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clutter: Align all screen transformations to 1/256th of a stage unit.
So as to eliminate floating point precision errors that creep in during matrix operations. 1/256th is chosen as a reasonable maximum resolution to cover any realistic fractional scaling factor. Floats can represent such a fraction losslessly because it is a small power of 2. Closes: https://gitlab.gnome.org/GNOME/mutter/-/issues/1403 https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1429
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@ -47,6 +47,8 @@
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#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
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#define ROUND_TO_256THS(x) (roundf ((x) * 256) / 256)
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void
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_clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
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const CoglMatrix *projection,
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@ -99,10 +101,14 @@ _clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
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ClutterVertex4 vertex_tmp = vertices_tmp[i];
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graphene_point3d_t *vertex_out = &vertices_out[i];
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/* Finally translate from OpenGL coords to window coords */
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vertex_out->x = MTX_GL_SCALE_X (vertex_tmp.x, vertex_tmp.w,
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viewport[2], viewport[0]);
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vertex_out->y = MTX_GL_SCALE_Y (vertex_tmp.y, vertex_tmp.w,
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viewport[3], viewport[1]);
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vertex_out->x = ROUND_TO_256THS (MTX_GL_SCALE_X (vertex_tmp.x,
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vertex_tmp.w,
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viewport[2],
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viewport[0]));
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vertex_out->y = ROUND_TO_256THS (MTX_GL_SCALE_Y (vertex_tmp.y,
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vertex_tmp.w,
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viewport[3],
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viewport[1]));
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}
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}
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