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53821da4d6
Introduce a new GskGpuImageDescriptors object that tracks descriptors for a set of images that can be managed by the GPU. Then have each GskGpuShaderOp just reference the descriptors object they are using, so that the coe can set things up properly. To reference an image, the ops now just reference their descriptor - which is the uint32 we've been sending to the shaders since forever.
83 lines
2.0 KiB
C
83 lines
2.0 KiB
C
#include "config.h"
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#include "gskgldescriptorsprivate.h"
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#include "gskglimageprivate.h"
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struct _GskGLDescriptors
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{
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GskGpuDescriptors parent_instance;
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GskGLDevice *device;
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};
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G_DEFINE_TYPE (GskGLDescriptors, gsk_gl_descriptors, GSK_TYPE_GPU_DESCRIPTORS)
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static void
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gsk_gl_descriptors_finalize (GObject *object)
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{
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GskGLDescriptors *self = GSK_GL_DESCRIPTORS (object);
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g_object_unref (self->device);
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G_OBJECT_CLASS (gsk_gl_descriptors_parent_class)->finalize (object);
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}
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static gboolean
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gsk_gl_descriptors_add_image (GskGpuDescriptors *desc,
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GskGpuImage *image,
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GskGpuSampler sampler,
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guint32 *out_descriptor)
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{
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gsize used_texture_units;
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used_texture_units = gsk_gpu_descriptors_get_size (desc);
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if (used_texture_units >= 16)
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return FALSE;
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*out_descriptor = used_texture_units;
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return TRUE;
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}
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static void
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gsk_gl_descriptors_class_init (GskGLDescriptorsClass *klass)
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{
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GskGpuDescriptorsClass *descriptors_class = GSK_GPU_DESCRIPTORS_CLASS (klass);
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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object_class->finalize = gsk_gl_descriptors_finalize;
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descriptors_class->add_image = gsk_gl_descriptors_add_image;
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}
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static void
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gsk_gl_descriptors_init (GskGLDescriptors *self)
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{
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}
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GskGpuDescriptors *
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gsk_gl_descriptors_new (GskGLDevice *device)
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{
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GskGLDescriptors *self;
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self = g_object_new (GSK_TYPE_GL_DESCRIPTORS, NULL);
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self->device = g_object_ref (device);
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return GSK_GPU_DESCRIPTORS (self);
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}
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void
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gsk_gl_descriptors_use (GskGLDescriptors *self)
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{
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GskGpuDescriptors *desc = GSK_GPU_DESCRIPTORS (self);
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gsize i;
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for (i = 0; i < gsk_gpu_descriptors_get_size (desc); i++)
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{
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glActiveTexture (GL_TEXTURE0 + i);
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gsk_gl_image_bind_texture (GSK_GL_IMAGE (gsk_gpu_descriptors_get_image (desc, i)));
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glBindSampler (i, gsk_gl_device_get_sampler_id (self->device, gsk_gpu_descriptors_get_sampler (desc, i)));
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}
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}
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