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1723ab34e1
Make the generator generate calls for the correct glBindAttribLocation() calls. Usually this was done correctly, but we can't rely on it. So do it explicitly.
106 lines
3.9 KiB
C
106 lines
3.9 KiB
C
#include "config.h"
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#include "gskgpuradialgradientopprivate.h"
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#include "gskgpuframeprivate.h"
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#include "gskgpuprintprivate.h"
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#include "gskrectprivate.h"
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#include "gpu/shaders/gskgpuradialgradientinstance.h"
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#define VARIATION_SUPERSAMPLING (1 << 0)
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#define VARIATION_REPEATING (1 << 1)
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typedef struct _GskGpuRadialGradientOp GskGpuRadialGradientOp;
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struct _GskGpuRadialGradientOp
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{
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GskGpuShaderOp op;
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};
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static void
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gsk_gpu_radial_gradient_op_print (GskGpuOp *op,
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GskGpuFrame *frame,
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GString *string,
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guint indent)
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{
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GskGpuShaderOp *shader = (GskGpuShaderOp *) op;
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GskGpuRadialgradientInstance *instance;
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instance = (GskGpuRadialgradientInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
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if (shader->variation & VARIATION_REPEATING)
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gsk_gpu_print_op (string, indent, "repeating-radial-gradient");
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else
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gsk_gpu_print_op (string, indent, "radial-gradient");
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gsk_gpu_print_rect (string, instance->rect);
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gsk_gpu_print_newline (string);
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}
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static const GskGpuShaderOpClass GSK_GPU_RADIAL_GRADIENT_OP_CLASS = {
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{
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GSK_GPU_OP_SIZE (GskGpuRadialGradientOp),
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GSK_GPU_STAGE_SHADER,
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gsk_gpu_shader_op_finish,
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gsk_gpu_radial_gradient_op_print,
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#ifdef GDK_RENDERING_VULKAN
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gsk_gpu_shader_op_vk_command,
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#endif
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gsk_gpu_shader_op_gl_command
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},
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"gskgpuradialgradient",
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sizeof (GskGpuRadialgradientInstance),
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#ifdef GDK_RENDERING_VULKAN
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&gsk_gpu_radialgradient_info,
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#endif
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gsk_gpu_radialgradient_setup_attrib_locations,
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gsk_gpu_radialgradient_setup_vao
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};
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void
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gsk_gpu_radial_gradient_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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gboolean repeating,
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const graphene_rect_t *rect,
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const graphene_point_t *center,
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const graphene_point_t *radius,
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float start,
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float end,
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const graphene_point_t *offset,
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const GskColorStop *stops,
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gsize n_stops)
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{
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GskGpuRadialgradientInstance *instance;
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g_assert (n_stops > 1);
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g_assert (n_stops <= 7);
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_RADIAL_GRADIENT_OP_CLASS,
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(repeating ? VARIATION_REPEATING : 0) |
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(gsk_gpu_frame_should_optimize (frame, GSK_GPU_OPTIMIZE_GRADIENTS) ? VARIATION_SUPERSAMPLING : 0),
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clip,
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NULL,
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&instance);
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gsk_gpu_rect_to_float (rect, offset, instance->rect);
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gsk_gpu_point_to_float (center, offset, instance->center_radius);
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gsk_gpu_point_to_float (radius, graphene_point_zero(), &instance->center_radius[2]);
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instance->startend[0] = start;
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instance->startend[1] = end;
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gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 6)].color, instance->color6);
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instance->offsets1[2] = stops[MIN (n_stops - 1, 6)].offset;
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gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 5)].color, instance->color5);
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instance->offsets1[1] = stops[MIN (n_stops - 1, 5)].offset;
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gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 4)].color, instance->color4);
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instance->offsets1[0] = stops[MIN (n_stops - 1, 4)].offset;
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gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 3)].color, instance->color3);
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instance->offsets0[3] = stops[MIN (n_stops - 1, 3)].offset;
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gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 2)].color, instance->color2);
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instance->offsets0[2] = stops[MIN (n_stops - 1, 2)].offset;
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gsk_gpu_rgba_to_float (&stops[1].color, instance->color1);
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instance->offsets0[1] = stops[1].offset;
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gsk_gpu_rgba_to_float (&stops[0].color, instance->color0);
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instance->offsets0[0] = stops[0].offset;
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}
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