RenderOpBuilder *builder,
const GskQuadVertex *vertex_data)
{
- float min_x = node->bounds.origin.x;
- float min_y = node->bounds.origin.y;
- float max_x = min_x + node->bounds.size.width;
- float max_y = min_y + node->bounds.size.height;
+ float min_x;
+ float min_y;
+ float max_x;
+ float max_y;
GskRenderNode *original_child = gsk_shadow_node_get_child (node);
GskRenderNode *shadow_child = original_child;
gsize n_shadows = gsk_shadow_node_get_n_shadows (node);
shadow_child = gsk_color_matrix_node_get_child (shadow_child);
}
+ min_x = builder->dx + shadow_child->bounds.origin.x;
+ min_y = builder->dy + shadow_child->bounds.origin.y;
+ max_x = min_x + shadow_child->bounds.size.width;
+ max_y = min_y + shadow_child->bounds.size.height;
+
for (i = 0; i < n_shadows; i ++)
{
const GskShadow *shadow = gsk_shadow_node_peek_shadow (node, i);
if (gdk_rgba_is_clear (&shadow->color))
continue;
- min_x = builder->dx + shadow_child->bounds.origin.x;
- min_y = builder->dy + shadow_child->bounds.origin.y;
- max_x = min_x + shadow_child->bounds.size.width;
- max_y = min_y + shadow_child->bounds.size.height;
-
/* Draw the child offscreen, without the offset. */
add_offscreen_ops (self, builder,
&shadow_child->bounds,