renderer: Make hdr textures if necessary
Take the preferred color state of the content into account when deciding what color state to use for the texture we generate.
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@@ -352,6 +352,7 @@ gsk_gpu_renderer_render_texture (GskRenderer *renderer,
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GdkTexture *texture;
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graphene_rect_t rounded_viewport;
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GdkColorState *color_state;
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GdkMemoryDepth depth;
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gsk_gpu_device_maybe_gc (priv->device);
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@@ -361,8 +362,17 @@ gsk_gpu_renderer_render_texture (GskRenderer *renderer,
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viewport->origin.y,
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ceil (viewport->size.width),
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ceil (viewport->size.height));
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if (gsk_render_node_is_hdr (root))
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color_state = GDK_COLOR_STATE_REC2100_PQ;
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else
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color_state = GDK_COLOR_STATE_SRGB;
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depth = gdk_memory_depth_merge (gsk_render_node_get_preferred_depth (root),
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gdk_color_state_get_depth (color_state));
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image = gsk_gpu_device_create_download_image (priv->device,
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gsk_render_node_get_preferred_depth (root),
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depth,
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rounded_viewport.size.width,
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rounded_viewport.size.height);
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@@ -370,9 +380,10 @@ gsk_gpu_renderer_render_texture (GskRenderer *renderer,
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return gsk_gpu_renderer_fallback_render_texture (self, root, &rounded_viewport);
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if (gsk_gpu_image_get_flags (image) & GSK_GPU_IMAGE_SRGB)
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color_state = GDK_COLOR_STATE_SRGB_LINEAR;
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else
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color_state = GDK_COLOR_STATE_SRGB;
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{
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g_assert (gdk_color_state_equal (color_state, GDK_COLOR_STATE_SRGB));
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color_state = GDK_COLOR_STATE_SRGB_LINEAR;
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}
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frame = gsk_gpu_renderer_create_frame (self);
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