gtk/gsk/gpu/gskgpucrossfadeop.c
Benjamin Otte 1723ab34e1 gpu: Setup attribute locations
Make the generator generate calls for the correct glBindAttribLocation()
calls.

Usually this was done correctly, but we can't rely on it. So do it
explicitly.
2024-01-07 07:22:53 +01:00

87 lines
2.8 KiB
C

#include "config.h"
#include "gskgpucrossfadeopprivate.h"
#include "gskgpuframeprivate.h"
#include "gskgpuprintprivate.h"
#include "gskrectprivate.h"
#include "gpu/shaders/gskgpucrossfadeinstance.h"
typedef struct _GskGpuCrossFadeOp GskGpuCrossFadeOp;
struct _GskGpuCrossFadeOp
{
GskGpuShaderOp op;
};
static void
gsk_gpu_cross_fade_op_print (GskGpuOp *op,
GskGpuFrame *frame,
GString *string,
guint indent)
{
GskGpuShaderOp *shader = (GskGpuShaderOp *) op;
GskGpuCrossfadeInstance *instance;
instance = (GskGpuCrossfadeInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
gsk_gpu_print_op (string, indent, "cross-fade");
gsk_gpu_print_rect (string, instance->rect);
gsk_gpu_print_image_descriptor (string, shader->desc, instance->start_id);
gsk_gpu_print_image_descriptor (string, shader->desc, instance->end_id);
g_string_append_printf (string, "%g%%", 100 * instance->opacity_progress[1]);
gsk_gpu_print_newline (string);
}
static const GskGpuShaderOpClass GSK_GPU_CROSS_FADE_OP_CLASS = {
{
GSK_GPU_OP_SIZE (GskGpuCrossFadeOp),
GSK_GPU_STAGE_SHADER,
gsk_gpu_shader_op_finish,
gsk_gpu_cross_fade_op_print,
#ifdef GDK_RENDERING_VULKAN
gsk_gpu_shader_op_vk_command,
#endif
gsk_gpu_shader_op_gl_command
},
"gskgpucrossfade",
sizeof (GskGpuCrossfadeInstance),
#ifdef GDK_RENDERING_VULKAN
&gsk_gpu_crossfade_info,
#endif
gsk_gpu_crossfade_setup_attrib_locations,
gsk_gpu_crossfade_setup_vao
};
void
gsk_gpu_cross_fade_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
GskGpuDescriptors *desc,
const graphene_rect_t *rect,
const graphene_point_t *offset,
float opacity,
float progress,
guint32 start_descriptor,
const graphene_rect_t *start_rect,
guint32 end_descriptor,
const graphene_rect_t *end_rect)
{
GskGpuCrossfadeInstance *instance;
gsk_gpu_shader_op_alloc (frame,
&GSK_GPU_CROSS_FADE_OP_CLASS,
0,
clip,
desc,
&instance);
gsk_gpu_rect_to_float (rect, offset, instance->rect);
instance->opacity_progress[0] = opacity;
instance->opacity_progress[1] = progress;
gsk_gpu_rect_to_float (start_rect, offset, instance->start_rect);
instance->start_id = start_descriptor;
gsk_gpu_rect_to_float (end_rect, offset, instance->end_rect);
instance->end_id = end_descriptor;
}