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gl renderer: Limit texture node size to clip
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@ -579,17 +579,24 @@ render_color_node (GskGLRenderer *self,
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}
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static inline void
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static inline void
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render_texture_node (GskGLRenderer *self,
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render_texture_node (GskGLRenderer *self,
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GskRenderNode *node,
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GskRenderNode *node,
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RenderOpBuilder *builder)
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RenderOpBuilder *builder)
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{
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{
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const float min_x = builder->dx + node->bounds.origin.x;
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float min_x = builder->dx + node->bounds.origin.x;
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const float min_y = builder->dy + node->bounds.origin.y;
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float min_y = builder->dy + node->bounds.origin.y;
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const float max_x = min_x + node->bounds.size.width;
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float max_x = min_x + node->bounds.size.width;
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const float max_y = min_y + node->bounds.size.height;
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float max_y = min_y + node->bounds.size.height;
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GdkTexture *texture = gsk_texture_node_get_texture (node);
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GdkTexture *texture = gsk_texture_node_get_texture (node);
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int gl_min_filter = GL_NEAREST, gl_mag_filter = GL_NEAREST;
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int gl_min_filter = GL_NEAREST, gl_mag_filter = GL_NEAREST;
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int texture_id;
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int texture_id;
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const GskRoundedRect *clip = &builder->current_clip;
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graphene_rect_t node_bounds = node->bounds;
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float tx1, ty1, tx2, ty2; /* texture coords */
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/* Offset the node position and apply the modelview here already */
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graphene_rect_offset (&node_bounds, builder->dx, builder->dy);
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graphene_matrix_transform_bounds (&builder->current_modelview, &node_bounds, &node_bounds);
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get_gl_scaling_filters (node, &gl_min_filter, &gl_mag_filter);
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get_gl_scaling_filters (node, &gl_min_filter, &gl_mag_filter);
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@ -600,28 +607,63 @@ render_texture_node (GskGLRenderer *self,
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ops_set_program (builder, &self->blit_program);
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ops_set_program (builder, &self->blit_program);
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ops_set_texture (builder, texture_id);
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ops_set_texture (builder, texture_id);
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if (!graphene_rect_contains_rect (&clip->bounds, &node_bounds))
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{
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const float scale_x = node->bounds.size.width / gdk_texture_get_width (texture);
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const float scale_y = node->bounds.size.height / gdk_texture_get_height (texture);
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graphene_matrix_t inverse_transform;
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graphene_rect_t intersection;
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graphene_rect_intersection (&clip->bounds, &node_bounds, &intersection);
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/* The texture is completely outside of the current clip bounds */
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if (graphene_rect_equal (&intersection, graphene_rect_zero ()))
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return;
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tx1 = (intersection.origin.x - node_bounds.origin.x) / gdk_texture_get_width (texture) / scale_x;
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ty1 = (intersection.origin.y - node_bounds.origin.y) / gdk_texture_get_height (texture) / scale_y;
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tx2 = tx1 + (intersection.size.width / gdk_texture_get_width (texture)) / scale_x;
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ty2 = ty1 + (intersection.size.height / gdk_texture_get_height (texture)) / scale_y;
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/* Invert intersection again, since we will apply the modelview once more in the shader */
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graphene_matrix_inverse (&builder->current_modelview, &inverse_transform);
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graphene_matrix_transform_bounds (&inverse_transform, &intersection, &intersection);
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min_x = intersection.origin.x;
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min_y = intersection.origin.y;
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max_x = min_x + intersection.size.width;
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max_y = min_y + intersection.size.height;
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}
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else
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{
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/* The whole thing */
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tx1 = 0;
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ty1 = 0;
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tx2 = 1;
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ty2 = 1;
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}
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if (GDK_IS_GL_TEXTURE (texture))
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if (GDK_IS_GL_TEXTURE (texture))
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{
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{
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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{ { min_x, min_y }, { 0, 1 }, },
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{ { min_x, min_y }, { tx1, ty2 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { min_x, max_y }, { tx1, ty1 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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{ { max_x, min_y }, { tx2, ty2 }, },
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{ { max_x, max_y }, { 1, 0 }, },
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{ { max_x, max_y }, { tx2, ty1 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { min_x, max_y }, { tx1, ty1 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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{ { max_x, min_y }, { tx2, ty2 }, },
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});
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});
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}
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}
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else
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else
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{
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{
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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{ { min_x, min_y }, { 0, 0 }, },
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{ { min_x, min_y }, { tx1, ty1 }, },
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{ { min_x, max_y }, { 0, 1 }, },
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{ { min_x, max_y }, { tx1, ty2 }, },
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{ { max_x, min_y }, { 1, 0 }, },
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{ { max_x, min_y }, { tx2, ty1 }, },
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{ { max_x, max_y }, { 1, 1 }, },
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{ { max_x, max_y }, { tx2, ty2 }, },
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{ { min_x, max_y }, { 0, 1 }, },
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{ { min_x, max_y }, { tx1, ty2 }, },
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{ { max_x, min_y }, { 1, 0 }, },
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{ { max_x, min_y }, { tx2, ty1 }, },
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});
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});
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}
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}
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}
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}
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