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e7549f3359
We now store all the relevant state of the image inside the VulkanImage struct, so we can delay barriers for as long as possible. Whenever we want to use an image, we call the new gsk_vulkan_image_transition() and it will add a barrier to the desired state if one is necessary.
102 lines
3.1 KiB
C
102 lines
3.1 KiB
C
#include "config.h"
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#include "gskvulkaninsetshadowopprivate.h"
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#include "gskvulkanprivate.h"
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#include "gskvulkanshaderopprivate.h"
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#include "gsk/gskroundedrectprivate.h"
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#include "vulkan/resources/inset-shadow.vert.h"
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typedef struct _GskVulkanInsetShadowOp GskVulkanInsetShadowOp;
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struct _GskVulkanInsetShadowOp
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{
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GskVulkanShaderOp op;
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GskRoundedRect outline;
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GdkRGBA color;
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graphene_point_t offset;
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float spread;
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float blur_radius;
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};
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static void
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gsk_vulkan_inset_shadow_op_finish (GskVulkanOp *op)
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{
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}
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static void
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gsk_vulkan_inset_shadow_op_print (GskVulkanOp *op,
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GString *string,
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guint indent)
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{
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GskVulkanInsetShadowOp *self = (GskVulkanInsetShadowOp *) op;
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print_indent (string, indent);
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print_rounded_rect (string, &self->outline);
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g_string_append (string, "inset-shadow ");
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if (self->blur_radius > 0)
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g_string_append_printf (string, "blur %gpx ", self->blur_radius);
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print_newline (string);
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}
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static void
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gsk_vulkan_inset_shadow_op_collect_vertex_data (GskVulkanOp *op,
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guchar *data)
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{
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GskVulkanInsetShadowOp *self = (GskVulkanInsetShadowOp *) op;
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GskVulkanInsetShadowInstance *instance = (GskVulkanInsetShadowInstance *) (data + ((GskVulkanShaderOp *) op)->vertex_offset);
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gsk_rounded_rect_to_float (&self->outline, graphene_point_zero (), instance->outline);
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gsk_vulkan_rgba_to_float (&self->color, instance->color);
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gsk_vulkan_point_to_float (&self->offset, instance->offset);
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instance->spread = self->spread;
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instance->blur_radius = self->blur_radius;
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}
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static void
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gsk_vulkan_inset_shadow_op_reserve_descriptor_sets (GskVulkanOp *op,
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GskVulkanRender *render)
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{
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}
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static const GskVulkanShaderOpClass GSK_VULKAN_INSET_SHADOW_OP_CLASS = {
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{
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GSK_VULKAN_OP_SIZE (GskVulkanInsetShadowOp),
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GSK_VULKAN_STAGE_SHADER,
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gsk_vulkan_inset_shadow_op_finish,
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gsk_vulkan_inset_shadow_op_print,
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gsk_vulkan_shader_op_count_vertex_data,
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gsk_vulkan_inset_shadow_op_collect_vertex_data,
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gsk_vulkan_inset_shadow_op_reserve_descriptor_sets,
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gsk_vulkan_shader_op_command
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},
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"inset-shadow",
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0,
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&gsk_vulkan_inset_shadow_info,
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};
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void
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gsk_vulkan_inset_shadow_op (GskVulkanRender *render,
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GskVulkanShaderClip clip,
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const GskRoundedRect *outline,
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const graphene_point_t *offset,
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const GdkRGBA *color,
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const graphene_point_t *shadow_offset,
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float spread,
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float blur_radius)
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{
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GskVulkanInsetShadowOp *self;
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self = (GskVulkanInsetShadowOp *) gsk_vulkan_shader_op_alloc (render, &GSK_VULKAN_INSET_SHADOW_OP_CLASS, clip, NULL);
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self->outline = *outline;
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gsk_rounded_rect_offset (&self->outline, offset->x, offset->y);
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self->color = *color;
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self->offset = *shadow_offset;
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self->spread = spread;
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self->blur_radius = blur_radius;
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}
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