#include "config.h" #include "gskvulkaninsetshadowopprivate.h" #include "gskvulkanprivate.h" #include "gskvulkanshaderopprivate.h" #include "gsk/gskroundedrectprivate.h" #include "vulkan/resources/inset-shadow.vert.h" typedef struct _GskVulkanInsetShadowOp GskVulkanInsetShadowOp; struct _GskVulkanInsetShadowOp { GskVulkanShaderOp op; GskRoundedRect outline; GdkRGBA color; graphene_point_t offset; float spread; float blur_radius; }; static void gsk_vulkan_inset_shadow_op_finish (GskVulkanOp *op) { } static void gsk_vulkan_inset_shadow_op_print (GskVulkanOp *op, GString *string, guint indent) { GskVulkanInsetShadowOp *self = (GskVulkanInsetShadowOp *) op; print_indent (string, indent); print_rounded_rect (string, &self->outline); g_string_append (string, "inset-shadow "); if (self->blur_radius > 0) g_string_append_printf (string, "blur %gpx ", self->blur_radius); print_newline (string); } static void gsk_vulkan_inset_shadow_op_collect_vertex_data (GskVulkanOp *op, guchar *data) { GskVulkanInsetShadowOp *self = (GskVulkanInsetShadowOp *) op; GskVulkanInsetShadowInstance *instance = (GskVulkanInsetShadowInstance *) (data + ((GskVulkanShaderOp *) op)->vertex_offset); gsk_rounded_rect_to_float (&self->outline, graphene_point_zero (), instance->outline); gsk_vulkan_rgba_to_float (&self->color, instance->color); gsk_vulkan_point_to_float (&self->offset, instance->offset); instance->spread = self->spread; instance->blur_radius = self->blur_radius; } static void gsk_vulkan_inset_shadow_op_reserve_descriptor_sets (GskVulkanOp *op, GskVulkanRender *render) { } static const GskVulkanShaderOpClass GSK_VULKAN_INSET_SHADOW_OP_CLASS = { { GSK_VULKAN_OP_SIZE (GskVulkanInsetShadowOp), GSK_VULKAN_STAGE_SHADER, gsk_vulkan_inset_shadow_op_finish, gsk_vulkan_inset_shadow_op_print, gsk_vulkan_shader_op_count_vertex_data, gsk_vulkan_inset_shadow_op_collect_vertex_data, gsk_vulkan_inset_shadow_op_reserve_descriptor_sets, gsk_vulkan_shader_op_command }, "inset-shadow", 0, &gsk_vulkan_inset_shadow_info, }; void gsk_vulkan_inset_shadow_op (GskVulkanRender *render, GskVulkanShaderClip clip, const GskRoundedRect *outline, const graphene_point_t *offset, const GdkRGBA *color, const graphene_point_t *shadow_offset, float spread, float blur_radius) { GskVulkanInsetShadowOp *self; self = (GskVulkanInsetShadowOp *) gsk_vulkan_shader_op_alloc (render, &GSK_VULKAN_INSET_SHADOW_OP_CLASS, clip, NULL); self->outline = *outline; gsk_rounded_rect_offset (&self->outline, offset->x, offset->y); self->color = *color; self->offset = *shadow_offset; self->spread = spread; self->blur_radius = blur_radius; }