util/matrix: Rework matrix_projection to compute transform on-demand

This commit is contained in:
Alexander Orzechowski 2025-01-27 14:30:13 -05:00
parent 99b6084fcd
commit 7775f55e3a
5 changed files with 19 additions and 22 deletions

View file

@ -124,10 +124,10 @@ static void render(const struct wlr_box *box, const pixman_region32_t *clip, GLi
pixman_region32_fini(&region);
}
static void set_proj_matrix(GLint loc, float proj[9], const struct wlr_box *box) {
static void set_proj_matrix(GLint loc, struct wlr_gles2_buffer *buffer, const struct wlr_box *box) {
float gl_matrix[9];
wlr_matrix_project_box(gl_matrix, box);
wlr_matrix_multiply(gl_matrix, proj, gl_matrix);
matrix_projection(gl_matrix, buffer->buffer->width, buffer->buffer->height);
glUniformMatrix3fv(loc, 1, GL_FALSE, gl_matrix);
}
@ -238,7 +238,7 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha);
set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box);
set_proj_matrix(shader->proj, pass->buffer, &dst_box);
set_tex_matrix(shader->tex_proj, options->transform, &src_fbox);
render(&dst_box, options->clip, shader->pos_attrib);
@ -261,7 +261,7 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
glUseProgram(renderer->shaders.quad.program);
set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box);
set_proj_matrix(renderer->shaders.quad.proj, pass->buffer, &box);
glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
render(&box, options->clip, renderer->shaders.quad.pos_attrib);
@ -323,8 +323,6 @@ struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *b
pass->signal_point = signal_point;
}
matrix_projection(pass->projection_matrix, wlr_buffer->width, wlr_buffer->height);
push_gles2_debug(renderer);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);