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Fix iOS gradient rendering issues #4281
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Fixed gradient drawing in iOS native port to use correct vertex sizes and texture coordinates, preventing overlap and incorrect scaling. Corrected swapped logic for horizontal and vertical gradient directions.
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- Fixed `DrawGradient.m` (OpenGL):
- Corrected vertex sizes to use requested width/height instead of power-of-two texture dimensions to prevent overflow/overlap.
- Implemented correct texture coordinate mapping (`maxS`, `maxT`) to avoid including padding.
- Updated vertex array logic to use `GL_FLOAT` for texture coordinates.
- Swapped logic for `GRADIENT_TYPE_HORIZONTAL` and `GRADIENT_TYPE_VERTICAL` to match standard coordinate system orientation.
- Fixed `IOSNative.m` (Mutable Images/CoreGraphics):
- Updated `fillRectRadialGradientMutable` to respect the `x` and `y` arguments for both the fill rect and the radial gradient center point, preventing it from always drawing at (0,0).
- Fixed `DrawGradient.m` (OpenGL):
- Corrected vertex sizes to use requested width/height instead of power-of-two texture dimensions to prevent overflow/overlap.
- Implemented correct texture coordinate mapping (`maxS`, `maxT`) to avoid including padding.
- Updated vertex array logic to use `GL_FLOAT` for texture coordinates.
- Swapped logic for `GRADIENT_TYPE_HORIZONTAL` and `GRADIENT_TYPE_VERTICAL` to match standard coordinate system orientation.
- Fixed `IOSNative.m` (Mutable Images/CoreGraphics):
- Updated `fillRectRadialGradientMutable` to respect the `x` and `y` arguments for both the fill rect and the radial gradient center point, preventing it from always drawing at (0,0).
- Added proper clipping (`CGContextClipToRect`) to `fillRectRadialGradientMutable` to prevent gradients from bleeding outside their bounds.
- Added missing `CGGradientRelease` to fix a memory leak.
- Properly wrapped drawing calls in `CGContextSaveGState`/`CGContextRestoreGState` to isolate state changes.
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The
DrawGradient.mimplementation on iOS previously rendered gradients using a full power-of-two (POT) quad, which caused the gradient to spill over the requested bounds and overlap neighboring elements. It also used full 0-1 texture coordinates, mapping the entire POT texture (including empty padding) to the quad.This change:
widthandheightinstead ofp2w/p2h.maxSandmaxTtexture coordinates based on the ratio of content size to texture size.GLfloatand maps the quad vertices to the valid content region(0,0)to(maxS, maxT).glVertexAttribPointerto useGL_FLOATfor texture coordinates.GRADIENT_TYPE_HORIZONTALandGRADIENT_TYPE_VERTICALcases where the coordinate logic was swapped (Horizontal now varies X, Vertical varies Y).PR created automatically by Jules for task 6231960715145144739 started by @shai-almog