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dc8dedce07
and only apply the actual shadow color when we draw them from the texture. This way we can reuse the cached shadows during color transitions.
142 lines
3.5 KiB
C
142 lines
3.5 KiB
C
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#include "gskglshadowcacheprivate.h"
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#define MAX_UNUSED_FRAMES (16 * 5)
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typedef struct
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{
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GskRoundedRect outline;
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float blur_radius;
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} CacheKey;
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typedef struct
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{
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GskRoundedRect outline;
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float blur_radius;
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int texture_id;
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int unused_frames;
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} CacheItem;
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static gboolean
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key_equal (const void *x,
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const void *y)
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{
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const CacheKey *a = x;
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const CacheKey *b = y;
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return a->blur_radius == b->blur_radius &&
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graphene_size_equal (&a->outline.corner[0], &b->outline.corner[0]) &&
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graphene_size_equal (&a->outline.corner[1], &b->outline.corner[1]) &&
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graphene_size_equal (&a->outline.corner[2], &b->outline.corner[2]) &&
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graphene_size_equal (&a->outline.corner[3], &b->outline.corner[3]) &&
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graphene_rect_equal (&a->outline.bounds, &b->outline.bounds);
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}
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void
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gsk_gl_shadow_cache_init (GskGLShadowCache *self)
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{
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self->textures = g_array_new (FALSE, TRUE, sizeof (CacheItem));
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}
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void
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gsk_gl_shadow_cache_free (GskGLShadowCache *self,
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GskGLDriver *gl_driver)
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{
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guint i, p;
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for (i = 0, p = self->textures->len; i < p; i ++)
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{
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const CacheItem *item = &g_array_index (self->textures, CacheItem, i);
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gsk_gl_driver_destroy_texture (gl_driver, item->texture_id);
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}
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g_array_free (self->textures, TRUE);
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self->textures = NULL;
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}
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void
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gsk_gl_shadow_cache_begin_frame (GskGLShadowCache *self,
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GskGLDriver *gl_driver)
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{
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guint i, p;
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for (i = 0, p = self->textures->len; i < p; i ++)
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{
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CacheItem *item = &g_array_index (self->textures, CacheItem, i);
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if (item->unused_frames > MAX_UNUSED_FRAMES)
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{
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gsk_gl_driver_destroy_texture (gl_driver, item->texture_id);
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g_array_remove_index_fast (self->textures, i);
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p --;
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i --;
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}
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else
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{
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item->unused_frames ++;
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}
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}
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}
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/* XXX
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* The offset origin should always be at 0/0, or the blur radius should just go
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* away since it defines the origin position anyway?
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*/
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int
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gsk_gl_shadow_cache_get_texture_id (GskGLShadowCache *self,
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GskGLDriver *gl_driver,
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const GskRoundedRect *shadow_rect,
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float blur_radius)
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{
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CacheItem *item= NULL;
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guint i;
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g_assert (self != NULL);
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g_assert (gl_driver != NULL);
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g_assert (shadow_rect != NULL);
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for (i = 0; i < self->textures->len; i ++)
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{
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CacheItem *k = &g_array_index (self->textures, CacheItem, i);
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if (key_equal (&(CacheKey){*shadow_rect, blur_radius},
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&(CacheKey){k->outline, k->blur_radius}))
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{
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item = k;
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break;
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}
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}
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if (item == NULL)
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return 0;
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item->unused_frames = 0;
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g_assert (item->texture_id != 0);
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return item->texture_id;
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}
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void
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gsk_gl_shadow_cache_commit (GskGLShadowCache *self,
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const GskRoundedRect *shadow_rect,
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float blur_radius,
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int texture_id)
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{
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CacheItem *item;
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g_assert (self != NULL);
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g_assert (shadow_rect != NULL);
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g_assert (texture_id > 0);
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g_array_set_size (self->textures, self->textures->len + 1);
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item = &g_array_index (self->textures, CacheItem, self->textures->len - 1);
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item->outline = *shadow_rect;
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item->blur_radius = blur_radius;
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item->unused_frames = 0;
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item->texture_id = texture_id;
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}
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