Commit 21cba193 authored by Matthias Clasen's avatar Matthias Clasen
Browse files

Merge branch 'blurry-offscreen' into 'main'

gsk/gl: Always align offscreen rendering with the pixel grid

Closes #3833

See merge request GNOME/gtk!4621
parents ee7c83e1 1c733857
Pipeline #385258 passed with stages
in 46 minutes and 11 seconds
......@@ -3871,7 +3871,6 @@ gsk_gl_render_job_visit_node_with_offscreen (GskGLRenderJob *job,
filter = offscreen->linear_filter ? GL_LINEAR : GL_NEAREST;
/* Check if we've already cached the drawn texture. */
key.pointer = node;
key.pointer_is_child = TRUE; /* Don't conflict with the child using the cache too */
key.parent_rect = *offscreen->bounds;
......@@ -3879,61 +3878,111 @@ gsk_gl_render_job_visit_node_with_offscreen (GskGLRenderJob *job,
key.scale_y = job->scale_y;
key.filter = filter;
cached_id = gsk_gl_driver_lookup_texture (job->driver, &key);
float offset_x = job->offset_x;
float offset_y = job->offset_y;
gboolean flipped_x = job->scale_x < 0;
gboolean flipped_y = job->scale_y < 0;
graphene_rect_t viewport;
if (cached_id != 0)
if (flipped_x || flipped_y)
{
offscreen->texture_id = cached_id;
init_full_texture_region (offscreen);
/* We didn't render it offscreen, but hand out an offscreen texture id */
offscreen->was_offscreen = TRUE;
return TRUE;
GskTransform *transform = gsk_transform_scale (NULL,
flipped_x ? -1 : 1,
flipped_y ? -1 : 1);
gsk_gl_render_job_push_modelview (job, transform);
}
float scaled_width;
float scaled_height;
float downscale_x = 1;
float downscale_y = 1;
gsk_gl_render_job_transform_bounds (job, offscreen->bounds, &viewport);
g_assert (job->command_queue->max_texture_size > 0);
float aligned_x = floorf (viewport.origin.x);
float padding_left = viewport.origin.x - aligned_x;
float aligned_width = ceilf (viewport.size.width + padding_left);
float padding_right = aligned_width - viewport.size.width - padding_left;
float aligned_y = floorf (viewport.origin.y);
float padding_top = viewport.origin.y - aligned_y;
float aligned_height = ceilf (viewport.size.height + padding_top);
float padding_bottom = aligned_height - viewport.size.height - padding_top;
/* Tweak the scale factor so that the required texture doesn't
* exceed the max texture limit. This will render with a lower
* resolution, but this is better than clipping.
*/
{
int max_texture_size = job->command_queue->max_texture_size;
scaled_width = ceilf (offscreen->bounds->size.width * fabs (job->scale_x));
if (scaled_width > max_texture_size)
{
downscale_x = (float)max_texture_size / scaled_width;
scaled_width = max_texture_size;
}
if (job->scale_x < 0)
downscale_x = -downscale_x;
g_assert (job->command_queue->max_texture_size > 0);
scaled_height = ceilf (offscreen->bounds->size.height * fabs (job->scale_y));
if (scaled_height > max_texture_size)
{
downscale_y = (float)max_texture_size / scaled_height;
scaled_height = max_texture_size;
}
if (job->scale_y < 0)
downscale_y = -downscale_y;
}
float downscale_x = 1;
float downscale_y = 1;
int texture_width;
int texture_height;
int max_texture_size = job->command_queue->max_texture_size;
if (aligned_width > max_texture_size)
downscale_x = (float)max_texture_size / viewport.size.width;
if (aligned_height > max_texture_size)
downscale_y = (float)max_texture_size / viewport.size.height;
if (downscale_x != 1 || downscale_y != 1)
{
GskTransform *transform = gsk_transform_scale (NULL, downscale_x, downscale_y);
gsk_gl_render_job_push_modelview (job, transform);
gsk_gl_render_job_transform_bounds (job, offscreen->bounds, &viewport);
}
if (downscale_x == 1)
{
viewport.origin.x = aligned_x;
viewport.size.width = aligned_width;
offscreen->area.x = padding_left / aligned_width;
offscreen->area.x2 = 1.0f - (padding_right / aligned_width);
texture_width = aligned_width;
}
else
{
offscreen->area.x = 0;
offscreen->area.x2 = 1;
texture_width = max_texture_size;
}
if (downscale_y == 1)
{
viewport.origin.y = aligned_y;
viewport.size.height = aligned_height;
offscreen->area.y = padding_bottom / aligned_height;
offscreen->area.y2 = 1.0f - padding_top / aligned_height;
texture_height = aligned_height;
}
else
{
offscreen->area.y = 0;
offscreen->area.y2 = 1;
texture_height = max_texture_size;
}
/* Check if we've already cached the drawn texture. */
cached_id = gsk_gl_driver_lookup_texture (job->driver, &key);
if (cached_id != 0)
{
if (downscale_x != 1 || downscale_y != 1)
gsk_gl_render_job_pop_modelview (job);
if (flipped_x || flipped_y)
gsk_gl_render_job_pop_modelview (job);
offscreen->texture_id = cached_id;
/* We didn't render it offscreen, but hand out an offscreen texture id */
offscreen->was_offscreen = TRUE;
return TRUE;
}
GskGLRenderTarget *render_target;
graphene_matrix_t prev_projection;
graphene_rect_t prev_viewport;
graphene_rect_t viewport;
float offset_x = job->offset_x;
float offset_y = job->offset_y;
float prev_alpha;
guint prev_fbo;
if (!gsk_gl_driver_create_render_target (job->driver,
scaled_width, scaled_height,
texture_width, texture_height,
get_target_format (job, node),
filter, filter,
&render_target))
......@@ -3955,19 +4004,6 @@ gsk_gl_render_job_visit_node_with_offscreen (GskGLRenderJob *job,
render_target->framebuffer_id);
}
if (downscale_x != 1 || downscale_y != 1)
{
GskTransform *transform = gsk_transform_scale (NULL, downscale_x, downscale_y);
gsk_gl_render_job_push_modelview (job, transform);
gsk_transform_unref (transform);
}
gsk_gl_render_job_transform_bounds (job, offscreen->bounds, &viewport);
/* Code above will scale the size with the scale we use in the render ops,
* but for the viewport size, we need our own size limited by the texture size */
viewport.size.width = scaled_width;
viewport.size.height = scaled_height;
gsk_gl_render_job_set_viewport (job, &viewport, &prev_viewport);
gsk_gl_render_job_set_projection_from_rect (job, &job->viewport, &prev_projection);
prev_alpha = gsk_gl_render_job_set_alpha (job, 1.0f);
......@@ -3985,6 +4021,10 @@ gsk_gl_render_job_visit_node_with_offscreen (GskGLRenderJob *job,
if (downscale_x != 1 || downscale_y != 1)
gsk_gl_render_job_pop_modelview (job);
if (flipped_x || flipped_y)
gsk_gl_render_job_pop_modelview (job);
gsk_gl_render_job_set_viewport (job, &prev_viewport, NULL);
gsk_gl_render_job_set_projection (job, &prev_projection);
gsk_gl_render_job_set_alpha (job, prev_alpha);
......@@ -3998,8 +4038,6 @@ gsk_gl_render_job_visit_node_with_offscreen (GskGLRenderJob *job,
render_target,
FALSE);
init_full_texture_region (offscreen);
if (!offscreen->do_not_cache)
gsk_gl_driver_cache_texture (job->driver, &key, offscreen->texture_id);
......
blend {
mode: normal;
top: transform {
child: blend {
top: text {
color: rgb(0, 0, 0);
font: "Cantarell Bold 11";
glyphs: "|||||||||||||||||||||||";
}
bottom: text {
color: rgb(0, 0, 0);
font: "Cantarell Bold 11";
glyphs: "===========";
offset: 0 13;
}
}
transform: translate(1.5, 15.5);
}
bottom: color {
color: red;
bounds: 0 0 100 30;
}
}
......@@ -83,6 +83,7 @@ compare_render_tests = [
'repeat-texture',
'transform-in-transform',
'transform-in-transform-in-transform',
'unaligned-offscreen',
'rounded-clip-in-clip-3d', # not really 3d, but cairo fails it
]
......
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