forked from AuroraMiddleware/gtk
gl renderer: Split blurring a node into its own function
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d3852ca33a
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@ -1471,16 +1471,62 @@ blur_texture (GskGLRenderer *self,
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return pass2_texture_id;
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}
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static inline void
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blur_node (GskGLRenderer *self,
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GskRenderNode *node,
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RenderOpBuilder *builder,
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float blur_radius,
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guint extra_flags,
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TextureRegion *out_region,
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float *out_vertex_data[4]) /* min, min, max, max */
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{
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const float scale = ops_get_scale (builder);
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const float blur_extra = blur_radius * 3.0 / 2.0;
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float texture_width, texture_height;
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gboolean is_offscreen;
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TextureRegion region;
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int blurred_texture_id;
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g_assert (blur_radius > 0);
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/* Increase texture size for the given blur radius and scale it */
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texture_width = ceilf ((node->bounds.size.width + blur_extra * 2));
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texture_height = ceilf ((node->bounds.size.height + blur_extra * 2));
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if (!add_offscreen_ops (self, builder,
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&GRAPHENE_RECT_INIT (node->bounds.origin.x - blur_extra,
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node->bounds.origin.y - blur_extra,
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texture_width, texture_height),
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node,
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®ion, &is_offscreen,
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RESET_CLIP | RESET_OPACITY | FORCE_OFFSCREEN | extra_flags))
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g_assert_not_reached ();
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blurred_texture_id = blur_texture (self, builder,
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®ion,
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texture_width * scale, texture_height * scale,
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blur_radius * scale);
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init_full_texture_region (out_region, blurred_texture_id);
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if (out_vertex_data)
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{
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*out_vertex_data[0] = builder->dx + node->bounds.origin.x - blur_extra;
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*out_vertex_data[1] = builder->dx + node->bounds.origin.x + node->bounds.size.width + blur_extra;
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*out_vertex_data[2] = builder->dy + node->bounds.origin.y - blur_extra;
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*out_vertex_data[3] = builder->dy + node->bounds.origin.y + node->bounds.size.height + blur_extra;
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}
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}
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static inline void
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render_blur_node (GskGLRenderer *self,
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GskRenderNode *node,
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RenderOpBuilder *builder)
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{
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const float scale = ops_get_scale (builder);
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const float blur_radius = gsk_blur_node_get_radius (node) * scale;
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const float blur_radius = gsk_blur_node_get_radius (node);
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GskRenderNode *child = gsk_blur_node_get_child (node);
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GskQuadVertex vertex_data[GL_N_VERTICES];
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int blurred_texture_id;
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TextureRegion blurred_region;
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if (blur_radius <= 0)
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{
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@ -1488,42 +1534,20 @@ render_blur_node (GskGLRenderer *self,
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return;
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}
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blurred_texture_id = gsk_gl_driver_get_texture_for_pointer (self->gl_driver, node);
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if (blurred_texture_id == 0)
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{
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TextureRegion region;
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gboolean is_offscreen;
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blurred_region.texture_id = gsk_gl_driver_get_texture_for_pointer (self->gl_driver, node);
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if (blurred_region.texture_id == 0)
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blur_node (self, child, builder, blur_radius, 0, &blurred_region, NULL);
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/* TODO(perf): We're forcing the child offscreen even if it's a texture
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* so the resulting offscreen texture is bigger by the gaussian blur factor
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* (see gsk_blur_node_new), but we didn't have to do that if the blur
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* shader could handle that situation. */
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if (!add_offscreen_ops (self, builder,
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&node->bounds,
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child,
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®ion, &is_offscreen,
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RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY))
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g_assert_not_reached ();
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g_assert (is_offscreen);
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blurred_texture_id = blur_texture (self, builder,
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®ion,
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node->bounds.size.width * scale,
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node->bounds.size.height * scale,
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blur_radius * scale);
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}
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g_assert (blurred_texture_id != 0);
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g_assert (blurred_region.texture_id != 0);
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/* Draw the result */
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load_offscreen_vertex_data (vertex_data, node, builder);
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ops_set_program (builder, &self->blit_program);
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ops_set_texture (builder, blurred_texture_id);
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ops_set_texture (builder, blurred_region.texture_id);
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ops_draw (builder, vertex_data); /* Render result to screen */
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/* Add to cache for the blur node */
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gsk_gl_driver_set_texture_for_pointer (self->gl_driver, node, blurred_texture_id);
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gsk_gl_driver_set_texture_for_pointer (self->gl_driver, node, blurred_region.texture_id);
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}
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static inline void
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@ -2126,7 +2150,6 @@ render_shadow_node (GskGLRenderer *self,
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GskRenderNode *node,
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RenderOpBuilder *builder)
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{
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const float scale = ops_get_scale (builder);
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const gsize n_shadows = gsk_shadow_node_get_n_shadows (node);
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GskRenderNode *original_child = gsk_shadow_node_get_child (node);
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GskRenderNode *shadow_child = original_child;
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@ -2169,34 +2192,9 @@ render_shadow_node (GskGLRenderer *self,
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if (shadow->radius > 0)
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{
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const float blur_extra = shadow->radius * 3.0 / 2.0;
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/* TODO: - same problem as in render_blur_node: we're forcing the
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* child node on a texture, even though it might already be a texture. */
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if (!add_offscreen_ops (self, builder,
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&GRAPHENE_RECT_INIT (
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0, 0,
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shadow_child->bounds.size.width + (blur_extra * 2),
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shadow_child->bounds.size.height + (blur_extra * 2)
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),
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shadow_child, ®ion, &is_offscreen,
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RESET_CLIP | RESET_OPACITY | CENTER_CHILD |
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NO_CACHE_PLZ | FORCE_OFFSCREEN))
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g_assert_not_reached ();
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region.texture_id = blur_texture (self, builder,
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®ion,
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(shadow_child->bounds.size.width + blur_extra * 2) * scale,
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(shadow_child->bounds.size.height + blur_extra * 2) * scale,
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shadow->radius * scale);
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init_full_texture_region (®ion, region.texture_id);
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blur_node (self, shadow_child, builder, shadow->radius, NO_CACHE_PLZ, ®ion,
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(float*[4]){&min_x, &max_x, &min_y, &max_y});
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is_offscreen = TRUE;
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min_x = builder->dx + shadow_child->bounds.origin.x - blur_extra;
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min_y = builder->dy + shadow_child->bounds.origin.y - blur_extra;
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max_x = min_x + shadow_child->bounds.size.width + blur_extra * 2;
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max_y = min_y + shadow_child->bounds.size.height + blur_extra * 2;
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}
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else if (dx == 0 && dy == 0)
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{
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