private void PaintSubTree(VisualElement root, Matrix4x4 offset, bool shouldClip, bool shouldCache, Rect currentGlobalClip)
        {
            if (root == null || root.panel != panel)
            {
                return;
            }

            if (root.visible == false ||
                root.style.opacity.GetSpecifiedValueOrDefault(1.0f) < Mathf.Epsilon)
            {
                return;
            }

            // update clip
            if (root.ShouldClip())
            {
                var worldBound = VisualElement.ComputeAAAlignedBound(root.rect, offset * root.worldTransform);
                // are we and our children clipped?
                if (!worldBound.Overlaps(currentGlobalClip))
                {
                    return;
                }

                float x1 = Mathf.Max(worldBound.x, currentGlobalClip.x);
                float x2 = Mathf.Min(worldBound.xMax, currentGlobalClip.xMax);
                float y1 = Mathf.Max(worldBound.y, currentGlobalClip.y);
                float y2 = Mathf.Min(worldBound.yMax, currentGlobalClip.yMax);

                // new global clip and hierarchical clip space option.
                currentGlobalClip = new Rect(x1, y1, x2 - x1, y2 - y1);
                shouldClip        = true;
                shouldCache       = root.clippingOptions == VisualElement.ClippingOptions.ClipAndCacheContents;
            }
            else
            {
                //since our children are not clipped, there is no early out.
            }

            // Check for the rotated space - clipping issue.
            if (!m_WhinedOnceAboutRotatedClipSpaceThisFrame && shouldClip && !shouldCache && DoesMatrixHaveUnsupportedRotation(root.worldTransform))
            {
                Debug.LogError("Panel.PaintSubTree - Rotated clip-spaces are only supported by the VisualElement.ClippingOptions.ClipAndCacheContents mode. First offending Panel:'" + root.name + "'.");
                m_WhinedOnceAboutRotatedClipSpaceThisFrame = true;
            }

            var prevElement = m_StylePainter.currentElement;

            m_StylePainter.currentElement = root;

            var repaintData = panel.repaintData;

            if (ShouldUsePixelCache(root))
            {
                // now actually paint the texture to previous group
                // validate cache texture size first
                var worldBound = root.worldBound;

                Rect alignedRect;
                int  textureWidth, textureHeight;
                repaintData.currentWorldClip = currentGlobalClip;
                repaintData.currentOffset    = offset;
                using (new GUIClip.ParentClipScope(offset * root.worldTransform, currentGlobalClip))
                {
                    alignedRect = GUIUtility.AlignRectToDevice(root.rect, out textureWidth, out textureHeight);
                }

                // Prevent the texture size from going empty, which may occur if the element has a sub-pixel size
                textureWidth  = Math.Max(textureWidth, 1);
                textureHeight = Math.Max(textureHeight, 1);

                var cache = root.renderData.pixelCache;

                if (cache != null &&
                    (cache.width != textureWidth || cache.height != textureHeight) &&
                    (!panel.keepPixelCacheOnWorldBoundChange || m_RepaintList.Contains(root)))
                {
                    Object.DestroyImmediate(cache);
                    cache = root.renderData.pixelCache = null;
                }

                // if the child node world transforms are not up to date due to changes below the pixel cache this is fine.
                if (m_RepaintList.Contains(root) ||
                    root.renderData.pixelCache == null ||
                    !root.renderData.pixelCache.IsCreated())
                {
                    // Recreate as needed
                    if (cache == null)
                    {
                        root.renderData.pixelCache = cache = new RenderTexture(
                            textureWidth,
                            textureHeight,
                            32,         // depth
                            RenderTextureFormat.ARGB32,
                            RenderTextureReadWrite.Linear);
                    }

                    bool hasRoundedBorderRects = (root.style.borderTopLeftRadius > 0 ||
                                                  root.style.borderTopRightRadius > 0 ||
                                                  root.style.borderBottomLeftRadius > 0 ||
                                                  root.style.borderBottomRightRadius > 0);

                    RenderTexture temporaryTexture = null;
                    var           old = RenderTexture.active;

                    try
                    {
                        // We first render to a temp texture, then blit the result into the result pixelCache again to mask the rounder corners
                        if (hasRoundedBorderRects)
                        {
                            // This should be an sRGB texture to conform with editor texture guidelines, however
                            // converting the cache to sRGB requires a shader to do it, and this whole pixel cache
                            // thing is slated to go away, so we take a short-cut here and use a linear texture
                            // along with the use of manualTex2SRGBEnabled to get the correct results.
                            temporaryTexture = cache = RenderTexture.GetTemporary(textureWidth, textureHeight, 32,
                                                                                  RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
                        }

                        // render the texture again to clip the round rect borders
                        RenderTexture.active = cache;

                        GL.Clear(true, true, new Color(0, 0, 0, 0));

                        // Calculate the offset required to translate the origin of the rect to the upper left corner
                        // of the pixel cache. We need to round because the rect will be rounded when rendered.
                        Rect worldAlignedRect = root.LocalToWorld(alignedRect);
                        var  childrenOffset   = Matrix4x4.Translate(new Vector3(-worldAlignedRect.x, -worldAlignedRect.y, 0));

                        Matrix4x4 offsetWorldTransform = childrenOffset * root.worldTransform;

                        // reset clipping
                        var textureClip = new Rect(0, 0, worldAlignedRect.width, worldAlignedRect.height);
                        repaintData.currentOffset = childrenOffset;

                        using (new GUIClip.ParentClipScope(offsetWorldTransform, textureClip))
                        {
                            // Paint self
                            repaintData.currentWorldClip = textureClip;

                            m_StylePainter.opacity = root.style.opacity.GetSpecifiedValueOrDefault(1.0f);
                            root.Repaint(m_StylePainter);
                            m_StylePainter.opacity = 1.0f;

                            PaintSubTreeChildren(root, childrenOffset, shouldClip, shouldCache, textureClip);
                        }

                        if (hasRoundedBorderRects)
                        {
                            RenderTexture.active = root.renderData.pixelCache;

                            bool oldManualTex2SRGBEnabled = GUIUtility.manualTex2SRGBEnabled;
                            GUIUtility.manualTex2SRGBEnabled = false;
                            using (new GUIClip.ParentClipScope(Matrix4x4.identity, textureClip))
                            {
                                GL.Clear(true, true, new Color(0, 0, 0, 0));

                                var textureParams = TextureStylePainterParameters.GetDefault(root);
                                textureParams.color     = Color.white;
                                textureParams.texture   = cache;
                                textureParams.scaleMode = ScaleMode.StretchToFill;
                                textureParams.rect      = textureClip;

                                textureParams.border.SetWidth(0.0f);

                                // The rect of the temporary texture implicitly carries the scale factor of the
                                // transform. Since we are blitting with an identity matrix, we need to scale the
                                // radius manually.
                                // We assume uniform positive scaling without rotations.
                                Vector4 toScale     = new Vector4(1, 0, 0, 0);
                                Vector4 scaled      = offsetWorldTransform * toScale;
                                float   radiusScale = scaled.x;
                                textureParams.border.SetRadius(
                                    textureParams.border.topLeftRadius * radiusScale,
                                    textureParams.border.topRightRadius * radiusScale,
                                    textureParams.border.bottomRightRadius * radiusScale,
                                    textureParams.border.bottomLeftRadius * radiusScale);

                                // No border is drawn but the rounded corners are clipped properly.
                                // Use premultiply alpha to avoid blending again.
                                textureParams.usePremultiplyAlpha = true;
                                m_StylePainter.DrawTexture(textureParams);
                            }

                            // Redraw the border (border was already drawn in first root.DoRepaint call).
                            using (new GUIClip.ParentClipScope(offsetWorldTransform, textureClip))
                            {
                                m_StylePainter.DrawBorder();
                            }
                            GUIUtility.manualTex2SRGBEnabled = oldManualTex2SRGBEnabled;
                        }
                    }
                    finally
                    {
                        cache = null;
                        if (temporaryTexture != null)
                        {
                            RenderTexture.ReleaseTemporary(temporaryTexture);
                        }
                        RenderTexture.active = old;
                    }
                }

                // now actually paint the texture to previous group
                repaintData.currentWorldClip = currentGlobalClip;
                repaintData.currentOffset    = offset;

                bool oldManualTex2SRGBEnabled2 = GUIUtility.manualTex2SRGBEnabled;
                GUIUtility.manualTex2SRGBEnabled = false;
                using (new GUIClip.ParentClipScope(offset * root.worldTransform, currentGlobalClip))
                {
                    var painterParams = new TextureStylePainterParameters
                    {
                        rect                = GUIUtility.AlignRectToDevice(root.rect),
                        uv                  = new Rect(0, 0, 1, 1),
                        texture             = root.renderData.pixelCache,
                        color               = Color.white,
                        scaleMode           = ScaleMode.StretchToFill,
                        usePremultiplyAlpha = true
                    };

                    // We must not reapply the editor Play Mode Tint if it was already applied !
                    var playModeTint = UIElementsUtility.editorPlayModeTintColor;
                    UIElementsUtility.editorPlayModeTintColor = Color.white;

                    m_StylePainter.DrawTexture(painterParams);
                    UIElementsUtility.editorPlayModeTintColor = playModeTint;
                }
                GUIUtility.manualTex2SRGBEnabled = oldManualTex2SRGBEnabled2;
            }
            else
            {
                repaintData.currentOffset = offset;

                using (new GUIClip.ParentClipScope(offset * root.worldTransform, currentGlobalClip))
                {
                    repaintData.currentWorldClip = currentGlobalClip;
                    repaintData.mousePosition    = root.worldTransform.inverse.MultiplyPoint3x4(repaintData.repaintEvent.mousePosition);

                    m_StylePainter.opacity = root.style.opacity.GetSpecifiedValueOrDefault(1.0f);
                    root.Repaint(m_StylePainter);
                    m_StylePainter.opacity = 1.0f;


                    PaintSubTreeChildren(root, offset, shouldClip, shouldCache, currentGlobalClip);
                }
            }

            m_StylePainter.currentElement = prevElement;
        }