gl renderer: Don't forget the offset when rendering blur nodes
authorTimm Bäder <mail@baedert.org>
Sat, 5 Jan 2019 08:18:27 +0000 (09:18 +0100)
committerTimm Bäder <mail@baedert.org>
Thu, 10 Jan 2019 15:49:19 +0000 (16:49 +0100)
gsk/gl/gskglrenderer.c

index da97872828c3572b725b28a26ebef921d58b2af6..11cca743185b8e70db29bb76f068e5d3866e6209 100644 (file)
@@ -1081,13 +1081,14 @@ render_blur_node (GskGLRenderer       *self,
                   RenderOpBuilder     *builder,
                   const GskQuadVertex *vertex_data)
 {
-  const float min_x = node->bounds.origin.x;
-  const float min_y = node->bounds.origin.y;
+  const float min_x = builder->dx + node->bounds.origin.x;
+  const float min_y = builder->dy + node->bounds.origin.y;
   const float max_x = min_x + node->bounds.size.width;
   const float max_y = min_y + node->bounds.size.height;
   int texture_id;
   gboolean is_offscreen;
   RenderOp op;
+
   add_offscreen_ops (self, builder,
                      &node->bounds,
                      gsk_blur_node_get_child (node),