RESET_OPACITY = 1 << 2,
DUMP_FRAMEBUFFER = 1 << 3,
NO_CACHE_PLZ = 1 << 5,
+ LINEAR_FILTER = 1 << 6,
} OffscreenFlags;
static inline void
}
}
+/* Returns TRUE is applying transform to bounds
+ * yields an axis-aligned rectangle
+ */
+static gboolean
+result_is_axis_aligned (GskTransform *transform,
+ const graphene_rect_t *bounds)
+{
+ graphene_matrix_t m;
+ graphene_quad_t q;
+ graphene_rect_t b;
+ graphene_point_t b1, b2;
+ const graphene_point_t *p;
+ int i;
+
+ gsk_transform_to_matrix (transform, &m);
+ gsk_matrix_transform_rect (&m, bounds, &q);
+ graphene_quad_bounds (&q, &b);
+ graphene_rect_get_top_left (&b, &b1);
+ graphene_rect_get_bottom_right (&b, &b2);
+
+ for (i = 0; i < 4; i++)
+ {
+ p = graphene_quad_get_point (&q, i);
+ if (fabs (p->x - b1.x) > FLT_EPSILON && fabs (p->x - b2.x) > FLT_EPSILON)
+ return FALSE;
+ if (fabs (p->y - b1.y) > FLT_EPSILON && fabs (p->y - b2.y) > FLT_EPSILON)
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
static inline void
render_transform_node (GskGLRenderer *self,
GskRenderNode *node,
}
else
{
+ int filter_flag = 0;
+
+ if (!result_is_axis_aligned (node_transform, &child->bounds))
+ filter_flag = LINEAR_FILTER;
+
if (add_offscreen_ops (self, builder,
&child->bounds,
child,
®ion, &is_offscreen,
- RESET_CLIP | RESET_OPACITY))
- {
- /* For non-trivial transforms, we draw everything on a texture and then
- * draw the texture transformed. */
- /* TODO: We should compute a modelview containing only the "non-trivial"
- * part (e.g. the rotation) and use that. We want to keep the scale
- * for the texture.
- */
- ops_push_modelview (builder, node_transform);
- ops_set_texture (builder, region.texture_id);
- ops_set_program (builder, &self->programs->blit_program);
-
- load_vertex_data_with_region (ops_draw (builder, NULL),
- child, builder,
- ®ion,
- is_offscreen);
- ops_pop_modelview (builder);
+ RESET_CLIP | RESET_OPACITY | filter_flag))
+ {
+ /* For non-trivial transforms, we draw everything on a texture and then
+ * draw the texture transformed. */
+ /* TODO: We should compute a modelview containing only the "non-trivial"
+ * part (e.g. the rotation) and use that. We want to keep the scale
+ * for the texture.
+ */
+ ops_push_modelview (builder, node_transform);
+ ops_set_texture (builder, region.texture_id);
+ ops_set_program (builder, &self->programs->blit_program);
+
+ load_vertex_data_with_region (ops_draw (builder, NULL),
+ child, builder,
+ ®ion,
+ is_offscreen);
+ ops_pop_modelview (builder);
+ }
}
}
break;
gsk_gl_driver_create_render_target (self->gl_driver,
texture_to_blur_width, texture_to_blur_height,
+ GL_NEAREST, GL_NEAREST,
&pass1_texture_id, &pass1_render_target);
gsk_gl_driver_create_render_target (self->gl_driver,
texture_to_blur_width, texture_to_blur_height,
+ GL_NEAREST, GL_NEAREST,
&pass2_texture_id, &pass2_render_target);
graphene_matrix_init_ortho (&item_proj,
gsk_gl_driver_create_render_target (self->gl_driver,
texture_width, texture_height,
+ GL_NEAREST, GL_NEAREST,
&texture_id, &render_target);
graphene_matrix_init_ortho (&item_proj,
graphene_rect_t prev_viewport;
graphene_matrix_t item_proj;
- gsk_gl_driver_create_render_target (self->gl_driver, texture_width, texture_height,
+ gsk_gl_driver_create_render_target (self->gl_driver,
+ texture_width, texture_height,
+ GL_NEAREST, GL_NEAREST,
&texture_id, &render_target);
if (gdk_gl_context_has_debug (self->gl_context))
{
float prev_opacity = 1.0;
int texture_id = 0;
int max_texture_size;
+ int filter;
if (node_is_invisible (child_node))
{
width = ceilf (width * scale);
height = ceilf (height * scale);
- gsk_gl_driver_create_render_target (self->gl_driver, width, height, &texture_id, &render_target);
+ if (flags & LINEAR_FILTER)
+ filter = GL_LINEAR;
+ else
+ filter = GL_NEAREST;
+ gsk_gl_driver_create_render_target (self->gl_driver,
+ width, height,
+ filter, filter,
+ &texture_id, &render_target);
if (gdk_gl_context_has_debug (self->gl_context))
{
gdk_gl_context_label_object_printf (self->gl_context, GL_TEXTURE, texture_id,