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Merge branch 'gles2-simplify-matrix' into 'master'
util/matrix: Simplify the interface See merge request wlroots/wlroots!4975
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commit
0bdcb22f66
6 changed files with 70 additions and 123 deletions
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@ -124,31 +124,25 @@ static void render(const struct wlr_box *box, const pixman_region32_t *clip, GLi
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pixman_region32_fini(®ion);
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}
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static void set_proj_matrix(GLint loc, float proj[9], const struct wlr_box *box) {
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static void set_proj_matrix(GLint loc, struct wlr_gles2_buffer *buffer, const struct wlr_box *box) {
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float gl_matrix[9];
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wlr_matrix_identity(gl_matrix);
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wlr_matrix_translate(gl_matrix, box->x, box->y);
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wlr_matrix_scale(gl_matrix, box->width, box->height);
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wlr_matrix_multiply(gl_matrix, proj, gl_matrix);
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matrix_project_box(gl_matrix, box);
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matrix_projection(gl_matrix, buffer->buffer->width, buffer->buffer->height);
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glUniformMatrix3fv(loc, 1, GL_FALSE, gl_matrix);
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}
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static void set_tex_matrix(GLint loc, enum wl_output_transform trans,
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const struct wlr_fbox *box) {
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float tex_matrix[9];
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wlr_matrix_identity(tex_matrix);
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wlr_matrix_translate(tex_matrix, box->x, box->y);
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wlr_matrix_scale(tex_matrix, box->width, box->height);
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wlr_matrix_translate(tex_matrix, .5, .5);
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matrix_project_fbox(tex_matrix, box);
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// since textures have a different origin point we have to transform
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// differently if we are rotating
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if (trans & WL_OUTPUT_TRANSFORM_90) {
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wlr_matrix_transform(tex_matrix, wlr_output_transform_invert(trans));
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matrix_transform(tex_matrix, wlr_output_transform_invert(trans));
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} else {
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wlr_matrix_transform(tex_matrix, trans);
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matrix_transform(tex_matrix, trans);
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}
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wlr_matrix_translate(tex_matrix, -.5, -.5);
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glUniformMatrix3fv(loc, 1, GL_FALSE, tex_matrix);
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}
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@ -244,7 +238,7 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha);
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set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box);
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set_proj_matrix(shader->proj, pass->buffer, &dst_box);
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set_tex_matrix(shader->tex_proj, options->transform, &src_fbox);
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render(&dst_box, options->clip, shader->pos_attrib);
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@ -267,7 +261,7 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
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glUseProgram(renderer->shaders.quad.program);
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set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box);
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set_proj_matrix(renderer->shaders.quad.proj, pass->buffer, &box);
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glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
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render(&box, options->clip, renderer->shaders.quad.pos_attrib);
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@ -329,9 +323,6 @@ struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *b
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pass->signal_point = signal_point;
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}
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matrix_projection(pass->projection_matrix, wlr_buffer->width, wlr_buffer->height,
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WL_OUTPUT_TRANSFORM_FLIPPED_180);
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push_gles2_debug(renderer);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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@ -616,10 +616,11 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
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switch (options->blend_mode) {
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case WLR_RENDER_BLEND_MODE_PREMULTIPLIED:;
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float proj[9], matrix[9];
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wlr_matrix_identity(proj);
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wlr_matrix_project_box(matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, proj);
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wlr_matrix_multiply(matrix, pass->projection, matrix);
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float matrix[9];
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matrix_project_box(matrix, &box);
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matrix_projection(matrix,
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pass->render_buffer->wlr_buffer->width,
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pass->render_buffer->wlr_buffer->height);
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struct wlr_vk_render_format_setup *setup = pass->srgb_pathway ?
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pass->render_buffer->srgb.render_setup :
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@ -707,10 +708,12 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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wlr_render_texture_options_get_dst_box(options, &dst_box);
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float alpha = wlr_render_texture_options_get_alpha(options);
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float proj[9], matrix[9];
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wlr_matrix_identity(proj);
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wlr_matrix_project_box(matrix, &dst_box, options->transform, proj);
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wlr_matrix_multiply(matrix, pass->projection, matrix);
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float matrix[9];
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matrix_project_box(matrix, &dst_box);
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matrix_transform(matrix, options->transform);
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matrix_projection(matrix,
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pass->render_buffer->wlr_buffer->width,
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pass->render_buffer->wlr_buffer->height);
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struct wlr_vk_vert_pcr_data vert_pcr_data = {
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.uv_off = {
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@ -1156,10 +1159,6 @@ struct wlr_vk_render_pass *vulkan_begin_render_pass(struct wlr_vk_renderer *rend
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.maxDepth = 1,
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});
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// matrix_projection() assumes a GL coordinate system so we need
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// to pass WL_OUTPUT_TRANSFORM_FLIPPED_180 to adjust it for vulkan.
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matrix_projection(pass->projection, width, height, WL_OUTPUT_TRANSFORM_FLIPPED_180);
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wlr_buffer_lock(buffer->wlr_buffer);
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pass->render_buffer = buffer;
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pass->command_buffer = cb;
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