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6ed4eece04
When using GSK_DEBUG=verbose, print the clip mode used in the shader. Use cute little unicode indicators to not overload the debug output.
134 lines
4.2 KiB
C
134 lines
4.2 KiB
C
#include "config.h"
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#include "gskgpubluropprivate.h"
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#include "gskgpuframeprivate.h"
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#include "gskgpuprintprivate.h"
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#include "gskrectprivate.h"
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#include "gdk/gdkrgbaprivate.h"
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#include "gpu/shaders/gskgpublurinstance.h"
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#define VARIATION_COLORIZE 1
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typedef struct _GskGpuBlurOp GskGpuBlurOp;
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struct _GskGpuBlurOp
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{
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GskGpuShaderOp op;
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};
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static void
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gsk_gpu_blur_op_print (GskGpuOp *op,
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GskGpuFrame *frame,
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GString *string,
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guint indent)
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{
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GskGpuShaderOp *shader = (GskGpuShaderOp *) op;
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GskGpuBlurInstance *instance;
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instance = (GskGpuBlurInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
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gsk_gpu_print_op (string, indent, "blur");
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gsk_gpu_print_shader_info (string, shader->clip);
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g_string_append_printf (string, "%g,%g ", instance->blur_direction[0], instance->blur_direction[1]);
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gsk_gpu_print_rect (string, instance->rect);
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gsk_gpu_print_image_descriptor (string, shader->desc, instance->tex_id);
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gsk_gpu_print_newline (string);
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}
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static const GskGpuShaderOpClass GSK_GPU_BLUR_OP_CLASS = {
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{
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GSK_GPU_OP_SIZE (GskGpuBlurOp),
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GSK_GPU_STAGE_SHADER,
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gsk_gpu_shader_op_finish,
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gsk_gpu_blur_op_print,
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#ifdef GDK_RENDERING_VULKAN
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gsk_gpu_shader_op_vk_command,
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#endif
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gsk_gpu_shader_op_gl_command
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},
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"gskgpublur",
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sizeof (GskGpuBlurInstance),
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#ifdef GDK_RENDERING_VULKAN
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&gsk_gpu_blur_info,
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#endif
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gsk_gpu_blur_setup_attrib_locations,
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gsk_gpu_blur_setup_vao
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};
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static void
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gsk_gpu_blur_op_full (GskGpuFrame *frame,
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guint32 variation,
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GskGpuShaderClip clip,
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GskGpuDescriptors *desc,
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guint32 descriptor,
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const graphene_rect_t *rect,
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const graphene_point_t *offset,
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const graphene_rect_t *tex_rect,
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const graphene_vec2_t *blur_direction,
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const GdkRGBA *blur_color)
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{
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GskGpuBlurInstance *instance;
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_BLUR_OP_CLASS,
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variation,
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clip,
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desc,
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&instance);
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gsk_gpu_rect_to_float (rect, offset, instance->rect);
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gsk_gpu_rect_to_float (tex_rect, offset, instance->tex_rect);
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graphene_vec2_to_float (blur_direction, instance->blur_direction);
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gsk_gpu_rgba_to_float (blur_color, instance->blur_color);
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instance->tex_id = descriptor;
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}
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void
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gsk_gpu_blur_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuDescriptors *desc,
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guint32 descriptor,
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const graphene_rect_t *rect,
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const graphene_point_t *offset,
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const graphene_rect_t *tex_rect,
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const graphene_vec2_t *blur_direction)
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{
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gsk_gpu_blur_op_full (frame,
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0,
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clip,
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desc,
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descriptor,
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rect,
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offset,
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tex_rect,
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blur_direction,
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&GDK_RGBA_TRANSPARENT);
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}
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void
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gsk_gpu_blur_shadow_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuDescriptors *desc,
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guint32 descriptor,
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const graphene_rect_t *rect,
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const graphene_point_t *offset,
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const graphene_rect_t *tex_rect,
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const graphene_vec2_t *blur_direction,
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const GdkRGBA *shadow_color)
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{
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gsk_gpu_blur_op_full (frame,
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VARIATION_COLORIZE,
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clip,
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desc,
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descriptor,
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rect,
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offset,
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tex_rect,
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blur_direction,
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shadow_color);
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}
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