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gl renderer: Handle repeat nodes with invisible children
We can handle this pretty easily by normally drawing the other (visible) child node, if any.
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262ac4247a
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@ -2179,14 +2179,24 @@ render_blend_node (GskGLRenderer *self,
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bottom_child,
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bottom_child,
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&bottom_region, &is_offscreen1,
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&bottom_region, &is_offscreen1,
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FORCE_OFFSCREEN | RESET_CLIP))
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FORCE_OFFSCREEN | RESET_CLIP))
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g_assert_not_reached ();
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{
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gsk_gl_renderer_add_render_ops (self, top_child, builder);
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return;
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}
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if (!add_offscreen_ops (self, builder,
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if (!add_offscreen_ops (self, builder,
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&node->bounds,
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&node->bounds,
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top_child,
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top_child,
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&top_region, &is_offscreen2,
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&top_region, &is_offscreen2,
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FORCE_OFFSCREEN | RESET_CLIP))
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FORCE_OFFSCREEN | RESET_CLIP))
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g_assert_not_reached ();
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{
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load_vertex_data_with_region (ops_draw (builder, NULL),
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node,
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builder,
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&bottom_region,
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TRUE);
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return;
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}
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ops_set_program (builder, &self->blend_program);
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ops_set_program (builder, &self->blend_program);
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ops_set_texture (builder, bottom_region.texture_id);
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ops_set_texture (builder, bottom_region.texture_id);
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