gl renderer: Don't forget the offset when rendering blur nodes

This commit is contained in:
Timm Bäder 2019-01-05 09:18:27 +01:00
parent b4d906c464
commit b2ff6e91cd

View File

@ -1081,13 +1081,14 @@ render_blur_node (GskGLRenderer *self,
RenderOpBuilder *builder, RenderOpBuilder *builder,
const GskQuadVertex *vertex_data) const GskQuadVertex *vertex_data)
{ {
const float min_x = node->bounds.origin.x; const float min_x = builder->dx + node->bounds.origin.x;
const float min_y = node->bounds.origin.y; const float min_y = builder->dy + node->bounds.origin.y;
const float max_x = min_x + node->bounds.size.width; const float max_x = min_x + node->bounds.size.width;
const float max_y = min_y + node->bounds.size.height; const float max_y = min_y + node->bounds.size.height;
int texture_id; int texture_id;
gboolean is_offscreen; gboolean is_offscreen;
RenderOp op; RenderOp op;
add_offscreen_ops (self, builder, add_offscreen_ops (self, builder,
&node->bounds, &node->bounds,
gsk_blur_node_get_child (node), gsk_blur_node_get_child (node),