gtk/gsk/gpu/gskgpushaderop.c
Benjamin Otte 187db92a88 gpu: Make shader image access a vfunc
That allows shaders to handle textures differently.

In particularly, it will allow the pattern shader to take a huge amount
of textures.
2024-01-07 07:22:50 +01:00

144 lines
4.5 KiB
C

#include "config.h"
#include "gskgpushaderopprivate.h"
#include "gskgpuframeprivate.h"
#include "gskgldeviceprivate.h"
#include "gskglframeprivate.h"
#include "gskglimageprivate.h"
#ifdef GDK_RENDERING_VULKAN
#include "gskvulkandeviceprivate.h"
#endif
const GskGpuShaderImage *
gsk_gpu_shader_op_get_images (GskGpuShaderOp *op,
gsize *n_images)
{
return ((GskGpuShaderOpClass *) ((GskGpuOp *) op)->op_class)->get_images (op, n_images);
}
#ifdef GDK_RENDERING_VULKAN
GskGpuOp *
gsk_gpu_shader_op_vk_command_n (GskGpuOp *op,
GskGpuFrame *frame,
VkRenderPass render_pass,
VkFormat format,
VkCommandBuffer command_buffer,
gsize instance_scale)
{
GskGpuShaderOp *self = (GskGpuShaderOp *) op;
GskGpuShaderOpClass *shader_op_class = (GskGpuShaderOpClass *) op->op_class;
GskGpuOp *next;
gsize i;
i = 1;
for (next = op->next; next && i < 10 * 1000; next = next->next)
{
GskGpuShaderOp *next_shader = (GskGpuShaderOp *) next;
if (next->op_class != op->op_class ||
next_shader->vertex_offset != self->vertex_offset + i * shader_op_class->vertex_size)
break;
i++;
}
vkCmdBindPipeline (command_buffer,
VK_PIPELINE_BIND_POINT_GRAPHICS,
gsk_vulkan_device_get_vk_pipeline (GSK_VULKAN_DEVICE (gsk_gpu_frame_get_device (frame)),
shader_op_class,
self->clip,
format,
render_pass));
vkCmdDraw (command_buffer,
6 * instance_scale, i,
0, self->vertex_offset / shader_op_class->vertex_size);
return next;
}
GskGpuOp *
gsk_gpu_shader_op_vk_command (GskGpuOp *op,
GskGpuFrame *frame,
VkRenderPass render_pass,
VkFormat format,
VkCommandBuffer command_buffer)
{
return gsk_gpu_shader_op_vk_command_n (op, frame, render_pass, format, command_buffer, 1);
}
#endif
GskGpuOp *
gsk_gpu_shader_op_gl_command_n (GskGpuOp *op,
GskGpuFrame *frame,
gsize flip_y,
gsize instance_scale)
{
GskGpuShaderOp *self = (GskGpuShaderOp *) op;
GskGpuShaderOpClass *shader_op_class = (GskGpuShaderOpClass *) op->op_class;
const GskGpuShaderImage *images;
GskGLDevice *device;
gsize i, n_images;
device = GSK_GL_DEVICE (gsk_gpu_frame_get_device (frame));
gsk_gl_frame_use_program (GSK_GL_FRAME (frame),
shader_op_class,
self->clip);
images = gsk_gpu_shader_op_get_images (self, &n_images);
for (i = 0; i < n_images; i++)
{
glActiveTexture (GL_TEXTURE0 + images[i].descriptor);
gsk_gl_image_bind_texture (GSK_GL_IMAGE (images[i].image));
glBindSampler (images[i].descriptor,
gsk_gl_device_get_sampler_id (device, images[i].sampler));
}
shader_op_class->setup_vao (self->vertex_offset);
glDrawArraysInstanced (GL_TRIANGLES,
0,
6 * instance_scale,
1);
return op->next;
}
GskGpuOp *
gsk_gpu_shader_op_gl_command (GskGpuOp *op,
GskGpuFrame *frame,
gsize flip_y)
{
return gsk_gpu_shader_op_gl_command_n (op, frame, flip_y, 1);
}
GskGpuShaderOp *
gsk_gpu_shader_op_alloc (GskGpuFrame *frame,
const GskGpuShaderOpClass *op_class,
GskGpuShaderClip clip,
gpointer out_vertex_data)
{
GskGpuShaderOp *self;
self = (GskGpuShaderOp *) gsk_gpu_op_alloc (frame, &op_class->parent_class);
self->clip = clip;
self->vertex_offset = gsk_gpu_frame_reserve_vertex_data (frame, op_class->vertex_size);
*((gpointer *) out_vertex_data) = gsk_gpu_frame_get_vertex_data (frame, self->vertex_offset);
return self;
}
const GskGpuShaderImage *
gsk_gpu_shader_op_no_images (GskGpuShaderOp *op,
gsize *n_images)
{
*n_images = 0;
return NULL;
}