mirror of
				https://gitlab.freedesktop.org/wlroots/wlroots.git
				synced 2025-11-03 09:01:40 -05:00 
			
		
		
		
	Merge pull request #733 from emersion/fix-matrix-transpose
Don't use OpenGL matrix transposition
This commit is contained in:
		
						commit
						a76cef475b
					
				
					 4 changed files with 37 additions and 15 deletions
				
			
		| 
						 | 
				
			
			@ -178,7 +178,8 @@ static void free_eglimage(struct gbm_bo *bo, void *data) {
 | 
			
		|||
	free(tex);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static struct wlr_texture *get_tex_for_bo(struct wlr_drm_renderer *renderer, struct gbm_bo *bo) {
 | 
			
		||||
static struct wlr_texture *get_tex_for_bo(struct wlr_drm_renderer *renderer,
 | 
			
		||||
		struct gbm_bo *bo) {
 | 
			
		||||
	struct tex *tex = gbm_bo_get_user_data(bo);
 | 
			
		||||
	if (tex) {
 | 
			
		||||
		return tex->tex;
 | 
			
		||||
| 
						 | 
				
			
			@ -231,13 +232,8 @@ struct gbm_bo *wlr_drm_surface_mgpu_copy(struct wlr_drm_surface *dest,
 | 
			
		|||
 | 
			
		||||
	static const float color[] = {0.0, 0.0, 0.0, 1.0};
 | 
			
		||||
 | 
			
		||||
	static const float mat[9] = {
 | 
			
		||||
		[0] = 2.0f,
 | 
			
		||||
		[2] = -1.0f,
 | 
			
		||||
		[4] = 2.0f,
 | 
			
		||||
		[5] = -1.0f,
 | 
			
		||||
		[8] = 1.0f,
 | 
			
		||||
	};
 | 
			
		||||
	float mat[9];
 | 
			
		||||
	wlr_matrix_projection(mat, 1, 1, WL_OUTPUT_TRANSFORM_FLIPPED_180);
 | 
			
		||||
 | 
			
		||||
	glViewport(0, 0, dest->width, dest->height);
 | 
			
		||||
	wlr_renderer_clear(dest->renderer->wlr_rend, color);
 | 
			
		||||
| 
						 | 
				
			
			@ -246,8 +242,9 @@ struct gbm_bo *wlr_drm_surface_mgpu_copy(struct wlr_drm_surface *dest,
 | 
			
		|||
	return wlr_drm_surface_swap_buffers(dest, NULL);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool wlr_drm_plane_surfaces_init(struct wlr_drm_plane *plane, struct wlr_drm_backend *drm,
 | 
			
		||||
		int32_t width, uint32_t height, uint32_t format) {
 | 
			
		||||
bool wlr_drm_plane_surfaces_init(struct wlr_drm_plane *plane,
 | 
			
		||||
		struct wlr_drm_backend *drm, int32_t width, uint32_t height,
 | 
			
		||||
		uint32_t format) {
 | 
			
		||||
	if (!drm->parent) {
 | 
			
		||||
		return wlr_drm_surface_init(&plane->surf, &drm->renderer, width, height,
 | 
			
		||||
			format, GBM_BO_USE_SCANOUT);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -5,11 +5,12 @@
 | 
			
		|||
#include <wlr/types/wlr_box.h>
 | 
			
		||||
 | 
			
		||||
void wlr_matrix_identity(float mat[static 9]);
 | 
			
		||||
void wlr_matrix_multiply(float mat[static 9], const float a[static 9],
 | 
			
		||||
	const float b[static 9]);
 | 
			
		||||
void wlr_matrix_transpose(float mat[static 9], const float a[static 9]);
 | 
			
		||||
void wlr_matrix_translate(float mat[static 9], float x, float y);
 | 
			
		||||
void wlr_matrix_scale(float mat[static 9], float x, float y);
 | 
			
		||||
void wlr_matrix_rotate(float mat[static 9], float rad);
 | 
			
		||||
void wlr_matrix_multiply(float mat[static 9], const float a[static 9],
 | 
			
		||||
	const float b[static 9]);
 | 
			
		||||
void wlr_matrix_transform(float mat[static 9],
 | 
			
		||||
	enum wl_output_transform transform);
 | 
			
		||||
void wlr_matrix_projection(float mat[static 9], int width, int height,
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -180,8 +180,13 @@ static bool wlr_gles2_render_texture_with_matrix(
 | 
			
		|||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
 | 
			
		||||
	// to GL_FALSE
 | 
			
		||||
	float transposition[9];
 | 
			
		||||
	wlr_matrix_transpose(transposition, matrix);
 | 
			
		||||
 | 
			
		||||
	wlr_texture_bind(texture);
 | 
			
		||||
	GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
 | 
			
		||||
	GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
 | 
			
		||||
	GL_CALL(glUniform1i(1, texture->inverted_y));
 | 
			
		||||
	GL_CALL(glUniform1f(3, alpha));
 | 
			
		||||
	draw_quad();
 | 
			
		||||
| 
						 | 
				
			
			@ -191,16 +196,26 @@ static bool wlr_gles2_render_texture_with_matrix(
 | 
			
		|||
 | 
			
		||||
static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer,
 | 
			
		||||
		const float color[static 4], const float matrix[static 9]) {
 | 
			
		||||
	// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
 | 
			
		||||
	// to GL_FALSE
 | 
			
		||||
	float transposition[9];
 | 
			
		||||
	wlr_matrix_transpose(transposition, matrix);
 | 
			
		||||
 | 
			
		||||
	GL_CALL(glUseProgram(shaders.quad));
 | 
			
		||||
	GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
 | 
			
		||||
	GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
 | 
			
		||||
	GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
 | 
			
		||||
	draw_quad();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void wlr_gles2_render_ellipse(struct wlr_renderer *wlr_renderer,
 | 
			
		||||
		const float color[static 4], const float matrix[static 9]) {
 | 
			
		||||
	// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
 | 
			
		||||
	// to GL_FALSE
 | 
			
		||||
	float transposition[9];
 | 
			
		||||
	wlr_matrix_transpose(transposition, matrix);
 | 
			
		||||
 | 
			
		||||
	GL_CALL(glUseProgram(shaders.ellipse));
 | 
			
		||||
	GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
 | 
			
		||||
	GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
 | 
			
		||||
	GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
 | 
			
		||||
	draw_quad();
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -33,6 +33,15 @@ void wlr_matrix_multiply(float mat[static 9], const float a[static 9],
 | 
			
		|||
	memcpy(mat, product, sizeof(product));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void wlr_matrix_transpose(float mat[static 9], const float a[static 9]) {
 | 
			
		||||
	float transposition[9] = {
 | 
			
		||||
		a[0], a[3], a[6],
 | 
			
		||||
		a[1], a[4], a[7],
 | 
			
		||||
		a[2], a[5], a[8],
 | 
			
		||||
	};
 | 
			
		||||
	memcpy(mat, transposition, sizeof(transposition));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void wlr_matrix_translate(float mat[static 9], float x, float y) {
 | 
			
		||||
	float translate[9] = {
 | 
			
		||||
		1.0f, 0.0f, x,
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue