fix: reduce shader usage

This commit is contained in:
2026-10-23 00:05:08 +02:00
parent 6781078467
commit 36cddc96c3
32 changed files with 959 additions and 84 deletions
+9
View File
@@ -240,6 +240,8 @@ void BlobShape::updatePolish() {
m_cachedInvertedRadius = 0;
memset(m_cachedInvertedOuter, 0, sizeof(m_cachedInvertedOuter));
memset(m_cachedInvertedInner, 0, sizeof(m_cachedInvertedInner));
memset(
m_cachedInvertedOuterRadii, 0, sizeof(m_cachedInvertedOuterRadii));
auto* inv = m_group->invertedRect();
if (inv) {
@@ -290,6 +292,9 @@ void BlobShape::updatePolish() {
m_cachedInvertedInner[1] = innerCY;
m_cachedInvertedInner[2] = innerHW;
m_cachedInvertedInner[3] = innerHH;
static_cast<BlobShape*>(inv)->outerCornerRadii(
m_cachedInvertedOuterRadii);
}
}
@@ -417,6 +422,10 @@ QSGNode* BlobShape::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) {
material->m_invertedInner,
m_cachedInvertedInner,
sizeof(m_cachedInvertedInner));
memcpy(
material->m_invertedOuterRadii,
m_cachedInvertedOuterRadii,
sizeof(m_cachedInvertedOuterRadii));
const int count =
static_cast<int>(qMin(m_cachedRects.size(), qsizetype(16)));