st: optimize box-shadow rendering
Currently the box-shadow is rendering is done like this : The first time we want to render a node that requires a box-shadow, St creates an cogl offscreen surface of the size of the allocation and renders the box into this offscreen buffer using modulation on the alpha channel, this buffer is then blurred according to the CSS parameters. The problem with this method is that every time an StWidget is resized, its box-shadow offscreen buffer has to be resized and therefore rendered and blurred. This patches propose an optimization for this use case by rendering the box-shadow only once but at a size that is independent of the StWidget's size. Then every time we need to paint this box-shadow, we just render this offscreen buffer using a 9-slices. This method only works when the allocation of the widget is bigger than the minimum shadow size on which we can apply a 9-slices, that is given my the radius of the corners. If the allocation is smaller than this minimum size, we then fallback to the fully render/blur the shadow (like before this patch). https://bugzilla.gnome.org/show_bug.cgi?id=689858
This commit is contained in:
parent
3582ba0c77
commit
318283fc70
@ -1370,6 +1370,8 @@ st_theme_node_load_background_image (StThemeNode *node)
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return node->background_texture != COGL_INVALID_HANDLE;
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}
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static void st_theme_node_prerender_shadow (StThemeNode *node, StThemeNodePaintState *state);
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static void
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st_theme_node_render_resources (StThemeNode *node,
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StThemeNodePaintState *state,
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@ -1474,38 +1476,54 @@ st_theme_node_render_resources (StThemeNode *node,
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state->box_shadow_material = _st_create_shadow_material (box_shadow_spec,
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state->prerendered_texture);
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else if (node->background_color.alpha > 0 || has_border)
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st_theme_node_prerender_shadow (node, state);
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}
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}
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static void
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st_theme_node_update_resources (StThemeNode *node, StThemeNodePaintState *state, float width, float height)
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{
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gboolean had_prerendered_texture = FALSE;
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gboolean had_box_shadow = FALSE;
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StShadow *box_shadow_spec;
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g_return_if_fail (width > 0 && height > 0);
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/* Free handles we can't reuse */
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if (state->prerendered_texture != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (state->prerendered_texture);
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state->prerendered_texture = COGL_INVALID_HANDLE;
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had_prerendered_texture = TRUE;
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}
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if (state->prerendered_material != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (state->prerendered_material);
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state->prerendered_material = COGL_INVALID_HANDLE;
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if (node->border_slices_texture == COGL_INVALID_HANDLE &&
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state->box_shadow_material != COGL_INVALID_HANDLE)
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{
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CoglHandle buffer, offscreen;
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int texture_width = ceil (width);
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int texture_height = ceil (height);
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buffer = cogl_texture_new_with_size (texture_width,
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texture_height,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY);
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offscreen = cogl_offscreen_new_to_texture (buffer);
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if (offscreen != COGL_INVALID_HANDLE)
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{
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ClutterActorBox box = { 0, 0, width, height };
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CoglColor clear_color;
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cogl_push_framebuffer (offscreen);
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cogl_ortho (0, width, height, 0, 0, 1.0);
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cogl_color_set_from_4ub (&clear_color, 0, 0, 0, 0);
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cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
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st_theme_node_paint_borders (node, state, &box, 0xFF);
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cogl_pop_framebuffer ();
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cogl_handle_unref (offscreen);
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state->box_shadow_material = _st_create_shadow_material (box_shadow_spec,
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buffer);
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}
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cogl_handle_unref (buffer);
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cogl_handle_unref (state->box_shadow_material);
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state->box_shadow_material = COGL_INVALID_HANDLE;
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had_box_shadow = TRUE;
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}
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}
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state->alloc_width = width;
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state->alloc_height = height;
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box_shadow_spec = st_theme_node_get_box_shadow (node);
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if (had_prerendered_texture)
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{
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state->prerendered_texture = st_theme_node_prerender_background (node, width, height);
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state->prerendered_material = _st_create_texture_material (state->prerendered_texture);
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}
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if (had_box_shadow)
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state->box_shadow_material = _st_create_shadow_material (box_shadow_spec,
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state->prerendered_texture);
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}
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static void
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@ -1792,6 +1810,352 @@ st_theme_node_paint_borders (StThemeNode *node,
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}
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}
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static void
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st_theme_node_paint_sliced_shadow (StThemeNode *node,
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StThemeNodePaintState *state,
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const ClutterActorBox *box,
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guint8 paint_opacity)
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{
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guint border_radius[4];
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CoglColor color;
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StShadow *box_shadow_spec;
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gfloat xoffset, yoffset;
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gfloat width, height;
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gfloat shadow_width, shadow_height;
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gfloat xend, yend, top, bottom, left, right;
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gfloat s_top, s_bottom, s_left, s_right;
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gfloat shadow_blur_radius, x_spread_factor, y_spread_factor;
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float rectangles[8 * 9];
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gint idx;
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if (paint_opacity == 0)
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return;
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st_theme_node_reduce_border_radius (node, box->x2 - box->x1, box->y2 - box->y1, border_radius);
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box_shadow_spec = st_theme_node_get_box_shadow (node);
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/* Compute input & output areas :
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*
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* yoffset ----------------------------
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* | | | |
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* | | | |
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* | | | |
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* top ----------------------------
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* | | | |
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* | | | |
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* | | | |
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* bottom ----------------------------
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* | | | |
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* | | | |
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* | | | |
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* yend ----------------------------
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* xoffset left right xend
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*
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* s_top = top in offscreen's coordinates (0.0 - 1.0)
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* s_bottom = bottom in offscreen's coordinates (0.0 - 1.0)
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* s_left = left in offscreen's coordinates (0.0 - 1.0)
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* s_right = right in offscreen's coordinates (0.0 - 1.0)
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*/
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if (box_shadow_spec->blur == 0)
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shadow_blur_radius = 0;
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else
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shadow_blur_radius = (5 * (box_shadow_spec->blur / 2.0)) / 2;
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shadow_width = state->box_shadow_width + 2 * shadow_blur_radius;
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shadow_height = state->box_shadow_height + 2 * shadow_blur_radius;
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/* Compute input regions parameters */
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s_top = shadow_blur_radius + box_shadow_spec->blur +
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MAX (node->border_radius[ST_CORNER_TOPLEFT],
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node->border_radius[ST_CORNER_TOPRIGHT]);
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s_bottom = shadow_blur_radius + box_shadow_spec->blur +
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MAX (node->border_radius[ST_CORNER_BOTTOMLEFT],
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node->border_radius[ST_CORNER_BOTTOMRIGHT]);
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s_left = shadow_blur_radius + box_shadow_spec->blur +
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MAX (node->border_radius[ST_CORNER_TOPLEFT],
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node->border_radius[ST_CORNER_BOTTOMLEFT]);
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s_right = shadow_blur_radius + box_shadow_spec->blur +
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MAX (node->border_radius[ST_CORNER_TOPRIGHT],
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node->border_radius[ST_CORNER_BOTTOMRIGHT]);
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/* Compute output regions parameters */
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xoffset = box->x1 + box_shadow_spec->xoffset - shadow_blur_radius - box_shadow_spec->spread;
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yoffset = box->y1 + box_shadow_spec->yoffset - shadow_blur_radius - box_shadow_spec->spread;
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width = box->x2 - box->x1 + 2 * shadow_blur_radius;
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height = box->y2 - box->y1 + 2 * shadow_blur_radius;
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x_spread_factor = (width + 2 * box_shadow_spec->spread) / width;
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y_spread_factor = (height + 2 * box_shadow_spec->spread) / height;
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width += 2 * box_shadow_spec->spread;
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height += 2 * box_shadow_spec->spread;
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xend = xoffset + width;
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yend = yoffset + height;
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top = s_top * y_spread_factor;
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bottom = s_bottom * y_spread_factor;
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left = s_left * x_spread_factor;
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right = s_right * x_spread_factor;
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bottom = height - bottom;
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right = width - right;
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/* Final adjustments */
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s_top /= shadow_height;
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s_bottom /= shadow_height;
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s_left /= shadow_width;
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s_right /= shadow_width;
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s_bottom = 1.0 - s_bottom;
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s_right = 1.0 - s_right;
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top += yoffset;
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bottom += yoffset;
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left += xoffset;
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right += xoffset;
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/* Setup pipeline */
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cogl_color_set_from_4ub (&color,
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box_shadow_spec->color.red * paint_opacity / 255,
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box_shadow_spec->color.green * paint_opacity / 255,
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box_shadow_spec->color.blue * paint_opacity / 255,
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box_shadow_spec->color.alpha * paint_opacity / 255);
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cogl_color_premultiply (&color);
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cogl_material_set_layer_combine_constant (state->box_shadow_material, 0, &color);
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cogl_set_source (state->box_shadow_material);
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idx = 0;
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if (top > 0)
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{
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if (left > 0)
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{
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/* Top left corner */
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rectangles[idx++] = xoffset;
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rectangles[idx++] = yoffset;
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rectangles[idx++] = left;
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rectangles[idx++] = top;
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rectangles[idx++] = 0;
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rectangles[idx++] = 0;
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rectangles[idx++] = s_left;
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rectangles[idx++] = s_top;
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}
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/* Top middle */
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rectangles[idx++] = left;
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rectangles[idx++] = yoffset;
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rectangles[idx++] = right;
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rectangles[idx++] = top;
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rectangles[idx++] = s_left;
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rectangles[idx++] = 0;
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rectangles[idx++] = s_right;
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rectangles[idx++] = s_top;
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if (right > 0)
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{
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/* Top right corner */
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rectangles[idx++] = right;
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rectangles[idx++] = yoffset;
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rectangles[idx++] = xend;
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rectangles[idx++] = top;
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rectangles[idx++] = s_right;
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rectangles[idx++] = 0;
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rectangles[idx++] = 1;
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rectangles[idx++] = s_top;
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}
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}
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if (left > 0)
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{
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/* Left middle */
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rectangles[idx++] = xoffset;
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rectangles[idx++] = top;
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rectangles[idx++] = left;
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rectangles[idx++] = bottom;
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rectangles[idx++] = 0;
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rectangles[idx++] = s_top;
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rectangles[idx++] = s_left;
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rectangles[idx++] = s_bottom;
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}
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/* Center middle */
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rectangles[idx++] = left;
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rectangles[idx++] = top;
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rectangles[idx++] = right;
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rectangles[idx++] = bottom;
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rectangles[idx++] = s_left;
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rectangles[idx++] = s_top;
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rectangles[idx++] = s_right;
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rectangles[idx++] = s_bottom;
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if (right > 0)
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{
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/* Right middle */
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rectangles[idx++] = right;
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rectangles[idx++] = top;
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rectangles[idx++] = xend;
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rectangles[idx++] = bottom;
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rectangles[idx++] = s_right;
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rectangles[idx++] = s_top;
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rectangles[idx++] = 1;
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rectangles[idx++] = s_bottom;
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}
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if (bottom > 0)
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{
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if (left > 0)
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{
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/* Bottom left corner */
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rectangles[idx++] = xoffset;
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rectangles[idx++] = bottom;
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rectangles[idx++] = left;
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rectangles[idx++] = yend;
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rectangles[idx++] = 0;
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rectangles[idx++] = s_bottom;
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rectangles[idx++] = s_left;
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rectangles[idx++] = 1;
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}
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/* Bottom middle */
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rectangles[idx++] = left;
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rectangles[idx++] = bottom;
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rectangles[idx++] = right;
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rectangles[idx++] = yend;
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rectangles[idx++] = s_left;
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rectangles[idx++] = s_bottom;
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rectangles[idx++] = s_right;
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rectangles[idx++] = 1;
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if (right > 0)
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{
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/* Bottom right corner */
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rectangles[idx++] = right;
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rectangles[idx++] = bottom;
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rectangles[idx++] = xend;
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rectangles[idx++] = yend;
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rectangles[idx++] = s_right;
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rectangles[idx++] = s_bottom;
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rectangles[idx++] = 1;
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rectangles[idx++] = 1;
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}
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}
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cogl_rectangles_with_texture_coords (rectangles, idx / 8);
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#if 0
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/* Visual feedback on shadow's 9-slice and orignal offscreen buffer,
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for debug purposes */
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cogl_rectangle (xend, yoffset, xend + shadow_width, yoffset + shadow_height);
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cogl_set_source_color4ub (0xff, 0x0, 0x0, 0xff);
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cogl_rectangle (xoffset, top, xend, top + 1);
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cogl_rectangle (xoffset, bottom, xend, bottom + 1);
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cogl_rectangle (left, yoffset, left + 1, yend);
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cogl_rectangle (right, yoffset, right + 1, yend);
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cogl_rectangle (xend, yoffset, xend + shadow_width, yoffset + 1);
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cogl_rectangle (xend, yoffset + shadow_height, xend + shadow_width, yoffset + shadow_height + 1);
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cogl_rectangle (xend, yoffset, xend + 1, yoffset + shadow_height);
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cogl_rectangle (xend + shadow_width, yoffset, xend + shadow_width + 1, yoffset + shadow_height);
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s_top *= shadow_height;
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s_bottom *= shadow_height;
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s_left *= shadow_width;
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s_right *= shadow_width;
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cogl_rectangle (xend, yoffset + s_top, xend + shadow_width, yoffset + s_top + 1);
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cogl_rectangle (xend, yoffset + s_bottom, xend + shadow_width, yoffset + s_bottom + 1);
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cogl_rectangle (xend + s_left, yoffset, xend + s_left + 1, yoffset + shadow_height);
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cogl_rectangle (xend + s_right, yoffset, xend + s_right + 1, yoffset + shadow_height);
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#endif
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}
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static void
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st_theme_node_prerender_shadow (StThemeNode *node, StThemeNodePaintState *state)
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{
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guint border_radius[4];
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int max_borders[4];
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int center_radius, corner_id;
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CoglHandle buffer, offscreen;
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/* Get infos from the node */
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if (state->alloc_width < node->box_shadow_min_width ||
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state->alloc_height < node->box_shadow_min_height)
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st_theme_node_reduce_border_radius (node, state->alloc_width, state->alloc_height, border_radius);
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else
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for (corner_id = 0; corner_id < 4; corner_id++)
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border_radius[corner_id] = node->border_radius[corner_id];
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/* Compute maximum borders sizes */
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max_borders[ST_SIDE_TOP] = MAX (node->border_radius[ST_CORNER_TOPLEFT],
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node->border_radius[ST_CORNER_TOPRIGHT]);
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max_borders[ST_SIDE_BOTTOM] = MAX (node->border_radius[ST_CORNER_BOTTOMLEFT],
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node->border_radius[ST_CORNER_BOTTOMRIGHT]);
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max_borders[ST_SIDE_LEFT] = MAX (node->border_radius[ST_CORNER_TOPLEFT],
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node->border_radius[ST_CORNER_BOTTOMLEFT]);
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max_borders[ST_SIDE_RIGHT] = MAX (node->border_radius[ST_CORNER_TOPRIGHT],
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node->border_radius[ST_CORNER_BOTTOMRIGHT]);
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center_radius = (node->box_shadow->blur > 0) ? (2 * node->box_shadow->blur + 1) : 1;
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node->box_shadow_min_width = max_borders[ST_SIDE_LEFT] + max_borders[ST_SIDE_RIGHT] + center_radius;
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node->box_shadow_min_height = max_borders[ST_SIDE_TOP] + max_borders[ST_SIDE_BOTTOM] + center_radius;
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if (state->alloc_width < node->box_shadow_min_width ||
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state->alloc_height < node->box_shadow_min_height)
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{
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state->box_shadow_width = state->alloc_width;
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state->box_shadow_height = state->alloc_height;
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}
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else
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{
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state->box_shadow_width = node->box_shadow_min_width;
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state->box_shadow_height = node->box_shadow_min_height;
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}
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/* Render offscreen */
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buffer = cogl_texture_new_with_size (state->box_shadow_width,
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state->box_shadow_height,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY);
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offscreen = cogl_offscreen_new_to_texture (buffer);
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if (offscreen != COGL_INVALID_HANDLE)
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{
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ClutterActorBox box = { 0, 0, state->box_shadow_width, state->box_shadow_height};
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CoglColor clear_color;
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cogl_push_framebuffer (offscreen);
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cogl_ortho (0, state->box_shadow_width, state->box_shadow_height, 0, 0, 1.0);
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cogl_color_set_from_4ub (&clear_color, 0, 0, 0, 0);
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cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
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st_theme_node_paint_borders (node, state, &box, 0xFF);
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cogl_pop_framebuffer ();
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cogl_handle_unref (offscreen);
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state->box_shadow_material = _st_create_shadow_material (st_theme_node_get_box_shadow (node),
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buffer);
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}
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cogl_handle_unref (buffer);
|
||||
}
|
||||
|
||||
static void
|
||||
st_theme_node_paint_sliced_border_image (StThemeNode *node,
|
||||
float width,
|
||||
@ -1945,6 +2309,43 @@ st_theme_node_paint_outline (StThemeNode *node,
|
||||
cogl_rectangles (rects, 4);
|
||||
}
|
||||
|
||||
static gboolean
|
||||
st_theme_node_needs_new_box_shadow_for_size (StThemeNode *node,
|
||||
StThemeNodePaintState *state,
|
||||
float width,
|
||||
float height)
|
||||
{
|
||||
if (!node->rendered_once)
|
||||
return TRUE;
|
||||
|
||||
/* The allocation hasn't changed, no need to recompute a new
|
||||
box-shadow. */
|
||||
if (state->alloc_width == width ||
|
||||
state->alloc_height == height)
|
||||
return FALSE;
|
||||
|
||||
/* If there is no shadow, no need to recompute a new box-shadow. */
|
||||
if (node->box_shadow_min_width == 0 ||
|
||||
node->box_shadow_min_height == 0)
|
||||
return FALSE;
|
||||
|
||||
/* If the new size is inferior to the box-shadow minimum size (we
|
||||
already know the size has changed), we need to recompute the
|
||||
box-shadow. */
|
||||
if (width < node->box_shadow_min_width ||
|
||||
height < node->box_shadow_min_height)
|
||||
return TRUE;
|
||||
|
||||
/* Now checking whether the size of the node has crossed the minimum
|
||||
box-shadow size boundary, from below to above the minimum size .
|
||||
If that's the case, we need to recompute the box-shadow */
|
||||
if (state->alloc_width < node->box_shadow_min_width ||
|
||||
state->alloc_height < node->box_shadow_min_height)
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void
|
||||
st_theme_node_paint (StThemeNode *node,
|
||||
StThemeNodePaintState *state,
|
||||
@ -1964,11 +2365,13 @@ st_theme_node_paint (StThemeNode *node,
|
||||
if (width <= 0 || height <= 0)
|
||||
return;
|
||||
|
||||
if (state->alloc_width != width || state->alloc_height != height)
|
||||
{
|
||||
state->node = node;
|
||||
st_theme_node_render_resources (node, state, width, height);
|
||||
}
|
||||
state->node = node;
|
||||
if (st_theme_node_needs_new_box_shadow_for_size (node, state, width, height))
|
||||
st_theme_node_render_resources (node, state, width, height);
|
||||
else
|
||||
st_theme_node_update_resources (node, state, width, height);
|
||||
|
||||
node->rendered_once = TRUE;
|
||||
|
||||
/* Rough notes about the relationship of borders and backgrounds in CSS3;
|
||||
* see http://www.w3.org/TR/css3-background/ for more accurate details.
|
||||
@ -1997,10 +2400,19 @@ st_theme_node_paint (StThemeNode *node,
|
||||
*/
|
||||
|
||||
if (state->box_shadow_material)
|
||||
_st_paint_shadow_with_opacity (node->box_shadow,
|
||||
state->box_shadow_material,
|
||||
&allocation,
|
||||
paint_opacity);
|
||||
{
|
||||
if (state->alloc_width < node->box_shadow_min_width ||
|
||||
state->alloc_height < node->box_shadow_min_height)
|
||||
_st_paint_shadow_with_opacity (node->box_shadow,
|
||||
state->box_shadow_material,
|
||||
&allocation,
|
||||
paint_opacity);
|
||||
else
|
||||
st_theme_node_paint_sliced_shadow (node,
|
||||
state,
|
||||
&allocation,
|
||||
paint_opacity);
|
||||
}
|
||||
|
||||
if (state->prerendered_material != COGL_INVALID_HANDLE ||
|
||||
st_theme_node_load_border_image (node))
|
||||
@ -2124,6 +2536,8 @@ st_theme_node_paint_state_copy (StThemeNodePaintState *state,
|
||||
|
||||
state->alloc_width = other->alloc_width;
|
||||
state->alloc_height = other->alloc_height;
|
||||
state->box_shadow_width = other->box_shadow_width;
|
||||
state->box_shadow_height = other->box_shadow_height;
|
||||
|
||||
if (other->box_shadow_material)
|
||||
state->box_shadow_material = cogl_handle_ref (other->box_shadow_material);
|
||||
|
@ -99,6 +99,10 @@ struct _StThemeNode {
|
||||
guint background_image_shadow_computed : 1;
|
||||
guint text_shadow_computed : 1;
|
||||
guint link_type : 2;
|
||||
guint rendered_once : 1;
|
||||
|
||||
int box_shadow_min_width;
|
||||
int box_shadow_min_height;
|
||||
|
||||
CoglHandle border_slices_texture;
|
||||
CoglHandle border_slices_material;
|
||||
|
@ -102,6 +102,9 @@ struct _StThemeNodePaintState {
|
||||
float alloc_width;
|
||||
float alloc_height;
|
||||
|
||||
float box_shadow_width;
|
||||
float box_shadow_height;
|
||||
|
||||
CoglHandle box_shadow_material;
|
||||
CoglHandle prerendered_texture;
|
||||
CoglHandle prerendered_material;
|
||||
|
Loading…
Reference in New Issue
Block a user