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sw_engine: dropshadow stability++
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removed the direct rendering optimization of the dropshadow, because it's a buggy.
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parent
4e645918c7
commit
78753eed31
3 changed files with 6 additions and 15 deletions
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@ -672,7 +672,7 @@ uint32_t rasterUnpremultiply(uint32_t data);
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bool effectGaussianBlur(SwCompositor* cmp, SwSurface* surface, const RenderEffectGaussianBlur* params);
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bool effectGaussianBlurRegion(RenderEffectGaussianBlur* effect);
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void effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, const Matrix& transform);
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bool effectDropShadow(SwCompositor* cmp, SwSurface* surfaces[2], const RenderEffectDropShadow* params, bool direct);
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bool effectDropShadow(SwCompositor* cmp, SwSurface* surfaces[2], const RenderEffectDropShadow* params);
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bool effectDropShadowRegion(RenderEffectDropShadow* effect);
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void effectDropShadowUpdate(RenderEffectDropShadow* effect, const Matrix& transform);
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void effectFillUpdate(RenderEffectFill* effect);
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@ -267,14 +267,14 @@ static void _dropShadowFilter(uint32_t* dst, uint32_t* src, int stride, int w, i
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}
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static void _dropShadowShift(uint32_t* dst, uint32_t* src, int dstride, int sstride, RenderRegion& bbox, SwPoint& offset, uint8_t opacity, bool direct)
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static void _dropShadowShift(uint32_t* dst, uint32_t* src, int dstride, int sstride, RenderRegion& bbox, SwPoint& offset, uint8_t opacity)
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{
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src += (bbox.min.y * sstride + bbox.min.x);
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dst += (bbox.min.y * dstride + bbox.min.x);
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auto w = bbox.max.x - bbox.min.x;
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auto h = bbox.max.y - bbox.min.y;
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auto translucent = (direct || opacity < 255);
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auto translucent = (opacity < 255);
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//shift offset
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if (bbox.min.x + offset.x < 0) src -= offset.x;
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@ -342,7 +342,7 @@ void effectDropShadowUpdate(RenderEffectDropShadow* params, const Matrix& transf
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//A quite same integration with effectGaussianBlur(). See it for detailed comments.
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//surface[0]: the original image, to overlay it into the filtered image.
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//surface[1]: temporary buffer for generating the filtered image.
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bool effectDropShadow(SwCompositor* cmp, SwSurface* surface[2], const RenderEffectDropShadow* params, bool direct)
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bool effectDropShadow(SwCompositor* cmp, SwSurface* surface[2], const RenderEffectDropShadow* params)
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{
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//FIXME: if the body is partially visible due to clipping, the shadow also becomes partially visible.
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@ -360,8 +360,6 @@ bool effectDropShadow(SwCompositor* cmp, SwSurface* surface[2], const RenderEffe
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auto front = cmp->image.buf32;
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auto back = buffer[1]->buf32;
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auto opacity = direct ? MULTIPLY(params->color[3], cmp->opacity) : params->color[3];
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TVGLOG("SW_ENGINE", "DropShadow region(%d, %d, %d, %d) params(%f %f %f), level(%d)", bbox.min.x, bbox.min.y, bbox.max.x, bbox.max.y, params->angle, params->distance, params->sigma, data->level);
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//saving the original image in order to overlay it into the filtered image.
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@ -387,16 +385,9 @@ bool effectDropShadow(SwCompositor* cmp, SwSurface* surface[2], const RenderEffe
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rasterXYFlip(front, back, stride, h, w, bbox, true);
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std::swap(cmp->image.buf32, back);
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//draw to the main surface directly
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if (direct) {
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_dropShadowShift(cmp->recoverSfc->buf32, cmp->image.buf32, cmp->recoverSfc->stride, stride, bbox, data->offset, opacity, direct);
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std::swap(cmp->image.buf32, buffer[0]->buf32);
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return true;
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}
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//draw to the intermediate surface
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rasterClear(surface[1], bbox.min.x, bbox.min.y, w, h);
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_dropShadowShift(buffer[1]->buf32, cmp->image.buf32, stride, stride, bbox, data->offset, opacity, direct);
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_dropShadowShift(buffer[1]->buf32, cmp->image.buf32, stride, stride, bbox, data->offset, params->color[3]);
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std::swap(cmp->image.buf32, buffer[1]->buf32);
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//compositing shadow and body
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@ -731,7 +731,7 @@ bool SwRenderer::render(RenderCompositor* cmp, const RenderEffect* effect, bool
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cmp1->compositor->valid = false;
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auto cmp2 = request(surface->channelSize, true);
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SwSurface* surfaces[] = {cmp1, cmp2};
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auto ret = effectDropShadow(p, surfaces, static_cast<const RenderEffectDropShadow*>(effect), direct);
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auto ret = effectDropShadow(p, surfaces, static_cast<const RenderEffectDropShadow*>(effect));
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cmp1->compositor->valid = true;
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return ret;
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}
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