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a8ff291a12
and add gsk_vulkan_shader_op_alloc() that sets it properly.
87 lines
2.7 KiB
C
87 lines
2.7 KiB
C
#include "config.h"
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#include "gskvulkanshaderopprivate.h"
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static inline gsize
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round_up (gsize number, gsize divisor)
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{
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return (number + divisor - 1) / divisor * divisor;
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}
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gsize
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gsk_vulkan_shader_op_count_vertex_data (GskVulkanOp *op,
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gsize n_bytes)
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{
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GskVulkanShaderOp *self = (GskVulkanShaderOp *) op;
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GskVulkanShaderOpClass *shader_op_class = ((GskVulkanShaderOpClass *) op->op_class);
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gsize vertex_stride;
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vertex_stride = shader_op_class->vertex_input_state->pVertexBindingDescriptions[0].stride;
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n_bytes = round_up (n_bytes, vertex_stride);
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self->vertex_offset = n_bytes;
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n_bytes += vertex_stride;
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return n_bytes;
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}
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GskVulkanOp *
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gsk_vulkan_shader_op_command_n (GskVulkanOp *op,
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GskVulkanRender *render,
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VkRenderPass render_pass,
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VkCommandBuffer command_buffer,
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gsize instance_scale)
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{
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GskVulkanShaderOp *self = (GskVulkanShaderOp *) op;
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GskVulkanShaderOpClass *shader_op_class = ((GskVulkanShaderOpClass *) op->op_class);
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GskVulkanOp *next;
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gsize stride = shader_op_class->vertex_input_state->pVertexBindingDescriptions[0].stride;
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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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GskVulkanShaderOp *next_shader = (GskVulkanShaderOp *) next;
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if (next->op_class != op->op_class ||
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next_shader->vertex_offset != self->vertex_offset + i * stride)
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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_render_get_pipeline (render,
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op->op_class,
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self->clip,
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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 / stride);
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return next;
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}
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GskVulkanOp *
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gsk_vulkan_shader_op_command (GskVulkanOp *op,
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GskVulkanRender *render,
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VkRenderPass render_pass,
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VkCommandBuffer command_buffer)
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{
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return gsk_vulkan_shader_op_command_n (op, render, render_pass, command_buffer, 1);
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}
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GskVulkanShaderOp *
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gsk_vulkan_shader_op_alloc (GskVulkanRender *render,
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const GskVulkanShaderOpClass *op_class,
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GskVulkanShaderClip clip)
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{
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GskVulkanShaderOp *self;
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self = (GskVulkanShaderOp *) gsk_vulkan_op_alloc (render, &op_class->parent_class);
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self->clip = clip;
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return self;
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}
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