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b0e8d8483d
This commit takes several steps towards rendering text like we want to. The creation of the cairo surface and texture is moved to the backend (in GskVulkanRenderer). We add a mask shader that is used in the next text pipeline to use the texture as a mask, like cairo_mask_surface does. There is a separate color text pipeline that uses the already existing blend shaders to use the texture as a source, like cairo_paint does. The text node api is simplified to have just a single offset, which determines the left end of the text baseline, like all our other text drawing APIs.
40 lines
2.5 KiB
C
40 lines
2.5 KiB
C
#ifndef __GSK_VULKAN_TEXT_PIPELINE_PRIVATE_H__
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#define __GSK_VULKAN_TEXT_PIPELINE_PRIVATE_H__
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#include <graphene.h>
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#include "gskvulkanpipelineprivate.h"
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#include "gskvulkanrendererprivate.h"
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G_BEGIN_DECLS
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typedef struct _GskVulkanTextPipelineLayout GskVulkanTextPipelineLayout;
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#define GSK_TYPE_VULKAN_TEXT_PIPELINE (gsk_vulkan_text_pipeline_get_type ())
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G_DECLARE_FINAL_TYPE (GskVulkanTextPipeline, gsk_vulkan_text_pipeline, GSK, VULKAN_TEXT_PIPELINE, GskVulkanPipeline)
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GskVulkanPipeline * gsk_vulkan_text_pipeline_new (GskVulkanPipelineLayout * layout,
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const char *shader_name,
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VkRenderPass render_pass);
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gsize gsk_vulkan_text_pipeline_count_vertex_data (GskVulkanTextPipeline *pipeline,
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int num_instances);
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void gsk_vulkan_text_pipeline_collect_vertex_data (GskVulkanTextPipeline *pipeline,
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guchar *data,
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GskVulkanRenderer *renderer,
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const graphene_rect_t *rect,
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PangoFont *font,
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PangoGlyphString *glyphs,
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const GdkRGBA *color,
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float x,
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float y);
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gsize gsk_vulkan_text_pipeline_draw (GskVulkanTextPipeline *pipeline,
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VkCommandBuffer command_buffer,
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gsize offset,
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gsize n_commands);
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G_END_DECLS
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#endif /* __GSK_VULKAN_TEXT_PIPELINE_PRIVATE_H__ */
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