render/pass: implement antialiasing for fractional coordinates

Signed-off-by: Loukas Agorgianitis <loukas@agorgianitis.com>
This commit is contained in:
Loukas Agorgianitis 2026-01-08 22:40:20 +02:00
parent 5a49f2ae14
commit e92d8a7a53
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GPG key ID: DDC6FA7D5BB332E6
11 changed files with 170 additions and 20 deletions

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@ -1,6 +1,8 @@
#include <stdlib.h>
#include <assert.h>
#include <math.h>
#include <pixman.h>
#include <stdbool.h>
#include <time.h>
#include <unistd.h>
#include <wlr/render/drm_syncobj.h>
@ -77,7 +79,12 @@ out:
static void render(const struct wlr_fbox *box, const pixman_region32_t *clip, GLint attrib) {
pixman_region32_t region;
pixman_region32_init_rect(&region, round(box->x), round(box->y), round(box->width), round(box->height));
// Expand region to include edge fragments for AA
pixman_region32_init_rect(&region,
floor(box->x),
floor(box->y),
ceil(box->x + box->width) - floor(box->x),
ceil(box->y + box->height) - floor(box->y));
if (clip) {
pixman_region32_intersect(&region, &region, clip);
@ -247,6 +254,12 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box);
set_tex_matrix(shader->tex_proj, options->transform, &src_box);
glUniform4f(shader->dst_bounds,
(float)dst_box.x,
(float)dst_box.y,
(float)(dst_box.x + dst_box.width),
(float)(dst_box.y + dst_box.height));
render(&dst_box, options->clip, shader->pos_attrib);
glBindTexture(texture->target, 0);
@ -270,6 +283,12 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box);
glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
glUniform4f(renderer->shaders.quad.dst_bounds,
(float)box.x,
(float)box.y,
(float)(box.x + box.width),
(float)(box.y + box.height));
render(&box, options->clip, renderer->shaders.quad.pos_attrib);
pop_gles2_debug(renderer);