gl renderer: Don't use g_assert() for code that should always run

g_assert can be compiled out.
This commit is contained in:
Timm Bäder 2019-11-27 16:56:47 +01:00
parent 1817025f46
commit 982890515d

View File

@ -1283,10 +1283,12 @@ render_rounded_clip_node (GskGLRenderer *self,
}
ops_push_clip (builder, &child_clip);
g_assert (add_offscreen_ops (self, builder, &node->bounds,
child,
&region, &is_offscreen,
FORCE_OFFSCREEN | RESET_OPACITY));
if (!add_offscreen_ops (self, builder, &node->bounds,
child,
&region, &is_offscreen,
FORCE_OFFSCREEN | RESET_OPACITY))
g_assert_not_reached ();
ops_pop_clip (builder);
ops_set_program (builder, &self->blit_program);
@ -1321,11 +1323,12 @@ render_color_matrix_node (GskGLRenderer *self,
if (node_is_invisible (child))
return;
g_assert (add_offscreen_ops (self, builder,
&node->bounds,
child,
&region, &is_offscreen,
RESET_CLIP | RESET_OPACITY));
if (!add_offscreen_ops (self, builder,
&node->bounds,
child,
&region, &is_offscreen,
RESET_CLIP | RESET_OPACITY))
g_assert_not_reached ();
ops_set_program (builder, &self->color_matrix_program);
ops_set_color_matrix (builder,
@ -1390,11 +1393,12 @@ render_blur_node (GskGLRenderer *self,
* (see gsk_blur_node_new), but we didn't have to do that if the blur
* shader could handle that situation. */
g_assert (add_offscreen_ops (self, builder,
&node->bounds,
child,
&region, &is_offscreen,
RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY));
if (!add_offscreen_ops (self, builder,
&node->bounds,
child,
&region, &is_offscreen,
RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY))
g_assert_not_reached ();
ops_set_program (builder, &self->blur_program);
@ -1909,10 +1913,11 @@ render_shadow_node (GskGLRenderer *self,
continue;
/* Draw the child offscreen, without the offset. */
g_assert (add_offscreen_ops (self, builder,
&shadow_child->bounds,
shadow_child, &region, &is_offscreen,
RESET_CLIP | RESET_OPACITY));
if (!add_offscreen_ops (self, builder,
&shadow_child->bounds,
shadow_child, &region, &is_offscreen,
RESET_CLIP | RESET_OPACITY))
g_assert_not_reached ();
ops_set_program (builder, &self->coloring_program);
ops_set_color (builder, &shadow->color);
@ -1970,17 +1975,19 @@ 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. */
g_assert (add_offscreen_ops (self, builder,
&node->bounds,
start_node,
&start_region, &is_offscreen1,
FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY));
if (!add_offscreen_ops (self, builder,
&node->bounds,
start_node,
&start_region, &is_offscreen1,
FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
g_assert_not_reached ();
g_assert (add_offscreen_ops (self, builder,
&node->bounds,
end_node,
&end_region, &is_offscreen2,
FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY));
if (!add_offscreen_ops (self, builder,
&node->bounds,
end_node,
&end_region, &is_offscreen2,
FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
g_assert_not_reached ();
ops_set_program (builder, &self->cross_fade_program);
@ -2010,17 +2017,19 @@ 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. */
g_assert (add_offscreen_ops (self, builder,
&node->bounds,
bottom_child,
&bottom_region, &is_offscreen1,
FORCE_OFFSCREEN | RESET_CLIP));
if (!add_offscreen_ops (self, builder,
&node->bounds,
bottom_child,
&bottom_region, &is_offscreen1,
FORCE_OFFSCREEN | RESET_CLIP))
g_assert_not_reached ();
g_assert (add_offscreen_ops (self, builder,
&node->bounds,
top_child,
&top_region, &is_offscreen2,
FORCE_OFFSCREEN | RESET_CLIP));
if (!add_offscreen_ops (self, builder,
&node->bounds,
top_child,
&top_region, &is_offscreen2,
FORCE_OFFSCREEN | RESET_CLIP))
g_assert_not_reached ();
ops_set_program (builder, &self->blend_program);
ops_set_texture (builder, bottom_region.texture_id);
@ -2068,11 +2077,12 @@ render_repeat_node (GskGLRenderer *self,
}
/* Draw the entire child on a texture */
g_assert (add_offscreen_ops (self, builder,
&child->bounds,
child,
&region, &is_offscreen,
RESET_CLIP | RESET_OPACITY | FORCE_OFFSCREEN));
if (!add_offscreen_ops (self, builder,
&child->bounds,
child,
&region, &is_offscreen,
RESET_CLIP | RESET_OPACITY | FORCE_OFFSCREEN))
g_assert_not_reached ();
ops_set_program (builder, &self->repeat_program);
ops_set_texture (builder, region.texture_id);