[gtk/wip/baedert/for-master: 17/23] gl renderer: Save one level of indentation
- From: Timm Bäder <baedert src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk/wip/baedert/for-master: 17/23] gl renderer: Save one level of indentation
- Date: Sat, 30 Nov 2019 11:48:06 +0000 (UTC)
commit 5ef0d5524df5adcb2b341ffa5785fce17fb5b550
Author: Timm Bäder <mail baedert org>
Date: Fri Nov 29 10:47:40 2019 +0100
gl renderer: Save one level of indentation
gsk/gl/gskglrenderer.c | 87 ++++++++++++++++++++++++--------------------------
1 file changed, 42 insertions(+), 45 deletions(-)
---
diff --git a/gsk/gl/gskglrenderer.c b/gsk/gl/gskglrenderer.c
index 9f439e5c32..a7aa437c57 100644
--- a/gsk/gl/gskglrenderer.c
+++ b/gsk/gl/gskglrenderer.c
@@ -1024,6 +1024,8 @@ render_transform_node (GskGLRenderer *self,
case GSK_TRANSFORM_CATEGORY_2D:
default:
{
+ TextureRegion region;
+ gboolean is_offscreen;
if (node_supports_transform (child))
{
@@ -1031,59 +1033,54 @@ render_transform_node (GskGLRenderer *self,
gsk_gl_renderer_add_render_ops (self, child, builder);
ops_pop_modelview (builder);
}
- else
+ else if (add_offscreen_ops (self, builder,
+ &child->bounds,
+ child,
+ ®ion, &is_offscreen,
+ RESET_CLIP | RESET_OPACITY))
{
- TextureRegion region;
- gboolean is_offscreen;
+ const float min_x = child->bounds.origin.x;
+ const float min_y = child->bounds.origin.y;
+ const float max_x = min_x + child->bounds.size.width;
+ const float max_y = min_y + child->bounds.size.height;
+
/* For non-trivial transforms, we draw everything on a texture and then
* draw the texture transformed. */
/* TODO: We should compute a modelview containing only the "non-trivial"
* part (e.g. the rotation) and use that. We want to keep the scale
* for the texture.
*/
- if (add_offscreen_ops (self, builder,
- &child->bounds,
- child,
- ®ion, &is_offscreen,
- RESET_CLIP | RESET_OPACITY))
+ ops_push_modelview (builder, node_transform);
+ ops_set_texture (builder, region.texture_id);
+ ops_set_program (builder, &self->blit_program);
+
+ if (is_offscreen)
+ {
+ const GskQuadVertex offscreen_vertex_data[GL_N_VERTICES] = {
+ { { min_x, min_y }, { region.x, region.y2 }, },
+ { { min_x, max_y }, { region.x, region.y }, },
+ { { max_x, min_y }, { region.x2, region.y2 }, },
+
+ { { max_x, max_y }, { region.x2, region.y }, },
+ { { min_x, max_y }, { region.x, region.y }, },
+ { { max_x, min_y }, { region.x2, region.y2 }, },
+ };
+
+ ops_draw (builder, offscreen_vertex_data);
+ }
+ else
{
- const float min_x = child->bounds.origin.x;
- const float min_y = child->bounds.origin.y;
- const float max_x = min_x + child->bounds.size.width;
- const float max_y = min_y + child->bounds.size.height;
-
- ops_push_modelview (builder, node_transform);
- ops_set_texture (builder, region.texture_id);
- ops_set_program (builder, &self->blit_program);
-
- if (is_offscreen)
- {
- const GskQuadVertex offscreen_vertex_data[GL_N_VERTICES] = {
- { { min_x, min_y }, { region.x, region.y2 }, },
- { { min_x, max_y }, { region.x, region.y }, },
- { { max_x, min_y }, { region.x2, region.y2 }, },
-
- { { max_x, max_y }, { region.x2, region.y }, },
- { { min_x, max_y }, { region.x, region.y }, },
- { { max_x, min_y }, { region.x2, region.y2 }, },
- };
-
- ops_draw (builder, offscreen_vertex_data);
- }
- else
- {
- const GskQuadVertex onscreen_vertex_data[GL_N_VERTICES] = {
- { { min_x, min_y }, { region.x, region.y }, },
- { { min_x, max_y }, { region.x, region.y2 }, },
- { { max_x, min_y }, { region.x2, region.y }, },
-
- { { max_x, max_y }, { region.x2, region.y2 }, },
- { { min_x, max_y }, { region.x, region.y2 }, },
- { { max_x, min_y }, { region.x2, region.y }, },
- };
-
- ops_draw (builder, onscreen_vertex_data);
- }
+ const GskQuadVertex onscreen_vertex_data[GL_N_VERTICES] = {
+ { { min_x, min_y }, { region.x, region.y }, },
+ { { min_x, max_y }, { region.x, region.y2 }, },
+ { { max_x, min_y }, { region.x2, region.y }, },
+
+ { { max_x, max_y }, { region.x2, region.y2 }, },
+ { { min_x, max_y }, { region.x, region.y2 }, },
+ { { max_x, min_y }, { region.x2, region.y }, },
+ };
+
+ ops_draw (builder, onscreen_vertex_data);
}
ops_pop_modelview (builder);
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