gtk/gsk/vulkan/gskvulkancrossfadeop.c
Benjamin Otte e7549f3359 vulkan: Redo barriers
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.
2023-07-16 13:16:43 +02:00

120 lines
4.6 KiB
C

#include "config.h"
#include "gskvulkancrossfadeopprivate.h"
#include "gskvulkanprivate.h"
#include "gskvulkanshaderopprivate.h"
#include "vulkan/resources/cross-fade.vert.h"
typedef struct _GskVulkanCrossFadeOp GskVulkanCrossFadeOp;
struct _GskVulkanCrossFadeOp
{
GskVulkanShaderOp op;
graphene_rect_t bounds;
float progress;
struct {
graphene_rect_t rect;
graphene_rect_t tex_rect;
guint32 image_descriptor;
} start, end;
};
static void
gsk_vulkan_cross_fade_op_print (GskVulkanOp *op,
GString *string,
guint indent)
{
GskVulkanCrossFadeOp *self = (GskVulkanCrossFadeOp *) op;
print_indent (string, indent);
print_rect (string, &self->bounds);
g_string_append_printf (string, "cross-fade %d%% ", (int) (self->progress * 100 + 0.5));
print_newline (string);
}
static void
gsk_vulkan_cross_fade_op_collect_vertex_data (GskVulkanOp *op,
guchar *data)
{
GskVulkanCrossFadeOp *self = (GskVulkanCrossFadeOp *) op;
GskVulkanCrossFadeInstance *instance = (GskVulkanCrossFadeInstance *) (data + ((GskVulkanShaderOp *) op)->vertex_offset);
gsk_vulkan_rect_to_float (&self->bounds, instance->rect);
gsk_vulkan_rect_to_float (&self->start.rect, instance->start_rect);
gsk_vulkan_rect_to_float (&self->end.rect, instance->end_rect);
gsk_vulkan_rect_to_float (&self->start.tex_rect, instance->start_tex_rect);
gsk_vulkan_rect_to_float (&self->end.tex_rect, instance->end_tex_rect);
instance->start_tex_id = self->start.image_descriptor;
instance->end_tex_id = self->end.image_descriptor;
instance->progress = self->progress;
}
static void
gsk_vulkan_cross_fade_op_reserve_descriptor_sets (GskVulkanOp *op,
GskVulkanRender *render)
{
GskVulkanCrossFadeOp *self = (GskVulkanCrossFadeOp *) op;
GskVulkanShaderOp *shader = (GskVulkanShaderOp *) op;
self->start.image_descriptor = gsk_vulkan_render_get_image_descriptor (render,
shader->images[0],
GSK_VULKAN_SAMPLER_DEFAULT);
self->end.image_descriptor = gsk_vulkan_render_get_image_descriptor (render,
shader->images[1],
GSK_VULKAN_SAMPLER_DEFAULT);
}
static const GskVulkanShaderOpClass GSK_VULKAN_CROSS_FADE_OP_CLASS = {
{
GSK_VULKAN_OP_SIZE (GskVulkanCrossFadeOp),
GSK_VULKAN_STAGE_SHADER,
gsk_vulkan_shader_op_finish,
gsk_vulkan_cross_fade_op_print,
gsk_vulkan_shader_op_count_vertex_data,
gsk_vulkan_cross_fade_op_collect_vertex_data,
gsk_vulkan_cross_fade_op_reserve_descriptor_sets,
gsk_vulkan_shader_op_command
},
"cross-fade",
2,
&gsk_vulkan_cross_fade_info,
};
void
gsk_vulkan_cross_fade_op (GskVulkanRender *render,
GskVulkanShaderClip clip,
const graphene_rect_t *bounds,
const graphene_point_t *offset,
float progress,
GskVulkanImage *start_image,
const graphene_rect_t *start_rect,
const graphene_rect_t *start_tex_rect,
GskVulkanImage *end_image,
const graphene_rect_t *end_rect,
const graphene_rect_t *end_tex_rect)
{
GskVulkanCrossFadeOp *self;
self = (GskVulkanCrossFadeOp *) gsk_vulkan_shader_op_alloc (render,
&GSK_VULKAN_CROSS_FADE_OP_CLASS,
clip,
(GskVulkanImage *[2]) {
start_image,
end_image
});
graphene_rect_offset_r (bounds, offset->x, offset->y, &self->bounds);
self->progress = progress;
graphene_rect_offset_r (start_rect, offset->x, offset->y, &self->start.rect);
gsk_vulkan_normalize_tex_coords (&self->start.tex_rect, bounds, start_tex_rect);
graphene_rect_offset_r (end_rect, offset->x, offset->y, &self->end.rect);
gsk_vulkan_normalize_tex_coords (&self->end.tex_rect, bounds, end_tex_rect);
}