Revert "gl renderer: Render too big textures to the clipped area"

This reverts commit 7f6608cbed.
This commit is contained in:
Matthias Clasen 2020-12-19 11:43:56 -05:00
parent 12611fa142
commit d5143a1bf0

View File

@ -81,13 +81,6 @@ typedef enum
LINEAR_FILTER = 1 << 6,
} OffscreenFlags;
typedef struct
{
bool is_offscreen;
TextureRegion region;
graphene_rect_t screen_rect;
} OffscreenResult;
static inline void
init_full_texture_region (TextureRegion *r,
int texture_id)
@ -520,14 +513,13 @@ load_offscreen_vertex_data (GskQuadVertex vertex_data[GL_N_VERTICES],
static void gsk_gl_renderer_setup_render_mode (GskGLRenderer *self);
static bool add_offscreen_ops (GskGLRenderer *self,
static gboolean add_offscreen_ops (GskGLRenderer *self,
RenderOpBuilder *builder,
const graphene_rect_t *bounds,
GskRenderNode *child_node,
guint flags,
OffscreenResult *out_result) G_GNUC_WARN_UNUSED_RESULT;
TextureRegion *region_out,
gboolean *is_offscreen,
guint flags) G_GNUC_WARN_UNUSED_RESULT;
static void gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder);
@ -1239,12 +1231,16 @@ render_gl_shader_node (GskGLRenderer *self,
if (program->id >= 0 && n_children <= G_N_ELEMENTS (program->glshader.texture_locations))
{
GBytes *args;
OffscreenResult results[4];
TextureRegion regions[4];
gboolean is_offscreen[4];
for (guint i = 0; i < n_children; i++)
{
GskRenderNode *child = gsk_gl_shader_node_get_child (node, i);
if (!add_offscreen_ops (self, builder, &node->bounds, child,
FORCE_OFFSCREEN | RESET_CLIP, &results[i]))
if (!add_offscreen_ops (self, builder,
&node->bounds,
child,
&regions[i], &is_offscreen[i],
FORCE_OFFSCREEN | RESET_CLIP))
return;
}
@ -1255,9 +1251,9 @@ render_gl_shader_node (GskGLRenderer *self,
for (guint i = 0; i < n_children; i++)
{
if (i == 0)
ops_set_texture (builder, results[i].region.texture_id);
ops_set_texture (builder, regions[i].texture_id);
else
ops_set_extra_texture (builder, results[i].region.texture_id, i);
ops_set_extra_texture (builder, regions[i].texture_id, i);
}
load_offscreen_vertex_data (ops_draw (builder, NULL), node, builder);
@ -1343,6 +1339,9 @@ render_transform_node (GskGLRenderer *self,
case GSK_TRANSFORM_CATEGORY_ANY:
case GSK_TRANSFORM_CATEGORY_UNKNOWN:
{
TextureRegion region;
gboolean is_offscreen;
if (node_supports_transform (child))
{
ops_push_modelview (builder, node_transform);
@ -1351,14 +1350,16 @@ render_transform_node (GskGLRenderer *self,
}
else
{
OffscreenResult result;
int filter_flag = 0;
if (!result_is_axis_aligned (node_transform, &child->bounds))
filter_flag = LINEAR_FILTER;
if (add_offscreen_ops (self, builder, &child->bounds, child,
RESET_CLIP | filter_flag, &result))
if (add_offscreen_ops (self, builder,
&child->bounds,
child,
&region, &is_offscreen,
RESET_CLIP | filter_flag))
{
/* For non-trivial transforms, we draw everything on a texture and then
* draw the texture transformed. */
@ -1367,13 +1368,13 @@ render_transform_node (GskGLRenderer *self,
* for the texture.
*/
ops_push_modelview (builder, node_transform);
ops_set_texture (builder, result.region.texture_id);
ops_set_texture (builder, region.texture_id);
ops_set_program (builder, &self->programs->blit_program);
load_vertex_data_with_region (ops_draw (builder, NULL),
&child->bounds, builder,
&result.region,
result.is_offscreen);
&region,
is_offscreen);
ops_pop_modelview (builder);
}
}
@ -1397,12 +1398,15 @@ render_opacity_node (GskGLRenderer *self,
if (gsk_render_node_get_node_type (child) == GSK_CONTAINER_NODE)
{
OffscreenResult result;
gboolean is_offscreen;
TextureRegion region;
/* The semantics of an opacity node mandate that when, e.g., two color nodes overlap,
* there may not be any blending between them */
if (!add_offscreen_ops (self, builder, &child->bounds, child,
FORCE_OFFSCREEN | RESET_CLIP, &result))
if (!add_offscreen_ops (self, builder, &child->bounds,
child,
&region, &is_offscreen,
FORCE_OFFSCREEN | RESET_CLIP))
return;
prev_opacity = ops_set_opacity (builder,
@ -1411,11 +1415,12 @@ render_opacity_node (GskGLRenderer *self,
if (builder->current_opacity >= ((float) 0x00ff / (float) 0xffff))
{
ops_set_program (builder, &self->programs->blit_program);
ops_set_texture (builder, result.region.texture_id);
ops_set_texture (builder, region.texture_id);
load_vertex_data_with_region (ops_draw (builder, NULL),
&node->bounds, builder,
&result.region, result.is_offscreen);
&region,
is_offscreen);
}
}
else
@ -1637,23 +1642,27 @@ render_clipped_child (GskGLRenderer *self,
else
{
/* well fuck */
const GskRoundedRect scaled_clip = GSK_ROUNDED_RECT_INIT_FROM_RECT (transformed_clip);
OffscreenResult result;
const float scale_x = builder->scale_x;
const float scale_y = builder->scale_y;
const GskRoundedRect scaled_clip = GSK_ROUNDED_RECT_INIT (clip->origin.x * scale_x,
clip->origin.y * scale_y,
clip->size.width * scale_x,
clip->size.height * scale_y);
gboolean is_offscreen;
TextureRegion region;
ops_push_clip (builder, &scaled_clip);
if (!add_offscreen_ops (self, builder, &child->bounds,
child, FORCE_OFFSCREEN,
&result))
child,
&region, &is_offscreen,
FORCE_OFFSCREEN))
g_assert_not_reached ();
ops_pop_clip (builder);
ops_set_program (builder, &self->programs->blit_program);
ops_set_texture (builder, result.region.texture_id);
ops_set_texture (builder, region.texture_id);
load_vertex_data_with_region (ops_draw (builder, NULL),
&result.screen_rect, builder,
&result.region,
result.is_offscreen);
load_offscreen_vertex_data (ops_draw (builder, NULL), child, builder);
}
}
@ -1737,16 +1746,38 @@ render_rounded_clip_node (GskGLRenderer *self,
}
else
{
OffscreenResult result;
GskRoundedRect scaled_clip;
gboolean is_offscreen;
TextureRegion region;
/* NOTE: We are *not* transforming the clip by the current modelview here.
* We instead draw the untransformed clip to a texture and then transform
* that texture.
*
* We do, however, apply the scale factor to the child clip of course.
*/
scaled_clip.bounds.origin.x = clip->bounds.origin.x * scale_x;
scaled_clip.bounds.origin.y = clip->bounds.origin.y * scale_y;
scaled_clip.bounds.size.width = clip->bounds.size.width * scale_x;
scaled_clip.bounds.size.height = clip->bounds.size.height * scale_y;
ops_push_clip (builder, &transformed_clip);
if (!add_offscreen_ops (self, builder, &node->bounds, child, 0, &result))
/* Increase corner radius size by scale factor */
for (i = 0; i < 4; i ++)
{
scaled_clip.corner[i].width = clip->corner[i].width * scale_x;
scaled_clip.corner[i].height = clip->corner[i].height * scale_y;
}
ops_push_clip (builder, &scaled_clip);
if (!add_offscreen_ops (self, builder, &node->bounds,
child,
&region, &is_offscreen,
0))
g_assert_not_reached ();
ops_pop_clip (builder);
ops_set_program (builder, &self->programs->blit_program);
ops_set_texture (builder, result.region.texture_id);
ops_set_texture (builder, region.texture_id);
load_offscreen_vertex_data (ops_draw (builder, NULL), node, builder);
}
@ -1758,13 +1789,17 @@ render_color_matrix_node (GskGLRenderer *self,
RenderOpBuilder *builder)
{
GskRenderNode *child = gsk_color_matrix_node_get_child (node);
OffscreenResult result;
TextureRegion region;
gboolean is_offscreen;
if (node_is_invisible (child))
return;
if (!add_offscreen_ops (self, builder, &node->bounds, child,
RESET_CLIP, &result))
if (!add_offscreen_ops (self, builder,
&node->bounds,
child,
&region, &is_offscreen,
RESET_CLIP))
g_assert_not_reached ();
ops_set_program (builder, &self->programs->color_matrix_program);
@ -1772,12 +1807,12 @@ render_color_matrix_node (GskGLRenderer *self,
gsk_color_matrix_node_get_color_matrix (node),
gsk_color_matrix_node_get_color_offset (node));
ops_set_texture (builder, result.region.texture_id);
ops_set_texture (builder, region.texture_id);
load_vertex_data_with_region (ops_draw (builder, NULL),
&result.screen_rect, builder,
&result.region,
result.is_offscreen);
&node->bounds, builder,
&region,
is_offscreen);
}
static inline int
@ -1894,6 +1929,8 @@ blur_node (GskGLRenderer *self,
const float scale_y = builder->scale_y;
const float blur_extra = blur_radius * 2.0; /* 2.0 = shader radius_multiplier */
float texture_width, texture_height;
gboolean is_offscreen;
TextureRegion region;
int blurred_texture_id;
g_assert (blur_radius > 0);
@ -1905,17 +1942,17 @@ blur_node (GskGLRenderer *self,
/* Only blur this if the out region has no texture id yet */
if (out_region->texture_id == 0)
{
OffscreenResult result;
if (!add_offscreen_ops (self, builder,
&GRAPHENE_RECT_INIT (node->bounds.origin.x - (blur_extra / 2.0),
node->bounds.origin.y - (blur_extra / 2.0),
texture_width, texture_height),
node,
RESET_CLIP | FORCE_OFFSCREEN | extra_flags, &result))
&region, &is_offscreen,
RESET_CLIP | FORCE_OFFSCREEN | extra_flags))
g_assert_not_reached ();
blurred_texture_id = blur_texture (self, builder,
&result.region,
&region,
texture_width * scale_x, texture_height * scale_y,
blur_radius * scale_x,
blur_radius * scale_y);
@ -2546,8 +2583,9 @@ render_shadow_node (GskGLRenderer *self,
const GskShadow *shadow = gsk_shadow_node_get_shadow (node, i);
const float dx = shadow->dx;
const float dy = shadow->dy;
TextureRegion region;
gboolean is_offscreen;
graphene_rect_t bounds;
OffscreenResult result;
if (shadow->radius == 0 &&
gsk_render_node_get_node_type (shadow_child) == GSK_TEXT_NODE)
@ -2571,14 +2609,14 @@ render_shadow_node (GskGLRenderer *self,
float max_x;
float max_y;
result.region.texture_id = 0;
blur_node (self, shadow_child, builder, shadow->radius, NO_CACHE_PLZ, &result.region,
region.texture_id = 0;
blur_node (self, shadow_child, builder, shadow->radius, NO_CACHE_PLZ, &region,
(float*[4]){&min_x, &max_x, &min_y, &max_y});
bounds.origin.x = min_x - builder->dx;
bounds.origin.y = min_y - builder->dy;
bounds.size.width = max_x - min_x;
bounds.size.height = max_y - min_y;
result.is_offscreen = true;
is_offscreen = TRUE;
}
else if (dx == 0 && dy == 0)
{
@ -2586,8 +2624,10 @@ render_shadow_node (GskGLRenderer *self,
}
else
{
if (!add_offscreen_ops (self, builder, &shadow_child->bounds, shadow_child,
RESET_CLIP | NO_CACHE_PLZ, &result))
if (!add_offscreen_ops (self, builder,
&shadow_child->bounds,
shadow_child, &region, &is_offscreen,
RESET_CLIP | NO_CACHE_PLZ))
g_assert_not_reached ();
bounds = shadow_child->bounds;
@ -2595,13 +2635,13 @@ render_shadow_node (GskGLRenderer *self,
ops_set_program (builder, &self->programs->coloring_program);
ops_set_color (builder, &shadow->color);
ops_set_texture (builder, result.region.texture_id);
ops_set_texture (builder, region.texture_id);
ops_offset (builder, dx, dy);
load_vertex_data_with_region (ops_draw (builder, NULL),
&bounds, builder,
&result.region,
result.is_offscreen);
&region,
is_offscreen);
ops_offset (builder, -dx, -dy);
}
@ -2617,8 +2657,9 @@ render_cross_fade_node (GskGLRenderer *self,
GskRenderNode *start_node = gsk_cross_fade_node_get_start_child (node);
GskRenderNode *end_node = gsk_cross_fade_node_get_end_child (node);
const float progress = gsk_cross_fade_node_get_progress (node);
OffscreenResult start_result;
OffscreenResult end_result;
TextureRegion start_region;
TextureRegion end_region;
gboolean is_offscreen1, is_offscreen2;
OpCrossFade *op;
if (progress <= 0)
@ -2641,15 +2682,21 @@ 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. */
if (!add_offscreen_ops (self, builder, &node->bounds, start_node,
FORCE_OFFSCREEN | RESET_CLIP, &start_result))
if (!add_offscreen_ops (self, builder,
&node->bounds,
start_node,
&start_region, &is_offscreen1,
FORCE_OFFSCREEN | RESET_CLIP))
{
gsk_gl_renderer_add_render_ops (self, end_node, builder);
return;
}
if (!add_offscreen_ops (self, builder, &node->bounds, end_node,
FORCE_OFFSCREEN | RESET_CLIP, &end_result))
if (!add_offscreen_ops (self, builder,
&node->bounds,
end_node,
&end_region, &is_offscreen2,
FORCE_OFFSCREEN | RESET_CLIP))
{
const float prev_opacity = ops_set_opacity (builder, builder->current_opacity * progress);
gsk_gl_renderer_add_render_ops (self, start_node, builder);
@ -2662,9 +2709,9 @@ render_cross_fade_node (GskGLRenderer *self,
op = ops_begin (builder, OP_CHANGE_CROSS_FADE);
op->progress = progress;
op->source2 = end_result.region.texture_id;
op->source2 = end_region.texture_id;
ops_set_texture (builder, start_result.region.texture_id);
ops_set_texture (builder, start_region.texture_id);
load_offscreen_vertex_data (ops_draw (builder, NULL), node, builder);
}
@ -2676,35 +2723,42 @@ render_blend_node (GskGLRenderer *self,
{
GskRenderNode *top_child = gsk_blend_node_get_top_child (node);
GskRenderNode *bottom_child = gsk_blend_node_get_bottom_child (node);
OffscreenResult top_result;
OffscreenResult bottom_result;
TextureRegion top_region;
TextureRegion bottom_region;
gboolean is_offscreen1, is_offscreen2;
OpBlend *op;
/* 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. */
if (!add_offscreen_ops (self, builder, &node->bounds, bottom_child,
FORCE_OFFSCREEN | RESET_CLIP, &bottom_result))
if (!add_offscreen_ops (self, builder,
&node->bounds,
bottom_child,
&bottom_region, &is_offscreen1,
FORCE_OFFSCREEN | RESET_CLIP))
{
gsk_gl_renderer_add_render_ops (self, top_child, builder);
return;
}
if (!add_offscreen_ops (self, builder, &node->bounds, top_child,
FORCE_OFFSCREEN | RESET_CLIP, &top_result))
if (!add_offscreen_ops (self, builder,
&node->bounds,
top_child,
&top_region, &is_offscreen2,
FORCE_OFFSCREEN | RESET_CLIP))
{
load_vertex_data_with_region (ops_draw (builder, NULL),
&node->bounds,
builder,
&bottom_result.region,
&bottom_region,
TRUE);
return;
}
ops_set_program (builder, &self->programs->blend_program);
ops_set_texture (builder, bottom_result.region.texture_id);
ops_set_texture (builder, bottom_region.texture_id);
op = ops_begin (builder, OP_CHANGE_BLEND);
op->source2 = top_result.region.texture_id;
op->source2 = top_region.texture_id;
op->mode = gsk_blend_node_get_blend_mode (node);
load_offscreen_vertex_data (ops_draw (builder, NULL), node, builder);
@ -2717,7 +2771,8 @@ render_repeat_node (GskGLRenderer *self,
{
GskRenderNode *child = gsk_repeat_node_get_child (node);
const graphene_rect_t *child_bounds = gsk_repeat_node_get_child_bounds (node);
OffscreenResult result;
TextureRegion region;
gboolean is_offscreen;
OpRepeat *op;
if (node_is_invisible (child))
@ -2740,12 +2795,15 @@ render_repeat_node (GskGLRenderer *self,
}
/* Draw the entire child on a texture */
if (!add_offscreen_ops (self, builder, &child->bounds, child,
RESET_CLIP, &result))
if (!add_offscreen_ops (self, builder,
&child->bounds,
child,
&region, &is_offscreen,
RESET_CLIP))
g_assert_not_reached ();
ops_set_program (builder, &self->programs->repeat_program);
ops_set_texture (builder, result.region.texture_id);
ops_set_texture (builder, region.texture_id);
op = ops_begin (builder, OP_CHANGE_REPEAT);
op->child_bounds[0] = (node->bounds.origin.x - child_bounds->origin.x) / child_bounds->size.width;
@ -2753,24 +2811,24 @@ render_repeat_node (GskGLRenderer *self,
op->child_bounds[2] = node->bounds.size.width / child_bounds->size.width;
op->child_bounds[3] = node->bounds.size.height / child_bounds->size.height;
op->texture_rect[0] = result.region.x;
op->texture_rect[2] = result.region.x2;
op->texture_rect[0] = region.x;
op->texture_rect[2] = region.x2;
if (result.is_offscreen)
if (is_offscreen)
{
op->texture_rect[1] = result.region.y2;
op->texture_rect[3] = result.region.y;
op->texture_rect[1] = region.y2;
op->texture_rect[3] = region.y;
}
else
{
op->texture_rect[1] = result.region.y;
op->texture_rect[3] = result.region.y2;
op->texture_rect[1] = region.y;
op->texture_rect[3] = region.y2;
}
load_vertex_data_with_region (ops_draw (builder, NULL),
&node->bounds, builder,
&result.region,
result.is_offscreen);
&region,
is_offscreen);
}
static inline void
@ -3757,17 +3815,18 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
}
}
static bool
static gboolean
add_offscreen_ops (GskGLRenderer *self,
RenderOpBuilder *builder,
const graphene_rect_t *bounds,
GskRenderNode *child_node,
guint flags,
OffscreenResult *result)
TextureRegion *texture_region_out,
gboolean *is_offscreen,
guint flags)
{
float width, height;
const float dx = builder->dx;
const float dy = builder->dy;
float width, height;
float scale_x;
float scale_y;
int render_target;
@ -3780,20 +3839,14 @@ add_offscreen_ops (GskGLRenderer *self,
int filter;
GskTextureKey key;
int cached_id;
graphene_rect_t screen_rect;
int max_texture_size;
GskRoundedRect new_clip;
bool add_to_cache = false;
g_assert (result);
graphene_rect_t viewport;
if (node_is_invisible (child_node))
{
/* Just to be safe */
result->is_offscreen = false;
result->screen_rect = *bounds;
init_full_texture_region (&result->region, 0);
return false;
*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
@ -3802,11 +3855,9 @@ add_offscreen_ops (GskGLRenderer *self,
(flags & FORCE_OFFSCREEN) == 0)
{
GdkTexture *texture = gsk_texture_node_get_texture (child_node);
result->is_offscreen = false;
result->screen_rect = *bounds;
upload_texture (self, texture, &result->region);
return true;
upload_texture (self, texture, texture_region_out);
*is_offscreen = FALSE;
return TRUE;
}
if (flags & LINEAR_FILTER)
@ -3825,76 +3876,38 @@ add_offscreen_ops (GskGLRenderer *self,
if (cached_id != 0)
{
init_full_texture_region (texture_region_out, cached_id);
/* We didn't render it offscreen, but hand out an offscreen texture id */
result->is_offscreen = true;
result->screen_rect = *bounds;
init_full_texture_region (&result->region, cached_id);
return true;
*is_offscreen = TRUE;
return TRUE;
}
width = bounds->size.width;
height = bounds->size.height;
scale_x = builder->scale_x;
scale_y = builder->scale_y;
width = ceilf (bounds->size.width * scale_x);
height = ceilf (bounds->size.height * scale_y);
/* We usually return a texture exactly as big as the node we draw, and at the
* same position. Sometimes we don't though, and so we need to adjust the screen_rect,
* which will be used to draw the rendered texture. */
screen_rect = *bounds;
new_clip = GSK_ROUNDED_RECT_INIT ((bounds->origin.x + dx) * scale_x,
(bounds->origin.y + dy) * scale_y,
width, height);
max_texture_size = gsk_gl_driver_get_max_texture_size (self->gl_driver);
if (!(flags & RESET_CLIP) &&
G_UNLIKELY (width > max_texture_size || height > max_texture_size))
/* Tweak the scale factor so that the required texture doesn't
* exceed the max texture limit. This will render with a lower
* resolution, but this is better than clipping.
*/
{
/* If we are clipped to an acceptable size (lower than the texture max), then
* only draw that part. If not, scale the result down. */
if (ops_has_clip (builder))
{
graphene_rect_t transformed_bounds;
const int max_texture_size = gsk_gl_driver_get_max_texture_size (self->gl_driver);
flags |= RESET_CLIP; /* XXX HACK */
/* New clip is the intersection between the clip and the node bounds */
ops_transform_bounds_modelview (builder, bounds, &transformed_bounds);
graphene_rect_intersection (&transformed_bounds, &builder->current_clip->bounds, &new_clip.bounds);
width = new_clip.bounds.size.width;
height = new_clip.bounds.size.height;
/* Un-transform sceen_rect as it will be transformed automatically later */
screen_rect = new_clip.bounds;
screen_rect.origin.x -= (dx * scale_x);
screen_rect.origin.y -= (dy * scale_y);
screen_rect.origin.x /= scale_x;
screen_rect.origin.y /= scale_y;
screen_rect.size.width /= scale_x;
screen_rect.size.height /= scale_y;
/* We do not add this to the cache as it is likely to quickly change in the
* future */
add_to_cache = false;
}
else
{
/* As a last resort, scale everything down */
width = ceilf (width * scale_x);
if (width > max_texture_size)
{
scale_x *= (float)max_texture_size / width;
width = max_texture_size;
}
height = ceilf (height * scale_y);
if (height > max_texture_size)
{
scale_y *= (float)max_texture_size / height;
height = max_texture_size;
}
}
}
gsk_gl_driver_create_render_target (self->gl_driver,
width, height,
@ -3912,20 +3925,22 @@ add_offscreen_ops (GskGLRenderer *self,
render_target);
}
init_projection_matrix (&item_proj, &new_clip.bounds);
viewport = GRAPHENE_RECT_INIT (bounds->origin.x * scale_x,
bounds->origin.y * scale_y,
width, height);
init_projection_matrix (&item_proj, &viewport);
prev_render_target = ops_set_render_target (builder, render_target);
/* Clear since we use this rendertarget for the first time */
ops_begin (builder, OP_CLEAR);
prev_projection = ops_set_projection (builder, &item_proj);
ops_set_modelview (builder, gsk_transform_scale (NULL, scale_x, scale_y));
prev_viewport = ops_set_viewport (builder, &new_clip.bounds);
prev_viewport = ops_set_viewport (builder, &viewport);
if (flags & RESET_CLIP)
ops_push_clip (builder, &new_clip);
ops_push_clip (builder, &GSK_ROUNDED_RECT_INIT_FROM_RECT (viewport));
/* ops_set_modelview() resets the offset to 0, so restore it here. */
builder->dx = dx;
builder->dy = dy;
builder->dx = 0;
builder->dy = 0;
prev_opacity = ops_set_opacity (builder, 1.0);
@ -3936,16 +3951,19 @@ add_offscreen_ops (GskGLRenderer *self,
{
static int k;
ops_dump_framebuffer (builder,
g_strdup_printf ("%d_%s_%p.png",
k++,
g_strdup_printf ("%s_%p_%d.png",
g_type_name_from_instance ((GTypeInstance *) child_node),
child_node),
child_node,
k ++),
width, height);
}
#endif
ops_set_opacity (builder, prev_opacity);
builder->dx = dx;
builder->dy = dy;
if (flags & RESET_CLIP)
ops_pop_clip (builder);
@ -3954,16 +3972,13 @@ add_offscreen_ops (GskGLRenderer *self,
ops_set_projection (builder, &prev_projection);
ops_set_render_target (builder, prev_render_target);
/*g_message ("offset after: %f, %f", builder->dx, builder->dy);*/
*is_offscreen = TRUE;
init_full_texture_region (texture_region_out, texture_id);
result->is_offscreen = true;
result->screen_rect = screen_rect;
init_full_texture_region (&result->region, texture_id);
if ((flags & NO_CACHE_PLZ) == 0 && add_to_cache)
if ((flags & NO_CACHE_PLZ) == 0)
gsk_gl_driver_set_texture_for_key (self->gl_driver, &key, texture_id);
return true;
return TRUE;
}
static void