gtk/gsk/vulkan/gskvulkaninsetshadowop.c
Benjamin Otte e7549f3359 vulkan: Redo barriers
We now store all the relevant state of the image inside the VulkanImage
struct, so we can delay barriers for as long as possible.

Whenever we want to use an image, we call the new
gsk_vulkan_image_transition() and it will add a barrier to the desired
state if one is necessary.
2023-07-16 13:16:43 +02:00

102 lines
3.1 KiB
C

#include "config.h"
#include "gskvulkaninsetshadowopprivate.h"
#include "gskvulkanprivate.h"
#include "gskvulkanshaderopprivate.h"
#include "gsk/gskroundedrectprivate.h"
#include "vulkan/resources/inset-shadow.vert.h"
typedef struct _GskVulkanInsetShadowOp GskVulkanInsetShadowOp;
struct _GskVulkanInsetShadowOp
{
GskVulkanShaderOp op;
GskRoundedRect outline;
GdkRGBA color;
graphene_point_t offset;
float spread;
float blur_radius;
};
static void
gsk_vulkan_inset_shadow_op_finish (GskVulkanOp *op)
{
}
static void
gsk_vulkan_inset_shadow_op_print (GskVulkanOp *op,
GString *string,
guint indent)
{
GskVulkanInsetShadowOp *self = (GskVulkanInsetShadowOp *) op;
print_indent (string, indent);
print_rounded_rect (string, &self->outline);
g_string_append (string, "inset-shadow ");
if (self->blur_radius > 0)
g_string_append_printf (string, "blur %gpx ", self->blur_radius);
print_newline (string);
}
static void
gsk_vulkan_inset_shadow_op_collect_vertex_data (GskVulkanOp *op,
guchar *data)
{
GskVulkanInsetShadowOp *self = (GskVulkanInsetShadowOp *) op;
GskVulkanInsetShadowInstance *instance = (GskVulkanInsetShadowInstance *) (data + ((GskVulkanShaderOp *) op)->vertex_offset);
gsk_rounded_rect_to_float (&self->outline, graphene_point_zero (), instance->outline);
gsk_vulkan_rgba_to_float (&self->color, instance->color);
gsk_vulkan_point_to_float (&self->offset, instance->offset);
instance->spread = self->spread;
instance->blur_radius = self->blur_radius;
}
static void
gsk_vulkan_inset_shadow_op_reserve_descriptor_sets (GskVulkanOp *op,
GskVulkanRender *render)
{
}
static const GskVulkanShaderOpClass GSK_VULKAN_INSET_SHADOW_OP_CLASS = {
{
GSK_VULKAN_OP_SIZE (GskVulkanInsetShadowOp),
GSK_VULKAN_STAGE_SHADER,
gsk_vulkan_inset_shadow_op_finish,
gsk_vulkan_inset_shadow_op_print,
gsk_vulkan_shader_op_count_vertex_data,
gsk_vulkan_inset_shadow_op_collect_vertex_data,
gsk_vulkan_inset_shadow_op_reserve_descriptor_sets,
gsk_vulkan_shader_op_command
},
"inset-shadow",
0,
&gsk_vulkan_inset_shadow_info,
};
void
gsk_vulkan_inset_shadow_op (GskVulkanRender *render,
GskVulkanShaderClip clip,
const GskRoundedRect *outline,
const graphene_point_t *offset,
const GdkRGBA *color,
const graphene_point_t *shadow_offset,
float spread,
float blur_radius)
{
GskVulkanInsetShadowOp *self;
self = (GskVulkanInsetShadowOp *) gsk_vulkan_shader_op_alloc (render, &GSK_VULKAN_INSET_SHADOW_OP_CLASS, clip, NULL);
self->outline = *outline;
gsk_rounded_rect_offset (&self->outline, offset->x, offset->y);
self->color = *color;
self->offset = *shadow_offset;
self->spread = spread;
self->blur_radius = blur_radius;
}