gtk/gsk/gpu/gskgpumaskop.c
Benjamin Otte bd901896ee gpu: Add a mask shader
This shader can take over from the ubershader. And it can be used
instead of launching the ubershader when no offscreens are necessary.

Also includes an optimization that uses the colorize shader when
appropriate.
2024-01-07 07:22:52 +01:00

84 lines
2.4 KiB
C

#include "config.h"
#include "gskgpumaskopprivate.h"
#include "gskgpuframeprivate.h"
#include "gskgpuprintprivate.h"
#include "gskrectprivate.h"
#include "gpu/shaders/gskgpumaskinstance.h"
typedef struct _GskGpuMaskOp GskGpuMaskOp;
struct _GskGpuMaskOp
{
GskGpuShaderOp op;
};
static void
gsk_gpu_mask_op_print (GskGpuOp *op,
GskGpuFrame *frame,
GString *string,
guint indent)
{
GskGpuShaderOp *shader = (GskGpuShaderOp *) op;
GskGpuMaskInstance *instance;
instance = (GskGpuMaskInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
gsk_gpu_print_op (string, indent, "mask");
gsk_gpu_print_rect (string, instance->rect);
gsk_gpu_print_image_descriptor (string, shader->desc, instance->source_id);
gsk_gpu_print_image_descriptor (string, shader->desc, instance->mask_id);
gsk_gpu_print_newline (string);
}
static const GskGpuShaderOpClass GSK_GPU_MASK_OP_CLASS = {
{
GSK_GPU_OP_SIZE (GskGpuMaskOp),
GSK_GPU_STAGE_SHADER,
gsk_gpu_shader_op_finish,
gsk_gpu_mask_op_print,
#ifdef GDK_RENDERING_VULKAN
gsk_gpu_shader_op_vk_command,
#endif
gsk_gpu_shader_op_gl_command
},
"gskgpumask",
sizeof (GskGpuMaskInstance),
#ifdef GDK_RENDERING_VULKAN
&gsk_gpu_mask_info,
#endif
gsk_gpu_mask_setup_vao
};
void
gsk_gpu_mask_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
GskGpuDescriptors *desc,
const graphene_rect_t *rect,
const graphene_point_t *offset,
float opacity,
GskMaskMode mask_mode,
guint32 source_descriptor,
const graphene_rect_t *source_rect,
guint32 mask_descriptor,
const graphene_rect_t *mask_rect)
{
GskGpuMaskInstance *instance;
gsk_gpu_shader_op_alloc (frame,
&GSK_GPU_MASK_OP_CLASS,
clip,
desc,
&instance);
gsk_gpu_rect_to_float (rect, offset, instance->rect);
gsk_gpu_rect_to_float (source_rect, offset, instance->source_rect);
instance->source_id = source_descriptor;
gsk_gpu_rect_to_float (mask_rect, offset, instance->mask_rect);
instance->mask_id = mask_descriptor;
instance->mask_mode = mask_mode;
instance->opacity = opacity;
}