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b0e8d8483d
This commit takes several steps towards rendering text like we want to. The creation of the cairo surface and texture is moved to the backend (in GskVulkanRenderer). We add a mask shader that is used in the next text pipeline to use the texture as a mask, like cairo_mask_surface does. There is a separate color text pipeline that uses the already existing blend shaders to use the texture as a source, like cairo_paint does. The text node api is simplified to have just a single offset, which determines the left end of the text baseline, like all our other text drawing APIs.
38 lines
660 B
C
38 lines
660 B
C
#include "gskresources.h"
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#include "gskprivate.h"
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static gpointer
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register_resources (gpointer data)
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{
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_gsk_register_resource ();
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return NULL;
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}
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void
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gsk_ensure_resources (void)
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{
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static GOnce register_resources_once = G_ONCE_INIT;
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g_once (®ister_resources_once, register_resources, NULL);
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}
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int
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pango_glyph_string_num_glyphs (PangoGlyphString *glyphs)
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{
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int i, count;
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count = 0;
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for (i = 0; i < glyphs->num_glyphs; i++)
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{
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PangoGlyphInfo *gi = &glyphs->glyphs[i];
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if (gi->glyph != PANGO_GLYPH_EMPTY)
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{
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if (!(gi->glyph & PANGO_GLYPH_UNKNOWN_FLAG))
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count++;
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}
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}
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return count;
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}
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