TextureTools: make DistanceField working with subrectangles.
Just cannot use gl_FragCoord in here. That's it, that's the fix. What's
however COMPLETELY unexpected is that this simple change made the
process significantly faster on my Intel GPU, from ~815 µs to 670! I
can't even pretend I understand what's going on here, but maybe doing
less math in the fragment shader when calculating the texture
coordinates (and thus possibly the driver having a better idea how to
prefetch or schedule?) is what made this faster? Or maybe it's due to
one uniform input less, and two interpolated values instead of four on
the way from the vertex shader?
"TextureTools::DistanceField: expected input and output size ratio to be a multiple of 2, got"<<Debug::packed<<imageSize<<"and"<<Debug::packed<<rectangle.size(),);
"TextureTools::DistanceField: expected input and output size ratio to be a multiple of 2, got"<<Debug::packed<<imageSize<<"and"<<Debug::packed<<rectangle.size(),);
output
output
@ -221,20 +205,9 @@ void DistanceField::operator()(GL::Texture2D& input, GL::Framebuffer& output, co