forked from AuroraMiddleware/gtk
ngl: Add code to dump shadows
This can be helpful in understanding shadow bugs.
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6712106c25
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da6096faaf
@ -202,6 +202,31 @@ gsk_ngl_shadow_library_lookup (GskNglShadowLibrary *self,
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return ret->texture_id;
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}
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#if 0
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static void
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write_shadow_to_png (const Shadow *shadow)
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{
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int width = shadow->outline.bounds.size.width + (shadow->outline.bounds.origin.x * 2);
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int height = shadow->outline.bounds.size.height + (shadow->outline.bounds.origin.y * 2);
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int stride = cairo_format_stride_for_width (CAIRO_FORMAT_ARGB32, width);
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guchar *data = g_malloc (height * stride);
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cairo_surface_t *s;
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char *filename = g_strdup_printf ("shadow_cache_%d_%d_%d.png",
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width, height, shadow->texture_id);
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glBindTexture (GL_TEXTURE_2D, shadow->texture_id);
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glGetTexImage (GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
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s = cairo_image_surface_create_for_data (data, CAIRO_FORMAT_ARGB32,
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width, height,
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stride);
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cairo_surface_write_to_png (s, filename);
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cairo_surface_destroy (s);
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g_free (data);
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g_free (filename);
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}
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#endif
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void
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gsk_ngl_shadow_library_begin_frame (GskNglShadowLibrary *self)
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{
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@ -211,6 +236,14 @@ gsk_ngl_shadow_library_begin_frame (GskNglShadowLibrary *self)
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g_return_if_fail (GSK_IS_NGL_SHADOW_LIBRARY (self));
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#if 0
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for (i = 0, p = self->shadows->len; i < p; i++)
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{
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const Shadow *shadow = &g_array_index (self->shadows, Shadow, i);
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write_shadow_to_png (shadow);
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}
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#endif
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watermark = self->driver->current_frame_id - MAX_UNUSED_FRAMES;
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for (i = 0, p = self->shadows->len; i < p; i++)
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