Merge pull request #807 from Dickby/fix_monitor_transforms

Transform the box data send to texture shaders.
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Vaxry 2022-10-07 20:12:28 +01:00 committed by GitHub
commit 5e3b8c3233
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@ -443,17 +443,17 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glUniform1f(shader->alpha, alpha / 255.f);
glUniform1i(shader->discardOpaque, (int)discardOpaque);
// round is in px
// so we need to do some maf
wlr_box transformedBox;
wlr_box_transform(&transformedBox, pBox, wlr_output_transform_invert(m_RenderData.pMonitor->transform),
m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y);
const auto TOPLEFT = Vector2D(round, round);
const auto BOTTOMRIGHT = Vector2D(pBox->width - round, pBox->height - round);
const auto FULLSIZE = Vector2D(pBox->width, pBox->height);
const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y);
const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
// Rounded corners
glUniform2f(shader->topLeft, pBox->x, pBox->y);
glUniform2f(shader->fullSize, pBox->width, pBox->height);
glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
glUniform2f(shader->fullSize, FULLSIZE.x ,FULLSIZE.y);
glUniform1f(shader->radius, round);
glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));