gtk2/gsk/gskvulkancolortextpipelineprivate.h
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

39 lines
2.6 KiB
C

#ifndef __GSK_VULKAN_COLOR_TEXT_PIPELINE_PRIVATE_H__
#define __GSK_VULKAN_COLOR_TEXT_PIPELINE_PRIVATE_H__
#include <graphene.h>
#include "gskvulkanpipelineprivate.h"
#include "gskvulkanrendererprivate.h"
G_BEGIN_DECLS
typedef struct _GskVulkanColorTextPipelineLayout GskVulkanColorTextPipelineLayout;
#define GSK_TYPE_VULKAN_COLOR_TEXT_PIPELINE (gsk_vulkan_color_text_pipeline_get_type ())
G_DECLARE_FINAL_TYPE (GskVulkanColorTextPipeline, gsk_vulkan_color_text_pipeline, GSK, VULKAN_COLOR_TEXT_PIPELINE, GskVulkanPipeline)
GskVulkanPipeline * gsk_vulkan_color_text_pipeline_new (GskVulkanPipelineLayout *layout,
const char *shader_name,
VkRenderPass render_pass);
gsize gsk_vulkan_color_text_pipeline_count_vertex_data (GskVulkanColorTextPipeline *pipeline,
int num_instances);
void gsk_vulkan_color_text_pipeline_collect_vertex_data (GskVulkanColorTextPipeline *pipeline,
guchar *data,
GskVulkanRenderer *renderer,
const graphene_rect_t *rect,
PangoFont *font,
PangoGlyphString *glyphs,
float x,
float y);
gsize gsk_vulkan_color_text_pipeline_draw (GskVulkanColorTextPipeline *pipeline,
VkCommandBuffer command_buffer,
gsize offset,
gsize n_commands);
G_END_DECLS
#endif /* __GSK_VULKAN_COLOR_TEXT_PIPELINE_PRIVATE_H__ */