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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.
45 lines
2.7 KiB
C
45 lines
2.7 KiB
C
#ifndef __GSK_VULKAN_RENDER_PASS_PRIVATE_H__
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#define __GSK_VULKAN_RENDER_PASS_PRIVATE_H__
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#include <gdk/gdk.h>
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#include <gsk/gskrendernode.h>
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#include "gsk/gskvulkanbufferprivate.h"
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#include "gsk/gskvulkanrenderprivate.h"
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G_BEGIN_DECLS
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typedef struct _GskVulkanRenderPass GskVulkanRenderPass;
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GskVulkanRenderPass * gsk_vulkan_render_pass_new (GdkVulkanContext *context);
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void gsk_vulkan_render_pass_free (GskVulkanRenderPass *self);
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void gsk_vulkan_render_pass_add (GskVulkanRenderPass *self,
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GskVulkanRender *render,
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const graphene_matrix_t*mvp,
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const graphene_rect_t *viewport,
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GskRenderNode *node);
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void gsk_vulkan_render_pass_upload (GskVulkanRenderPass *self,
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GskVulkanRender *render,
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GskVulkanUploader *uploader);
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gsize gsk_vulkan_render_pass_count_vertex_data (GskVulkanRenderPass *self);
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gsize gsk_vulkan_render_pass_collect_vertex_data (GskVulkanRenderPass *self,
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GskVulkanRender *render,
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guchar *data,
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gsize offset,
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gsize total);
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void gsk_vulkan_render_pass_reserve_descriptor_sets (GskVulkanRenderPass *self,
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GskVulkanRender *render);
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void gsk_vulkan_render_pass_draw (GskVulkanRenderPass *self,
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GskVulkanRender *render,
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GskVulkanBuffer *vertex_buffer,
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GskVulkanPipelineLayout *layout,
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VkCommandBuffer command_buffer);
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G_END_DECLS
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#endif /* __GSK_VULKAN_RENDER_PASS_PRIVATE_H__ */
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