renderer: fixup misaligned fsv1 surfaces with uv

fixes #4548
This commit is contained in:
Vaxry 2024-01-28 23:42:39 +00:00
parent 7009dc9184
commit 4b4bd90b14
2 changed files with 22 additions and 10 deletions

View file

@ -105,19 +105,22 @@ static void renderSurface(struct wlr_surface* surface, int x, int y, void* data)
if (windowBox.width <= 1 || windowBox.height <= 1) if (windowBox.width <= 1 || windowBox.height <= 1)
return; // invisible return; // invisible
g_pHyprRenderer->calculateUVForSurface(RDATA->pWindow, surface, RDATA->surface == surface);
windowBox.scale(RDATA->pMonitor->scale); windowBox.scale(RDATA->pMonitor->scale);
windowBox.round(); windowBox.round();
// check for fractional scale surfaces misaligning the buffer size const bool MISALIGNEDFSV1 = std::floor(RDATA->pMonitor->scale) != RDATA->pMonitor->scale /* Fractional */ && surface->current.scale == 1 /* fs protocol */ &&
// 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 */ &&
windowBox.size() != Vector2D{surface->current.buffer_width, surface->current.buffer_height} /* misaligned */ && 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 */ && 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; g_pHyprOpenGL->m_RenderData.useNearestNeighbor = true;
float rounding = RDATA->rounding; 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) { if (!pWindow || !pWindow->m_bIsX11) {
Vector2D uvTL; Vector2D uvTL;
Vector2D uvBR = Vector2D(1, 1); 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.primarySurfaceUVTopLeft = uvTL;
g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = uvBR; g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = uvBR;

View file

@ -57,7 +57,7 @@ class CHyprRenderer {
void ensureCursorRenderingMode(); void ensureCursorRenderingMode();
bool shouldRenderCursor(); bool shouldRenderCursor();
void setCursorHidden(bool hide); 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<float, float, float> getRenderTimes(CMonitor* pMonitor); // avg max min std::tuple<float, float, float> getRenderTimes(CMonitor* pMonitor); // avg max min
void renderLockscreen(CMonitor* pMonitor, timespec* now); void renderLockscreen(CMonitor* pMonitor, timespec* now);
void setOccludedForBackLayers(CRegion& region, CWorkspace* pWorkspace); void setOccludedForBackLayers(CRegion& region, CWorkspace* pWorkspace);