPE_GPU_RENDERER, GskGpuRendererClass))
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typedef struct _GskGpuRendererClass GskGpuRendererClass;
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struct _GskGpuRenderer
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{
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GskRenderer parent_instance;
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};
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struct _GskGpuRendererClass
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{
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GskRendererClass parent_class;
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GType frame_type;
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GskGpuDevice * (* get_device) (GdkDisplay *display,
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GError **error);
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GdkDrawContext * (* create_context) (GskGpuRenderer *self,
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GdkDisplay *display,
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GdkSurface *surface,
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GError **error);
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void (* make_current) (GskGpuRenderer *self);
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GskGpuImage * (* get_backbuffer) (GskGpuRenderer *self);
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void (* wait) (GskGpuRenderer *self,
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GskGpuFrame **frame,
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gsize n_frames);
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};
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GdkDrawContext * gsk_gpu_renderer_get_context (GskGpuRenderer *self);
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GskGpuDevice * gsk_gpu_renderer_get_device (GskGpuRenderer *self);
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G_END_DECLS
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