err_t gui_widget_begin_paint(gui_widget_t* widget, painter_t* painter, const rect_t* rect) { if(painter == NULL) return E_NULL_POINTER; RETURN_ERR_IF_FAIL(painter_init(painter, gui_graphics(gui_object_gui(GUI_OBJECT(widget))))); point_t widget_point; rect_t widget_rect; gui_widget_screen_visible_position(widget, &widget_point, &widget_rect); rect_t paint_rect; if(rect != NULL){ rect_copy(&paint_rect, rect); rect_clip(&paint_rect, &widget_rect); }else{ rect_copy(&paint_rect, &widget_rect); } painter_set_scissor_rect(painter, &paint_rect); painter_set_scissor_enabled(painter, true); painter_set_offset(painter, point_x(&widget_point), point_y(&widget_point)); painter_set_offset_enabled(painter, true); return E_NO_ERROR; }
void DenoisingTask::setup_denoising_buffer() { /* Expand filter_area by radius pixels and clamp the result to the extent of the neighboring tiles */ rect = rect_from_shape(filter_area.x, filter_area.y, filter_area.z, filter_area.w); rect = rect_expand(rect, radius); rect = rect_clip(rect, make_int4(tile_info->x[0], tile_info->y[0], tile_info->x[3], tile_info->y[3])); buffer.passes = 14; buffer.width = rect.z - rect.x; buffer.stride = align_up(buffer.width, 4); buffer.h = rect.w - rect.y; int alignment_floats = divide_up(device->mem_sub_ptr_alignment(), sizeof(float)); buffer.pass_stride = align_up(buffer.stride * buffer.h, alignment_floats); /* Pad the total size by four floats since the SIMD kernels might go a bit over the end. */ int mem_size = align_up(buffer.pass_stride * buffer.passes + 4, alignment_floats); buffer.mem.alloc_to_device(mem_size, false); /* CPUs process shifts sequentially while GPUs process them in parallel. */ int num_layers; if(buffer.gpu_temporary_mem) { /* Shadowing prefiltering uses a radius of 6, so allocate at least that much. */ int max_radius = max(radius, 6); int num_shifts = (2*max_radius + 1) * (2*max_radius + 1); num_layers = 2*num_shifts + 1; } else { num_layers = 3; } /* Allocate two layers per shift as well as one for the weight accumulation. */ buffer.temporary_mem.alloc_to_device(num_layers * buffer.pass_stride); }
static int scrollrect(VTermRect rect, int downward, int rightward, void *user) { VTermScreen *screen = user; if(screen->damage_merge != VTERM_DAMAGE_SCROLL) { vterm_scroll_rect(rect, downward, rightward, moverect_internal, erase_internal, screen); vterm_screen_flush_damage(screen); vterm_scroll_rect(rect, downward, rightward, moverect_user, erase_user, screen); return 1; } if(screen->damaged.start_row != -1 && !rect_intersects(&rect, &screen->damaged)) { vterm_screen_flush_damage(screen); } if(screen->pending_scrollrect.start_row == -1) { screen->pending_scrollrect = rect; screen->pending_scroll_downward = downward; screen->pending_scroll_rightward = rightward; } else if(rect_equal(&screen->pending_scrollrect, &rect) && ((screen->pending_scroll_downward == 0 && downward == 0) || (screen->pending_scroll_rightward == 0 && rightward == 0))) { screen->pending_scroll_downward += downward; screen->pending_scroll_rightward += rightward; } else { vterm_screen_flush_damage(screen); screen->pending_scrollrect = rect; screen->pending_scroll_downward = downward; screen->pending_scroll_rightward = rightward; } vterm_scroll_rect(rect, downward, rightward, moverect_internal, erase_internal, screen); if(screen->damaged.start_row == -1) return 1; if(rect_contains(&rect, &screen->damaged)) { /* Scroll region entirely contains the damage; just move it */ vterm_rect_move(&screen->damaged, -downward, -rightward); rect_clip(&screen->damaged, &rect); } /* There are a number of possible cases here, but lets restrict this to only * the common case where we might actually gain some performance by * optimising it. Namely, a vertical scroll that neatly cuts the damage * region in half. */ else if(rect.start_col <= screen->damaged.start_col && rect.end_col >= screen->damaged.end_col && rightward == 0) { if(screen->damaged.start_row >= rect.start_row && screen->damaged.start_row < rect.end_row) { screen->damaged.start_row -= downward; if(screen->damaged.start_row < rect.start_row) screen->damaged.start_row = rect.start_row; if(screen->damaged.start_row > rect.end_row) screen->damaged.start_row = rect.end_row; } if(screen->damaged.end_row >= rect.start_row && screen->damaged.end_row < rect.end_row) { screen->damaged.end_row -= downward; if(screen->damaged.end_row < rect.start_row) screen->damaged.end_row = rect.start_row; if(screen->damaged.end_row > rect.end_row) screen->damaged.end_row = rect.end_row; } } else { DEBUG_LOG2("TODO: Just flush and redo damaged=" STRFrect " rect=" STRFrect "\n", ARGSrect(screen->damaged), ARGSrect(rect)); } return 1; }