gl renderer: Split blurring a node into its own function

This commit is contained in:
Timm Bäder 2019-12-07 13:11:07 +01:00
parent d3852ca33a
commit f85448ffbf

View File

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