gtk2/gsk/gskvulkanrenderpassprivate.h
Matthias Clasen d61a715909 vulkan: Implement multiple render passes
Whenever we need a node as a texture, we now start a new render
pass that renders the node into a new intermediate texture, and
set up a semaphore to make the current render pass wait for it.

As part of this reorganization, much of the setup and drawing
code moved from gskvulkanrender.c to gskvulkanrenderpass.c.
2017-09-28 08:39:22 -04:00

45 lines
2.8 KiB
C

#ifndef __GSK_VULKAN_RENDER_PASS_PRIVATE_H__
#define __GSK_VULKAN_RENDER_PASS_PRIVATE_H__
#include <gdk/gdk.h>
#include <gsk/gskrendernode.h>
#include "gsk/gskvulkanbufferprivate.h"
#include "gsk/gskvulkanrenderprivate.h"
#include "gsk/gskprivate.h"
G_BEGIN_DECLS
GskVulkanRenderPass * gsk_vulkan_render_pass_new (GdkVulkanContext *context,
GskVulkanImage *target,
int scale_factor,
graphene_rect_t *viewport,
cairo_region_t *clip,
VkSemaphore signal_semaphore);
void gsk_vulkan_render_pass_free (GskVulkanRenderPass *self);
void gsk_vulkan_render_pass_add (GskVulkanRenderPass *self,
GskVulkanRender *render,
GskRenderNode *node);
void gsk_vulkan_render_pass_upload (GskVulkanRenderPass *self,
GskVulkanRender *render,
GskVulkanUploader *uploader);
void gsk_vulkan_render_pass_reserve_descriptor_sets (GskVulkanRenderPass *self,
GskVulkanRender *render);
void gsk_vulkan_render_pass_draw (GskVulkanRenderPass *self,
GskVulkanRender *render,
guint layout_count,
VkPipelineLayout *pipeline_layout,
VkCommandBuffer command_buffer);
gsize gsk_vulkan_render_pass_get_wait_semaphores (GskVulkanRenderPass *self,
VkSemaphore **semaphores);
gsize gsk_vulkan_render_pass_get_signal_semaphores (GskVulkanRenderPass *self,
VkSemaphore **semaphores);
G_END_DECLS
#endif /* __GSK_VULKAN_RENDER_PASS_PRIVATE_H__ */