#include "config.h" #include "gskvulkanshaderopprivate.h" void gsk_vulkan_shader_op_finish (GskVulkanOp *op) { GskVulkanShaderOpClass *shader_op_class = ((GskVulkanShaderOpClass *) op->op_class); GskVulkanShaderOp *self = (GskVulkanShaderOp *) op; gsize i; for (i = 0; i < shader_op_class->n_images; i++) g_object_unref (self->images[i]); } static inline gsize round_up (gsize number, gsize divisor) { return (number + divisor - 1) / divisor * divisor; } gsize gsk_vulkan_shader_op_count_vertex_data (GskVulkanOp *op, gsize n_bytes) { GskVulkanShaderOp *self = (GskVulkanShaderOp *) op; GskVulkanShaderOpClass *shader_op_class = ((GskVulkanShaderOpClass *) op->op_class); gsize vertex_stride; vertex_stride = shader_op_class->vertex_input_state->pVertexBindingDescriptions[0].stride; n_bytes = round_up (n_bytes, vertex_stride); self->vertex_offset = n_bytes; n_bytes += vertex_stride; return n_bytes; } GskVulkanOp * gsk_vulkan_shader_op_command_n (GskVulkanOp *op, GskVulkanRender *render, VkRenderPass render_pass, VkCommandBuffer command_buffer, gsize instance_scale) { GskVulkanShaderOp *self = (GskVulkanShaderOp *) op; GskVulkanShaderOpClass *shader_op_class = ((GskVulkanShaderOpClass *) op->op_class); GskVulkanOp *next; gsize stride = shader_op_class->vertex_input_state->pVertexBindingDescriptions[0].stride; gsize i; i = 1; for (next = op->next; next && i < 10 * 1000; next = next->next) { GskVulkanShaderOp *next_shader = (GskVulkanShaderOp *) next; if (next->op_class != op->op_class || next_shader->vertex_offset != self->vertex_offset + i * stride) break; i++; } vkCmdBindPipeline (command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, gsk_vulkan_render_get_pipeline (render, op->op_class, self->clip, render_pass)); vkCmdDraw (command_buffer, 6 * instance_scale, i, 0, self->vertex_offset / stride); return next; } GskVulkanOp * gsk_vulkan_shader_op_command (GskVulkanOp *op, GskVulkanRender *render, VkRenderPass render_pass, VkCommandBuffer command_buffer) { return gsk_vulkan_shader_op_command_n (op, render, render_pass, command_buffer, 1); } GskVulkanShaderOp * gsk_vulkan_shader_op_alloc (GskVulkanRender *render, const GskVulkanShaderOpClass *op_class, GskVulkanShaderClip clip, GskVulkanImage **images) { GskVulkanShaderOp *self; gsize i; self = (GskVulkanShaderOp *) gsk_vulkan_op_alloc (render, &op_class->parent_class); self->clip = clip; for (i = 0; i < op_class->n_images; i++) self->images[i] = g_object_ref (images[i]); return self; }