diff --git a/gsk/gl/gskglrenderer.c b/gsk/gl/gskglrenderer.c index bcf179b010..95499a445c 100644 --- a/gsk/gl/gskglrenderer.c +++ b/gsk/gl/gskglrenderer.c @@ -200,6 +200,15 @@ rgba_to_float (const GdkRGBA *c, f[3] = c->alpha; } +static inline gboolean +node_is_invisible (const GskRenderNode *node) +{ + return node->bounds.size.width == 0.0f || + node->bounds.size.height == 0.0f || + isnan (node->bounds.size.width) || + isnan (node->bounds.size.height); +} + static inline void sort_border_sides (const GdkRGBA *colors, int *indices) @@ -287,13 +296,13 @@ node_supports_transform (GskRenderNode *node) static void gsk_gl_renderer_setup_render_mode (GskGLRenderer *self); -static void add_offscreen_ops (GskGLRenderer *self, +static gboolean add_offscreen_ops (GskGLRenderer *self, RenderOpBuilder *builder, const graphene_rect_t *bounds, GskRenderNode *child_node, TextureRegion *region_out, gboolean *is_offscreen, - guint flags); + guint flags) G_GNUC_WARN_UNUSED_RESULT; static void gsk_gl_renderer_add_render_ops (GskGLRenderer *self, GskRenderNode *node, RenderOpBuilder *builder); @@ -938,10 +947,6 @@ render_transform_node (GskGLRenderer *self, } else { - const float min_x = child->bounds.origin.x; - const float min_y = child->bounds.origin.y; - const float max_x = min_x + child->bounds.size.width; - const float max_y = min_y + child->bounds.size.height; TextureRegion region; gboolean is_offscreen; /* For non-trivial transforms, we draw everything on a texture and then @@ -950,43 +955,49 @@ render_transform_node (GskGLRenderer *self, * part (e.g. the rotation) and use that. We want to keep the scale * for the texture. */ - add_offscreen_ops (self, builder, - &child->bounds, - child, - ®ion, &is_offscreen, - RESET_CLIP | RESET_OPACITY); - - ops_push_modelview (builder, node_transform); - ops_set_texture (builder, region.texture_id); - ops_set_program (builder, &self->blit_program); - - if (is_offscreen) + if (add_offscreen_ops (self, builder, + &child->bounds, + child, + ®ion, &is_offscreen, + RESET_CLIP | RESET_OPACITY)) { - const GskQuadVertex offscreen_vertex_data[GL_N_VERTICES] = { - { { min_x, min_y }, { region.x, region.y2 }, }, - { { min_x, max_y }, { region.x, region.y }, }, - { { max_x, min_y }, { region.x2, region.y2 }, }, + const float min_x = child->bounds.origin.x; + const float min_y = child->bounds.origin.y; + const float max_x = min_x + child->bounds.size.width; + const float max_y = min_y + child->bounds.size.height; - { { max_x, max_y }, { region.x2, region.y }, }, - { { min_x, max_y }, { region.x, region.y }, }, - { { max_x, min_y }, { region.x2, region.y2 }, }, - }; + ops_push_modelview (builder, node_transform); + ops_set_texture (builder, region.texture_id); + ops_set_program (builder, &self->blit_program); - ops_draw (builder, offscreen_vertex_data); - } - else - { - const GskQuadVertex onscreen_vertex_data[GL_N_VERTICES] = { - { { min_x, min_y }, { region.x, region.y }, }, - { { min_x, max_y }, { region.x, region.y2 }, }, - { { max_x, min_y }, { region.x2, region.y }, }, + if (is_offscreen) + { + const GskQuadVertex offscreen_vertex_data[GL_N_VERTICES] = { + { { min_x, min_y }, { region.x, region.y2 }, }, + { { min_x, max_y }, { region.x, region.y }, }, + { { max_x, min_y }, { region.x2, region.y2 }, }, - { { max_x, max_y }, { region.x2, region.y2 }, }, - { { min_x, max_y }, { region.x, region.y2 }, }, - { { max_x, min_y }, { region.x2, region.y }, }, - }; + { { max_x, max_y }, { region.x2, region.y }, }, + { { min_x, max_y }, { region.x, region.y }, }, + { { max_x, min_y }, { region.x2, region.y2 }, }, + }; - ops_draw (builder, onscreen_vertex_data); + ops_draw (builder, offscreen_vertex_data); + } + else + { + const GskQuadVertex onscreen_vertex_data[GL_N_VERTICES] = { + { { min_x, min_y }, { region.x, region.y }, }, + { { min_x, max_y }, { region.x, region.y2 }, }, + { { max_x, min_y }, { region.x2, region.y }, }, + + { { max_x, max_y }, { region.x2, region.y2 }, }, + { { min_x, max_y }, { region.x, region.y2 }, }, + { { max_x, min_y }, { region.x2, region.y }, }, + }; + + ops_draw (builder, onscreen_vertex_data); + } } ops_pop_modelview (builder); @@ -1015,10 +1026,11 @@ render_opacity_node (GskGLRenderer *self, /* The semantics of an opacity node mandate that when, e.g., two color nodes overlap, * there may not be any blending between them */ - add_offscreen_ops (self, builder, &child->bounds, - child, - ®ion, &is_offscreen, - FORCE_OFFSCREEN | RESET_OPACITY | RESET_CLIP); + if (!add_offscreen_ops (self, builder, &child->bounds, + child, + ®ion, &is_offscreen, + FORCE_OFFSCREEN | RESET_OPACITY | RESET_CLIP)) + return; prev_opacity = ops_set_opacity (builder, builder->current_opacity * opacity); @@ -1130,6 +1142,9 @@ render_rounded_clip_node (GskGLRenderer *self, gboolean need_offscreen; int i; + if (node_is_invisible (child)) + return; + transformed_clip = child_clip; ops_transform_bounds_modelview (builder, &child_clip.bounds, &transformed_clip.bounds); @@ -1182,10 +1197,10 @@ render_rounded_clip_node (GskGLRenderer *self, } ops_push_clip (builder, &child_clip); - add_offscreen_ops (self, builder, &node->bounds, - child, - ®ion, &is_offscreen, - FORCE_OFFSCREEN | RESET_OPACITY); + g_assert (add_offscreen_ops (self, builder, &node->bounds, + child, + ®ion, &is_offscreen, + FORCE_OFFSCREEN | RESET_OPACITY)); ops_pop_clip (builder); ops_set_program (builder, &self->blit_program); @@ -1217,11 +1232,14 @@ render_color_matrix_node (GskGLRenderer *self, TextureRegion region; gboolean is_offscreen; - add_offscreen_ops (self, builder, - &node->bounds, - child, - ®ion, &is_offscreen, - RESET_CLIP | RESET_OPACITY); + if (node_is_invisible (child)) + return; + + g_assert (add_offscreen_ops (self, builder, + &node->bounds, + child, + ®ion, &is_offscreen, + RESET_CLIP | RESET_OPACITY)); ops_set_program (builder, &self->color_matrix_program); ops_set_color_matrix (builder, @@ -1289,16 +1307,19 @@ render_blur_node (GskGLRenderer *self, return; } + if (node_is_invisible (child)) + return; + /* TODO(perf): We're forcing the child offscreen even if it's a texture * so the resulting offscreen texture is bigger by the gaussian blur factor * (see gsk_blur_node_new), but we didn't have to do that if the blur * shader could handle that situation. */ - add_offscreen_ops (self, builder, - &node->bounds, - child, - ®ion, &is_offscreen, - RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY); + g_assert (add_offscreen_ops (self, builder, + &node->bounds, + child, + ®ion, &is_offscreen, + RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY)); ops_set_program (builder, &self->blur_program); @@ -1804,11 +1825,14 @@ render_shadow_node (GskGLRenderer *self, if (gdk_rgba_is_clear (&shadow->color)) continue; + if (node_is_invisible (shadow_child)) + continue; + /* Draw the child offscreen, without the offset. */ - add_offscreen_ops (self, builder, - &shadow_child->bounds, - shadow_child, ®ion, &is_offscreen, - RESET_CLIP | RESET_OPACITY); + g_assert (add_offscreen_ops (self, builder, + &shadow_child->bounds, + shadow_child, ®ion, &is_offscreen, + RESET_CLIP | RESET_OPACITY)); ops_set_program (builder, &self->coloring_program); ops_set_color (builder, &shadow->color); @@ -1866,17 +1890,17 @@ render_cross_fade_node (GskGLRenderer *self, /* TODO: We create 2 textures here as big as the cross-fade node, but both the * start and the end node might be a lot smaller than that. */ - add_offscreen_ops (self, builder, - &node->bounds, - start_node, - &start_region, &is_offscreen1, - FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY); + g_assert (add_offscreen_ops (self, builder, + &node->bounds, + start_node, + &start_region, &is_offscreen1, + FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY)); - add_offscreen_ops (self, builder, - &node->bounds, - end_node, - &end_region, &is_offscreen2, - FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY); + g_assert (add_offscreen_ops (self, builder, + &node->bounds, + end_node, + &end_region, &is_offscreen2, + FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY)); ops_set_program (builder, &self->cross_fade_program); @@ -1906,17 +1930,17 @@ render_blend_node (GskGLRenderer *self, /* TODO: We create 2 textures here as big as the blend node, but both the * start and the end node might be a lot smaller than that. */ - add_offscreen_ops (self, builder, - &node->bounds, - bottom_child, - &bottom_region, &is_offscreen1, - FORCE_OFFSCREEN | RESET_CLIP); + g_assert (add_offscreen_ops (self, builder, + &node->bounds, + bottom_child, + &bottom_region, &is_offscreen1, + FORCE_OFFSCREEN | RESET_CLIP)); - add_offscreen_ops (self, builder, - &node->bounds, - top_child, - &top_region, &is_offscreen2, - FORCE_OFFSCREEN | RESET_CLIP); + g_assert (add_offscreen_ops (self, builder, + &node->bounds, + top_child, + &top_region, &is_offscreen2, + FORCE_OFFSCREEN | RESET_CLIP)); ops_set_program (builder, &self->blend_program); ops_set_texture (builder, bottom_region.texture_id); @@ -1943,6 +1967,9 @@ render_repeat_node (GskGLRenderer *self, gboolean is_offscreen; OpRepeat *op; + if (node_is_invisible (child)) + return; + if (child_bounds != NULL && !graphene_rect_equal (child_bounds, &child->bounds)) { @@ -1961,11 +1988,11 @@ render_repeat_node (GskGLRenderer *self, } /* Draw the entire child on a texture */ - add_offscreen_ops (self, builder, - &child->bounds, - child, - ®ion, &is_offscreen, - RESET_CLIP | RESET_OPACITY); + g_assert (add_offscreen_ops (self, builder, + &child->bounds, + child, + ®ion, &is_offscreen, + RESET_CLIP | RESET_OPACITY | DUMP_FRAMEBUFFER| FORCE_OFFSCREEN)); ops_set_program (builder, &self->repeat_program); ops_set_texture (builder, region.texture_id); @@ -2728,8 +2755,7 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self, /* This can still happen, even if the render nodes are created using * GtkSnapshot, so let's juse be safe. */ - if (node->bounds.size.width == 0.0f || node->bounds.size.height == 0.0f || - isnan (node->bounds.size.width) || isnan (node->bounds.size.height)) + if (node_is_invisible (node)) return; /* Check whether the render node is entirely out of the current @@ -2869,7 +2895,7 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self, } } -static void +static gboolean add_offscreen_ops (GskGLRenderer *self, RenderOpBuilder *builder, const graphene_rect_t *bounds, @@ -2891,6 +2917,14 @@ add_offscreen_ops (GskGLRenderer *self, float prev_opacity; int texture_id = 0; + if (node_is_invisible (child_node)) + { + /* Just to be safe */ + *is_offscreen = FALSE; + init_full_texture_region (texture_region_out, 0); + return FALSE; + } + /* We need the child node as a texture. If it already is one, we don't need to draw * it on a framebuffer of course. */ if (gsk_render_node_get_node_type (child_node) == GSK_TEXTURE_NODE && @@ -2900,7 +2934,7 @@ add_offscreen_ops (GskGLRenderer *self, upload_texture (self, texture, texture_region_out); *is_offscreen = FALSE; - return; + return TRUE; } /* Check if we've already cached the drawn texture. */ @@ -2912,7 +2946,7 @@ add_offscreen_ops (GskGLRenderer *self, init_full_texture_region (texture_region_out, cached_id); /* We didn't render it offscreen, but hand out an offscreen texture id */ *is_offscreen = TRUE; - return; + return TRUE; } } @@ -2982,6 +3016,8 @@ add_offscreen_ops (GskGLRenderer *self, init_full_texture_region (texture_region_out, texture_id); gsk_gl_driver_set_texture_for_pointer (self->gl_driver, child_node, texture_id); + + return TRUE; } static void