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shadow-factory: Replace implicit API by explicit counterparts
MetaShadow.paint() uses Cogl implicit APIs (cogl_rectangle* ones, in this case) to paint shadows with the shadow pipeline. Replace those calls by cogl_framebuffer_draw_textured_rectangle() calls, that achieve the exact same result but with the non-deprecated API.
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@ -212,6 +212,7 @@ meta_shadow_paint (MetaShadow *shadow,
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cairo_region_t *clip,
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cairo_region_t *clip,
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gboolean clip_strictly)
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gboolean clip_strictly)
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{
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{
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CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
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float texture_width = cogl_texture_get_width (shadow->texture);
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float texture_width = cogl_texture_get_width (shadow->texture);
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float texture_height = cogl_texture_get_height (shadow->texture);
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float texture_height = cogl_texture_get_height (shadow->texture);
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int i, j;
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int i, j;
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@ -224,8 +225,6 @@ meta_shadow_paint (MetaShadow *shadow,
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cogl_pipeline_set_color4ub (shadow->pipeline,
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cogl_pipeline_set_color4ub (shadow->pipeline,
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opacity, opacity, opacity, opacity);
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opacity, opacity, opacity, opacity);
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cogl_set_source (shadow->pipeline);
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if (shadow->scale_width)
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if (shadow->scale_width)
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{
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{
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n_x = 3;
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n_x = 3;
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@ -309,7 +308,9 @@ meta_shadow_paint (MetaShadow *shadow,
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if (overlap == CAIRO_REGION_OVERLAP_IN ||
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if (overlap == CAIRO_REGION_OVERLAP_IN ||
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(overlap == CAIRO_REGION_OVERLAP_PART && !clip_strictly))
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(overlap == CAIRO_REGION_OVERLAP_PART && !clip_strictly))
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{
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{
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cogl_rectangle_with_texture_coords (dest_x[i], dest_y[j],
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cogl_framebuffer_draw_textured_rectangle (framebuffer,
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shadow->pipeline,
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dest_x[i], dest_y[j],
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dest_x[i + 1], dest_y[j + 1],
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dest_x[i + 1], dest_y[j + 1],
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src_x[i], src_y[j],
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src_x[i], src_y[j],
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src_x[i + 1], src_y[j + 1]);
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src_x[i + 1], src_y[j + 1]);
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@ -343,7 +344,9 @@ meta_shadow_paint (MetaShadow *shadow,
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src_y2 = (src_y[j] * (dest_rect.y + dest_rect.height - (rect.y + rect.height)) +
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src_y2 = (src_y[j] * (dest_rect.y + dest_rect.height - (rect.y + rect.height)) +
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src_y[j + 1] * (rect.y + rect.height - dest_rect.y)) / dest_rect.height;
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src_y[j + 1] * (rect.y + rect.height - dest_rect.y)) / dest_rect.height;
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cogl_rectangle_with_texture_coords (rect.x, rect.y,
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cogl_framebuffer_draw_textured_rectangle (framebuffer,
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shadow->pipeline,
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rect.x, rect.y,
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rect.x + rect.width, rect.y + rect.height,
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rect.x + rect.width, rect.y + rect.height,
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src_x1, src_y1, src_x2, src_y2);
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src_x1, src_y1, src_x2, src_y2);
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}
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}
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