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6ed4eece04
When using GSK_DEBUG=verbose, print the clip mode used in the shader. Use cute little unicode indicators to not overload the debug output.
88 lines
2.8 KiB
C
88 lines
2.8 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 (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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GskGpuShaderOp *shader = (GskGpuShaderOp *) op;
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GskGpuBlendmodeInstance *instance;
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instance = (GskGpuBlendmodeInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
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gsk_gpu_print_op (string, indent, "blend-mode");
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gsk_gpu_print_shader_info (string, shader->clip);
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gsk_gpu_print_rect (string, instance->rect);
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gsk_gpu_print_image_descriptor (string, shader->desc, instance->bottom_id);
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gsk_gpu_print_enum (string, GSK_TYPE_BLEND_MODE, shader->variation);
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gsk_gpu_print_image_descriptor (string, shader->desc, instance->top_id);
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gsk_gpu_print_newline (string);
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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_blend_mode_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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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_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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guint32 bottom_descriptor,
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const graphene_rect_t *bottom_rect,
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guint32 top_descriptor,
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const graphene_rect_t *top_rect)
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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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blend_mode,
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clip,
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desc,
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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_rect, offset, instance->bottom_rect);
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instance->bottom_id = bottom_descriptor;
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gsk_gpu_rect_to_float (top_rect, offset, instance->top_rect);
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instance->top_id = top_descriptor;
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}
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