effects/contrast: Round device coordinates when creating geometry
Since normal geometry is now rounded, we need to make sure to round anything that should match that geometry, otherwise we risk things peeking out of the normal geometry. BUG: 464526 (cherry picked from commit edbbe996d33d17ae8020fb06611141586fd1e7bb)icc-effect-5.27.2
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e25b182830
commit
c3f88fed62
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@ -313,10 +313,10 @@ void ContrastEffect::uploadRegion(QVector2D *&map, const QRegion ®ion, qreal
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Q_ASSERT(map);
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for (const QRect &r : region) {
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const auto deviceRect = scaledRect(r, scale);
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const QVector2D topLeft(deviceRect.x(), deviceRect.y());
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const QVector2D topRight(deviceRect.x() + deviceRect.width(), deviceRect.y());
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const QVector2D bottomLeft(deviceRect.x(), deviceRect.y() + deviceRect.height());
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const QVector2D bottomRight(deviceRect.x() + deviceRect.width(), deviceRect.y() + deviceRect.height());
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const QVector2D topLeft = roundVector(QVector2D(deviceRect.x(), deviceRect.y()));
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const QVector2D topRight = roundVector(QVector2D(deviceRect.x() + deviceRect.width(), deviceRect.y()));
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const QVector2D bottomLeft = roundVector(QVector2D(deviceRect.x(), deviceRect.y() + deviceRect.height()));
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const QVector2D bottomRight = roundVector(QVector2D(deviceRect.x() + deviceRect.width(), deviceRect.y() + deviceRect.height()));
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// First triangle
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*(map++) = topRight;
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