gl renderer: Load vertex data directly into vertices GArray

This commit is contained in:
Timm Bäder 2019-12-18 09:06:16 +01:00
parent 44ac2d5abb
commit db91b6dc61
3 changed files with 22 additions and 49 deletions

View File

@ -502,14 +502,10 @@ transform_rect (GskGLRenderer *self,
}
static inline void
render_fallback_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
render_fallback_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
const float min_x = builder->dx + node->bounds.origin.x;
const float min_y = builder->dy + node->bounds.origin.y;
const float max_x = min_x + node->bounds.size.width;
const float max_y = min_y + node->bounds.size.height;
const float scale = ops_get_scale (builder);
const int surface_width = ceilf (node->bounds.size.width) * scale;
const int surface_height = ceilf (node->bounds.size.height) * scale;
@ -518,16 +514,6 @@ render_fallback_node (GskGLRenderer *self,
cairo_t *cr;
int cached_id;
int texture_id;
const GskQuadVertex offscreen_vertex_data[GL_N_VERTICES] = {
{ { min_x, min_y }, { 0, 1 }, },
{ { min_x, max_y }, { 0, 0 }, },
{ { max_x, min_y }, { 1, 1 }, },
{ { max_x, max_y }, { 1, 0 }, },
{ { min_x, max_y }, { 0, 0 }, },
{ { max_x, min_y }, { 1, 1 }, },
};
if (surface_width <= 0 ||
surface_height <= 0)
@ -539,7 +525,7 @@ render_fallback_node (GskGLRenderer *self,
{
ops_set_program (builder, &self->blit_program);
ops_set_texture (builder, cached_id);
ops_draw (builder, offscreen_vertex_data);
load_offscreen_vertex_data (ops_draw (builder, NULL), node, builder);
return;
}
@ -615,7 +601,7 @@ render_fallback_node (GskGLRenderer *self,
ops_set_program (builder, &self->blit_program);
ops_set_texture (builder, texture_id);
ops_draw (builder, offscreen_vertex_data);
load_offscreen_vertex_data (ops_draw (builder, NULL), node, builder);
}
static inline void
@ -856,13 +842,9 @@ render_color_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
GskQuadVertex vertex_data[GL_N_VERTICES];
load_vertex_data (vertex_data, node, builder);
ops_set_program (builder, &self->color_program);
ops_set_color (builder, gsk_color_node_peek_color (node));
ops_draw (builder, vertex_data);
load_vertex_data (ops_draw (builder, NULL), node, builder);
}
static inline void
@ -1131,7 +1113,6 @@ render_linear_gradient_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
GskQuadVertex vertex_data[GL_N_VERTICES];
OpLinearGradient *op;
int n_color_stops = MIN (8, gsk_linear_gradient_node_get_n_color_stops (node));
const GskColorStop *stops = gsk_linear_gradient_node_peek_color_stops (node);
@ -1147,9 +1128,7 @@ render_linear_gradient_node (GskGLRenderer *self,
op->end_point.x = end->x + builder->dx;
op->end_point.y = end->y + builder->dy;
load_vertex_data (vertex_data, node, builder);
ops_draw (builder, vertex_data);
load_vertex_data (ops_draw (builder, NULL), node, builder);
}
static inline void
@ -1496,7 +1475,6 @@ render_blur_node (GskGLRenderer *self,
{
const float blur_radius = gsk_blur_node_get_radius (node);
GskRenderNode *child = gsk_blur_node_get_child (node);
GskQuadVertex vertex_data[GL_N_VERTICES];
TextureRegion blurred_region;
if (blur_radius <= 0)
@ -1512,10 +1490,9 @@ render_blur_node (GskGLRenderer *self,
g_assert (blurred_region.texture_id != 0);
/* Draw the result */
load_offscreen_vertex_data (vertex_data, node, builder);
ops_set_program (builder, &self->blit_program);
ops_set_texture (builder, blurred_region.texture_id);
ops_draw (builder, vertex_data); /* Render result to screen */
load_offscreen_vertex_data (ops_draw (builder, NULL), node, builder); /* Render result to screen */
/* Add to cache for the blur node */
gsk_gl_driver_set_texture_for_pointer (self->gl_driver, node, blurred_region.texture_id);
@ -1526,7 +1503,6 @@ render_unblurred_inset_shadow_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
GskQuadVertex vertex_data[GL_N_VERTICES];
const float scale = ops_get_scale (builder);
const float blur_radius = gsk_inset_shadow_node_get_blur_radius (node);
const float dx = gsk_inset_shadow_node_get_dx (node);
@ -1544,9 +1520,7 @@ render_unblurred_inset_shadow_node (GskGLRenderer *self,
op->offset[0] = dx * scale;
op->offset[1] = dy * scale;
load_vertex_data (vertex_data, node, builder);
ops_draw (builder, vertex_data);
load_vertex_data (ops_draw (builder, NULL), node, builder);
}
static inline void
@ -1715,7 +1689,6 @@ render_unblurred_outset_shadow_node (GskGLRenderer *self,
const float spread = gsk_outset_shadow_node_get_spread (node);
const float dx = gsk_outset_shadow_node_get_dx (node);
const float dy = gsk_outset_shadow_node_get_dy (node);
GskQuadVertex vertex_data[GL_N_VERTICES];
OpShadow *op;
ops_set_program (builder, &self->unblurred_outset_shadow_program);
@ -1726,8 +1699,7 @@ render_unblurred_outset_shadow_node (GskGLRenderer *self,
op->offset[0] = dx * scale;
op->offset[1] = dy * scale;
load_vertex_data (vertex_data, node, builder);
ops_draw (builder, vertex_data);
load_vertex_data (ops_draw (builder, NULL), node, builder);
}
static inline void
@ -2209,7 +2181,6 @@ render_cross_fade_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
GskQuadVertex vertex_data[GL_N_VERTICES];
GskRenderNode *start_node = gsk_cross_fade_node_get_start_child (node);
GskRenderNode *end_node = gsk_cross_fade_node_get_end_child (node);
float progress = gsk_cross_fade_node_get_progress (node);
@ -2218,8 +2189,6 @@ render_cross_fade_node (GskGLRenderer *self,
gboolean is_offscreen1, is_offscreen2;
OpCrossFade *op;
load_offscreen_vertex_data (vertex_data, node, builder);
/* 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. */
@ -2245,7 +2214,7 @@ render_cross_fade_node (GskGLRenderer *self,
ops_set_texture (builder, start_region.texture_id);
ops_draw (builder, vertex_data);
load_offscreen_vertex_data (ops_draw (builder, NULL), node, builder);
}
static inline void
@ -2253,7 +2222,6 @@ render_blend_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
GskQuadVertex vertex_data[GL_N_VERTICES];
GskRenderNode *top_child = gsk_blend_node_get_top_child (node);
GskRenderNode *bottom_child = gsk_blend_node_get_bottom_child (node);
TextureRegion top_region;
@ -2261,8 +2229,6 @@ render_blend_node (GskGLRenderer *self,
gboolean is_offscreen1, is_offscreen2;
OpBlend *op;
load_offscreen_vertex_data (vertex_data, node, builder);
/* 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,
@ -2286,7 +2252,7 @@ render_blend_node (GskGLRenderer *self,
op->source2 = top_region.texture_id;
op->mode = gsk_blend_node_get_blend_mode (node);
ops_draw (builder, vertex_data);
load_offscreen_vertex_data (ops_draw (builder, NULL), node, builder);
}
static inline void

View File

@ -704,7 +704,7 @@ ops_set_border_color (RenderOpBuilder *builder,
current_program_state->border.color = *color;
}
void
GskQuadVertex *
ops_draw (RenderOpBuilder *builder,
const GskQuadVertex vertex_data[GL_N_VERTICES])
{
@ -721,7 +721,14 @@ ops_draw (RenderOpBuilder *builder,
op->vao_size = GL_N_VERTICES;
}
g_array_append_vals (builder->vertices, vertex_data, GL_N_VERTICES);
if (vertex_data)
{
g_array_append_vals (builder->vertices, vertex_data, GL_N_VERTICES);
return NULL; /* Better not use this on the caller side */
}
g_array_set_size (builder->vertices, builder->vertices->len + GL_N_VERTICES);
return &g_array_index (builder->vertices, GskQuadVertex, builder->vertices->len - GL_N_VERTICES);
}
/* The offset is only valid for the current modelview.

View File

@ -213,7 +213,7 @@ void ops_set_border_width (RenderOpBuilder *builder,
void ops_set_border_color (RenderOpBuilder *builder,
const GdkRGBA *color);
void ops_draw (RenderOpBuilder *builder,
GskQuadVertex * ops_draw (RenderOpBuilder *builder,
const GskQuadVertex vertex_data[GL_N_VERTICES]);
void ops_offset (RenderOpBuilder *builder,