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e7549f3359
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.
120 lines
4.6 KiB
C
120 lines
4.6 KiB
C
#include "config.h"
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#include "gskvulkanblendmodeopprivate.h"
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#include "gskvulkanprivate.h"
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#include "gskvulkanshaderopprivate.h"
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#include "vulkan/resources/blend-mode.vert.h"
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typedef struct _GskVulkanBlendModeOp GskVulkanBlendModeOp;
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struct _GskVulkanBlendModeOp
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{
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GskVulkanShaderOp op;
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graphene_rect_t bounds;
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GskBlendMode blend_mode;
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struct {
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graphene_rect_t rect;
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graphene_rect_t tex_rect;
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guint32 image_descriptor;
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} top, bottom;
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};
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static void
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gsk_vulkan_blend_mode_op_print (GskVulkanOp *op,
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GString *string,
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guint indent)
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{
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GskVulkanBlendModeOp *self = (GskVulkanBlendModeOp *) op;
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print_indent (string, indent);
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print_rect (string, &self->bounds);
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g_string_append_printf (string, "blend-mode %d%% ", self->blend_mode);
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print_newline (string);
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}
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static void
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gsk_vulkan_blend_mode_op_collect_vertex_data (GskVulkanOp *op,
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guchar *data)
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{
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GskVulkanBlendModeOp *self = (GskVulkanBlendModeOp *) op;
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GskVulkanBlendModeInstance *instance = (GskVulkanBlendModeInstance *) (data + ((GskVulkanShaderOp *) op)->vertex_offset);
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gsk_vulkan_rect_to_float (&self->bounds, instance->rect);
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gsk_vulkan_rect_to_float (&self->top.rect, instance->top_rect);
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gsk_vulkan_rect_to_float (&self->bottom.rect, instance->bottom_rect);
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gsk_vulkan_rect_to_float (&self->top.tex_rect, instance->top_tex_rect);
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gsk_vulkan_rect_to_float (&self->bottom.tex_rect, instance->bottom_tex_rect);
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instance->top_tex_id = self->top.image_descriptor;
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instance->bottom_tex_id = self->bottom.image_descriptor;
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instance->blend_mode = self->blend_mode;
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}
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static void
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gsk_vulkan_blend_mode_op_reserve_descriptor_sets (GskVulkanOp *op,
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GskVulkanRender *render)
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{
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GskVulkanBlendModeOp *self = (GskVulkanBlendModeOp *) op;
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GskVulkanShaderOp *shader = (GskVulkanShaderOp *) op;
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self->top.image_descriptor = gsk_vulkan_render_get_image_descriptor (render,
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shader->images[0],
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GSK_VULKAN_SAMPLER_DEFAULT);
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self->bottom.image_descriptor = gsk_vulkan_render_get_image_descriptor (render,
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shader->images[1],
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GSK_VULKAN_SAMPLER_DEFAULT);
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}
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static const GskVulkanShaderOpClass GSK_VULKAN_BLEND_MODE_OP_CLASS = {
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{
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GSK_VULKAN_OP_SIZE (GskVulkanBlendModeOp),
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GSK_VULKAN_STAGE_SHADER,
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gsk_vulkan_shader_op_finish,
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gsk_vulkan_blend_mode_op_print,
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gsk_vulkan_shader_op_count_vertex_data,
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gsk_vulkan_blend_mode_op_collect_vertex_data,
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gsk_vulkan_blend_mode_op_reserve_descriptor_sets,
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gsk_vulkan_shader_op_command
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},
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"blend-mode",
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2,
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&gsk_vulkan_blend_mode_info,
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};
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void
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gsk_vulkan_blend_mode_op (GskVulkanRender *render,
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GskVulkanShaderClip clip,
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const graphene_rect_t *bounds,
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const graphene_point_t *offset,
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GskBlendMode blend_mode,
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GskVulkanImage *top_image,
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const graphene_rect_t *top_rect,
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const graphene_rect_t *top_tex_rect,
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GskVulkanImage *bottom_image,
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const graphene_rect_t *bottom_rect,
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const graphene_rect_t *bottom_tex_rect)
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{
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GskVulkanBlendModeOp *self;
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self = (GskVulkanBlendModeOp *) gsk_vulkan_shader_op_alloc (render,
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&GSK_VULKAN_BLEND_MODE_OP_CLASS,
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clip,
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(GskVulkanImage *[2]) {
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top_image,
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bottom_image
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});
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graphene_rect_offset_r (bounds, offset->x, offset->y, &self->bounds);
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self->blend_mode = blend_mode;
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graphene_rect_offset_r (top_rect, offset->x, offset->y, &self->top.rect);
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gsk_vulkan_normalize_tex_coords (&self->top.tex_rect, bounds, top_tex_rect);
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graphene_rect_offset_r (bottom_rect, offset->x, offset->y, &self->bottom.rect);
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gsk_vulkan_normalize_tex_coords (&self->bottom.tex_rect, bounds, bottom_tex_rect);
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}
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