float max_y,
GskRenderNode *child_node,
int *texture_id,
- gboolean *is_offscreen);
+ gboolean *is_offscreen,
+ gboolean force_offscreen);
static void gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder);
add_offscreen_ops (self, builder, min_x, max_x, min_y, max_y,
gsk_color_matrix_node_get_child (node),
- &texture_id, &is_offscreen);
+ &texture_id, &is_offscreen, FALSE);
ops_set_program (builder, &self->color_matrix_program);
ops_set_color_matrix (builder,
RenderOp op;
add_offscreen_ops (self, builder, min_x, max_x, min_y, max_y,
gsk_blur_node_get_child (node),
- &texture_id, &is_offscreen);
+ &texture_id, &is_offscreen, FALSE);
ops_set_program (builder, &self->blur_program);
op.op = OP_CHANGE_BLUR;
add_offscreen_ops (self, builder,
dx + min_x, dx + max_x, dy + min_y, dy + max_y,
- shadow_child, &texture_id, &is_offscreen);
+ shadow_child, &texture_id, &is_offscreen, FALSE);
ops_offset (builder, prev_dx, prev_dy);
float progress = gsk_cross_fade_node_get_progress (node);
int start_texture_id;
int end_texture_id;
- gboolean is_offscreen;
+ gboolean is_offscreen1, is_offscreen2;
RenderOp op;
const GskQuadVertex vertex_data[GL_N_VERTICES] = {
{ { min_x, min_y }, { 0, 1 }, },
* start and the end node might be a lot smaller than that. */
add_offscreen_ops (self, builder, min_x, max_x, min_y, max_y, start_node,
- &start_texture_id, &is_offscreen);
+ &start_texture_id, &is_offscreen1, TRUE);
add_offscreen_ops (self, builder, min_x, max_x, min_y, max_y, end_node,
- &end_texture_id, &is_offscreen);
+ &end_texture_id, &is_offscreen2, TRUE);
ops_set_program (builder, &self->cross_fade_program);
op.op = OP_CHANGE_CROSS_FADE;
float max_y,
GskRenderNode *child_node,
int *texture_id,
- gboolean *is_offscreen)
+ gboolean *is_offscreen,
+ gboolean force_offscreen)
{
int render_target;
int prev_render_target;
/* We need the child node as a texture. If it already is one, we don't need to draw
* it on a framebuffer of course. */
- if (gsk_render_node_get_node_type (child_node) == GSK_TEXTURE_NODE)
+ if (gsk_render_node_get_node_type (child_node) == GSK_TEXTURE_NODE && !force_offscreen)
{
GdkTexture *texture = gsk_texture_node_get_texture (child_node);
int gl_min_filter = GL_NEAREST, gl_mag_filter = GL_NEAREST;