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4cda720ab9
We should use ShaderBuilder to create and store programs for the GL renderer. This allows us to simplify the creation of programs (by moving the compilation phase into the ShaderBuilder::create_program() method), and move towards the ability to create multiple programs and just keep a reference to the program id.
47 lines
3.0 KiB
C
47 lines
3.0 KiB
C
#ifndef __GSK_SHADER_BUILDER_PRIVATE_H__
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#define __GSK_SHADER_BUILDER_PRIVATE_H__
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#include <gdk/gdk.h>
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#include <graphene.h>
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G_BEGIN_DECLS
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#define GSK_TYPE_SHADER_BUILDER (gsk_shader_builder_get_type ())
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G_DECLARE_FINAL_TYPE (GskShaderBuilder, gsk_shader_builder, GSK, SHADER_BUILDER, GObject)
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GskShaderBuilder * gsk_shader_builder_new (void);
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void gsk_shader_builder_set_version (GskShaderBuilder *builder,
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int version);
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void gsk_shader_builder_set_resource_base_path (GskShaderBuilder *builder,
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const char *base_path);
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void gsk_shader_builder_set_vertex_preamble (GskShaderBuilder *builder,
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const char *shader_preamble);
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void gsk_shader_builder_set_fragment_preamble (GskShaderBuilder *builder,
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const char *shader_preamble);
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GQuark gsk_shader_builder_add_uniform (GskShaderBuilder *builder,
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const char *uniform_name);
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GQuark gsk_shader_builder_add_attribute (GskShaderBuilder *builder,
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const char *attribute_name);
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void gsk_shader_builder_add_define (GskShaderBuilder *builder,
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const char *define_name,
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const char *define_value);
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int gsk_shader_builder_create_program (GskShaderBuilder *builder,
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const char *vertex_shader,
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const char *fragment_shader,
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GError **error);
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int gsk_shader_builder_get_uniform_location (GskShaderBuilder *builder,
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int program_id,
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GQuark uniform_quark);
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int gsk_shader_builder_get_attribute_location (GskShaderBuilder *builder,
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int program_id,
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GQuark attribute_quark);
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G_END_DECLS
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#endif /* __GSK_SHADER_BUILDER_PRIVATE_H__ */
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