gtk2/gsk/gl/gskglshadowcache.c
Timm Bäder dc8dedce07 gl renderer: Draw outset shadows white
and only apply the actual shadow color when we draw them from the
texture. This way we can reuse the cached shadows during color
transitions.
2020-01-18 08:49:52 +01:00

142 lines
3.5 KiB
C

#include "gskglshadowcacheprivate.h"
#define MAX_UNUSED_FRAMES (16 * 5)
typedef struct
{
GskRoundedRect outline;
float blur_radius;
} CacheKey;
typedef struct
{
GskRoundedRect outline;
float blur_radius;
int texture_id;
int unused_frames;
} CacheItem;
static gboolean
key_equal (const void *x,
const void *y)
{
const CacheKey *a = x;
const CacheKey *b = y;
return a->blur_radius == b->blur_radius &&
graphene_size_equal (&a->outline.corner[0], &b->outline.corner[0]) &&
graphene_size_equal (&a->outline.corner[1], &b->outline.corner[1]) &&
graphene_size_equal (&a->outline.corner[2], &b->outline.corner[2]) &&
graphene_size_equal (&a->outline.corner[3], &b->outline.corner[3]) &&
graphene_rect_equal (&a->outline.bounds, &b->outline.bounds);
}
void
gsk_gl_shadow_cache_init (GskGLShadowCache *self)
{
self->textures = g_array_new (FALSE, TRUE, sizeof (CacheItem));
}
void
gsk_gl_shadow_cache_free (GskGLShadowCache *self,
GskGLDriver *gl_driver)
{
guint i, p;
for (i = 0, p = self->textures->len; i < p; i ++)
{
const CacheItem *item = &g_array_index (self->textures, CacheItem, i);
gsk_gl_driver_destroy_texture (gl_driver, item->texture_id);
}
g_array_free (self->textures, TRUE);
self->textures = NULL;
}
void
gsk_gl_shadow_cache_begin_frame (GskGLShadowCache *self,
GskGLDriver *gl_driver)
{
guint i, p;
for (i = 0, p = self->textures->len; i < p; i ++)
{
CacheItem *item = &g_array_index (self->textures, CacheItem, i);
if (item->unused_frames > MAX_UNUSED_FRAMES)
{
gsk_gl_driver_destroy_texture (gl_driver, item->texture_id);
g_array_remove_index_fast (self->textures, i);
p --;
i --;
}
else
{
item->unused_frames ++;
}
}
}
/* XXX
* The offset origin should always be at 0/0, or the blur radius should just go
* away since it defines the origin position anyway?
*/
int
gsk_gl_shadow_cache_get_texture_id (GskGLShadowCache *self,
GskGLDriver *gl_driver,
const GskRoundedRect *shadow_rect,
float blur_radius)
{
CacheItem *item= NULL;
guint i;
g_assert (self != NULL);
g_assert (gl_driver != NULL);
g_assert (shadow_rect != NULL);
for (i = 0; i < self->textures->len; i ++)
{
CacheItem *k = &g_array_index (self->textures, CacheItem, i);
if (key_equal (&(CacheKey){*shadow_rect, blur_radius},
&(CacheKey){k->outline, k->blur_radius}))
{
item = k;
break;
}
}
if (item == NULL)
return 0;
item->unused_frames = 0;
g_assert (item->texture_id != 0);
return item->texture_id;
}
void
gsk_gl_shadow_cache_commit (GskGLShadowCache *self,
const GskRoundedRect *shadow_rect,
float blur_radius,
int texture_id)
{
CacheItem *item;
g_assert (self != NULL);
g_assert (shadow_rect != NULL);
g_assert (texture_id > 0);
g_array_set_size (self->textures, self->textures->len + 1);
item = &g_array_index (self->textures, CacheItem, self->textures->len - 1);
item->outline = *shadow_rect;
item->blur_radius = blur_radius;
item->unused_frames = 0;
item->texture_id = texture_id;
}