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7b76170f46
Rewrite all shaders to use 2 predefined samplers called GSK_TEXTURE0 and GSK_TEXTURE1 instead of wrapper functions. On GL and Vulkan compat mode, these map directly to samplers. On Vulkan proper, they map to 2 indices into the texture array, like before. From now on, the old nvidia GPUs - ie the 3xx drivers - should start working again. Fixes: #6564 Fixes: #6574 Fixes: #6654
83 lines
2.7 KiB
C
83 lines
2.7 KiB
C
#include "config.h"
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#include "gskgpublendmodeopprivate.h"
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#include "gskenumtypes.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/gskgpublendmodeinstance.h"
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typedef struct _GskGpuBlendModeOp GskGpuBlendModeOp;
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struct _GskGpuBlendModeOp
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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_blend_mode_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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GskGpuBlendmodeInstance *instance = (GskGpuBlendmodeInstance *) instance_;
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gsk_gpu_print_enum (string, GSK_TYPE_BLEND_MODE, shader->variation);
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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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gsk_gpu_print_enum (string, GSK_TYPE_BLEND_MODE, shader->variation);
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gsk_gpu_print_image (string, shader->images[1]);
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}
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static const GskGpuShaderOpClass GSK_GPU_BLEND_MODE_OP_CLASS = {
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{
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GSK_GPU_OP_SIZE (GskGpuBlendModeOp),
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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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"gskgpublendmode",
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gsk_gpu_blendmode_n_textures,
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sizeof (GskGpuBlendmodeInstance),
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#ifdef GDK_RENDERING_VULKAN
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&gsk_gpu_blendmode_info,
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#endif
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gsk_gpu_blend_mode_op_print_instance,
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gsk_gpu_blendmode_setup_attrib_locations,
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gsk_gpu_blendmode_setup_vao
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};
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void
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gsk_gpu_blend_mode_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuDescriptors *desc,
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const graphene_rect_t *rect,
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const graphene_point_t *offset,
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float opacity,
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GskBlendMode blend_mode,
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const GskGpuShaderImage *bottom,
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const GskGpuShaderImage *top)
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{
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GskGpuBlendmodeInstance *instance;
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_BLEND_MODE_OP_CLASS,
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gsk_gpu_color_states_create_equal (TRUE, TRUE),
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blend_mode,
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clip,
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desc,
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(GskGpuImage *[2]) { bottom->image, top->image },
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(GskGpuSampler[2]) { bottom->sampler, top->sampler },
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&instance);
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gsk_gpu_rect_to_float (rect, offset, instance->rect);
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instance->opacity = opacity;
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gsk_gpu_rect_to_float (bottom->bounds, offset, instance->bottom_rect);
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gsk_gpu_rect_to_float (top->bounds, offset, instance->top_rect);
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}
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