/* GDK - The GIMP Drawing Kit * Copyright (C) 2014 Red Hat, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . */ #include "config.h" #include "gdkcairo.h" #include "gdkglcontextprivate.h" #include "gdkinternals.h" #include #include #include static cairo_user_data_key_t direct_key; void gdk_cairo_surface_mark_as_direct (cairo_surface_t *surface, GdkWindow *window) { cairo_surface_set_user_data (surface, &direct_key, g_object_ref (window), g_object_unref); } static const char * get_vertex_type_name (int type) { switch (type) { case GL_VERTEX_SHADER: return "vertex"; case GL_GEOMETRY_SHADER: return "geometry"; case GL_FRAGMENT_SHADER: return "fragment"; } return "unknown"; } static guint create_shader (int type, const char *code) { guint shader; int status; shader = glCreateShader (type); glShaderSource (shader, 1, &code, NULL); glCompileShader (shader); glGetShaderiv (shader, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { int log_len; char *buffer; glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &log_len); buffer = g_malloc (log_len + 1); glGetShaderInfoLog (shader, log_len, NULL, buffer); g_warning ("Compile failure in %s shader:\n%s", get_vertex_type_name (type), buffer); g_free (buffer); glDeleteShader (shader); return 0; } return shader; } static void make_program (GdkGLContextProgram *program, const char *vertex_shader_code, const char *fragment_shader_code) { guint vertex_shader, fragment_shader; int status; vertex_shader = create_shader (GL_VERTEX_SHADER, vertex_shader_code); if (vertex_shader == 0) return; fragment_shader = create_shader (GL_FRAGMENT_SHADER, fragment_shader_code); if (fragment_shader == 0) { glDeleteShader (vertex_shader); return; } program->program = glCreateProgram (); glAttachShader (program->program, vertex_shader); glAttachShader (program->program, fragment_shader); glLinkProgram (program->program); glDeleteShader (vertex_shader); glDeleteShader (fragment_shader); glGetProgramiv (program->program, GL_LINK_STATUS, &status); if (status == GL_FALSE) { int log_len; char *buffer; glGetProgramiv (program->program, GL_INFO_LOG_LENGTH, &log_len); buffer = g_malloc (log_len + 1); glGetProgramInfoLog (program->program, log_len, NULL, buffer); g_warning ("Linker failure: %s\n", buffer); g_free (buffer); glDeleteProgram (program->program); } program->position_location = glGetAttribLocation (program->program, "position"); program->uv_location = glGetAttribLocation (program->program, "uv"); program->map_location = glGetUniformLocation (program->program, "map"); } static void bind_vao (GdkGLContextPaintData *paint_data) { if (paint_data->vertex_array_object == 0) { glGenVertexArrays (1, &paint_data->vertex_array_object); /* ATM we only use one VAO, so always bind it */ glBindVertexArray (paint_data->vertex_array_object); } } static void use_texture_2d_program (GdkGLContextPaintData *paint_data) { static const char *vertex_shader_code_150 = "#version 150\n" "uniform sampler2D map;" "in vec2 position;\n" "in vec2 uv;\n" "out vec2 vUv;\n" "void main() {\n" " gl_Position = vec4(position, 0, 1);\n" " vUv = uv;\n" "}\n"; static const char *fragment_shader_code_150 = "#version 150\n" "in vec2 vUv;\n" "out vec4 vertexColor;\n" "uniform sampler2D map;\n" "void main() {\n" " vertexColor = texture2D (map, vUv);\n" "}\n"; static const char *vertex_shader_code_130 = "#version 130\n" "uniform sampler2D map;" "attribute vec2 position;\n" "attribute vec2 uv;\n" "varying vec2 vUv;\n" "void main() {\n" " gl_Position = vec4(position, 0, 1);\n" " vUv = uv;\n" "}\n"; static const char *fragment_shader_code_130 = "#version 130\n" "varying vec2 vUv;\n" "uniform sampler2D map;\n" "void main() {\n" " gl_FragColor = texture2D (map, vUv);\n" "}\n"; const char *vertex_shader_code = paint_data->is_legacy ? vertex_shader_code_130 : vertex_shader_code_150; const char *fragment_shader_code = paint_data->is_legacy ? fragment_shader_code_130 : fragment_shader_code_150; if (paint_data->texture_2d_quad_program.program == 0) make_program (&paint_data->texture_2d_quad_program, vertex_shader_code, fragment_shader_code); if (paint_data->current_program != &paint_data->texture_2d_quad_program) { paint_data->current_program = &paint_data->texture_2d_quad_program; glUseProgram (paint_data->current_program->program); } } static void use_texture_rect_program (GdkGLContextPaintData *paint_data) { static const char *vertex_shader_code_150 = "#version 150\n" "uniform sampler2DRect map;\n" "attribute vec2 position;\n" "attribute vec2 uv;\n" "varying vec2 vUv;\n" "void main() {\n" " gl_Position = vec4(position, 0, 1);\n" " vUv = uv;\n" "}\n"; static const char *fragment_shader_code_150 = "#version 150\n" "varying vec2 vUv;\n" "uniform sampler2DRect map;\n" "void main() {\n" " gl_FragColor = texture2DRect (map, vUv);\n" "}\n"; static const char *vertex_shader_code_130 = "#version 130\n" "uniform sampler2DRect map;\n" "attribute vec2 position;\n" "attribute vec2 uv;\n" "varying vec2 vUv;\n" "void main() {\n" " gl_Position = vec4(position, 0, 1);\n" " vUv = uv;\n" "}\n"; static const char *fragment_shader_code_130 = "#version 130\n" "varying vec2 vUv;\n" "uniform sampler2DRect map;\n" "void main() {\n" " gl_FragColor = texture2DRect (map, vUv);\n" "}\n"; const char *vertex_shader_code = paint_data->is_legacy ? vertex_shader_code_130 : vertex_shader_code_150; const char *fragment_shader_code = paint_data->is_legacy ? fragment_shader_code_130 : fragment_shader_code_150; if (paint_data->texture_rect_quad_program.program == 0) make_program (&paint_data->texture_rect_quad_program, vertex_shader_code, fragment_shader_code); if (paint_data->current_program != &paint_data->texture_rect_quad_program) { paint_data->current_program = &paint_data->texture_rect_quad_program; glUseProgram (paint_data->current_program->program); } } void gdk_gl_texture_quads (GdkGLContext *paint_context, guint texture_target, int n_quads, GdkTexturedQuad *quads) { GdkGLContextPaintData *paint_data = gdk_gl_context_get_paint_data (paint_context); GdkGLContextProgram *program; GdkWindow *window = gdk_gl_context_get_window (paint_context); int window_scale = gdk_window_get_scale_factor (window); float w = gdk_window_get_width (window) * window_scale; float h = gdk_window_get_height (window) * window_scale; int i; float *vertex_buffer_data; bind_vao (paint_data); if (paint_data->tmp_vertex_buffer == 0) glGenBuffers(1, &paint_data->tmp_vertex_buffer); if (texture_target == GL_TEXTURE_RECTANGLE_ARB) use_texture_rect_program (paint_data); else use_texture_2d_program (paint_data); program = paint_data->current_program; glActiveTexture (GL_TEXTURE0); glUniform1i(program->map_location, 0); /* Use texture unit 0 */ glEnableVertexAttribArray (program->position_location); glEnableVertexAttribArray (program->uv_location); glBindBuffer (GL_ARRAY_BUFFER, paint_data->tmp_vertex_buffer); glVertexAttribPointer (program->position_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, NULL); glVertexAttribPointer (program->uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void *) (sizeof(float) * 2)); #define VERTEX_SIZE 4 #define QUAD_N_VERTICES 6 #define QUAD_SIZE (VERTEX_SIZE * QUAD_N_VERTICES) vertex_buffer_data = g_new (float, n_quads * QUAD_SIZE); for (i = 0; i < n_quads; i++) { GdkTexturedQuad *quad = &quads[i]; float vertex_data[] = { (quad->x1 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u1, quad->v1, (quad->x1 * 2) / w - 1, (quad->y2 * 2) / h - 1, quad->u1, quad->v2, (quad->x2 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u2, quad->v1, (quad->x2 * 2) / w - 1, (quad->y2 * 2) / h - 1, quad->u2, quad->v2, (quad->x1 * 2) / w - 1, (quad->y2 * 2) / h - 1, quad->u1, quad->v2, (quad->x2 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u2, quad->v1, }; float *vertex = &vertex_buffer_data[i * QUAD_SIZE]; memcpy (vertex, vertex_data, sizeof(vertex_data)); } glBufferData (GL_ARRAY_BUFFER, sizeof(float) * n_quads * QUAD_SIZE, vertex_buffer_data, GL_STREAM_DRAW); glDrawArrays (GL_TRIANGLES, 0, n_quads * QUAD_N_VERTICES); g_free (vertex_buffer_data); glDisableVertexAttribArray (program->position_location); glDisableVertexAttribArray (program->uv_location); } /* x,y,width,height describes a rectangle in the gl render buffer coordinate space, and its top left corner is drawn at the current position according to the cairo translation. */ /** * gdk_cairo_draw_from_gl: * @cr: a cairo context * @window: The window we're rendering for (not necessarily into) * @source: The GL ID of the source buffer * @source_type: The type of the @source * @buffer_scale: The scale-factor that the @source buffer is allocated for * @x: The source x position in @source to start copying from in GL coordinates * @y: The source y position in @source to start copying from in GL coordinates * @width: The width of the region to draw * @height: The height of the region to draw * * This is the main way to draw GL content in GTK+. It takes a render buffer ID * (@source_type == #GL_RENDERBUFFER) or a texture id (@source_type == #GL_TEXTURE) * and draws it onto @cr with an OVER operation, respecting the current clip. * The top left corner of the rectangle specified by @x, @y, @width and @height * will be drawn at the current (0,0) position of the cairo_t. * * This will work for *all* cairo_t, as long as @window is realized, but the * fallback implementation that reads back the pixels from the buffer may be * used in the general case. In the case of direct drawing to a window with * no special effects applied to @cr it will however use a more efficient * approach. * * For #GL_RENDERBUFFER the code will always fall back to software for buffers * with alpha components, so make sure you use #GL_TEXTURE if using alpha. * * Calling this may change the current GL context. * * Since: 3.16 */ void gdk_cairo_draw_from_gl (cairo_t *cr, GdkWindow *window, int source, int source_type, int buffer_scale, int x, int y, int width, int height) { GdkGLContext *paint_context; cairo_surface_t *image; cairo_matrix_t matrix; int dx, dy, window_scale; gboolean trivial_transform; cairo_surface_t *group_target; GdkWindow *direct_window, *impl_window; guint framebuffer; int alpha_size = 0; cairo_region_t *clip_region; GdkGLContextPaintData *paint_data; impl_window = window->impl_window; window_scale = gdk_window_get_scale_factor (impl_window); paint_context = gdk_window_get_paint_gl_context (window, NULL); if (paint_context == NULL) { g_warning ("gdk_cairo_draw_gl_render_buffer failed - no paint context"); return; } clip_region = gdk_cairo_region_from_clip (cr); gdk_gl_context_make_current (paint_context); paint_data = gdk_gl_context_get_paint_data (paint_context); if (paint_data->tmp_framebuffer == 0) glGenFramebuffersEXT (1, &paint_data->tmp_framebuffer); if (source_type == GL_RENDERBUFFER) { glBindRenderbuffer (GL_RENDERBUFFER, source); glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_ALPHA_SIZE, &alpha_size); } else if (source_type == GL_TEXTURE) { glBindTexture (GL_TEXTURE_2D, source); glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_SIZE, &alpha_size); } else { g_warning ("Unsupported gl source type %d\n", source_type); return; } group_target = cairo_get_group_target (cr); direct_window = cairo_surface_get_user_data (group_target, &direct_key); cairo_get_matrix (cr, &matrix); dx = matrix.x0; dy = matrix.y0; /* Trivial == integer-only translation */ trivial_transform = (double)dx == matrix.x0 && (double)dy == matrix.y0 && matrix.xx == 1.0 && matrix.xy == 0.0 && matrix.yx == 0.0 && matrix.yy == 1.0; /* For direct paint of non-alpha renderbuffer, we can just do a bitblit */ if ((_gdk_gl_flags & GDK_GL_SOFTWARE_DRAW_GL) == 0 && source_type == GL_RENDERBUFFER && alpha_size == 0 && direct_window != NULL && direct_window->current_paint.use_gl && trivial_transform && clip_region != NULL) { int unscaled_window_height; int i; /* Create a framebuffer with the source renderbuffer and make it the current target for reads */ framebuffer = paint_data->tmp_framebuffer; glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, framebuffer); glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, source); glBindFramebufferEXT (GL_DRAW_FRAMEBUFFER_EXT, 0); /* Translate to impl coords */ cairo_region_translate (clip_region, dx, dy); glEnable (GL_SCISSOR_TEST); gdk_window_get_unscaled_size (impl_window, NULL, &unscaled_window_height); glDrawBuffer (GL_BACK); #define FLIP_Y(_y) (unscaled_window_height - (_y)) for (i = 0; i < cairo_region_num_rectangles (clip_region); i++) { cairo_rectangle_int_t clip_rect, dest; cairo_region_get_rectangle (clip_region, i, &clip_rect); clip_rect.x *= window_scale; clip_rect.y *= window_scale; clip_rect.width *= window_scale; clip_rect.height *= window_scale; glScissor (clip_rect.x, FLIP_Y (clip_rect.y + clip_rect.height), clip_rect.width, clip_rect.height); dest.x = dx * window_scale; dest.y = dy * window_scale; dest.width = width * window_scale / buffer_scale; dest.height = height * window_scale / buffer_scale; if (gdk_rectangle_intersect (&clip_rect, &dest, &dest)) { int clipped_src_x = x + (dest.x - dx * window_scale); int clipped_src_y = y + (height - dest.height - (dest.y - dy * window_scale)); glBlitFramebufferEXT(clipped_src_x, clipped_src_y, (clipped_src_x + dest.width), (clipped_src_y + dest.height), dest.x, FLIP_Y(dest.y + dest.height), dest.x + dest.width, FLIP_Y(dest.y), GL_COLOR_BUFFER_BIT, GL_NEAREST); if (impl_window->current_paint.flushed_region) { cairo_rectangle_int_t flushed_rect; flushed_rect.x = dest.x / window_scale; flushed_rect.y = dest.y / window_scale; flushed_rect.width = (dest.x + dest.width + window_scale - 1) / window_scale - flushed_rect.x; flushed_rect.height = (dest.y + dest.height + window_scale - 1) / window_scale - flushed_rect.y; cairo_region_union_rectangle (impl_window->current_paint.flushed_region, &flushed_rect); cairo_region_subtract_rectangle (impl_window->current_paint.need_blend_region, &flushed_rect); } } } glDisable (GL_SCISSOR_TEST); glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); #undef FLIP_Y } /* For direct paint of alpha or non-alpha textures we can use texturing */ else if ((_gdk_gl_flags & GDK_GL_SOFTWARE_DRAW_GL) == 0 && source_type == GL_TEXTURE && direct_window != NULL && direct_window->current_paint.use_gl && trivial_transform && clip_region != NULL) { int unscaled_window_height; GLint texture_width; GLint texture_height; int i, n_rects, n_quads; GdkTexturedQuad *quads; cairo_rectangle_int_t clip_rect; /* Translate to impl coords */ cairo_region_translate (clip_region, dx, dy); if (alpha_size != 0) { cairo_region_t *opaque_region, *blend_region; opaque_region = cairo_region_copy (clip_region); cairo_region_subtract (opaque_region, impl_window->current_paint.flushed_region); cairo_region_subtract (opaque_region, impl_window->current_paint.need_blend_region); if (!cairo_region_is_empty (opaque_region)) gdk_gl_texture_from_surface (impl_window->current_paint.surface, opaque_region); blend_region = cairo_region_copy (clip_region); cairo_region_intersect (blend_region, impl_window->current_paint.need_blend_region); glEnable (GL_BLEND); if (!cairo_region_is_empty (blend_region)) gdk_gl_texture_from_surface (impl_window->current_paint.surface, blend_region); cairo_region_destroy (opaque_region); cairo_region_destroy (blend_region); } glBindTexture (GL_TEXTURE_2D, source); glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &texture_width); glGetTexLevelParameteriv (GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &texture_height); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glEnable (GL_SCISSOR_TEST); gdk_window_get_unscaled_size (impl_window, NULL, &unscaled_window_height); #define FLIP_Y(_y) (unscaled_window_height - (_y)) cairo_region_get_extents (clip_region, &clip_rect); glScissor (clip_rect.x * window_scale, FLIP_Y ((clip_rect.y + clip_rect.height) * window_scale), clip_rect.width * window_scale, clip_rect.height * window_scale); n_quads = 0; n_rects = cairo_region_num_rectangles (clip_region); quads = g_new (GdkTexturedQuad, n_rects); for (i = 0; i < n_rects; i++) { cairo_rectangle_int_t dest; cairo_region_get_rectangle (clip_region, i, &clip_rect); clip_rect.x *= window_scale; clip_rect.y *= window_scale; clip_rect.width *= window_scale; clip_rect.height *= window_scale; dest.x = dx * window_scale; dest.y = dy * window_scale; dest.width = width * window_scale / buffer_scale; dest.height = height * window_scale / buffer_scale; if (gdk_rectangle_intersect (&clip_rect, &dest, &dest)) { int clipped_src_x = x + (dest.x - dx * window_scale); int clipped_src_y = y + (height - dest.height - (dest.y - dy * window_scale)); GdkTexturedQuad quad = { dest.x, FLIP_Y(dest.y), dest.x + dest.width, FLIP_Y(dest.y + dest.height), clipped_src_x / (float)texture_width, (clipped_src_y + dest.height) / (float)texture_height, (clipped_src_x + dest.width) / (float)texture_width, clipped_src_y / (float)texture_height, }; quads[n_quads++] = quad; if (impl_window->current_paint.flushed_region) { cairo_rectangle_int_t flushed_rect; flushed_rect.x = dest.x / window_scale; flushed_rect.y = dest.y / window_scale; flushed_rect.width = (dest.x + dest.width + window_scale - 1) / window_scale - flushed_rect.x; flushed_rect.height = (dest.y + dest.height + window_scale - 1) / window_scale - flushed_rect.y; cairo_region_union_rectangle (impl_window->current_paint.flushed_region, &flushed_rect); cairo_region_subtract_rectangle (impl_window->current_paint.need_blend_region, &flushed_rect); } } } if (n_quads > 0) gdk_gl_texture_quads (paint_context, GL_TEXTURE_2D, n_quads, quads); g_free (quads); if (alpha_size != 0) glDisable (GL_BLEND); #undef FLIP_Y } else { /* Software fallback */ /* TODO: avoid reading back non-required data due to dest clip */ image = cairo_surface_create_similar_image (cairo_get_target (cr), (alpha_size == 0) ? CAIRO_FORMAT_RGB24 : CAIRO_FORMAT_ARGB32, width, height); cairo_surface_set_device_scale (image, buffer_scale, buffer_scale); framebuffer = paint_data->tmp_framebuffer; glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, framebuffer); if (source_type == GL_RENDERBUFFER) { /* Create a framebuffer with the source renderbuffer and make it the current target for reads */ glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, source); } else { glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, source, 0); } glPixelStorei (GL_PACK_ALIGNMENT, 4); glPixelStorei (GL_PACK_ROW_LENGTH, cairo_image_surface_get_stride (image) / 4); glReadPixels (x, y, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, cairo_image_surface_get_data (image)); glPixelStorei (GL_PACK_ROW_LENGTH, 0); glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); cairo_surface_mark_dirty (image); /* Invert due to opengl having different origin */ cairo_scale (cr, 1, -1); cairo_translate (cr, 0, -height / buffer_scale); cairo_set_source_surface (cr, image, 0, 0); cairo_set_operator (cr, CAIRO_OPERATOR_OVER); cairo_paint (cr); cairo_surface_destroy (image); } if (clip_region) cairo_region_destroy (clip_region); } /* This is always called with the paint context current */ void gdk_gl_texture_from_surface (cairo_surface_t *surface, cairo_region_t *region) { GdkGLContext *paint_context; cairo_surface_t *image; double device_x_offset, device_y_offset; cairo_rectangle_int_t rect, e; int n_rects, i; GdkWindow *window; int unscaled_window_height; unsigned int texture_id; int window_scale; double sx, sy; float umax, vmax; gboolean use_texture_rectangle; guint target; paint_context = gdk_gl_context_get_current (); if ((_gdk_gl_flags & GDK_GL_SOFTWARE_DRAW_SURFACE) == 0 && paint_context && GDK_GL_CONTEXT_GET_CLASS (paint_context)->texture_from_surface && GDK_GL_CONTEXT_GET_CLASS (paint_context)->texture_from_surface (paint_context, surface, region)) return; /* Software fallback */ use_texture_rectangle = gdk_gl_context_use_texture_rectangle (paint_context); window = gdk_gl_context_get_window (paint_context); window_scale = gdk_window_get_scale_factor (window); gdk_window_get_unscaled_size (window, NULL, &unscaled_window_height); sx = sy = 1; cairo_surface_get_device_scale (window->current_paint.surface, &sx, &sy); cairo_surface_get_device_offset (surface, &device_x_offset, &device_y_offset); glGenTextures (1, &texture_id); if (use_texture_rectangle) target = GL_TEXTURE_RECTANGLE_ARB; else target = GL_TEXTURE_2D; glBindTexture (target, texture_id); glEnable (GL_SCISSOR_TEST); glTexParameteri (target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri (target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri (target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); n_rects = cairo_region_num_rectangles (region); #define FLIP_Y(_y) (unscaled_window_height - (_y)) for (i = 0; i < n_rects; i++) { cairo_region_get_rectangle (region, i, &rect); glScissor (rect.x * window_scale, FLIP_Y ((rect.y + rect.height) * window_scale), rect.width * window_scale, rect.height * window_scale); e = rect; e.x *= sx; e.y *= sy; e.x += (int)device_x_offset; e.y += (int)device_y_offset; e.width *= sx; e.height *= sy; image = cairo_surface_map_to_image (surface, &e); gdk_gl_context_upload_texture (paint_context, image, e.width, e.height, target); cairo_surface_unmap_image (surface, image); if (use_texture_rectangle) { umax = rect.width * sx; vmax = rect.height * sy; } else { umax = 1.0; vmax = 1.0; } { GdkTexturedQuad quad = { rect.x * window_scale, FLIP_Y(rect.y * window_scale), (rect.x + rect.width) * window_scale, FLIP_Y((rect.y + rect.height) * window_scale), 0, 0, umax, vmax, }; /* We don't want to combine the quads here, because they have different textures. * And we don't want to upload the unused source areas to make it one texture. */ gdk_gl_texture_quads (paint_context, target, 1, &quad); } } #undef FLIP_Y glDisable (GL_SCISSOR_TEST); glDeleteTextures (1, &texture_id); }