gtk2/gsk/gl/gskshaderbuilderprivate.h
Timm Bäder b0a8b7da63 gl renderer: Only compile the vertex shader once
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.
2019-01-10 16:49:19 +01:00

39 lines
2.1 KiB
C

#ifndef __GSK_SHADER_BUILDER_PRIVATE_H__
#define __GSK_SHADER_BUILDER_PRIVATE_H__
#include <gdk/gdk.h>
#include <graphene.h>
G_BEGIN_DECLS
#define GSK_TYPE_SHADER_BUILDER (gsk_shader_builder_get_type ())
G_DECLARE_FINAL_TYPE (GskShaderBuilder, gsk_shader_builder, GSK, SHADER_BUILDER, GObject)
GskShaderBuilder * gsk_shader_builder_new (void);
void gsk_shader_builder_set_version (GskShaderBuilder *builder,
int version);
void gsk_shader_builder_set_resource_base_path (GskShaderBuilder *builder,
const char *base_path);
void gsk_shader_builder_set_vertex_preamble (GskShaderBuilder *builder,
const char *shader_preamble);
void gsk_shader_builder_set_fragment_preamble (GskShaderBuilder *builder,
const char *shader_preamble);
void gsk_shader_builder_add_define (GskShaderBuilder *builder,
const char *define_name,
const char *define_value);
void gsk_shader_builder_set_common_vertex_shader (GskShaderBuilder *self,
const char *vertex_shader,
GError **error);
int gsk_shader_builder_create_program (GskShaderBuilder *builder,
const char *fragment_shader,
GError **error);
G_END_DECLS
#endif /* __GSK_SHADER_BUILDER_PRIVATE_H__ */