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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>
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@@ -28,8 +28,9 @@ type opCache struct {
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type opCacheValue struct {
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data pathData
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bounds f32.Rectangle
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key ops.Key
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keep bool
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// the fields below are handled by opCache
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key ops.Key
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keep bool
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}
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func newResourceCache() *resourceCache {
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