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2a0e7f8829
We can now upload vertices. And we use this to draw a yellow background. Which is clearly superior to not drawing anything. Also, we have shaders now. If you modify them, you need glslc installed so they can be recompiled into Spir-V bytecode.
35 lines
1.4 KiB
C
35 lines
1.4 KiB
C
#ifndef __GSK_VULKAN_SHADER_PRIVATE_H__
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#define __GSK_VULKAN_SHADER_PRIVATE_H__
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#include <gdk/gdk.h>
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G_BEGIN_DECLS
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typedef enum {
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GSK_VULKAN_SHADER_VERTEX,
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GSK_VULKAN_SHADER_FRAGMENT
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} GskVulkanShaderType;
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typedef struct _GskVulkanShader GskVulkanShader;
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#define GST_VULKAN_SHADER_STAGE_CREATE_INFO(shader) \
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(VkPipelineShaderStageCreateInfo) { \
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, \
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.stage = gsk_vulkan_shader_get_type (shader) == GSK_VULKAN_SHADER_VERTEX ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, \
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.module = gsk_vulkan_shader_get_module (shader), \
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.pName = "main", \
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}
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GskVulkanShader * gsk_vulkan_shader_new_from_resource (GdkVulkanContext *context,
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GskVulkanShaderType type,
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const char *resource_name,
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GError **error);
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void gsk_vulkan_shader_free (GskVulkanShader *shader);
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GskVulkanShaderType gsk_vulkan_shader_get_type (GskVulkanShader *shader);
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VkShaderModule gsk_vulkan_shader_get_module (GskVulkanShader *shader);
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G_END_DECLS
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#endif /* __GSK_VULKAN_SHADER_PRIVATE_H__ */
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