forked from AuroraMiddleware/gtk
gl renderer: Pull out code from a loop
Does not not actually depend on anything done inside the loop.
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86e907b088
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27ddd39d69
@ -1890,10 +1890,10 @@ render_shadow_node (GskGLRenderer *self,
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RenderOpBuilder *builder,
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const GskQuadVertex *vertex_data)
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{
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float min_x = node->bounds.origin.x;
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float min_y = node->bounds.origin.y;
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float max_x = min_x + node->bounds.size.width;
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float max_y = min_y + node->bounds.size.height;
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float min_x;
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float min_y;
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float max_x;
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float max_y;
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GskRenderNode *original_child = gsk_shadow_node_get_child (node);
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GskRenderNode *shadow_child = original_child;
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gsize n_shadows = gsk_shadow_node_get_n_shadows (node);
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@ -1919,6 +1919,11 @@ render_shadow_node (GskGLRenderer *self,
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shadow_child = gsk_color_matrix_node_get_child (shadow_child);
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}
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min_x = builder->dx + shadow_child->bounds.origin.x;
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min_y = builder->dy + shadow_child->bounds.origin.y;
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max_x = min_x + shadow_child->bounds.size.width;
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max_y = min_y + shadow_child->bounds.size.height;
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for (i = 0; i < n_shadows; i ++)
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{
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const GskShadow *shadow = gsk_shadow_node_peek_shadow (node, i);
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@ -1940,11 +1945,6 @@ render_shadow_node (GskGLRenderer *self,
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if (gdk_rgba_is_clear (&shadow->color))
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continue;
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min_x = builder->dx + shadow_child->bounds.origin.x;
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min_y = builder->dy + shadow_child->bounds.origin.y;
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max_x = min_x + shadow_child->bounds.size.width;
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max_y = min_y + shadow_child->bounds.size.height;
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/* Draw the child offscreen, without the offset. */
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add_offscreen_ops (self, builder,
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&shadow_child->bounds,
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