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ngl: Avoid huge intermediate textures
Instead of rendering the unclipped child to a texture (and risking blowing the texture size limit, and bad downscaling), just render the clipped region, and live with the fact that we can't cache the rendered texture. This avoid bad artifacts when scrolling long textviews in rounded clips.
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@ -1498,21 +1498,14 @@ gsk_ngl_render_job_visit_clipped_child (GskNglRenderJob *job,
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}
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else
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{
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GskRoundedRect scaled_clip;
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GskNglRenderOffscreen offscreen = {0};
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offscreen.bounds = &child->bounds;
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offscreen.bounds = clip;
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offscreen.force_offscreen = TRUE;
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offscreen.reset_clip = FALSE;
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offscreen.reset_clip = TRUE;
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offscreen.do_not_cache = TRUE;
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scaled_clip = GSK_ROUNDED_RECT_INIT ((job->offset_x + clip->origin.x) * job->scale_x,
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(job->offset_y + clip->origin.y) * job->scale_y,
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clip->size.width * job->scale_x,
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clip->size.height * job->scale_y);
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gsk_ngl_render_job_push_clip (job, &scaled_clip);
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gsk_ngl_render_job_visit_node_with_offscreen (job, child, &offscreen);
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gsk_ngl_render_job_pop_clip (job);
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g_assert (offscreen.texture_id);
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@ -1522,7 +1515,7 @@ gsk_ngl_render_job_visit_clipped_child (GskNglRenderJob *job,
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GL_TEXTURE_2D,
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GL_TEXTURE0,
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offscreen.texture_id);
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gsk_ngl_render_job_draw_offscreen_rect (job, &child->bounds);
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gsk_ngl_render_job_draw_offscreen_rect (job, clip);
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gsk_ngl_render_job_end_draw (job);
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}
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}
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