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1733671295
This way, we can make it writable and track things like the active textures and the current program. We don't do that yet, but we can.
91 lines
2.2 KiB
C
91 lines
2.2 KiB
C
#include "config.h"
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#include "gskgpuscissoropprivate.h"
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#include "gskgpuopprivate.h"
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#include "gskgpuprintprivate.h"
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typedef struct _GskGpuScissorOp GskGpuScissorOp;
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struct _GskGpuScissorOp
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{
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GskGpuOp op;
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cairo_rectangle_int_t rect;
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};
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static void
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gsk_gpu_scissor_op_finish (GskGpuOp *op)
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{
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}
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static void
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gsk_gpu_scissor_op_print (GskGpuOp *op,
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GskGpuFrame *frame,
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GString *string,
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guint indent)
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{
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GskGpuScissorOp *self = (GskGpuScissorOp *) op;
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gsk_gpu_print_op (string, indent, "scissor");
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gsk_gpu_print_int_rect (string, &self->rect);
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gsk_gpu_print_newline (string);
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}
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#ifdef GDK_RENDERING_VULKAN
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static GskGpuOp *
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gsk_gpu_scissor_op_vk_command (GskGpuOp *op,
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GskGpuFrame *frame,
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GskVulkanCommandState *state)
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{
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GskGpuScissorOp *self = (GskGpuScissorOp *) op;
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vkCmdSetScissor (state->vk_command_buffer,
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0,
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1,
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&(VkRect2D) {
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{ self->rect.x, self->rect.y },
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{ self->rect.width, self->rect.height },
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});
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return op->next;
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}
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#endif
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static GskGpuOp *
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gsk_gpu_scissor_op_gl_command (GskGpuOp *op,
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GskGpuFrame *frame,
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GskGLCommandState *state)
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{
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GskGpuScissorOp *self = (GskGpuScissorOp *) op;
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if (state->flip_y)
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glScissor (self->rect.x, state->flip_y - self->rect.y - self->rect.height, self->rect.width, self->rect.height);
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else
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glScissor (self->rect.x, self->rect.y, self->rect.width, self->rect.height);
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return op->next;
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}
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static const GskGpuOpClass GSK_GPU_SCISSOR_OP_CLASS = {
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GSK_GPU_OP_SIZE (GskGpuScissorOp),
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GSK_GPU_STAGE_COMMAND,
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gsk_gpu_scissor_op_finish,
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gsk_gpu_scissor_op_print,
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#ifdef GDK_RENDERING_VULKAN
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gsk_gpu_scissor_op_vk_command,
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#endif
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gsk_gpu_scissor_op_gl_command
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};
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void
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gsk_gpu_scissor_op (GskGpuFrame *frame,
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const cairo_rectangle_int_t *rect)
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{
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GskGpuScissorOp *self;
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self = (GskGpuScissorOp *) gsk_gpu_op_alloc (frame, &GSK_GPU_SCISSOR_OP_CLASS);
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self->rect = *rect;
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}
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