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1b2156493b
They are no longer a thing with the new way we manage textures.
83 lines
2.5 KiB
C
83 lines
2.5 KiB
C
#include "config.h"
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#include "gskgpuconvertopprivate.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 "gdk/gdkcolorstateprivate.h"
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#include "gpu/shaders/gskgpuconvertinstance.h"
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typedef struct _GskGpuConvertOp GskGpuConvertOp;
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struct _GskGpuConvertOp
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{
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GskGpuShaderOp op;
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};
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#define VARIATION_OPACITY (1u << 0)
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#define VARIATION_STRAIGHT_ALPHA (1u << 1)
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static void
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gsk_gpu_convert_op_print_instance (GskGpuShaderOp *shader,
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gpointer instance_,
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GString *string)
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{
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GskGpuConvertInstance *instance = (GskGpuConvertInstance *) instance_;
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gsk_gpu_print_rect (string, instance->rect);
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gsk_gpu_print_image (string, shader->images[0]);
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if (shader->variation & VARIATION_STRAIGHT_ALPHA)
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gsk_gpu_print_string (string, "straight");
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}
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static const GskGpuShaderOpClass GSK_GPU_CONVERT_OP_CLASS = {
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{
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GSK_GPU_OP_SIZE (GskGpuConvertOp),
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GSK_GPU_STAGE_SHADER,
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gsk_gpu_shader_op_finish,
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gsk_gpu_shader_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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"gskgpuconvert",
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gsk_gpu_convert_n_textures,
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sizeof (GskGpuConvertInstance),
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#ifdef GDK_RENDERING_VULKAN
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&gsk_gpu_convert_info,
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#endif
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gsk_gpu_convert_op_print_instance,
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gsk_gpu_convert_setup_attrib_locations,
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gsk_gpu_convert_setup_vao
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};
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void
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gsk_gpu_convert_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuColorStates color_states,
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float opacity,
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gboolean straight_alpha,
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const graphene_point_t *offset,
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const GskGpuShaderImage *image)
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{
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GskGpuConvertInstance *instance;
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_CONVERT_OP_CLASS,
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color_states,
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(opacity < 1.0 ? VARIATION_OPACITY : 0) |
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(straight_alpha ? VARIATION_STRAIGHT_ALPHA : 0),
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clip,
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(GskGpuImage *[1]) { image->image },
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(GskGpuSampler[1]) { image->sampler },
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&instance);
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gsk_gpu_rect_to_float (image->coverage, offset, instance->rect);
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gsk_gpu_rect_to_float (image->bounds, offset, instance->tex_rect);
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instance->opacity = opacity;
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}
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