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gl renderer: Render fallback nodes upside down
We stuff both gl-drawn and cairo-drawn textures into the same cache, so we can't really assume that we need to draw any of them flipped or not. Fix this by drawing fallback stuff upside down and then using upside-down vertex data for everything. Fixes #1897
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@ -430,9 +430,12 @@ rounded_rect_to_floats (GskGLRenderer *self,
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static inline void
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render_fallback_node (GskGLRenderer *self,
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GskRenderNode *node,
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RenderOpBuilder *builder,
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const GskQuadVertex *vertex_data)
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RenderOpBuilder *builder)
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{
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const 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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const 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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const float scale = ops_get_scale (builder);
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const int surface_width = ceilf (node->bounds.size.width) * scale;
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const int surface_height = ceilf (node->bounds.size.height) * scale;
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@ -440,6 +443,16 @@ render_fallback_node (GskGLRenderer *self,
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cairo_t *cr;
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int cached_id;
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int texture_id;
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const GskQuadVertex offscreen_vertex_data[GL_N_VERTICES] = {
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{ { min_x, min_y }, { 0, 1 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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{ { max_x, max_y }, { 1, 0 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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};
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if (surface_width <= 0 ||
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surface_height <= 0)
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@ -451,7 +464,7 @@ render_fallback_node (GskGLRenderer *self,
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{
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ops_set_program (builder, &self->blit_program);
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ops_set_texture (builder, cached_id);
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ops_draw (builder, vertex_data);
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ops_draw (builder, offscreen_vertex_data);
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return;
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}
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@ -461,8 +474,10 @@ render_fallback_node (GskGLRenderer *self,
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cairo_surface_set_device_scale (surface, scale, scale);
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cr = cairo_create (surface);
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/* We draw upside down here, so it matches what GL does. */
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cairo_save (cr);
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cairo_translate (cr, -node->bounds.origin.x, -node->bounds.origin.y);
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cairo_scale (cr, 1, -1);
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cairo_translate (cr, -node->bounds.origin.x, ceilf (-node->bounds.origin.y - node->bounds.size.height));
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gsk_render_node_draw (node, cr);
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cairo_restore (cr);
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@ -496,7 +511,7 @@ render_fallback_node (GskGLRenderer *self,
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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_draw (builder, vertex_data);
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ops_draw (builder, offscreen_vertex_data);
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}
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static inline void
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@ -1330,7 +1345,7 @@ render_inset_shadow_node (GskGLRenderer *self,
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/* TODO: Implement blurred inset shadows as well */
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if (gsk_inset_shadow_node_get_blur_radius (node) > 0)
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{
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render_fallback_node (self, node, builder, vertex_data);
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render_fallback_node (self, node, builder);
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return;
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}
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@ -1775,7 +1790,7 @@ render_shadow_node (GskGLRenderer *self,
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if (shadow->radius > 0)
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{
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render_fallback_node (self, node, builder, vertex_data);
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render_fallback_node (self, node, builder);
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return;
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}
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}
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@ -2670,7 +2685,7 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
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case GSK_CAIRO_NODE:
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default:
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{
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render_fallback_node (self, node, builder, vertex_data);
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render_fallback_node (self, node, builder);
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}
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}
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}
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