fix subsurface UV handling on oversized windows

This commit is contained in:
vaxerski 2022-08-28 14:43:25 +02:00
parent f5f99c6700
commit 5726f394b1

View file

@ -410,6 +410,8 @@ void CHyprRenderer::calculateUVForWindowSurface(CWindow* pWindow, wlr_surface* p
wlr_box geom;
wlr_xdg_surface_get_geometry(pWindow->m_uSurface.xdg, &geom);
const auto SUBSURFACE = g_pXWaylandManager->getWindowSurface(pWindow) != pSurface && main;
// wp_viewporter_v1 implementation
if (pSurface->current.viewport.has_src) {
wlr_fbox bufferSource;
@ -450,7 +452,7 @@ void CHyprRenderer::calculateUVForWindowSurface(CWindow* pWindow, wlr_surface* p
return; // ignore the rest
// then, if the surface is too big, modify the pos UV
if (geom.width > pWindow->m_vRealSize.vec().x + 1 || geom.height > pWindow->m_vRealSize.vec().y + 1) {
if ((geom.width > pWindow->m_vRealSize.vec().x + 1 || geom.height > pWindow->m_vRealSize.vec().y + 1) && !SUBSURFACE) {
const auto OFF = Vector2D(pWindow->m_vRealSize.vec().x / (double)geom.width, pWindow->m_vRealSize.vec().y / (double)geom.height);
if (g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft == Vector2D(-1, -1))