Commit Graph

16 Commits

Author SHA1 Message Date
Matthias Clasen
8ad0539cf7 vulkan: Drop GskVulkanPipelineLayout
We already move the descriptor set layout out of it,
so we can just as well keep the pipeline layouts in
the render object as well, and get rid of this extra
object. Update all callers.
2017-09-22 22:16:09 -04:00
Matthias Clasen
9b0ee4ac99 Allow different pipeline layouts
These are differentiated by the number of textures; currently
we have shaders with 0 and 1 textures.
2017-09-22 22:16:09 -04:00
Matthias Clasen
5ff6481310 Add a getter to the pipeline layout directly from the pipeline
This is a step towards allowing multiple pipeline layouts.
2017-09-22 22:16:09 -04:00
Matthias Clasen
4c7a51f88a vulkan: Move descriptor set layout to the render object
We want to maintain a single descriptor set layout while introducing
multiple pipeline layouts, so split this off.
2017-09-22 22:16:09 -04:00
Matthias Clasen
b0e8d8483d More work on text nodes
This commit takes several steps towards rendering text
like we want to.

The creation of the cairo surface and texture is moved
to the backend (in GskVulkanRenderer). We add a mask
shader that is used in the next text pipeline to use
the texture as a mask, like cairo_mask_surface does.
There is a separate color text pipeline that uses the
already existing blend shaders to use the texture as
a source, like cairo_paint does.

The text node api is simplified to have just a single
offset, which determines the left end of the text baseline,
like all our other text drawing APIs.
2017-09-10 14:36:26 -04:00
Benjamin Otte
5dfb74c70c vulkan: Get vertex description from pipeline subclass 2016-12-20 18:01:11 +01:00
Benjamin Otte
e68b18aa4e vulkan: Move vertex data tracking to the pipeline subclass
That way, different pipelines can draw different kinds of data.
2016-12-20 18:01:11 +01:00
Benjamin Otte
9aecd6dd56 vulkan: Add GskVulkanBlendPipeline
So far that's just a simple pipeline that doesn't do anything.
2016-12-20 18:01:11 +01:00
Benjamin Otte
453478719d vulkan: Make GskVulkanPipeline derivable 2016-12-20 18:01:11 +01:00
Benjamin Otte
7d837a2ae6 vulkan: Split PipelineLayout into its own object
This way, we can share the layout between different pipelines.
2016-12-20 18:01:11 +01:00
Benjamin Otte
62eb9d42aa vulkan: Add infrastructure for push constants
THe code includes fragment push constants for colors, but that code is
so far unused.
2016-12-20 18:01:10 +01:00
Benjamin Otte
93448b8c7e vulkan: Enable alpha blending
We will need that once we actually composite stuff.
2016-12-09 18:35:52 +01:00
Benjamin Otte
583956266e vulkan: Make MVP matrix available to vertex shader
We use push constants for this.
2016-12-09 18:35:51 +01:00
Benjamin Otte
3c4b952256 vulkan: Make GskVulkanRenderer work
We now create a Cairo renderer, render to an image surface and upload
and retnder it with Vulkan.
2016-12-09 18:35:51 +01:00
Benjamin Otte
a7cbbaf8fc gsk: Pass texture coordinates to Vulkan renderer
We just render the coordinates as color, we don't do anything with them
yet.
2016-12-09 18:35:51 +01:00
Benjamin Otte
2a0e7f8829 gsk: Loads of work on Vulkan backend
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.
2016-12-09 18:35:51 +01:00