gpu: build gpu data also when outside window

This commit fixes a bug where a shape first drawn off-screen
and later moved into screen would not display properly. Since we
cache CPU operations (vertex transform / construction) we need to
upload the constructed data to the GPU after it was build, or a later
frame will use non-initialized memory for it's draw call.

Note that this fix removes the optimization of not processing clip
paths outside the screen - but this is assumed to be uncommon except
when it is first drawn off screen to later be moved in (e.g. in a scrolling list)
in which case we do want to upload the data and prepare for that later
call.

This commit also does a few minor clean ups and adds a test case.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
This commit is contained in:
Viktor
2020-06-20 23:30:01 +02:00
committed by Elias Naur
parent 901478d102
commit cee045bf92
7 changed files with 108 additions and 14 deletions
+3 -2
View File
@@ -28,8 +28,9 @@ type opCache struct {
type opCacheValue struct {
data pathData
bounds f32.Rectangle
key ops.Key
keep bool
// the fields below are handled by opCache
key ops.Key
keep bool
}
func newResourceCache() *resourceCache {
+2 -5
View File
@@ -706,9 +706,9 @@ func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey ops.Key, boun
// split a transform into two parts, one which is pur offset and the
// other representing the scaling, shearing and rotation part
func splitTransform(t f32.Affine2D) (srs f32.Affine2D, offset f32.Point) {
sx, hx, ox, sy, hy, oy := t.Elems()
sx, hx, ox, hy, sy, oy := t.Elems()
offset = f32.Point{X: ox, Y: oy}
srs = f32.NewAffine2D(sx, hx, 0, sy, hy, 0)
srs = f32.NewAffine2D(sx, hx, 0, hy, sy, 0)
return
}
@@ -752,9 +752,6 @@ loop:
auxKey.SetTransform(trans)
}
state.clip = state.clip.Intersect(op.bounds.Add(off))
if state.clip.Empty() {
continue
}
d.addClipPath(&state, aux, auxKey, op.bounds, off)
aux = nil
auxKey = ops.Key{}