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1a85d569e3
This heaves over an inital chunk of code from the Vulkan renderer to execute shaders. The only shader that exists for now is a shader that draws a single texture. We use that to replace the blit op we were doing before.
162 lines
3.8 KiB
C
162 lines
3.8 KiB
C
#include "config.h"
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#include "gskglframeprivate.h"
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#include "gskgpuglobalsopprivate.h"
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#include "gskgpuopprivate.h"
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#include "gskglbufferprivate.h"
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#include "gskgldeviceprivate.h"
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struct _GskGLFrame
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{
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GskGpuFrame parent_instance;
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GLuint globals_buffer_id;
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guint next_texture_slot;
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GHashTable *vaos;
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};
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struct _GskGLFrameClass
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{
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GskGpuFrameClass parent_class;
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};
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G_DEFINE_TYPE (GskGLFrame, gsk_gl_frame, GSK_TYPE_GPU_FRAME)
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static gboolean
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gsk_gl_frame_is_busy (GskGpuFrame *frame)
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{
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return FALSE;
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}
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static void
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gsk_gl_frame_setup (GskGpuFrame *frame)
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{
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GskGLFrame *self = GSK_GL_FRAME (frame);
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glGenBuffers (1, &self->globals_buffer_id);
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}
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static void
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gsk_gl_frame_cleanup (GskGpuFrame *frame)
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{
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GskGLFrame *self = GSK_GL_FRAME (frame);
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self->next_texture_slot = 0;
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GSK_GPU_FRAME_CLASS (gsk_gl_frame_parent_class)->cleanup (frame);
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}
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static guint32
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gsk_gl_frame_get_image_descriptor (GskGpuFrame *frame,
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GskGpuImage *image,
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GskGpuSampler sampler)
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{
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GskGLFrame *self = GSK_GL_FRAME (frame);
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guint32 slot;
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slot = self->next_texture_slot;
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self->next_texture_slot = (self->next_texture_slot + 1) % 16;
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return slot;
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}
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static GskGpuBuffer *
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gsk_gl_frame_create_vertex_buffer (GskGpuFrame *frame,
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gsize size)
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{
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return gsk_gl_buffer_new (GL_ARRAY_BUFFER, size, GL_WRITE_ONLY);
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}
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static void
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gsk_gl_frame_submit (GskGpuFrame *frame,
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GskGpuBuffer *vertex_buffer,
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GskGpuOp *op)
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{
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GskGLFrame *self = GSK_GL_FRAME (frame);
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glEnable (GL_DEPTH_TEST);
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glDepthFunc (GL_LEQUAL);
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/* Pre-multiplied alpha */
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glEnable (GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation (GL_FUNC_ADD);
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gsk_gl_buffer_bind (GSK_GL_BUFFER (vertex_buffer));
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glBindBufferBase (GL_UNIFORM_BUFFER, 0, self->globals_buffer_id);
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glBufferData (GL_UNIFORM_BUFFER,
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sizeof (GskGpuGlobalsInstance),
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NULL,
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GL_DYNAMIC_DRAW);
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while (op)
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{
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op = gsk_gpu_op_gl_command (op, frame);
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}
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}
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static void
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gsk_gl_frame_finalize (GObject *object)
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{
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GskGLFrame *self = GSK_GL_FRAME (object);
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g_hash_table_unref (self->vaos);
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glDeleteBuffers (1, &self->globals_buffer_id);
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G_OBJECT_CLASS (gsk_gl_frame_parent_class)->finalize (object);
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}
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static void
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gsk_gl_frame_class_init (GskGLFrameClass *klass)
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{
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GskGpuFrameClass *gpu_frame_class = GSK_GPU_FRAME_CLASS (klass);
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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gpu_frame_class->is_busy = gsk_gl_frame_is_busy;
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gpu_frame_class->setup = gsk_gl_frame_setup;
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gpu_frame_class->cleanup = gsk_gl_frame_cleanup;
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gpu_frame_class->get_image_descriptor = gsk_gl_frame_get_image_descriptor;
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gpu_frame_class->create_vertex_buffer = gsk_gl_frame_create_vertex_buffer;
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gpu_frame_class->submit = gsk_gl_frame_submit;
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object_class->finalize = gsk_gl_frame_finalize;
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}
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static void
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free_vao (gpointer vao)
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{
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glDeleteVertexArrays (1, (GLuint[1]) { GPOINTER_TO_UINT (vao) });
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}
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static void
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gsk_gl_frame_init (GskGLFrame *self)
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{
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self->vaos = g_hash_table_new_full (g_direct_hash, g_direct_equal, NULL, free_vao);
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}
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void
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gsk_gl_frame_use_program (GskGLFrame *self,
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const GskGpuShaderOpClass *op_class,
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GskGpuShaderClip clip)
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{
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GLuint vao;
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gsk_gl_device_use_program (GSK_GL_DEVICE (gsk_gpu_frame_get_device (GSK_GPU_FRAME (self))),
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op_class,
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clip);
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vao = GPOINTER_TO_UINT (g_hash_table_lookup (self->vaos, op_class));
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if (vao)
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{
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glBindVertexArray(vao);
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return;
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}
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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g_hash_table_insert (self->vaos, (gpointer) op_class, GUINT_TO_POINTER (vao));
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}
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