Do not render off-screen software cursors

This commit is contained in:
emersion 2017-10-31 12:57:20 +01:00
parent ca9dfd2e14
commit 9142def292
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GPG key ID: 0FDE7BE0E88F5E48

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@ -5,6 +5,7 @@
#include <tgmath.h>
#include <time.h>
#include <wayland-server.h>
#include <wlr/types/wlr_box.h>
#include <wlr/types/wlr_output.h>
#include <wlr/types/wlr_surface.h>
#include <wlr/interfaces/wlr_output.h>
@ -237,6 +238,14 @@ void wlr_output_make_current(struct wlr_output *output) {
output->impl->make_current(output);
}
static void output_cursor_get_box(struct wlr_output_cursor *cursor,
struct wlr_box *box) {
box->x = cursor->x - cursor->hotspot_x;
box->y = cursor->y - cursor->hotspot_y;
box->width = cursor->width;
box->height = cursor->height;
}
static void output_cursor_render(struct wlr_output_cursor *cursor) {
struct wlr_texture *texture = cursor->texture;
struct wlr_renderer *renderer = cursor->renderer;
@ -249,17 +258,33 @@ static void output_cursor_render(struct wlr_output_cursor *cursor) {
renderer = cursor->surface->renderer;
}
if (texture != NULL && renderer != NULL) {
glViewport(0, 0, cursor->output->width, cursor->output->height);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
float matrix[16];
wlr_texture_get_matrix(texture, &matrix,
&cursor->output->transform_matrix, cursor->x - cursor->hotspot_x,
cursor->y - cursor->hotspot_y);
wlr_render_with_matrix(renderer, texture, &matrix);
if (texture == NULL || renderer == NULL) {
return;
}
struct wlr_box output_box;
memset(&output_box, 0, sizeof(output_box));
wlr_output_effective_resolution(cursor->output, &output_box.width,
&output_box.height);
struct wlr_box cursor_box;
output_cursor_get_box(cursor, &cursor_box);
struct wlr_box intersection;
struct wlr_box *intersection_ptr = &intersection;
if (!wlr_box_intersection(&output_box, &cursor_box, &intersection_ptr)) {
return;
}
glViewport(0, 0, cursor->output->width, cursor->output->height);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
float matrix[16];
wlr_texture_get_matrix(texture, &matrix,
&cursor->output->transform_matrix, cursor->x - cursor->hotspot_x,
cursor->y - cursor->hotspot_y);
wlr_render_with_matrix(renderer, texture, &matrix);
}
void wlr_output_swap_buffers(struct wlr_output *output) {