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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.
41 lines
2.7 KiB
C
41 lines
2.7 KiB
C
#pragma once
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#include <graphene.h>
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#include "gskvulkanpipelineprivate.h"
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#include "gskvulkanrendererprivate.h"
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G_BEGIN_DECLS
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typedef struct _GskVulkanTextPipelineLayout GskVulkanTextPipelineLayout;
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#define GSK_TYPE_VULKAN_TEXT_PIPELINE (gsk_vulkan_text_pipeline_get_type ())
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G_DECLARE_FINAL_TYPE (GskVulkanTextPipeline, gsk_vulkan_text_pipeline, GSK, VULKAN_TEXT_PIPELINE, GskVulkanPipeline)
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GskVulkanPipeline * gsk_vulkan_text_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_text_pipeline_collect_vertex_data (GskVulkanTextPipeline *pipeline,
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guchar *data,
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GskVulkanRenderer *renderer,
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const graphene_rect_t *rect,
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guint32 tex_id[2],
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PangoFont *font,
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guint total_glyphs,
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const PangoGlyphInfo *glyphs,
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const GdkRGBA *color,
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const graphene_point_t *offset,
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guint start_glyph,
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guint num_glyphs,
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float scale);
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gsize gsk_vulkan_text_pipeline_draw (GskVulkanTextPipeline *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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