gl renderer: Limit texture node size to clip

This commit is contained in:
Timm Bäder 2018-03-04 17:15:39 +01:00
parent f44642c7cb
commit 0234e8e2c9

View File

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