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LibAccelGfx: Remove ability to change target canvas in painter

It is easier to build painter assuming target canvas won't change and
we don't use this api anyway :)
This commit is contained in:
Aliaksandr Kalenik 2023-12-16 16:36:58 +01:00 committed by Andreas Kling
parent 161082e282
commit 4a2a37275e
3 changed files with 13 additions and 23 deletions

View file

@ -13,9 +13,8 @@ PaintingCommandExecutorGPU::PaintingCommandExecutorGPU(AccelGfx::Context& contex
: m_target_bitmap(bitmap)
, m_context(context)
{
auto painter = AccelGfx::Painter::create(m_context);
auto canvas = AccelGfx::Canvas::create(bitmap.size());
painter->set_target_canvas(canvas);
auto painter = AccelGfx::Painter::create(m_context, canvas);
m_stacking_contexts.append({ .canvas = canvas,
.painter = move(painter),
.opacity = 1.0f,
@ -115,9 +114,8 @@ CommandResult PaintingCommandExecutorGPU::push_stacking_context(float opacity, b
final_transform.multiply(stacking_context_transform);
final_transform.multiply(inverse_origin_translation);
if (opacity < 1 || !stacking_context_transform.is_identity_or_translation()) {
auto painter = AccelGfx::Painter::create(m_context);
auto canvas = AccelGfx::Canvas::create(source_paintable_rect.size());
painter->set_target_canvas(canvas);
auto painter = AccelGfx::Painter::create(m_context, canvas);
painter->translate(-source_paintable_rect.location().to_type<float>());
painter->clear(Color::Transparent);
m_stacking_contexts.append({ .canvas = canvas,
@ -169,8 +167,7 @@ CommandResult PaintingCommandExecutorGPU::paint_inner_box_shadow(PaintOuterBoxSh
CommandResult PaintingCommandExecutorGPU::paint_text_shadow(int blur_radius, Gfx::IntRect const& shadow_bounding_rect, Gfx::IntRect const& text_rect, Span<Gfx::DrawGlyphOrEmoji const> glyph_run, Color const& color, int fragment_baseline, Gfx::IntPoint const& draw_location)
{
auto text_shadow_canvas = AccelGfx::Canvas::create(shadow_bounding_rect.size());
auto text_shadow_painter = AccelGfx::Painter::create(m_context);
text_shadow_painter->set_target_canvas(text_shadow_canvas);
auto text_shadow_painter = AccelGfx::Painter::create(m_context, text_shadow_canvas);
text_shadow_painter->clear(color.with_alpha(0));
Gfx::FloatRect const shadow_location { draw_location, shadow_bounding_rect.size() };
@ -183,8 +180,7 @@ CommandResult PaintingCommandExecutorGPU::paint_text_shadow(int blur_radius, Gfx
}
auto horizontal_blur_canvas = AccelGfx::Canvas::create(shadow_bounding_rect.size());
auto horizontal_blur_painter = AccelGfx::Painter::create(m_context);
horizontal_blur_painter->set_target_canvas(horizontal_blur_canvas);
auto horizontal_blur_painter = AccelGfx::Painter::create(m_context, horizontal_blur_canvas);
horizontal_blur_painter->clear(color.with_alpha(0));
horizontal_blur_painter->blit_blurred_canvas(shadow_bounding_rect.to_type<float>(), *text_shadow_canvas, blur_radius, AccelGfx::Painter::BlurDirection::Horizontal);
painter().blit_blurred_canvas(shadow_location, *horizontal_blur_canvas, blur_radius, AccelGfx::Painter::BlurDirection::Vertical);