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

@ -135,7 +135,6 @@ struct wlr_gles2_texture {
struct wlr_gles2_render_pass {
struct wlr_render_pass base;
struct wlr_gles2_buffer *buffer;
float projection_matrix[9];
struct wlr_egl_context prev_ctx;
struct wlr_gles2_render_timer *timer;
struct wlr_drm_syncobj_timeline *signal_timeline;

View file

@ -384,7 +384,6 @@ struct wlr_vk_render_pass {
struct wlr_vk_command_buffer *command_buffer;
struct rect_union updated_region;
VkPipeline bound_pipeline;
float projection[9];
bool failed;
bool srgb_pathway; // if false, rendering via intermediate blending buffer
struct wlr_color_transform *color_transform;

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);

View file

@ -620,7 +620,9 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
case WLR_RENDER_BLEND_MODE_PREMULTIPLIED:;
float matrix[9];
wlr_matrix_project_box(matrix, &box);
wlr_matrix_multiply(matrix, pass->projection, matrix);
matrix_projection(matrix,
pass->render_buffer->wlr_buffer->width,
pass->render_buffer->wlr_buffer->height);
struct wlr_vk_render_format_setup *setup = pass->srgb_pathway ?
pass->render_buffer->srgb.render_setup :
@ -711,7 +713,9 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
float matrix[9];
wlr_matrix_project_box(matrix, &dst_box);
wlr_matrix_transform(matrix, options->transform);
wlr_matrix_multiply(matrix, pass->projection, matrix);
matrix_projection(matrix,
pass->render_buffer->wlr_buffer->width,
pass->render_buffer->wlr_buffer->height);
struct wlr_vk_vert_pcr_data vert_pcr_data = {
.uv_off = {
@ -1131,8 +1135,6 @@ struct wlr_vk_render_pass *vulkan_begin_render_pass(struct wlr_vk_renderer *rend
.maxDepth = 1,
});
matrix_projection(pass->projection, width, height);
wlr_buffer_lock(buffer->wlr_buffer);
pass->render_buffer = buffer;
pass->command_buffer = cb;

View file

@ -71,17 +71,16 @@ void wlr_matrix_transform(float mat[static 9],
}
void matrix_projection(float mat[static 9], int width, int height) {
memset(mat, 0, sizeof(*mat) * 9);
struct wlr_fbox fbox = {
.x = -1.0f,
.y = -1.0f,
.width = 2.0f / width,
.height = 2.0f / height,
};
mat[0] = 2.0f / width;
mat[4] = 2.0f / height;
// Translation
mat[2] = -copysign(1.0f, mat[0] + mat[1]);
mat[5] = -copysign(1.0f, mat[3] + mat[4]);
// Identity
mat[8] = 1.0f;
float trans[9];
wlr_matrix_project_fbox(trans, &fbox);
wlr_matrix_multiply(mat, trans, mat);
}
void wlr_matrix_project_fbox(float mat[static 9], const struct wlr_fbox *box) {