static inline void
render_color_matrix_node (GskGLRenderer *self,
GskRenderNode *node,
- RenderOpBuilder *builder,
- const GskQuadVertex *vertex_data)
+ RenderOpBuilder *builder)
{
const float min_x = builder->dx + node->bounds.origin.x;
const float min_y = builder->dy + node->bounds.origin.y;
}
static inline void
-render_blur_node (GskGLRenderer *self,
- GskRenderNode *node,
- RenderOpBuilder *builder,
- const GskQuadVertex *vertex_data)
+flip_vertex_data_y (GskQuadVertex vertex_data[GL_N_VERTICES])
+{
+ vertex_data[0].uv[1] = 1 - vertex_data[0].uv[1];
+ vertex_data[1].uv[1] = 1 - vertex_data[1].uv[1];
+ vertex_data[2].uv[1] = 1 - vertex_data[2].uv[1];
+ vertex_data[3].uv[1] = 1 - vertex_data[3].uv[1];
+ vertex_data[4].uv[1] = 1 - vertex_data[4].uv[1];
+ vertex_data[5].uv[1] = 1 - vertex_data[5].uv[1];
+}
+
+static inline void
+render_blur_node (GskGLRenderer *self,
+ GskRenderNode *node,
+ RenderOpBuilder *builder,
+ GskQuadVertex *vertex_data)
{
- const float min_x = builder->dx + node->bounds.origin.x;
- const float min_y = builder->dy + node->bounds.origin.y;
- const float max_x = min_x + node->bounds.size.width;
- const float max_y = min_y + node->bounds.size.height;
const float blur_radius = gsk_blur_node_get_radius (node);
GskRenderNode *child = gsk_blur_node_get_child (node);
TextureRegion region;
ops_set_texture (builder, region.texture_id);
if (is_offscreen)
- {
- GskQuadVertex offscreen_vertex_data[GL_N_VERTICES] = {
- { { min_x, min_y }, { 0, 1 }, },
- { { min_x, max_y }, { 0, 0 }, },
- { { max_x, min_y }, { 1, 1 }, },
-
- { { max_x, max_y }, { 1, 0 }, },
- { { min_x, max_y }, { 0, 0 }, },
- { { max_x, min_y }, { 1, 1 }, },
- };
+ flip_vertex_data_y (vertex_data);
- ops_draw (builder, offscreen_vertex_data);
- }
- else
- {
- ops_draw (builder, vertex_data);
- }
+ ops_draw (builder, vertex_data);
}
static inline void
static inline void
render_shadow_node (GskGLRenderer *self,
GskRenderNode *node,
- RenderOpBuilder *builder,
- const GskQuadVertex *vertex_data)
+ RenderOpBuilder *builder)
{
float min_x;
float min_y;
}
static inline void
-render_cross_fade_node (GskGLRenderer *self,
- GskRenderNode *node,
- RenderOpBuilder *builder)
+render_cross_fade_node (GskGLRenderer *self,
+ GskRenderNode *node,
+ RenderOpBuilder *builder,
+ GskQuadVertex vertex_data[GL_N_VERTICES])
{
- const float min_x = builder->dx + node->bounds.origin.x;
- const float min_y = builder->dy + node->bounds.origin.y;
- const float max_x = min_x + node->bounds.size.width;
- const float max_y = min_y + node->bounds.size.height;
GskRenderNode *start_node = gsk_cross_fade_node_get_start_child (node);
GskRenderNode *end_node = gsk_cross_fade_node_get_end_child (node);
float progress = gsk_cross_fade_node_get_progress (node);
TextureRegion end_region;
gboolean is_offscreen1, is_offscreen2;
OpCrossFade *op;
- const GskQuadVertex vertex_data[GL_N_VERTICES] = {
- { { min_x, min_y }, { 0, 1 }, },
- { { min_x, max_y }, { 0, 0 }, },
- { { max_x, min_y }, { 1, 1 }, },
- { { max_x, max_y }, { 1, 0 }, },
- { { min_x, max_y }, { 0, 0 }, },
- { { max_x, min_y }, { 1, 1 }, },
- };
+ flip_vertex_data_y (vertex_data);
/* TODO: We create 2 textures here as big as the cross-fade node, but both the
* start and the end node might be a lot smaller than that. */
static inline void
render_blend_node (GskGLRenderer *self,
GskRenderNode *node,
- RenderOpBuilder *builder)
+ RenderOpBuilder *builder,
+ GskQuadVertex vertex_data[GL_N_VERTICES])
{
GskRenderNode *top_child = gsk_blend_node_get_top_child (node);
GskRenderNode *bottom_child = gsk_blend_node_get_bottom_child (node);
- const float min_x = builder->dx + node->bounds.origin.x;
- const float min_y = builder->dy + node->bounds.origin.y;
- const float max_x = min_x + node->bounds.size.width;
- const float max_y = min_y + node->bounds.size.height;
TextureRegion top_region;
TextureRegion bottom_region;
gboolean is_offscreen1, is_offscreen2;
OpBlend *op;
- const GskQuadVertex vertex_data[GL_N_VERTICES] = {
- { { min_x, min_y }, { 0, 1 }, },
- { { min_x, max_y }, { 0, 0 }, },
- { { max_x, min_y }, { 1, 1 }, },
- { { max_x, max_y }, { 1, 0 }, },
- { { min_x, max_y }, { 0, 0 }, },
- { { max_x, min_y }, { 1, 1 }, },
- };
+ flip_vertex_data_y (vertex_data);
/* TODO: We create 2 textures here as big as the blend node, but both the
* start and the end node might be a lot smaller than that. */
break;
case GSK_COLOR_MATRIX_NODE:
- load_vertex_data (vertex_data, node, builder);
- render_color_matrix_node (self, node, builder, vertex_data);
+ render_color_matrix_node (self, node, builder);
break;
case GSK_BLUR_NODE:
break;
case GSK_SHADOW_NODE:
- load_vertex_data (vertex_data, node, builder);
- render_shadow_node (self, node, builder, vertex_data);
+ render_shadow_node (self, node, builder);
break;
case GSK_BORDER_NODE:
break;
case GSK_CROSS_FADE_NODE:
- render_cross_fade_node (self, node, builder);
+ load_vertex_data (vertex_data, node, builder);
+ render_cross_fade_node (self, node, builder, vertex_data);
break;
case GSK_BLEND_NODE:
- render_blend_node (self, node, builder);
+ load_vertex_data (vertex_data, node, builder);
+ render_blend_node (self, node, builder, vertex_data);
break;
case GSK_REPEAT_NODE: