forked from AuroraMiddleware/gtk
b0a8b7da63
All our programs use the same vertex shader, so don't compile it over and over again. This improves startup times by at least 0.001%, I swear.
39 lines
2.1 KiB
C
39 lines
2.1 KiB
C
#ifndef __GSK_SHADER_BUILDER_PRIVATE_H__
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#define __GSK_SHADER_BUILDER_PRIVATE_H__
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#include <gdk/gdk.h>
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#include <graphene.h>
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G_BEGIN_DECLS
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#define GSK_TYPE_SHADER_BUILDER (gsk_shader_builder_get_type ())
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G_DECLARE_FINAL_TYPE (GskShaderBuilder, gsk_shader_builder, GSK, SHADER_BUILDER, GObject)
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GskShaderBuilder * gsk_shader_builder_new (void);
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void gsk_shader_builder_set_version (GskShaderBuilder *builder,
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int version);
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void gsk_shader_builder_set_resource_base_path (GskShaderBuilder *builder,
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const char *base_path);
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void gsk_shader_builder_set_vertex_preamble (GskShaderBuilder *builder,
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const char *shader_preamble);
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void gsk_shader_builder_set_fragment_preamble (GskShaderBuilder *builder,
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const char *shader_preamble);
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void gsk_shader_builder_add_define (GskShaderBuilder *builder,
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const char *define_name,
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const char *define_value);
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void gsk_shader_builder_set_common_vertex_shader (GskShaderBuilder *self,
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const char *vertex_shader,
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GError **error);
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int gsk_shader_builder_create_program (GskShaderBuilder *builder,
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const char *fragment_shader,
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GError **error);
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G_END_DECLS
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#endif /* __GSK_SHADER_BUILDER_PRIVATE_H__ */
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