gl renderer: Fix offscreen-drawn transform nodes
We need to vertically flip them if they are indeed drawn offscreen, like everything else. Also use the child bounds for the offscreen texture, because that's what we draw offscreen.
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@@ -811,35 +811,54 @@ render_transform_node (GskGLRenderer *self,
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}
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else
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{
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const float min_x = node->bounds.origin.x;
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const float min_y = 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_y = min_y + node->bounds.size.height;
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const GskQuadVertex vertex_data[GL_N_VERTICES] = {
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{ { min_x, min_y }, { 0, 1 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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{ { max_x, max_y }, { 1, 0 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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};
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const float min_x = child->bounds.origin.x;
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const float min_y = child->bounds.origin.y;
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const float max_x = min_x + child->bounds.size.width;
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const float max_y = min_y + child->bounds.size.height;
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int texture_id;
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gboolean is_offscreen;
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/* For non-trivial transforms, we draw everything on a texture and then
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* draw the texture transformed. */
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/* TODO: We should compute a modelview containing only the "non-trivial"
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* part (e.g. the rotation) and use that. We want to keep the scale
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* for the texture.
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*/
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add_offscreen_ops (self, builder,
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&node->bounds,
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&child->bounds,
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child,
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&texture_id, &is_offscreen,
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&texture_id,
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&is_offscreen,
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RESET_CLIP | RESET_OPACITY);
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ops_set_texture (builder, texture_id);
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ops_set_program (builder, &self->blit_program);
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ops_draw (builder, vertex_data);
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if (is_offscreen)
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{
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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{ { min_x, min_y }, { 0, 1 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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{ { max_x, max_y }, { 1, 0 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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});
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}
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else
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{
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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{ { min_x, min_y }, { 0, 0 }, },
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{ { min_x, max_y }, { 0, 1 }, },
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{ { max_x, min_y }, { 1, 0 }, },
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{ { max_x, max_y }, { 1, 1 }, },
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{ { min_x, max_y }, { 0, 1 }, },
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{ { max_x, min_y }, { 1, 0 }, },
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});
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}
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}
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ops_pop_modelview (builder);
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}
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