st: Rename and fix blur sampling calculation

What the blur shader does is going n_steps in each direction (e.g. in case
we're in the horizontal pass that means left and right direction), sampling
the adjacent texels of the texel we're currently blurring. That means
n_steps actually is the amount of texels we're sampling in one direction,
not in both directions.

Make n_steps match what the blur shader does, and rename it to sampling_radius
to match what it really means. Do that for both st-theme-node-drawing.c and
st-private.c

Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1542>
This commit is contained in:
Georges Basile Stavracas Neto 2020-12-17 02:03:34 -03:00
parent ec1b099017
commit fe90da82b4
2 changed files with 10 additions and 11 deletions

View File

@ -390,11 +390,10 @@ _st_create_shadow_pipeline (StShadow *shadow_spec,
CoglFramebuffer *fb; CoglFramebuffer *fb;
CoglPipeline *pipeline; CoglPipeline *pipeline;
CoglTexture *texture; CoglTexture *texture;
double sigma; float sampling_radius;
float sigma;
int src_height, dst_height; int src_height, dst_height;
int src_width, dst_width; int src_width, dst_width;
int n_values;
int half;
static CoglPipeline *shadow_pipeline_template = NULL; static CoglPipeline *shadow_pipeline_template = NULL;
@ -402,13 +401,12 @@ _st_create_shadow_pipeline (StShadow *shadow_spec,
g_return_val_if_fail (src_texture != NULL, NULL); g_return_val_if_fail (src_texture != NULL, NULL);
sigma = shadow_spec->blur / 2.f; sigma = shadow_spec->blur / 2.f;
n_values = ceil (3 * sigma); sampling_radius = ceilf (1.5 * sigma) * 2.0;
half = n_values / 2;
src_width = cogl_texture_get_width (src_texture); src_width = cogl_texture_get_width (src_texture);
src_height = cogl_texture_get_height (src_texture); src_height = cogl_texture_get_height (src_texture);
dst_width = src_width + 2 * half; dst_width = src_width + 2 * sampling_radius;
dst_height = src_height + 2 * half; dst_height = src_height + 2 * sampling_radius;
texture = cogl_texture_2d_new_with_size (ctx, dst_width, dst_height); texture = cogl_texture_2d_new_with_size (ctx, dst_width, dst_height);
if (!texture) if (!texture)
@ -442,9 +440,10 @@ _st_create_shadow_pipeline (StShadow *shadow_spec,
clutter_paint_node_add_child (blur_node, texture_node); clutter_paint_node_add_child (blur_node, texture_node);
clutter_paint_node_add_rectangle (texture_node, clutter_paint_node_add_rectangle (texture_node,
&(ClutterActorBox) { &(ClutterActorBox) {
half, half, .x1 = sampling_radius,
src_width + half, .y1 = sampling_radius,
src_height + half, .x2 = src_width + sampling_radius,
.y2 = src_height + sampling_radius,
}); });
paint_context = paint_context =

View File

@ -2035,7 +2035,7 @@ st_theme_node_paint_sliced_shadow (StThemeNodePaintState *state,
if (box_shadow_spec->blur == 0) if (box_shadow_spec->blur == 0)
shadow_blur_radius = 0; shadow_blur_radius = 0;
else else
shadow_blur_radius = (5 * (box_shadow_spec->blur / 2.0)) / 2; shadow_blur_radius = ceilf (1.5 * box_shadow_spec->blur / 2.0) * 2.0;
shadow_width = state->box_shadow_width + 2 * shadow_blur_radius; shadow_width = state->box_shadow_width + 2 * shadow_blur_radius;
shadow_height = state->box_shadow_height + 2 * shadow_blur_radius; shadow_height = state->box_shadow_height + 2 * shadow_blur_radius;