forked from AuroraMiddleware/gtk
gl renderer: Don't use g_assert() for code that should always run
g_assert can be compiled out.
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1817025f46
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982890515d
@ -1283,10 +1283,12 @@ render_rounded_clip_node (GskGLRenderer *self,
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}
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ops_push_clip (builder, &child_clip);
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g_assert (add_offscreen_ops (self, builder, &node->bounds,
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child,
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®ion, &is_offscreen,
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FORCE_OFFSCREEN | RESET_OPACITY));
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if (!add_offscreen_ops (self, builder, &node->bounds,
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child,
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®ion, &is_offscreen,
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FORCE_OFFSCREEN | RESET_OPACITY))
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g_assert_not_reached ();
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ops_pop_clip (builder);
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ops_set_program (builder, &self->blit_program);
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@ -1321,11 +1323,12 @@ render_color_matrix_node (GskGLRenderer *self,
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if (node_is_invisible (child))
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return;
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g_assert (add_offscreen_ops (self, builder,
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&node->bounds,
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child,
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®ion, &is_offscreen,
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RESET_CLIP | RESET_OPACITY));
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if (!add_offscreen_ops (self, builder,
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&node->bounds,
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child,
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®ion, &is_offscreen,
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RESET_CLIP | RESET_OPACITY))
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g_assert_not_reached ();
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ops_set_program (builder, &self->color_matrix_program);
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ops_set_color_matrix (builder,
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@ -1390,11 +1393,12 @@ render_blur_node (GskGLRenderer *self,
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* (see gsk_blur_node_new), but we didn't have to do that if the blur
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* shader could handle that situation. */
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g_assert (add_offscreen_ops (self, builder,
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&node->bounds,
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child,
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®ion, &is_offscreen,
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RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY));
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if (!add_offscreen_ops (self, builder,
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&node->bounds,
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child,
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®ion, &is_offscreen,
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RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY))
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g_assert_not_reached ();
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ops_set_program (builder, &self->blur_program);
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@ -1909,10 +1913,11 @@ render_shadow_node (GskGLRenderer *self,
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continue;
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/* Draw the child offscreen, without the offset. */
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g_assert (add_offscreen_ops (self, builder,
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&shadow_child->bounds,
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shadow_child, ®ion, &is_offscreen,
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RESET_CLIP | RESET_OPACITY));
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if (!add_offscreen_ops (self, builder,
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&shadow_child->bounds,
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shadow_child, ®ion, &is_offscreen,
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RESET_CLIP | RESET_OPACITY))
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g_assert_not_reached ();
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ops_set_program (builder, &self->coloring_program);
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ops_set_color (builder, &shadow->color);
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@ -1970,17 +1975,19 @@ render_cross_fade_node (GskGLRenderer *self,
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/* TODO: We create 2 textures here as big as the cross-fade node, but both the
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* start and the end node might be a lot smaller than that. */
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g_assert (add_offscreen_ops (self, builder,
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&node->bounds,
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start_node,
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&start_region, &is_offscreen1,
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FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY));
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if (!add_offscreen_ops (self, builder,
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&node->bounds,
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start_node,
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&start_region, &is_offscreen1,
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FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
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g_assert_not_reached ();
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g_assert (add_offscreen_ops (self, builder,
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&node->bounds,
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end_node,
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&end_region, &is_offscreen2,
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FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY));
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if (!add_offscreen_ops (self, builder,
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&node->bounds,
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end_node,
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&end_region, &is_offscreen2,
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FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
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g_assert_not_reached ();
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ops_set_program (builder, &self->cross_fade_program);
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@ -2010,17 +2017,19 @@ render_blend_node (GskGLRenderer *self,
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/* TODO: We create 2 textures here as big as the blend node, but both the
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* start and the end node might be a lot smaller than that. */
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g_assert (add_offscreen_ops (self, builder,
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&node->bounds,
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bottom_child,
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&bottom_region, &is_offscreen1,
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FORCE_OFFSCREEN | RESET_CLIP));
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if (!add_offscreen_ops (self, builder,
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&node->bounds,
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bottom_child,
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&bottom_region, &is_offscreen1,
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FORCE_OFFSCREEN | RESET_CLIP))
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g_assert_not_reached ();
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g_assert (add_offscreen_ops (self, builder,
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&node->bounds,
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top_child,
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&top_region, &is_offscreen2,
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FORCE_OFFSCREEN | RESET_CLIP));
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if (!add_offscreen_ops (self, builder,
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&node->bounds,
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top_child,
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&top_region, &is_offscreen2,
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FORCE_OFFSCREEN | RESET_CLIP))
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g_assert_not_reached ();
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ops_set_program (builder, &self->blend_program);
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ops_set_texture (builder, bottom_region.texture_id);
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@ -2068,11 +2077,12 @@ render_repeat_node (GskGLRenderer *self,
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}
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/* Draw the entire child on a texture */
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g_assert (add_offscreen_ops (self, builder,
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&child->bounds,
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child,
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®ion, &is_offscreen,
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RESET_CLIP | RESET_OPACITY | FORCE_OFFSCREEN));
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if (!add_offscreen_ops (self, builder,
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&child->bounds,
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child,
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®ion, &is_offscreen,
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RESET_CLIP | RESET_OPACITY | FORCE_OFFSCREEN))
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g_assert_not_reached ();
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ops_set_program (builder, &self->repeat_program);
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ops_set_texture (builder, region.texture_id);
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