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e7549f3359
We now store all the relevant state of the image inside the VulkanImage struct, so we can delay barriers for as long as possible. Whenever we want to use an image, we call the new gsk_vulkan_image_transition() and it will add a barrier to the desired state if one is necessary.
120 lines
4.6 KiB
C
120 lines
4.6 KiB
C
#include "config.h"
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#include "gskvulkancrossfadeopprivate.h"
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#include "gskvulkanprivate.h"
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#include "gskvulkanshaderopprivate.h"
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#include "vulkan/resources/cross-fade.vert.h"
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typedef struct _GskVulkanCrossFadeOp GskVulkanCrossFadeOp;
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struct _GskVulkanCrossFadeOp
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{
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GskVulkanShaderOp op;
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graphene_rect_t bounds;
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float progress;
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struct {
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graphene_rect_t rect;
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graphene_rect_t tex_rect;
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guint32 image_descriptor;
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} start, end;
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};
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static void
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gsk_vulkan_cross_fade_op_print (GskVulkanOp *op,
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GString *string,
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guint indent)
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{
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GskVulkanCrossFadeOp *self = (GskVulkanCrossFadeOp *) op;
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print_indent (string, indent);
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print_rect (string, &self->bounds);
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g_string_append_printf (string, "cross-fade %d%% ", (int) (self->progress * 100 + 0.5));
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print_newline (string);
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}
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static void
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gsk_vulkan_cross_fade_op_collect_vertex_data (GskVulkanOp *op,
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guchar *data)
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{
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GskVulkanCrossFadeOp *self = (GskVulkanCrossFadeOp *) op;
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GskVulkanCrossFadeInstance *instance = (GskVulkanCrossFadeInstance *) (data + ((GskVulkanShaderOp *) op)->vertex_offset);
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gsk_vulkan_rect_to_float (&self->bounds, instance->rect);
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gsk_vulkan_rect_to_float (&self->start.rect, instance->start_rect);
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gsk_vulkan_rect_to_float (&self->end.rect, instance->end_rect);
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gsk_vulkan_rect_to_float (&self->start.tex_rect, instance->start_tex_rect);
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gsk_vulkan_rect_to_float (&self->end.tex_rect, instance->end_tex_rect);
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instance->start_tex_id = self->start.image_descriptor;
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instance->end_tex_id = self->end.image_descriptor;
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instance->progress = self->progress;
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}
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static void
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gsk_vulkan_cross_fade_op_reserve_descriptor_sets (GskVulkanOp *op,
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GskVulkanRender *render)
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{
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GskVulkanCrossFadeOp *self = (GskVulkanCrossFadeOp *) op;
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GskVulkanShaderOp *shader = (GskVulkanShaderOp *) op;
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self->start.image_descriptor = gsk_vulkan_render_get_image_descriptor (render,
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shader->images[0],
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GSK_VULKAN_SAMPLER_DEFAULT);
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self->end.image_descriptor = gsk_vulkan_render_get_image_descriptor (render,
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shader->images[1],
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GSK_VULKAN_SAMPLER_DEFAULT);
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}
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static const GskVulkanShaderOpClass GSK_VULKAN_CROSS_FADE_OP_CLASS = {
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{
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GSK_VULKAN_OP_SIZE (GskVulkanCrossFadeOp),
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GSK_VULKAN_STAGE_SHADER,
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gsk_vulkan_shader_op_finish,
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gsk_vulkan_cross_fade_op_print,
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gsk_vulkan_shader_op_count_vertex_data,
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gsk_vulkan_cross_fade_op_collect_vertex_data,
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gsk_vulkan_cross_fade_op_reserve_descriptor_sets,
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gsk_vulkan_shader_op_command
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},
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"cross-fade",
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2,
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&gsk_vulkan_cross_fade_info,
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};
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void
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gsk_vulkan_cross_fade_op (GskVulkanRender *render,
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GskVulkanShaderClip clip,
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const graphene_rect_t *bounds,
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const graphene_point_t *offset,
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float progress,
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GskVulkanImage *start_image,
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const graphene_rect_t *start_rect,
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const graphene_rect_t *start_tex_rect,
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GskVulkanImage *end_image,
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const graphene_rect_t *end_rect,
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const graphene_rect_t *end_tex_rect)
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{
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GskVulkanCrossFadeOp *self;
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self = (GskVulkanCrossFadeOp *) gsk_vulkan_shader_op_alloc (render,
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&GSK_VULKAN_CROSS_FADE_OP_CLASS,
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clip,
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(GskVulkanImage *[2]) {
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start_image,
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end_image
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});
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graphene_rect_offset_r (bounds, offset->x, offset->y, &self->bounds);
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self->progress = progress;
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graphene_rect_offset_r (start_rect, offset->x, offset->y, &self->start.rect);
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gsk_vulkan_normalize_tex_coords (&self->start.tex_rect, bounds, start_tex_rect);
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graphene_rect_offset_r (end_rect, offset->x, offset->y, &self->end.rect);
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gsk_vulkan_normalize_tex_coords (&self->end.tex_rect, bounds, end_tex_rect);
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}
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