From 4b4bd90b1450cbfc01d9ac429363cc7cecd6be8b Mon Sep 17 00:00:00 2001 From: Vaxry Date: Sun, 28 Jan 2024 23:42:39 +0000 Subject: [PATCH] renderer: fixup misaligned fsv1 surfaces with uv fixes #4548 --- src/render/Renderer.cpp | 30 +++++++++++++++++++++--------- src/render/Renderer.hpp | 2 +- 2 files changed, 22 insertions(+), 10 deletions(-) diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 15dac3cc..38b5d151 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -105,19 +105,22 @@ static void renderSurface(struct wlr_surface* surface, int x, int y, void* data) if (windowBox.width <= 1 || windowBox.height <= 1) return; // invisible - g_pHyprRenderer->calculateUVForSurface(RDATA->pWindow, surface, RDATA->surface == surface); - windowBox.scale(RDATA->pMonitor->scale); windowBox.round(); - // check for fractional scale surfaces misaligning the buffer size - // in those cases it's better to just force nearest neighbor - // as long as the window is not animated. During those it'd look weird - const auto NEARESTNEIGHBORSET = g_pHyprOpenGL->m_RenderData.useNearestNeighbor; - if (std::floor(RDATA->pMonitor->scale) != RDATA->pMonitor->scale /* Fractional */ && surface->current.scale == 1 /* fs protocol */ && + const bool MISALIGNEDFSV1 = std::floor(RDATA->pMonitor->scale) != RDATA->pMonitor->scale /* Fractional */ && surface->current.scale == 1 /* fs protocol */ && windowBox.size() != Vector2D{surface->current.buffer_width, surface->current.buffer_height} /* misaligned */ && DELTALESSTHAN(windowBox.width, surface->current.buffer_width, 3) && DELTALESSTHAN(windowBox.height, surface->current.buffer_height, 3) /* off by one-or-two */ && - (!RDATA->pWindow || (!RDATA->pWindow->m_vRealSize.isBeingAnimated() && !INTERACTIVERESIZEINPROGRESS)) /* not window or not animated/resizing */) + (!RDATA->pWindow || (!RDATA->pWindow->m_vRealSize.isBeingAnimated() && !INTERACTIVERESIZEINPROGRESS)) /* not window or not animated/resizing */; + + g_pHyprRenderer->calculateUVForSurface(RDATA->pWindow, surface, RDATA->surface == surface, windowBox.size(), MISALIGNEDFSV1); + + // check for fractional scale surfaces misaligning the buffer size + // in those cases it's better to just force nearest neighbor + // as long as the window is not animated. During those it'd look weird. + // UV will fixup it as well + const auto NEARESTNEIGHBORSET = g_pHyprOpenGL->m_RenderData.useNearestNeighbor; + if (MISALIGNEDFSV1) g_pHyprOpenGL->m_RenderData.useNearestNeighbor = true; float rounding = RDATA->rounding; @@ -806,7 +809,7 @@ void CHyprRenderer::renderLockscreen(CMonitor* pMonitor, timespec* now) { } } -void CHyprRenderer::calculateUVForSurface(CWindow* pWindow, wlr_surface* pSurface, bool main) { +void CHyprRenderer::calculateUVForSurface(CWindow* pWindow, wlr_surface* pSurface, bool main, const Vector2D& projSize, bool fixMisalignedFSV1) { if (!pWindow || !pWindow->m_bIsX11) { Vector2D uvTL; Vector2D uvBR = Vector2D(1, 1); @@ -828,6 +831,15 @@ void CHyprRenderer::calculateUVForSurface(CWindow* pWindow, wlr_surface* pSurfac } } + if (projSize != Vector2D{} && fixMisalignedFSV1) { + // instead of nearest_neighbor (we will repeat / skip) + // just cut off / expand surface + const Vector2D PIXELASUV = Vector2D{1, 1} / Vector2D{pSurface->buffer->texture->width, pSurface->buffer->texture->height}; + const Vector2D MISALIGNMENT = Vector2D{pSurface->buffer->texture->width, pSurface->buffer->texture->height} - projSize; + if (MISALIGNMENT != Vector2D{}) + uvBR -= MISALIGNMENT * PIXELASUV; + } + g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = uvTL; g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = uvBR; diff --git a/src/render/Renderer.hpp b/src/render/Renderer.hpp index d83e772b..f77bf36e 100644 --- a/src/render/Renderer.hpp +++ b/src/render/Renderer.hpp @@ -57,7 +57,7 @@ class CHyprRenderer { void ensureCursorRenderingMode(); bool shouldRenderCursor(); void setCursorHidden(bool hide); - void calculateUVForSurface(CWindow*, wlr_surface*, bool main = false); + void calculateUVForSurface(CWindow*, wlr_surface*, bool main = false, const Vector2D& projSize = {}, bool fixMisalignedFSV1 = false); std::tuple getRenderTimes(CMonitor* pMonitor); // avg max min void renderLockscreen(CMonitor* pMonitor, timespec* now); void setOccludedForBackLayers(CRegion& region, CWorkspace* pWorkspace);