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f420c143e0
The idea here is that we can do more complex combinations and use that to support texture-scale nodes or use fancy texture formats (suc as YUV). I'm not sure this is actually necessary, but for now it gives more flexibility.
34 lines
1.9 KiB
C
34 lines
1.9 KiB
C
#pragma once
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#include <graphene.h>
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#include "gskvulkanpipelineprivate.h"
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G_BEGIN_DECLS
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typedef struct _GskVulkanBlurPipelineLayout GskVulkanBlurPipelineLayout;
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#define GSK_TYPE_VULKAN_BLUR_PIPELINE (gsk_vulkan_blur_pipeline_get_type ())
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G_DECLARE_FINAL_TYPE (GskVulkanBlurPipeline, gsk_vulkan_blur_pipeline, GSK, VULKAN_BLUR_PIPELINE, GskVulkanPipeline)
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GskVulkanPipeline * gsk_vulkan_blur_pipeline_new (GdkVulkanContext *context,
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VkPipelineLayout layout,
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const char *shader_name,
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VkRenderPass render_pass);
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void gsk_vulkan_blur_pipeline_collect_vertex_data (GskVulkanBlurPipeline *pipeline,
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guchar *data,
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guint32 tex_id[2],
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const graphene_point_t *offset,
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const graphene_rect_t *rect,
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const graphene_rect_t *tex_rect,
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double radius);
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gsize gsk_vulkan_blur_pipeline_draw (GskVulkanBlurPipeline *pipeline,
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VkCommandBuffer command_buffer,
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gsize offset,
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gsize n_commands);
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G_END_DECLS
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