{
FORCE_OFFSCREEN = 1 << 0,
RESET_CLIP = 1 << 1,
- RESET_OPACITY = 1 << 2,
DUMP_FRAMEBUFFER = 1 << 3,
NO_CACHE_PLZ = 1 << 5,
LINEAR_FILTER = 1 << 6,
&node->bounds,
child,
®ions[i], &is_offscreen[i],
- FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
+ FORCE_OFFSCREEN | RESET_CLIP))
return;
}
&child->bounds,
child,
®ion, &is_offscreen,
- RESET_CLIP | RESET_OPACITY | filter_flag))
+ RESET_CLIP | filter_flag))
{
/* For non-trivial transforms, we draw everything on a texture and then
* draw the texture transformed. */
if (!add_offscreen_ops (self, builder, &child->bounds,
child,
®ion, &is_offscreen,
- FORCE_OFFSCREEN | RESET_OPACITY | RESET_CLIP))
+ FORCE_OFFSCREEN | RESET_CLIP))
return;
prev_opacity = ops_set_opacity (builder,
if (!add_offscreen_ops (self, builder, &child->bounds,
child,
®ion, &is_offscreen,
- RESET_OPACITY | FORCE_OFFSCREEN))
+ FORCE_OFFSCREEN))
g_assert_not_reached ();
ops_pop_clip (builder);
if (!add_offscreen_ops (self, builder, &node->bounds,
child,
®ion, &is_offscreen,
- FORCE_OFFSCREEN | RESET_OPACITY))
+ 0))
g_assert_not_reached ();
ops_pop_clip (builder);
&node->bounds,
child,
®ion, &is_offscreen,
- RESET_CLIP | RESET_OPACITY))
+ RESET_CLIP))
g_assert_not_reached ();
ops_set_program (builder, &self->programs->color_matrix_program);
texture_width, texture_height),
node,
®ion, &is_offscreen,
- RESET_CLIP | RESET_OPACITY | FORCE_OFFSCREEN | extra_flags))
+ RESET_CLIP | FORCE_OFFSCREEN | extra_flags))
g_assert_not_reached ();
blurred_texture_id = blur_texture (self, builder,
if (!add_offscreen_ops (self, builder,
&shadow_child->bounds,
shadow_child, ®ion, &is_offscreen,
- RESET_CLIP | RESET_OPACITY | NO_CACHE_PLZ))
+ RESET_CLIP | NO_CACHE_PLZ))
g_assert_not_reached ();
bounds = shadow_child->bounds;
&node->bounds,
start_node,
&start_region, &is_offscreen1,
- FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
+ FORCE_OFFSCREEN | RESET_CLIP))
{
gsk_gl_renderer_add_render_ops (self, end_node, builder);
return;
&node->bounds,
end_node,
&end_region, &is_offscreen2,
- FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
+ FORCE_OFFSCREEN | RESET_CLIP))
{
const float prev_opacity = ops_set_opacity (builder, builder->current_opacity * progress);
gsk_gl_renderer_add_render_ops (self, start_node, builder);
&node->bounds,
bottom_child,
&bottom_region, &is_offscreen1,
- FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
+ FORCE_OFFSCREEN | RESET_CLIP))
{
gsk_gl_renderer_add_render_ops (self, top_child, builder);
return;
&node->bounds,
top_child,
&top_region, &is_offscreen2,
- FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
+ FORCE_OFFSCREEN | RESET_CLIP))
{
load_vertex_data_with_region (ops_draw (builder, NULL),
&node->bounds,
&child->bounds,
child,
®ion, &is_offscreen,
- RESET_CLIP | RESET_OPACITY))
+ RESET_CLIP))
g_assert_not_reached ();
ops_set_program (builder, &self->programs->repeat_program);
builder->dx = 0;
builder->dy = 0;
- if (flags & RESET_OPACITY)
- prev_opacity = ops_set_opacity (builder, 1.0);
+ prev_opacity = ops_set_opacity (builder, 1.0);
gsk_gl_renderer_add_render_ops (self, child_node, builder);
}
#endif
- if (flags & RESET_OPACITY)
- ops_set_opacity (builder, prev_opacity);
+ ops_set_opacity (builder, prev_opacity);
builder->dx = dx;
builder->dy = dy;