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ClutterStageView: Always blit full texture on full onscreen framebuffer
When blitting an offscreen onto an onscreen, the whole offscreen should always be drawn on the whole onscreen. Thus, don't try to convert between coordinate spaces, just draw the whole offscreen on the whole onscreen. https://bugzilla.gnome.org/show_bug.cgi?id=770672
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@ -115,36 +115,12 @@ clutter_stage_view_invalidate_offscreen_blit_pipeline (ClutterStageView *view)
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g_clear_pointer (&priv->pipeline, cogl_object_unref);
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}
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static void
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transform_rect_to_onscreen (ClutterStageView *view,
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const cairo_rectangle_t *rect,
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cairo_rectangle_t *rect_out)
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{
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float x1, y1, x2, y2;
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x1 = rect->x;
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y1 = rect->y;
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clutter_stage_view_transform_to_onscreen (view, &x1, &y1);
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x2 = rect->x + rect->width;
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y2 = rect->y + rect->height;
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clutter_stage_view_transform_to_onscreen (view, &x2, &y2);
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*rect_out = (cairo_rectangle_t) {
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.x = MIN (x1, x2),
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.y = MIN (y1, y2),
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.width = ABS (x2 - x1),
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.height = ABS (y2 - y1)
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};
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}
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void
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clutter_stage_view_blit_offscreen (ClutterStageView *view,
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const cairo_rectangle_int_t *rect)
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{
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ClutterStageViewPrivate *priv =
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clutter_stage_view_get_instance_private (view);
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cairo_rectangle_t texture_rect, onscreen_rect;
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CoglMatrix matrix;
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clutter_stage_view_ensure_offscreen_blit_pipeline (view);
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@ -158,25 +134,9 @@ clutter_stage_view_blit_offscreen (ClutterStageView *view,
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cogl_matrix_scale (&matrix, 2, -2, 0);
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cogl_framebuffer_set_projection_matrix (priv->framebuffer, &matrix);
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texture_rect = (cairo_rectangle_t) {
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.x = (double) rect->x / cogl_framebuffer_get_width (priv->offscreen),
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.y = (double) rect->y / cogl_framebuffer_get_height (priv->offscreen),
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.width = (double) rect->width / cogl_framebuffer_get_width (priv->offscreen),
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.height = (double) rect->height / cogl_framebuffer_get_height (priv->offscreen)
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};
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transform_rect_to_onscreen (view, &texture_rect, &onscreen_rect);
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cogl_framebuffer_draw_textured_rectangle (priv->framebuffer,
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priv->pipeline,
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onscreen_rect.x,
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onscreen_rect.y,
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onscreen_rect.x + onscreen_rect.width,
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onscreen_rect.y + onscreen_rect.height,
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texture_rect.x,
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texture_rect.y,
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texture_rect.x + texture_rect.width,
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texture_rect.y + texture_rect.height);
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cogl_framebuffer_draw_rectangle (priv->framebuffer,
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priv->pipeline,
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0, 0, 1, 1);
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cogl_framebuffer_pop_matrix (priv->framebuffer);
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}
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