gtk/gsk/gpu/gskvulkandescriptors.c
Benjamin Otte 53821da4d6 gpu: Refactor image handling
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.
2024-01-07 07:22:50 +01:00

70 lines
1.9 KiB
C

#include "config.h"
#include "gskvulkandescriptorsprivate.h"
#include "gskvulkanframeprivate.h"
#include "gskvulkanimageprivate.h"
struct _GskVulkanDescriptors
{
GskGpuDescriptors parent_instance;
GskVulkanFrame *frame; /* no reference, the frame owns us */
};
G_DEFINE_TYPE (GskVulkanDescriptors, gsk_vulkan_descriptors, GSK_TYPE_GPU_DESCRIPTORS)
static gboolean
gsk_vulkan_descriptors_add_image (GskGpuDescriptors *desc,
GskGpuImage *image,
GskGpuSampler sampler,
guint32 *out_descriptor)
{
GskVulkanDescriptors *self = GSK_VULKAN_DESCRIPTORS (desc);
*out_descriptor = gsk_vulkan_frame_add_image (self->frame, image, sampler);
return TRUE;
}
static void
gsk_vulkan_descriptors_class_init (GskVulkanDescriptorsClass *klass)
{
GskGpuDescriptorsClass *descriptors_class = GSK_GPU_DESCRIPTORS_CLASS (klass);
descriptors_class->add_image = gsk_vulkan_descriptors_add_image;
}
static void
gsk_vulkan_descriptors_init (GskVulkanDescriptors *self)
{
}
GskGpuDescriptors *
gsk_vulkan_descriptors_new (GskVulkanFrame *frame)
{
GskVulkanDescriptors *self;
self = g_object_new (GSK_TYPE_VULKAN_DESCRIPTORS, NULL);
self->frame = frame;
return GSK_GPU_DESCRIPTORS (self);
}
void
gsk_vulkan_descriptors_transition (GskVulkanDescriptors *self,
VkCommandBuffer command_buffer)
{
GskGpuDescriptors *desc = GSK_GPU_DESCRIPTORS (self);
gsize i;
for (i = 0; i < gsk_gpu_descriptors_get_size (desc); i++)
{
gsk_vulkan_image_transition (GSK_VULKAN_IMAGE (gsk_gpu_descriptors_get_image (desc, i)),
command_buffer,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_ACCESS_SHADER_READ_BIT);
}
}