gl renderer: save on some frame buffers

If the child of a color matrix node is a texture, we can directly use
that instead of drawing it to a texture first and then using that
texture.
This commit is contained in:
Timm Bäder 2017-11-16 09:47:19 +01:00
parent 1d1c6a98ce
commit cd730ccff5

View File

@ -656,7 +656,10 @@ render_item (GskGLRenderer *self,
float vec[4];
glUniform1i (item->program->source_location, 0);
gsk_gl_driver_bind_source_texture (self->gl_driver, item->render_target);
if (item->render_target != 0)
gsk_gl_driver_bind_source_texture (self->gl_driver, item->render_target);
else
gsk_gl_driver_bind_source_texture (self->gl_driver, item->texture_id);
graphene_matrix_to_float (&item->color_matrix_data.color_matrix, mat);
glUniformMatrix4fv (item->program->color_matrix_location, 1, GL_FALSE, mat);
@ -855,13 +858,30 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
case GSK_COLOR_MATRIX_NODE:
{
GskRenderNode *child = gsk_color_matrix_node_get_child (node);
graphene_matrix_t p;
graphene_matrix_t identity;
graphene_matrix_init_identity (&identity);
init_framebuffer_for_node (self, &item, node, projection, &p);
gsk_gl_renderer_add_render_item (self, &p, &identity, item.children, child,
item.render_target);
if (gsk_render_node_get_node_type (child) != GSK_TEXTURE_NODE)
{
graphene_matrix_t p;
graphene_matrix_t identity;
graphene_matrix_init_identity (&identity);
init_framebuffer_for_node (self, &item, node, projection, &p);
gsk_gl_renderer_add_render_item (self, &p, &identity, item.children, child,
item.render_target);
}
else
{
GdkTexture *texture = gsk_texture_node_get_texture (child);
int gl_min_filter = GL_NEAREST, gl_mag_filter = GL_NEAREST;
get_gl_scaling_filters (node, &gl_min_filter, &gl_mag_filter);
item.texture_id = gsk_gl_driver_get_texture_for_texture (self->gl_driver,
texture,
gl_min_filter,
gl_mag_filter);
}
item.mode = MODE_COLOR_MATRIX;
item.program = &self->color_matrix_program;