Transpose matrices on LEGACY_RENDERER

This commit is contained in:
vaxerski 2022-10-22 21:10:40 +01:00
parent c132f5a91f
commit 2995867760

View file

@ -329,7 +329,12 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
glUseProgram(m_RenderData.pCurrentMonData->m_shQUAD.program); glUseProgram(m_RenderData.pCurrentMonData->m_shQUAD.program);
#ifndef GLES2
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_TRUE, glMatrix); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix);
#endif
glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f); glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
wlr_box transformedBox; wlr_box transformedBox;
@ -438,7 +443,12 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glUseProgram(shader->program); glUseProgram(shader->program);
#ifndef GLES2
glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix); glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
#endif
glUniform1i(shader->tex, 0); glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha / 255.f); glUniform1f(shader->alpha, alpha / 255.f);
glUniform1i(shader->discardOpaque, (int)discardOpaque); glUniform1i(shader->discardOpaque, (int)discardOpaque);
@ -562,7 +572,12 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
glUseProgram(pShader->program); glUseProgram(pShader->program);
// prep two shaders // prep two shaders
#ifndef GLES2
glUniformMatrix3fv(pShader->proj, 1, GL_TRUE, glMatrix); glUniformMatrix3fv(pShader->proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
#endif
glUniform1f(pShader->radius, *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a glUniform1f(pShader->radius, *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a
if (pShader == &m_RenderData.pCurrentMonData->m_shBLUR1) if (pShader == &m_RenderData.pCurrentMonData->m_shBLUR1)
glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f)); glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f));
@ -843,7 +858,12 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
glUseProgram(m_RenderData.pCurrentMonData->m_shBORDER1.program); glUseProgram(m_RenderData.pCurrentMonData->m_shBORDER1.program);
#ifndef GLES2
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_TRUE, glMatrix); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
#endif
glUniform4f(m_RenderData.pCurrentMonData->m_shBORDER1.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f); glUniform4f(m_RenderData.pCurrentMonData->m_shBORDER1.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
const auto TOPLEFT = Vector2D(round, round); const auto TOPLEFT = Vector2D(round, round);
@ -1103,7 +1123,12 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
glUseProgram(m_RenderData.pCurrentMonData->m_shSHADOW.program); glUseProgram(m_RenderData.pCurrentMonData->m_shSHADOW.program);
#ifndef GLES2
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_TRUE, glMatrix); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
#endif
glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a); glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a);
const auto TOPLEFT = Vector2D(range + round, range + round); const auto TOPLEFT = Vector2D(range + round, range + round);