forked from AuroraMiddleware/gtk
gl renderer: Don't forget the offset when rendering blur nodes
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b4d906c464
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b2ff6e91cd
@ -1081,13 +1081,14 @@ render_blur_node (GskGLRenderer *self,
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RenderOpBuilder *builder,
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RenderOpBuilder *builder,
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const GskQuadVertex *vertex_data)
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const GskQuadVertex *vertex_data)
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{
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{
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const float min_x = node->bounds.origin.x;
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const float min_x = builder->dx + node->bounds.origin.x;
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const float min_y = node->bounds.origin.y;
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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_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 max_y = min_y + node->bounds.size.height;
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int texture_id;
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int texture_id;
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gboolean is_offscreen;
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gboolean is_offscreen;
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RenderOp op;
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RenderOp op;
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add_offscreen_ops (self, builder,
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add_offscreen_ops (self, builder,
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&node->bounds,
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&node->bounds,
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gsk_blur_node_get_child (node),
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gsk_blur_node_get_child (node),
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