gtk/gsk/vulkan/gskvulkaneffectpipelineprivate.h
Benjamin Otte f420c143e0 vulkan: Split textures and samplers
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.
2023-06-04 19:42:01 +02:00

35 lines
2.2 KiB
C

#pragma once
#include <graphene.h>
#include "gskvulkanpipelineprivate.h"
G_BEGIN_DECLS
typedef struct _GskVulkanEffectPipelineLayout GskVulkanEffectPipelineLayout;
#define GSK_TYPE_VULKAN_EFFECT_PIPELINE (gsk_vulkan_effect_pipeline_get_type ())
G_DECLARE_FINAL_TYPE (GskVulkanEffectPipeline, gsk_vulkan_effect_pipeline, GSK, VULKAN_EFFECT_PIPELINE, GskVulkanPipeline)
GskVulkanPipeline * gsk_vulkan_effect_pipeline_new (GdkVulkanContext *context,
VkPipelineLayout layout,
const char *shader_name,
VkRenderPass render_pass);
void gsk_vulkan_effect_pipeline_collect_vertex_data (GskVulkanEffectPipeline *pipeline,
guchar *data,
guint32 tex_id[2],
const graphene_point_t *offset,
const graphene_rect_t *rect,
const graphene_rect_t *tex_rect,
const graphene_matrix_t *color_matrix,
const graphene_vec4_t *color_offset);
gsize gsk_vulkan_effect_pipeline_draw (GskVulkanEffectPipeline *pipeline,
VkCommandBuffer command_buffer,
gsize offset,
gsize n_commands);
G_END_DECLS