fix: blobs now allow to be drawn in device pixels to stay sharp
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@@ -44,22 +44,17 @@ bool BlobMaterialShader::updateUniformData(
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memcpy(buf->data() + 64, &opacity, 4);
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}
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// Padded rect (offset 68)
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memcpy(buf->data() + 68, &mat->m_paddedX, 4);
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memcpy(buf->data() + 72, &mat->m_paddedY, 4);
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memcpy(buf->data() + 76, &mat->m_paddedW, 4);
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memcpy(buf->data() + 80, &mat->m_paddedH, 4);
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// Smooth factor (offset 84)
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memcpy(buf->data() + 84, &mat->m_smoothFactor, 4);
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// Rect count (offset 88)
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memcpy(buf->data() + 88, &mat->m_rectCount, 4);
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// My index (offset 92). -2 skips the ownership test in the shader.
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memcpy(buf->data() + 92, &mat->m_myIndex, 4);
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// Color as vec4 (offset 96, 16 bytes)
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const float color[4] = {
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mat->m_color.redF(),
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mat->m_color.greenF(),
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@@ -68,26 +63,19 @@ bool BlobMaterialShader::updateUniformData(
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};
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memcpy(buf->data() + 96, color, 16);
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// Has inverted (offset 112)
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memcpy(buf->data() + 112, &mat->m_hasInverted, 4);
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// Inverted radius (offset 116)
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memcpy(buf->data() + 116, &mat->m_invertedRadius, 4);
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// Padding at 120-127 (skip)
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// Inverted outer (offset 128, 16 bytes)
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memcpy(buf->data() + 128, mat->m_invertedOuter, 16);
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// Inverted inner (offset 144, 16 bytes)
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memcpy(buf->data() + 144, mat->m_invertedInner, 16);
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// Rect data (offset 160, each rect = 5 vec4s = 80 bytes)
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const int count = qMin(mat->m_rectCount, 16);
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for (int i = 0; i < count; ++i) {
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const auto& r = mat->m_rects[i];
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const int base = 160 + i * 80;
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// Pack excludeMask into props.x via bit-cast (read in shader with floatBitsToInt)
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float maskAsFloat = NAN;
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memcpy(&maskAsFloat, &r.excludeMask, sizeof(float));
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const float d0[4] = {r.cx, r.cy, r.hw, r.hh};
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@@ -100,12 +88,9 @@ bool BlobMaterialShader::updateUniformData(
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memcpy(buf->data() + base + 64, r.radius, 16);
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}
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// Shadow: after rectData, which ends at 1440. shadowColor is 16-byte aligned,
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// so it lands at 1456.
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memcpy(buf->data() + 1440, &mat->m_shadowRadius, 4);
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memcpy(buf->data() + 1456, mat->m_shadowColor, 16);
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// Outer edge corner radii, after shadowColor, at 1472.
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memcpy(buf->data() + 1472, mat->m_invertedOuterRadii, 16);
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return true;
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