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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.
32 lines
1.1 KiB
C
32 lines
1.1 KiB
C
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#ifndef __GSK_GL_SHADOW_CACHE_H__
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#define __GSK_GL_SHADOW_CACHE_H__
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#include <glib.h>
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#include "gskgldriverprivate.h"
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#include "gskroundedrect.h"
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typedef struct
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{
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GArray *textures;
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} GskGLShadowCache;
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void gsk_gl_shadow_cache_init (GskGLShadowCache *self);
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void gsk_gl_shadow_cache_free (GskGLShadowCache *self,
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GskGLDriver *gl_driver);
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void gsk_gl_shadow_cache_begin_frame (GskGLShadowCache *self,
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GskGLDriver *gl_driver);
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int 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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void 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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#endif
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