gtk/gsk/gpu/gskglbuffer.c
Benjamin Otte c6e19f0384 gpu: Add float array to shaders and add an ubershader
... and use it for a naive color node implementation using both
so I can test it actually works.
2024-01-07 07:22:50 +01:00

100 lines
1.9 KiB
C

#include "config.h"
#include "gskglbufferprivate.h"
struct _GskGLBuffer
{
GskGpuBuffer parent_instance;
GLenum target;
GLuint buffer_id;
GLenum access;
};
G_DEFINE_TYPE (GskGLBuffer, gsk_gl_buffer, GSK_TYPE_GPU_BUFFER)
static void
gsk_gl_buffer_finalize (GObject *object)
{
GskGLBuffer *self = GSK_GL_BUFFER (object);
glDeleteBuffers (1, &self->buffer_id);
G_OBJECT_CLASS (gsk_gl_buffer_parent_class)->finalize (object);
}
static guchar *
gsk_gl_buffer_map (GskGpuBuffer *buffer)
{
GskGLBuffer *self = GSK_GL_BUFFER (buffer);
gsk_gl_buffer_bind (self);
return glMapBuffer (self->target, self->access);
}
static void
gsk_gl_buffer_unmap (GskGpuBuffer *buffer)
{
GskGLBuffer *self = GSK_GL_BUFFER (buffer);
gsk_gl_buffer_bind (self);
if (!glUnmapBuffer (self->target))
{
g_warning ("glUnmapBuffer failed");
}
}
static void
gsk_gl_buffer_class_init (GskGLBufferClass *klass)
{
GskGpuBufferClass *buffer_class = GSK_GPU_BUFFER_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
buffer_class->map = gsk_gl_buffer_map;
buffer_class->unmap = gsk_gl_buffer_unmap;
gobject_class->finalize = gsk_gl_buffer_finalize;
}
static void
gsk_gl_buffer_init (GskGLBuffer *self)
{
}
GskGpuBuffer *
gsk_gl_buffer_new (GLenum target,
gsize size,
GLenum access)
{
GskGLBuffer *self;
self = g_object_new (GSK_TYPE_GL_BUFFER, NULL);
gsk_gpu_buffer_setup (GSK_GPU_BUFFER (self), size);
self->target = target;
self->access = access;
glGenBuffers (1, &self->buffer_id);
glBindBuffer (target, self->buffer_id);
glBufferData (target, size, NULL, GL_STATIC_DRAW);
return GSK_GPU_BUFFER (self);
}
void
gsk_gl_buffer_bind (GskGLBuffer *self)
{
glBindBuffer (self->target, self->buffer_id);
}
void
gsk_gl_buffer_bind_base (GskGLBuffer *self,
GLuint index)
{
glBindBufferBase (self->target, index, self->buffer_id);
}