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b4a1ed2a70
Add a GSK_GPU_IMAGE_STRAIGHT_ALPHA and use it for images that have straight alpha. Make sure those images get passed through a premultiplying pass with the new straight alpha shader. Also remove the old Postprocess flags from the Vulkan image that were a leftover from copying that code from the old Vulkan renderer.
64 lines
4.5 KiB
C
64 lines
4.5 KiB
C
#pragma once
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#include "gskgpuimageprivate.h"
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#include "gskvulkandeviceprivate.h"
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#include "gdk/gdkdmabufprivate.h"
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G_BEGIN_DECLS
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#define GSK_TYPE_VULKAN_IMAGE (gsk_vulkan_image_get_type ())
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G_DECLARE_FINAL_TYPE (GskVulkanImage, gsk_vulkan_image, GSK, VULKAN_IMAGE, GskGpuImage)
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GskGpuImage * gsk_vulkan_image_new_for_swapchain (GskVulkanDevice *device,
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VkImage image,
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VkFormat format,
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gsize width,
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gsize height);
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GskGpuImage * gsk_vulkan_image_new_for_atlas (GskVulkanDevice *device,
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gsize width,
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gsize height);
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GskGpuImage * gsk_vulkan_image_new_for_offscreen (GskVulkanDevice *device,
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GdkMemoryFormat preferred_format,
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gsize width,
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gsize height);
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GskGpuImage * gsk_vulkan_image_new_for_upload (GskVulkanDevice *device,
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GdkMemoryFormat format,
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gsize width,
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gsize height);
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#ifdef HAVE_DMABUF
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GskGpuImage * gsk_vulkan_image_new_for_dmabuf (GskVulkanDevice *device,
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GdkTexture *texture);
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#endif
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guchar * gsk_vulkan_image_get_data (GskVulkanImage *self,
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gsize *out_stride);
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VkSampler gsk_vulkan_image_get_vk_sampler (GskVulkanImage *self);
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VkPipelineStageFlags gsk_vulkan_image_get_vk_pipeline_stage (GskVulkanImage *self);
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VkImageLayout gsk_vulkan_image_get_vk_image_layout (GskVulkanImage *self);
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VkAccessFlags gsk_vulkan_image_get_vk_access (GskVulkanImage *self);
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void gsk_vulkan_image_set_vk_image_layout (GskVulkanImage *self,
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VkPipelineStageFlags stage,
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VkImageLayout image_layout,
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VkAccessFlags access);
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void gsk_vulkan_image_transition (GskVulkanImage *self,
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VkCommandBuffer command_buffer,
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VkPipelineStageFlags stage,
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VkImageLayout image_layout,
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VkAccessFlags access);
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#define gdk_vulkan_image_transition_shader(image) \
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gsk_vulkan_image_transition ((image), VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, \
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_SHADER_READ_BIT)
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VkImage gsk_vulkan_image_get_vk_image (GskVulkanImage *self);
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VkImageView gsk_vulkan_image_get_vk_image_view (GskVulkanImage *self);
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VkFormat gsk_vulkan_image_get_vk_format (GskVulkanImage *self);
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VkFramebuffer gsk_vulkan_image_get_vk_framebuffer (GskVulkanImage *self,
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VkRenderPass pass);
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G_END_DECLS
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