forked from AuroraMiddleware/gtk
gsk: Drop opaque/transparent item split
We're not going to use separate rendering lists soon, and the way we render items is less similar to a gaming engine and more similar to a simpler compositor. This means we don't need to perform a two pass rendering — opaque items first, transparent items later.
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03ab560fae
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8ac9127283
@ -99,8 +99,7 @@ struct _GskGLRenderer
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int blend_program_id;
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int blit_program_id;
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GArray *opaque_render_items;
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GArray *transparent_render_items;
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GArray *render_items;
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gboolean has_buffers : 1;
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};
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@ -311,8 +310,7 @@ gsk_gl_renderer_unrealize (GskRenderer *renderer)
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/* We don't need to iterate to destroy the associated GL resources,
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* as they will be dropped when we finalize the GskGLDriver
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*/
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g_clear_pointer (&self->opaque_render_items, g_array_unref);
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g_clear_pointer (&self->transparent_render_items, g_array_unref);
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g_clear_pointer (&self->render_items, g_array_unref);
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gsk_gl_renderer_destroy_buffers (self);
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gsk_gl_renderer_destroy_programs (self);
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@ -523,6 +521,12 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
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else
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item.parent_data = NULL;
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/* Select the render target */
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if (parent != NULL)
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item.render_data.render_target_id = parent->render_data.render_target_id;
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else
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item.render_data.render_target_id = self->texture_id;
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/* Select the program to use */
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if (parent != NULL)
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program_id = self->blend_program_id;
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@ -602,20 +606,10 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
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GSK_NOTE (OPENGL, g_print ("Adding node <%s>[%p] to render items\n",
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node->name != NULL ? node->name : "unnamed",
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node));
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if (gsk_render_node_is_opaque (node) && gsk_render_node_get_opacity (node) == 1.f)
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{
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g_array_append_val (self->opaque_render_items, item);
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ritem = &g_array_index (self->opaque_render_items,
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RenderItem,
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self->opaque_render_items->len - 1);
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}
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else
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{
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g_array_append_val (self->transparent_render_items, item);
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ritem = &g_array_index (self->transparent_render_items,
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RenderItem,
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self->transparent_render_items->len - 1);
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}
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g_array_append_val (self->render_items, item);
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ritem = &g_array_index (self->render_items,
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RenderItem,
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self->render_items->len - 1);
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recurse_children:
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gsk_render_node_iter_init (&iter, node);
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@ -639,19 +633,16 @@ gsk_gl_renderer_validate_tree (GskGLRenderer *self,
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gdk_gl_context_make_current (self->context);
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self->opaque_render_items = g_array_sized_new (FALSE, FALSE, sizeof (RenderItem), n_nodes);
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self->transparent_render_items = g_array_sized_new (FALSE, FALSE, sizeof (RenderItem), n_nodes);
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self->render_items = g_array_sized_new (FALSE, FALSE, sizeof (RenderItem), n_nodes);
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gsk_gl_driver_begin_frame (self->gl_driver);
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GSK_NOTE (OPENGL, g_print ("RenderNode -> RenderItem\n"));
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gsk_gl_renderer_add_render_item (self, root, NULL);
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GSK_NOTE (OPENGL, g_print ("Total render items: %d of %d (opaque:%d, transparent:%d)\n",
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self->opaque_render_items->len + self->transparent_render_items->len,
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n_nodes,
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self->opaque_render_items->len,
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self->transparent_render_items->len));
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GSK_NOTE (OPENGL, g_print ("Total render items: %d of max:%d\n",
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self->render_items->len,
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n_nodes));
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gsk_gl_driver_end_frame (self->gl_driver);
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@ -668,24 +659,15 @@ gsk_gl_renderer_clear_tree (GskGLRenderer *self)
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gdk_gl_context_make_current (self->context);
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for (i = 0; i < self->opaque_render_items->len; i++)
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for (i = 0; i < self->render_items->len; i++)
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{
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RenderItem *item = &g_array_index (self->opaque_render_items, RenderItem, i);
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RenderItem *item = &g_array_index (self->render_items, RenderItem, i);
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gsk_gl_driver_destroy_texture (self->gl_driver, item->render_data.texture_id);
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gsk_gl_driver_destroy_vao (self->gl_driver, item->render_data.vao_id);
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}
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for (i = 0; i < self->transparent_render_items->len; i++)
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{
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RenderItem *item = &g_array_index (self->transparent_render_items, RenderItem, i);
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gsk_gl_driver_destroy_texture (self->gl_driver, item->render_data.texture_id);
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gsk_gl_driver_destroy_vao (self->gl_driver, item->render_data.vao_id);
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}
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g_clear_pointer (&self->opaque_render_items, g_array_unref);
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g_clear_pointer (&self->transparent_render_items, g_array_unref);
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g_clear_pointer (&self->render_items, g_array_unref);
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}
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static void
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@ -737,20 +719,6 @@ gsk_gl_renderer_render (GskRenderer *renderer,
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gsk_gl_renderer_clear (self);
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glDisable (GL_BLEND);
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glEnable (GL_DEPTH_TEST);
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glDepthFunc (GL_LESS);
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/* Opaque pass: front-to-back */
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GSK_NOTE (OPENGL, g_print ("Rendering %u opaque items\n", self->opaque_render_items->len));
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for (i = 0; i < self->opaque_render_items->len; i++)
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{
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RenderItem *item = &g_array_index (self->opaque_render_items, RenderItem, i);
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render_item (self, item);
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}
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glEnable (GL_DEPTH_TEST);
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glDepthFunc (GL_LEQUAL);
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@ -759,10 +727,10 @@ gsk_gl_renderer_render (GskRenderer *renderer,
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glBlendEquation (GL_FUNC_ADD);
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/* Transparent pass: back-to-front */
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GSK_NOTE (OPENGL, g_print ("Rendering %u transparent items\n", self->transparent_render_items->len));
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for (i = 0; i < self->transparent_render_items->len; i++)
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GSK_NOTE (OPENGL, g_print ("Rendering %u items\n", self->render_items->len));
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for (i = 0; i < self->render_items->len; i++)
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{
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RenderItem *item = &g_array_index (self->transparent_render_items, RenderItem, i);
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RenderItem *item = &g_array_index (self->render_items, RenderItem, i);
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render_item (self, item);
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}
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