gl renderer: Avoid 9-slicing things that can't be

The outline needs to be large enough so changing the size of the outline
does not affect the resulting blurred texture.

Fixes #2776
This commit is contained in:
Timm Bäder
2020-07-12 09:40:00 +02:00
parent 6cde64072d
commit 37d7ab88dc

View File

@@ -1786,7 +1786,6 @@ render_unblurred_outset_shadow_node (GskGLRenderer *self,
}
static GdkRGBA COLOR_WHITE = { 1, 1, 1, 1 };
static inline void
render_outset_shadow_node (GskGLRenderer *self,
@@ -1807,19 +1806,32 @@ render_outset_shadow_node (GskGLRenderer *self,
OpShadow *shadow;
int blurred_texture_id;
int cached_tid;
bool do_slicing;
/* scaled_outline is the minimal outline we need to draw the given drop shadow,
* enlarged by the spread and offset by the blur radius. */
scaled_outline = *outline;
/* Shrink our outline to the minimum size that can still hold all the border radii */
gsk_rounded_rect_shrink_to_minimum (&scaled_outline);
/* Increase by the spread */
gsk_rounded_rect_shrink (&scaled_outline, -spread, -spread, -spread, -spread);
/* Grow bounds but don't grow corners */
graphene_rect_inset (&scaled_outline.bounds, - extra_blur_pixels, - extra_blur_pixels);
/* For the center part, we add a few pixels */
scaled_outline.bounds.size.width += SHADOW_EXTRA_SIZE;
scaled_outline.bounds.size.height += SHADOW_EXTRA_SIZE;
if (outline->bounds.size.width < blur_extra ||
outline->bounds.size.height < blur_extra)
{
do_slicing = false;
gsk_rounded_rect_shrink (&scaled_outline, -spread, -spread, -spread, -spread);
}
else
{
/* Shrink our outline to the minimum size that can still hold all the border radii */
gsk_rounded_rect_shrink_to_minimum (&scaled_outline);
/* Increase by the spread */
gsk_rounded_rect_shrink (&scaled_outline, -spread, -spread, -spread, -spread);
/* Grow bounds but don't grow corners */
graphene_rect_inset (&scaled_outline.bounds, - blur_extra / 2.0, - blur_extra / 2.0);
/* For the center part, we add a few pixels */
scaled_outline.bounds.size.width += SHADOW_EXTRA_SIZE;
scaled_outline.bounds.size.height += SHADOW_EXTRA_SIZE;
do_slicing = true;
}
texture_width = (int)ceil ((scaled_outline.bounds.size.width + blur_extra) * scale);
texture_height = (int)ceil ((scaled_outline.bounds.size.height + blur_extra) * scale);
@@ -1904,6 +1916,41 @@ render_outset_shadow_node (GskGLRenderer *self,
blurred_texture_id = cached_tid;
}
if (!do_slicing)
{
const float min_x = floorf (builder->dx + outline->bounds.origin.x - spread - (blur_extra / 2.0) + dx);
const float min_y = floorf (builder->dy + outline->bounds.origin.y - spread - (blur_extra / 2.0) + dy);
float x1, x2, y1, y2, tx1, tx2, ty1, ty2;
ops_set_program (builder, &self->programs->outset_shadow_program);
ops_set_color (builder, color);
ops_set_texture (builder, blurred_texture_id);
shadow = ops_begin (builder, OP_CHANGE_OUTSET_SHADOW);
shadow->outline = transform_rect (self, builder, outline);
tx1 = 0; tx2 = 1;
ty1 = 0; ty2 = 1;
x1 = min_x;
x2 = min_x + texture_width / scale;
y1 = min_y;
y2 = min_y + texture_height / scale;
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
{ { x2, y1 }, { tx2, ty2 }, },
{ { x2, y2 }, { tx2, ty1 }, },
{ { x1, y2 }, { tx1, ty1 }, },
{ { x2, y1 }, { tx2, ty2 }, },
});
return;
}
ops_set_program (builder, &self->programs->outset_shadow_program);
ops_set_color (builder, color);
ops_set_texture (builder, blurred_texture_id);