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a546ae32d7
Those property features don't seem to be in use anywhere. They are redundant since the docs cover the same information and more. They also created unnecessary translation work. Closes #4904
257 lines
7.0 KiB
C
257 lines
7.0 KiB
C
/* gskglshadowlibrary.c
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*
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* Copyright 2020 Christian Hergert <chergert@redhat.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* SPDX-License-Identifier: LGPL-2.1-or-later
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*/
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#include "config.h"
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#include <string.h>
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#include "gskgldriverprivate.h"
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#include "gskglshadowlibraryprivate.h"
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#define MAX_UNUSED_FRAMES (16 * 5)
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struct _GskGLShadowLibrary
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{
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GObject parent_instance;
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GskGLDriver *driver;
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GArray *shadows;
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};
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typedef struct _Shadow
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{
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GskRoundedRect outline;
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float blur_radius;
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guint texture_id;
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gint64 last_used_in_frame;
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} Shadow;
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G_DEFINE_TYPE (GskGLShadowLibrary, gsk_gl_shadow_library, G_TYPE_OBJECT)
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enum {
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PROP_0,
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PROP_DRIVER,
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N_PROPS
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};
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static GParamSpec *properties [N_PROPS];
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GskGLShadowLibrary *
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gsk_gl_shadow_library_new (GskGLDriver *driver)
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{
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g_return_val_if_fail (GSK_IS_GL_DRIVER (driver), NULL);
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return g_object_new (GSK_TYPE_GL_SHADOW_LIBRARY,
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"driver", driver,
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NULL);
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}
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static void
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gsk_gl_shadow_library_dispose (GObject *object)
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{
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GskGLShadowLibrary *self = (GskGLShadowLibrary *)object;
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for (guint i = 0; i < self->shadows->len; i++)
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{
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const Shadow *shadow = &g_array_index (self->shadows, Shadow, i);
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gsk_gl_driver_release_texture_by_id (self->driver, shadow->texture_id);
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}
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g_clear_pointer (&self->shadows, g_array_unref);
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g_clear_object (&self->driver);
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G_OBJECT_CLASS (gsk_gl_shadow_library_parent_class)->dispose (object);
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}
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static void
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gsk_gl_shadow_library_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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GskGLShadowLibrary *self = GSK_GL_SHADOW_LIBRARY (object);
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switch (prop_id)
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{
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case PROP_DRIVER:
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g_value_set_object (value, self->driver);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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}
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}
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static void
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gsk_gl_shadow_library_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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GskGLShadowLibrary *self = GSK_GL_SHADOW_LIBRARY (object);
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switch (prop_id)
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{
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case PROP_DRIVER:
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self->driver = g_value_dup_object (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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}
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}
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static void
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gsk_gl_shadow_library_class_init (GskGLShadowLibraryClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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object_class->dispose = gsk_gl_shadow_library_dispose;
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object_class->get_property = gsk_gl_shadow_library_get_property;
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object_class->set_property = gsk_gl_shadow_library_set_property;
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properties [PROP_DRIVER] =
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g_param_spec_object ("driver", NULL, NULL,
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GSK_TYPE_GL_DRIVER,
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(G_PARAM_READWRITE | G_PARAM_CONSTRUCT_ONLY | G_PARAM_STATIC_STRINGS));
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g_object_class_install_properties (object_class, N_PROPS, properties);
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}
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static void
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gsk_gl_shadow_library_init (GskGLShadowLibrary *self)
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{
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self->shadows = g_array_new (FALSE, FALSE, sizeof (Shadow));
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}
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void
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gsk_gl_shadow_library_insert (GskGLShadowLibrary *self,
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const GskRoundedRect *outline,
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float blur_radius,
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guint texture_id)
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{
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Shadow *shadow;
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g_assert (GSK_IS_GL_SHADOW_LIBRARY (self));
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g_assert (outline != NULL);
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g_assert (texture_id != 0);
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gsk_gl_driver_mark_texture_permanent (self->driver, texture_id);
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g_array_set_size (self->shadows, self->shadows->len + 1);
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shadow = &g_array_index (self->shadows, Shadow, self->shadows->len - 1);
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shadow->outline = *outline;
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shadow->blur_radius = blur_radius;
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shadow->texture_id = texture_id;
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shadow->last_used_in_frame = self->driver->current_frame_id;
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}
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guint
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gsk_gl_shadow_library_lookup (GskGLShadowLibrary *self,
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const GskRoundedRect *outline,
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float blur_radius)
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{
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Shadow *ret = NULL;
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g_assert (GSK_IS_GL_SHADOW_LIBRARY (self));
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g_assert (outline != NULL);
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/* Ensure GskRoundedRect is 12 packed floats without padding
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* so that we can use memcmp instead of float comparisons.
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*/
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G_STATIC_ASSERT (sizeof *outline == (sizeof (float) * 12));
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for (guint i = 0; i < self->shadows->len; i++)
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{
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Shadow *shadow = &g_array_index (self->shadows, Shadow, i);
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if (blur_radius == shadow->blur_radius &&
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memcmp (outline, &shadow->outline, sizeof *outline) == 0)
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{
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ret = shadow;
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break;
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}
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}
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if (ret == NULL)
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return 0;
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g_assert (ret->texture_id != 0);
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ret->last_used_in_frame = self->driver->current_frame_id;
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return ret->texture_id;
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}
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#if 0
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static void
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write_shadow_to_png (GskGLDriver *driver,
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const Shadow *shadow)
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{
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int width = shadow->outline.bounds.size.width + (shadow->outline.bounds.origin.x * 2);
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int height = shadow->outline.bounds.size.height + (shadow->outline.bounds.origin.y * 2);
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char *filename = g_strdup_printf ("shadow_cache_%d_%d_%d.png",
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width, height, shadow->texture_id);
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GdkTexture *texture;
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texture = gdk_gl_texture_new (gsk_gl_driver_get_context (driver),
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shadow->texture_id,
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width, height,
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NULL, NULL);
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gdk_texture_save_to_png (texture, filename);
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g_object_unref (texture);
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g_free (filename);
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}
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#endif
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void
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gsk_gl_shadow_library_begin_frame (GskGLShadowLibrary *self)
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{
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gint64 watermark;
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int i;
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int p;
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g_return_if_fail (GSK_IS_GL_SHADOW_LIBRARY (self));
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#if 0
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for (i = 0, p = self->shadows->len; i < p; i++)
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{
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const Shadow *shadow = &g_array_index (self->shadows, Shadow, i);
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write_shadow_to_png (self->driver, shadow);
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}
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#endif
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watermark = self->driver->current_frame_id - MAX_UNUSED_FRAMES;
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for (i = 0, p = self->shadows->len; i < p; i++)
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{
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const Shadow *shadow = &g_array_index (self->shadows, Shadow, i);
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if (shadow->last_used_in_frame < watermark)
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{
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gsk_gl_driver_release_texture_by_id (self->driver, shadow->texture_id);
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g_array_remove_index_fast (self->shadows, i);
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p--;
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i--;
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}
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}
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}
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