forked from AuroraMiddleware/gtk
gl renderer: More load_vertex_data* usage
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@ -2360,15 +2360,8 @@ render_outset_shadow_node (GskGLRenderer *self,
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/* Draw outline */
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/* Draw outline */
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ops_push_clip (builder, &scaled_outline);
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ops_push_clip (builder, &scaled_outline);
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ops_set_color (builder, &COLOR_WHITE);
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ops_set_color (builder, &COLOR_WHITE);
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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load_float_vertex_data (ops_draw (builder, NULL), builder,
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{ { 0, }, { 0, 1 }, },
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0, 0, texture_width, texture_height);
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{ { 0, texture_height }, { 0, 0 }, },
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{ { texture_width, }, { 1, 1 }, },
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{ { texture_width, texture_height }, { 1, 0 }, },
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{ { 0, texture_height }, { 0, 0 }, },
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{ { texture_width, }, { 1, 1 }, },
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});
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ops_pop_clip (builder);
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ops_pop_clip (builder);
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ops_set_viewport (builder, &prev_viewport);
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ops_set_viewport (builder, &prev_viewport);
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@ -2398,9 +2391,8 @@ render_outset_shadow_node (GskGLRenderer *self,
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if (!do_slicing)
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if (!do_slicing)
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{
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{
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const float min_x = floorf (builder->dx + outline->bounds.origin.x - spread - (blur_extra / 2.0) + dx);
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const float min_x = floorf (outline->bounds.origin.x - spread - (blur_extra / 2.0) + dx);
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const float min_y = floorf (builder->dy + outline->bounds.origin.y - spread - (blur_extra / 2.0) + dy);
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const float min_y = floorf (outline->bounds.origin.y - spread - (blur_extra / 2.0) + dy);
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float x1, x2, y1, y2, tx1, tx2, ty1, ty2;
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ops_set_program (builder, &self->programs->outset_shadow_program);
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ops_set_program (builder, &self->programs->outset_shadow_program);
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ops_set_color (builder, color);
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ops_set_color (builder, color);
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@ -2410,23 +2402,13 @@ render_outset_shadow_node (GskGLRenderer *self,
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shadow->outline.value = transform_rect (self, builder, outline);
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shadow->outline.value = transform_rect (self, builder, outline);
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shadow->outline.send = TRUE;
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shadow->outline.send = TRUE;
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tx1 = 0; tx2 = 1;
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load_vertex_data_with_region (ops_draw (builder, NULL),
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ty1 = 0; ty2 = 1;
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&GRAPHENE_RECT_INIT (
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min_x, min_y,
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x1 = min_x;
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texture_width / scale_x, texture_height / scale_y
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x2 = min_x + texture_width / scale_x;
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), builder,
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y1 = min_y;
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&(TextureRegion) { 0, 0, 0, 1, 1 },
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y2 = min_y + texture_height / scale_y;
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FALSE);
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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{ { x1, y1 }, { tx1, ty2 }, },
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{ { x1, y2 }, { tx1, ty1 }, },
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{ { x2, y1 }, { tx2, ty2 }, },
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{ { x2, y2 }, { tx2, ty1 }, },
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{ { x1, y2 }, { tx1, ty1 }, },
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{ { x2, y1 }, { tx2, ty2 }, },
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});
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return;
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return;
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}
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}
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