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d900407a18
A variation is a #define/specialization constant that every shader can use to specialize itself as it sees fit. This commit adds the infrastrcture, future commits will add implementations.
78 lines
2.3 KiB
C
78 lines
2.3 KiB
C
#include "config.h"
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#include "gskgpustraightalphaopprivate.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/gskgpustraightalphainstance.h"
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typedef struct _GskGpuStraightAlphaOp GskGpuStraightAlphaOp;
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struct _GskGpuStraightAlphaOp
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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_straight_alpha_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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GskGpuStraightalphaInstance *instance;
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instance = (GskGpuStraightalphaInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
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gsk_gpu_print_op (string, indent, "straight-alpha");
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gsk_gpu_print_rect (string, instance->rect);
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gsk_gpu_print_image_descriptor (string, shader->desc, instance->tex_id);
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gsk_gpu_print_newline (string);
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}
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static const GskGpuShaderOpClass GSK_GPU_STRAIGHT_ALPHA_OP_CLASS = {
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{
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GSK_GPU_OP_SIZE (GskGpuStraightAlphaOp),
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GSK_GPU_STAGE_SHADER,
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gsk_gpu_shader_op_finish,
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gsk_gpu_straight_alpha_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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"gskgpustraightalpha",
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sizeof (GskGpuStraightalphaInstance),
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#ifdef GDK_RENDERING_VULKAN
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&gsk_gpu_straightalpha_info,
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#endif
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gsk_gpu_straightalpha_setup_vao
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};
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void
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gsk_gpu_straight_alpha_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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float opacity,
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GskGpuDescriptors *desc,
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guint32 descriptor,
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const graphene_rect_t *rect,
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const graphene_point_t *offset,
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const graphene_rect_t *tex_rect)
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{
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GskGpuStraightalphaInstance *instance;
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_STRAIGHT_ALPHA_OP_CLASS,
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0,
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clip,
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desc,
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&instance);
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gsk_gpu_rect_to_float (rect, offset, instance->rect);
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gsk_gpu_rect_to_float (tex_rect, offset, instance->tex_rect);
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instance->tex_id = descriptor;
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instance->opacity = opacity;
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}
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