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0812d691b3
Just like we reuse texture ids with the same size we can, at the expense of a little memory, reuse vertex buffers if they reference the same attributes and contain the same data. Each VAO is marked as free at the end of the frame, and if it's not reused in the following frame, it gets dropped.
65 lines
3.4 KiB
C
65 lines
3.4 KiB
C
#ifndef __GSK_GL_DRIVER_PRIVATE_H__
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#define __GSK_GL_DRIVER_PRIVATE_H__
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#include <cairo.h>
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#include <gdk/gdk.h>
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#include <graphene.h>
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G_BEGIN_DECLS
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#define GSK_TYPE_GL_DRIVER (gsk_gl_driver_get_type ())
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G_DECLARE_FINAL_TYPE (GskGLDriver, gsk_gl_driver, GSK, GL_DRIVER, GObject)
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typedef struct {
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float position[2];
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float uv[2];
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} GskQuadVertex;
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GskGLDriver * gsk_gl_driver_new (GdkGLContext *context);
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void gsk_gl_driver_begin_frame (GskGLDriver *driver);
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void gsk_gl_driver_end_frame (GskGLDriver *driver);
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int gsk_gl_driver_create_texture (GskGLDriver *driver,
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int width,
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int height);
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int gsk_gl_driver_create_vao_for_quad (GskGLDriver *driver,
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int position_id,
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int uv_id,
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int n_vertices,
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GskQuadVertex *vertices);
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int gsk_gl_driver_create_render_target (GskGLDriver *driver,
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int texture_id,
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gboolean add_depth_buffer,
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gboolean add_stencil_buffer);
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void gsk_gl_driver_bind_source_texture (GskGLDriver *driver,
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int texture_id);
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void gsk_gl_driver_bind_mask_texture (GskGLDriver *driver,
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int texture_id);
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void gsk_gl_driver_bind_vao (GskGLDriver *driver,
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int vao_id);
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gboolean gsk_gl_driver_bind_render_target (GskGLDriver *driver,
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int texture_id);
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void gsk_gl_driver_init_texture_empty (GskGLDriver *driver,
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int texture_id);
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void gsk_gl_driver_init_texture_with_surface (GskGLDriver *driver,
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int texture_id,
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cairo_surface_t *surface,
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int min_filter,
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int mag_filter);
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void gsk_gl_driver_destroy_texture (GskGLDriver *driver,
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int texture_id);
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void gsk_gl_driver_destroy_vao (GskGLDriver *driver,
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int vao_id);
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int gsk_gl_driver_collect_textures (GskGLDriver *driver);
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int gsk_gl_driver_collect_vaos (GskGLDriver *driver);
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G_END_DECLS
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#endif /* __GSK_GL_DRIVER_PRIVATE_H__ */
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