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output: improve transform matrix calculation
Compute only the transform matrix in the output. The projection matrix will be calculated inside the gles2 renderer when we start rendering. The goal is to help the pixman rendering process.
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7 changed files with 50 additions and 18 deletions
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@ -415,11 +415,16 @@ static bool output_cursor_to_picture(struct wlr_x11_output *output,
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.height = height,
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};
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float projection[9];
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wlr_matrix_projection(projection, width, height, output->wlr_output.transform);
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float output_matrix[9];
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wlr_matrix_identity(output_matrix);
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if (output->wlr_output.transform != WL_OUTPUT_TRANSFORM_NORMAL) {
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wlr_matrix_translate(output_matrix, width / 2.0, height / 2.0);
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wlr_matrix_transform(output_matrix, output->wlr_output.transform);
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wlr_matrix_translate(output_matrix, - width / 2.0, - height / 2.0);
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}
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float matrix[9];
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wlr_matrix_project_box(matrix, &cursor_box, transform, 0, projection);
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wlr_matrix_project_box(matrix, &cursor_box, transform, 0, output_matrix);
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wlr_renderer_begin(x11->renderer, width, height);
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wlr_renderer_clear(x11->renderer, (float[]){ 0.0, 0.0, 0.0, 0.0 });
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