gtk2/gsk/gskvulkanrenderpassprivate.h
Benjamin Otte 7b9ace488b vulkan: Add GskVulkanUploader
It's the thing that makes sure pixels end up on the GPU.
2016-12-20 18:01:11 +01:00

42 lines
2.4 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/gskvulkancommandpoolprivate.h"
#include "gsk/gskvulkanrenderprivate.h"
G_BEGIN_DECLS
typedef struct _GskVulkanRenderPass GskVulkanRenderPass;
GskVulkanRenderPass * gsk_vulkan_render_pass_new (GdkVulkanContext *context);
void gsk_vulkan_render_pass_free (GskVulkanRenderPass *self);
void gsk_vulkan_render_pass_add (GskVulkanRenderPass *self,
GskVulkanRender *render,
const graphene_matrix_t*mvp,
GskRenderNode *node);
void gsk_vulkan_render_pass_upload (GskVulkanRenderPass *self,
GskVulkanRender *render,
GskVulkanUploader *uploader);
gsize gsk_vulkan_render_pass_count_vertices (GskVulkanRenderPass *self);
gsize gsk_vulkan_render_pass_collect_vertices (GskVulkanRenderPass *self,
GskVulkanVertex *vertices,
gsize offset,
gsize total);
void gsk_vulkan_render_pass_reserve_descriptor_sets (GskVulkanRenderPass *self,
GskVulkanRender *render);
void gsk_vulkan_render_pass_draw (GskVulkanRenderPass *self,
GskVulkanRender *render,
GskVulkanPipelineLayout *layout,
VkCommandBuffer command_buffer);
G_END_DECLS
#endif /* __GSK_VULKAN_RENDER_PASS_PRIVATE_H__ */