gl renderer: Factor out a helper function for offscreen drawing

This commit is contained in:
Timm Bäder 2017-11-24 10:18:51 +01:00
parent 95051e13c3
commit b56a7afd19

View File

@ -76,8 +76,14 @@ font_has_color_glyphs (const PangoFont *font)
return has_color;
}
static void
gsk_gl_renderer_setup_render_mode (GskGLRenderer *self);
static void gsk_gl_renderer_setup_render_mode (GskGLRenderer *self);
static int add_offscreen_ops (GskGLRenderer *self,
RenderOpBuilder *builder,
float min_x,
float max_x,
float min_y,
float max_y,
GskRenderNode *child_node);
#ifdef G_ENABLE_DEBUG
typedef struct
@ -712,15 +718,8 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
case GSK_OPACITY_NODE:
{
int render_target;
int texture_id;
int prev_render_target;
float prev_opacity;
graphene_matrix_t identity;
graphene_matrix_t prev_projection;
graphene_matrix_t prev_modelview;
graphene_rect_t prev_viewport;
graphene_matrix_t item_proj;
GskQuadVertex vertex_data[GL_N_VERTICES] = {
{ { min_x, min_y }, { 0, 1 }, },
{ { min_x, max_y }, { 0, 0 }, },
@ -731,35 +730,8 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
{ { max_x, min_y }, { 1, 1 }, },
};
texture_id = gsk_gl_driver_create_texture (self->gl_driver, max_x - min_x, max_y - min_y);
gsk_gl_driver_bind_source_texture (self->gl_driver, texture_id);
gsk_gl_driver_init_texture_empty (self->gl_driver, texture_id);
render_target = gsk_gl_driver_create_render_target (self->gl_driver, texture_id, TRUE, TRUE);
/* Clear the framebuffer now, once */
RenderOp op;
op.op = OP_CLEAR;
graphene_matrix_init_ortho (&item_proj,
min_x, max_x,
min_y, max_y,
ORTHO_NEAR_PLANE, ORTHO_FAR_PLANE);
graphene_matrix_scale (&item_proj, 1, -1, 1);
graphene_matrix_init_identity (&identity);
prev_render_target = ops_set_render_target (builder, render_target);
/* Clear since we use this rendertarget for the first time */
ops_add (builder, &op);
prev_projection = ops_set_projection (builder, &item_proj);
prev_modelview = ops_set_modelview (builder, &identity);
prev_viewport = ops_set_viewport (builder, &node->bounds);
gsk_gl_renderer_add_render_ops (self, gsk_opacity_node_get_child (node), builder);
ops_set_viewport (builder, &prev_viewport);
ops_set_modelview (builder, &prev_modelview);
ops_set_projection (builder, &prev_projection);
ops_set_render_target (builder, prev_render_target);
texture_id = add_offscreen_ops (self, builder, min_x, max_x, min_y, max_y,
gsk_opacity_node_get_child (node));
/* Now draw the texture with the node's opacity */
ops_set_program (builder, &self->blit_program);
@ -995,6 +967,58 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
}
}
static int
add_offscreen_ops (GskGLRenderer *self,
RenderOpBuilder *builder,
float min_x,
float max_x,
float min_y,
float max_y,
GskRenderNode *child_node)
{
int texture_id;
int render_target;
int prev_render_target;
RenderOp op;
graphene_matrix_t identity;
graphene_matrix_t prev_projection;
graphene_matrix_t prev_modelview;
graphene_rect_t prev_viewport;
graphene_matrix_t item_proj;
texture_id = gsk_gl_driver_create_texture (self->gl_driver, max_x - min_x, max_y - min_y);
gsk_gl_driver_bind_source_texture (self->gl_driver, texture_id);
gsk_gl_driver_init_texture_empty (self->gl_driver, texture_id);
render_target = gsk_gl_driver_create_render_target (self->gl_driver, texture_id, TRUE, TRUE);
graphene_matrix_init_ortho (&item_proj,
min_x, max_x,
min_y, max_y,
ORTHO_NEAR_PLANE, ORTHO_FAR_PLANE);
graphene_matrix_scale (&item_proj, 1, -1, 1);
graphene_matrix_init_identity (&identity);
prev_render_target = ops_set_render_target (builder, render_target);
/* Clear since we use this rendertarget for the first time */
op.op = OP_CLEAR;
ops_add (builder, &op);
prev_projection = ops_set_projection (builder, &item_proj);
prev_modelview = ops_set_modelview (builder, &identity);
prev_viewport = ops_set_viewport (builder, &GRAPHENE_RECT_INIT (min_x, min_y, max_x - min_x, max_y - min_y));
gsk_gl_renderer_add_render_ops (self, child_node, builder);
ops_set_viewport (builder, &prev_viewport);
ops_set_modelview (builder, &prev_modelview);
ops_set_projection (builder, &prev_projection);
ops_set_render_target (builder, prev_render_target);
return texture_id;
}
static void
gsk_gl_renderer_render_ops (GskGLRenderer *self,
gsize vertex_data_size)