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187db92a88
That allows shaders to handle textures differently. In particularly, it will allow the pattern shader to take a huge amount of textures.
144 lines
4.5 KiB
C
144 lines
4.5 KiB
C
#include "config.h"
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#include "gskgpushaderopprivate.h"
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#include "gskgpuframeprivate.h"
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#include "gskgldeviceprivate.h"
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#include "gskglframeprivate.h"
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#include "gskglimageprivate.h"
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#ifdef GDK_RENDERING_VULKAN
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#include "gskvulkandeviceprivate.h"
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#endif
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const GskGpuShaderImage *
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gsk_gpu_shader_op_get_images (GskGpuShaderOp *op,
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gsize *n_images)
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{
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return ((GskGpuShaderOpClass *) ((GskGpuOp *) op)->op_class)->get_images (op, n_images);
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}
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#ifdef GDK_RENDERING_VULKAN
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GskGpuOp *
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gsk_gpu_shader_op_vk_command_n (GskGpuOp *op,
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GskGpuFrame *frame,
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VkRenderPass render_pass,
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VkFormat format,
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VkCommandBuffer command_buffer,
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gsize instance_scale)
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{
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GskGpuShaderOp *self = (GskGpuShaderOp *) op;
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GskGpuShaderOpClass *shader_op_class = (GskGpuShaderOpClass *) op->op_class;
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GskGpuOp *next;
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gsize i;
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i = 1;
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for (next = op->next; next && i < 10 * 1000; next = next->next)
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{
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GskGpuShaderOp *next_shader = (GskGpuShaderOp *) next;
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if (next->op_class != op->op_class ||
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next_shader->vertex_offset != self->vertex_offset + i * shader_op_class->vertex_size)
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break;
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i++;
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}
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vkCmdBindPipeline (command_buffer,
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VK_PIPELINE_BIND_POINT_GRAPHICS,
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gsk_vulkan_device_get_vk_pipeline (GSK_VULKAN_DEVICE (gsk_gpu_frame_get_device (frame)),
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shader_op_class,
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self->clip,
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format,
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render_pass));
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vkCmdDraw (command_buffer,
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6 * instance_scale, i,
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0, self->vertex_offset / shader_op_class->vertex_size);
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return next;
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}
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GskGpuOp *
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gsk_gpu_shader_op_vk_command (GskGpuOp *op,
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GskGpuFrame *frame,
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VkRenderPass render_pass,
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VkFormat format,
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VkCommandBuffer command_buffer)
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{
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return gsk_gpu_shader_op_vk_command_n (op, frame, render_pass, format, command_buffer, 1);
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}
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#endif
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GskGpuOp *
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gsk_gpu_shader_op_gl_command_n (GskGpuOp *op,
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GskGpuFrame *frame,
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gsize flip_y,
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gsize instance_scale)
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{
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GskGpuShaderOp *self = (GskGpuShaderOp *) op;
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GskGpuShaderOpClass *shader_op_class = (GskGpuShaderOpClass *) op->op_class;
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const GskGpuShaderImage *images;
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GskGLDevice *device;
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gsize i, n_images;
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device = GSK_GL_DEVICE (gsk_gpu_frame_get_device (frame));
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gsk_gl_frame_use_program (GSK_GL_FRAME (frame),
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shader_op_class,
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self->clip);
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images = gsk_gpu_shader_op_get_images (self, &n_images);
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for (i = 0; i < n_images; i++)
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{
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glActiveTexture (GL_TEXTURE0 + images[i].descriptor);
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gsk_gl_image_bind_texture (GSK_GL_IMAGE (images[i].image));
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glBindSampler (images[i].descriptor,
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gsk_gl_device_get_sampler_id (device, images[i].sampler));
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}
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shader_op_class->setup_vao (self->vertex_offset);
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glDrawArraysInstanced (GL_TRIANGLES,
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0,
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6 * instance_scale,
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1);
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return op->next;
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}
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GskGpuOp *
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gsk_gpu_shader_op_gl_command (GskGpuOp *op,
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GskGpuFrame *frame,
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gsize flip_y)
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{
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return gsk_gpu_shader_op_gl_command_n (op, frame, flip_y, 1);
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}
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GskGpuShaderOp *
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gsk_gpu_shader_op_alloc (GskGpuFrame *frame,
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const GskGpuShaderOpClass *op_class,
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GskGpuShaderClip clip,
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gpointer out_vertex_data)
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{
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GskGpuShaderOp *self;
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self = (GskGpuShaderOp *) gsk_gpu_op_alloc (frame, &op_class->parent_class);
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self->clip = clip;
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self->vertex_offset = gsk_gpu_frame_reserve_vertex_data (frame, op_class->vertex_size);
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*((gpointer *) out_vertex_data) = gsk_gpu_frame_get_vertex_data (frame, self->vertex_offset);
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return self;
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}
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const GskGpuShaderImage *
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gsk_gpu_shader_op_no_images (GskGpuShaderOp *op,
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gsize *n_images)
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{
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*n_images = 0;
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return NULL;
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}
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