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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.
152 lines
4.6 KiB
C
152 lines
4.6 KiB
C
#include "config.h"
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#include "gskgpushaderopprivate.h"
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#include "gskgpuframeprivate.h"
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#include "gskgldeviceprivate.h"
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#include "gskglframeprivate.h"
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#include "gskglimageprivate.h"
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#ifdef GDK_RENDERING_VULKAN
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#include "gskvulkandeviceprivate.h"
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#endif
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void
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gsk_gpu_shader_op_finish (GskGpuOp *op)
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{
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GskGpuShaderOp *self = (GskGpuShaderOp *) op;
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gsize i;
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for (i = 0; i < self->n_images; i++)
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g_object_unref (self->images[i].image);
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}
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#ifdef GDK_RENDERING_VULKAN
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GskGpuOp *
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gsk_gpu_shader_op_vk_command_n (GskGpuOp *op,
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GskGpuFrame *frame,
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VkRenderPass render_pass,
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VkFormat format,
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VkCommandBuffer command_buffer,
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gsize instance_scale)
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{
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GskGpuShaderOp *self = (GskGpuShaderOp *) op;
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GskGpuShaderOpClass *shader_op_class = (GskGpuShaderOpClass *) op->op_class;
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GskGpuOp *next;
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gsize i;
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i = 1;
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for (next = op->next; next && i < 10 * 1000; next = next->next)
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{
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GskGpuShaderOp *next_shader = (GskGpuShaderOp *) next;
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if (next->op_class != op->op_class ||
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next_shader->vertex_offset != self->vertex_offset + i * shader_op_class->vertex_size)
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break;
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i++;
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}
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vkCmdBindPipeline (command_buffer,
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VK_PIPELINE_BIND_POINT_GRAPHICS,
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gsk_vulkan_device_get_vk_pipeline (GSK_VULKAN_DEVICE (gsk_gpu_frame_get_device (frame)),
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shader_op_class,
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self->clip,
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format,
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render_pass));
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vkCmdDraw (command_buffer,
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6 * instance_scale, i,
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0, self->vertex_offset / shader_op_class->vertex_size);
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return next;
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}
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GskGpuOp *
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gsk_gpu_shader_op_vk_command (GskGpuOp *op,
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GskGpuFrame *frame,
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VkRenderPass render_pass,
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VkFormat format,
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VkCommandBuffer command_buffer)
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{
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return gsk_gpu_shader_op_vk_command_n (op, frame, render_pass, format, command_buffer, 1);
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}
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#endif
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GskGpuOp *
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gsk_gpu_shader_op_gl_command_n (GskGpuOp *op,
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GskGpuFrame *frame,
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gsize instance_scale)
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{
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GskGpuShaderOp *self = (GskGpuShaderOp *) op;
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GskGpuShaderOpClass *shader_op_class = (GskGpuShaderOpClass *) op->op_class;
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GskGLDevice *device;
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gsize i;
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device = GSK_GL_DEVICE (gsk_gpu_frame_get_device (frame));
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gsk_gl_frame_use_program (GSK_GL_FRAME (frame),
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shader_op_class,
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self->clip);
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for (i = 0; i < self->n_images; i++)
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{
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glActiveTexture (GL_TEXTURE0 + self->images[i].descriptor);
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gsk_gl_image_bind_texture (GSK_GL_IMAGE (self->images[i].image));
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glBindSampler (self->images[i].descriptor,
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gsk_gl_device_get_sampler_id (device, self->images[i].sampler));
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}
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shader_op_class->setup_vao (self->vertex_offset);
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glDrawArraysInstanced (GL_TRIANGLES,
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0,
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6 * instance_scale,
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1);
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return op->next;
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}
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GskGpuOp *
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gsk_gpu_shader_op_gl_command (GskGpuOp *op,
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GskGpuFrame *frame)
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{
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return gsk_gpu_shader_op_gl_command_n (op, frame, 1);
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}
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GskGpuShaderOp *
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gsk_gpu_shader_op_alloc (GskGpuFrame *frame,
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const GskGpuShaderOpClass *op_class,
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GskGpuShaderClip clip,
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gpointer out_vertex_data)
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{
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GskGpuShaderOp *self;
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self = (GskGpuShaderOp *) gsk_gpu_op_alloc (frame, &op_class->parent_class);
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self->clip = clip;
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self->vertex_offset = gsk_gpu_frame_reserve_vertex_data (frame, op_class->vertex_size);
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*((gpointer *) out_vertex_data) = gsk_gpu_frame_get_vertex_data (frame, self->vertex_offset);
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return self;
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}
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guint32
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gsk_gpu_shader_op_use_image (GskGpuShaderOp *self,
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GskGpuFrame *frame,
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GskGpuImage *image,
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GskGpuSampler sampler)
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{
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gsize id;
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g_assert (self->n_images < G_N_ELEMENTS (self->images));
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id = self->n_images;
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self->images[id].image = g_object_ref (image);
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self->images[id].sampler = sampler;
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self->images[id].descriptor = gsk_gpu_frame_get_image_descriptor (frame, image, sampler);
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self->n_images++;
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return self->images[id].descriptor;
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}
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