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gsk: Normalize rects in GLSL
Our coverage computation only works for well-behaved rects and rounded rects. But our modelview transform might flip x or y around, causing things to fail. Add functions to normalize rects and rounded rects, and use it whenever we transform a rounded rect in GLSL.
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@ -19,6 +19,9 @@ void main() {
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gsk_rounded_rect_transform(outside, u_modelview);
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gsk_rounded_rect_transform(inside, u_modelview);
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gsk_rounded_rect_normalize(outside);
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gsk_rounded_rect_normalize(inside);
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gsk_rounded_rect_encode(outside, transformed_outside_outline);
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gsk_rounded_rect_encode(inside, transformed_inside_outline);
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}
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@ -34,10 +37,9 @@ _IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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vec2 frag = gsk_get_frag_coord();
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float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
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gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
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0.0, 1.0);
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float outer_coverage = gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag);
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float inner_coverage = gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag);
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float alpha = clamp(outer_coverage - inner_coverage, 0.0, 1.0);
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gskSetScaledOutputColor(final_color, alpha);
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}
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@ -21,6 +21,9 @@ void main() {
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gsk_rounded_rect_transform(outside, u_modelview);
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gsk_rounded_rect_transform(inside, u_modelview);
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gsk_rounded_rect_normalize(outside);
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gsk_rounded_rect_normalize(inside);
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gsk_rounded_rect_encode(outside, transformed_outside_outline);
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gsk_rounded_rect_encode(inside, transformed_inside_outline);
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}
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@ -22,6 +22,9 @@ void main() {
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gsk_rounded_rect_transform(outside, u_modelview);
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gsk_rounded_rect_transform(inside, u_modelview);
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gsk_rounded_rect_normalize(outside);
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gsk_rounded_rect_normalize(inside);
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gsk_rounded_rect_encode(outside, transformed_outside_outline);
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gsk_rounded_rect_encode(inside, transformed_inside_outline);
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}
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@ -15,6 +15,7 @@ void main() {
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GskRoundedRect outline = gsk_create_rect(u_outline_rect);
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gsk_rounded_rect_transform(outline, u_modelview);
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gsk_rounded_rect_normalize(outline);
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gsk_rounded_rect_encode(outline, transformed_outline);
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}
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@ -16,11 +16,15 @@ _IN_ vec2 vUv;
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GskRoundedRect gsk_decode_rect(_GSK_ROUNDED_RECT_UNIFORM_ r)
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{
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GskRoundedRect rect;
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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return GskRoundedRect(r[0], r[1], r[2]);
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rect = GskRoundedRect(r[0], r[1], r[2]);
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#else
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return r;
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rect = r;
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#endif
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gsk_rounded_rect_normalize (rect);
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return rect;
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}
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float
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@ -22,6 +22,55 @@ struct GskRoundedRect
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vec4 corner_points2; // xy = bottom right, zw = bottom left
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};
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void gsk_rounded_rect_normalize(inout GskRoundedRect r)
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{
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if (r.bounds.x > r.bounds.z)
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{
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float t = r.bounds.x;
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r.bounds.x = r.bounds.z;
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r.bounds.z = t;
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vec2 c = r.corner_points1.xy;
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r.corner_points1.xy = r.corner_points1.zw;
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r.corner_points1.zw = c;
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c = r.corner_points2.xy;
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r.corner_points2.xy = r.corner_points2.zw;
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r.corner_points2.zw = c;
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}
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if (r.bounds.y > r.bounds.w)
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{
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float t = r.bounds.y;
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r.bounds.y = r.bounds.w;
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r.bounds.w = t;
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vec2 c = r.corner_points1.xy;
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r.corner_points1.xy = r.corner_points2.xy;
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r.corner_points2.xy = c;
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c = r.corner_points1.zw;
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r.corner_points1.zw = r.corner_points2.zw;
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r.corner_points2.zw = c;
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}
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}
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void gsk_bounds_normalize (inout vec4 bounds)
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{
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if (bounds.x > bounds.z)
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{
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float t = bounds.x;
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bounds.x = bounds.z;
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bounds.z = t;
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}
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if (bounds.y > bounds.w)
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{
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float t = bounds.y;
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bounds.y = bounds.w;
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bounds.w = t;
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}
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}
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// Transform from a C GskRoundedRect to what we need.
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GskRoundedRect
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gsk_create_rect(vec4[3] data)
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@ -33,13 +82,21 @@ gsk_create_rect(vec4[3] data)
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vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)),
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bounds.xw + vec2(data[2].zw * vec2(1, -1)));
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return GskRoundedRect(bounds, corner_points1, corner_points2);
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GskRoundedRect rect = GskRoundedRect(bounds, corner_points1, corner_points2);
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gsk_rounded_rect_normalize (rect);
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return rect;
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}
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vec4
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gsk_get_bounds(vec4[3] data)
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{
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return vec4(data[0].xy, data[0].xy + data[0].zw);
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vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
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gsk_bounds_normalize (bounds);
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return bounds;
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}
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vec4 gsk_premultiply(vec4 c) {
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