gtk/gsk/gpu/gskgpublurop.c
Benjamin Otte ea6253c1df gpu: Add a member in ShaderOpClass for number of textures
This just puts the number from the header into a strcut where it can be
accessed.
2024-07-22 18:37:07 +02:00

125 lines
3.9 KiB
C

#include "config.h"
#include "gskgpubluropprivate.h"
#include "gskgpuframeprivate.h"
#include "gskgpuprintprivate.h"
#include "gskrectprivate.h"
#include "gdk/gdkrgbaprivate.h"
#include "gpu/shaders/gskgpublurinstance.h"
#define VARIATION_COLORIZE 1
typedef struct _GskGpuBlurOp GskGpuBlurOp;
struct _GskGpuBlurOp
{
GskGpuShaderOp op;
};
static void
gsk_gpu_blur_op_print_instance (GskGpuShaderOp *shader,
gpointer instance_,
GString *string)
{
GskGpuBlurInstance *instance = (GskGpuBlurInstance *) instance_;
g_string_append_printf (string, "%g,%g ", instance->blur_direction[0], instance->blur_direction[1]);
gsk_gpu_print_rect (string, instance->rect);
gsk_gpu_print_image_descriptor (string, shader->desc, instance->tex_id);
}
static const GskGpuShaderOpClass GSK_GPU_BLUR_OP_CLASS = {
{
GSK_GPU_OP_SIZE (GskGpuBlurOp),
GSK_GPU_STAGE_SHADER,
gsk_gpu_shader_op_finish,
gsk_gpu_shader_op_print,
#ifdef GDK_RENDERING_VULKAN
gsk_gpu_shader_op_vk_command,
#endif
gsk_gpu_shader_op_gl_command
},
"gskgpublur",
gsk_gpu_blur_n_textures,
sizeof (GskGpuBlurInstance),
#ifdef GDK_RENDERING_VULKAN
&gsk_gpu_blur_info,
#endif
gsk_gpu_blur_op_print_instance,
gsk_gpu_blur_setup_attrib_locations,
gsk_gpu_blur_setup_vao
};
static void
gsk_gpu_blur_op_full (GskGpuFrame *frame,
GskGpuShaderClip clip,
GskGpuColorStates color_states,
guint32 variation,
GskGpuDescriptors *desc,
const graphene_point_t *offset,
const GskGpuShaderImage *image,
const graphene_vec2_t *blur_direction,
float blur_color[4])
{
GskGpuBlurInstance *instance;
gsk_gpu_shader_op_alloc (frame,
&GSK_GPU_BLUR_OP_CLASS,
color_states,
variation,
clip,
desc,
&instance);
gsk_gpu_rect_to_float (image->coverage, offset, instance->rect);
gsk_gpu_rect_to_float (image->bounds, offset, instance->tex_rect);
graphene_vec2_to_float (blur_direction, instance->blur_direction);
gsk_gpu_color_to_float (blur_color, instance->blur_color);
instance->tex_id = image->descriptor;
}
void
gsk_gpu_blur_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
GskGpuColorStates color_states,
GskGpuDescriptors *desc,
const graphene_point_t *offset,
const GskGpuShaderImage *image,
const graphene_vec2_t *blur_direction)
{
gsk_gpu_blur_op_full (frame,
clip,
color_states,
0,
desc,
offset,
image,
blur_direction,
(float[4]) { 1, 1, 1, 1 });
}
void
gsk_gpu_blur_shadow_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
GskGpuColorStates color_states,
GskGpuDescriptors *desc,
const graphene_point_t *offset,
const GskGpuShaderImage *image,
const graphene_vec2_t *blur_direction,
float shadow_color[4])
{
gsk_gpu_blur_op_full (frame,
clip,
color_states,
VARIATION_COLORIZE,
desc,
offset,
image,
blur_direction,
shadow_color);
}