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https://github.com/hyprwm/wlroots-hyprland.git
synced 2024-12-23 02:19:49 +01:00
output: improve transform matrix calculation
Compute only the transform matrix in the output. The projection matrix will be calculated inside the gles2 renderer when we start rendering. The goal is to help the pixman rendering process.
This commit is contained in:
parent
52e40025c4
commit
9601a2abf0
7 changed files with 50 additions and 18 deletions
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@ -895,10 +895,6 @@ static bool drm_connector_set_cursor(struct wlr_output *output,
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}
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}
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float hotspot_proj[9];
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wlr_matrix_projection(hotspot_proj, plane->surf.width,
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plane->surf.height, output->transform);
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struct wlr_box hotspot = { .x = hotspot_x, .y = hotspot_y };
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wlr_box_transform(&hotspot, &hotspot,
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wlr_output_transform_invert(output->transform),
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@ -939,8 +935,19 @@ static bool drm_connector_set_cursor(struct wlr_output *output,
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struct wlr_box cursor_box = { .width = width, .height = height };
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float output_matrix[9];
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wlr_matrix_identity(output_matrix);
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if (output->transform != WL_OUTPUT_TRANSFORM_NORMAL) {
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wlr_matrix_translate(output_matrix, plane->surf.width / 2.0,
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plane->surf.height / 2.0);
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wlr_matrix_transform(output_matrix, output->transform);
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wlr_matrix_translate(output_matrix, - plane->surf.width / 2.0,
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- plane->surf.height / 2.0);
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}
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float matrix[9];
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wlr_matrix_project_box(matrix, &cursor_box, transform, 0, hotspot_proj);
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wlr_matrix_project_box(matrix, &cursor_box, transform, 0,
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output_matrix);
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wlr_renderer_begin(rend, plane->surf.width, plane->surf.height);
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wlr_renderer_clear(rend, (float[]){ 0.0, 0.0, 0.0, 0.0 });
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@ -156,7 +156,7 @@ static struct wlr_buffer *drm_surface_blit(struct wlr_drm_surface *surf,
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}
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float mat[9];
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wlr_matrix_projection(mat, 1, 1, WL_OUTPUT_TRANSFORM_NORMAL);
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wlr_matrix_identity(mat);
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wlr_renderer_begin(renderer, surf->width, surf->height);
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wlr_renderer_clear(renderer, (float[]){ 0.0, 0.0, 0.0, 0.0 });
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@ -431,11 +431,16 @@ static bool output_set_cursor(struct wlr_output *wlr_output,
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.height = height,
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};
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float projection[9];
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wlr_matrix_projection(projection, width, height, wlr_output->transform);
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float output_matrix[9];
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wlr_matrix_identity(output_matrix);
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if (wlr_output->transform != WL_OUTPUT_TRANSFORM_NORMAL) {
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wlr_matrix_translate(output_matrix, width / 2.0, height / 2.0);
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wlr_matrix_transform(output_matrix, wlr_output->transform);
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wlr_matrix_translate(output_matrix, - width / 2.0, - height / 2.0);
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}
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float matrix[9];
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wlr_matrix_project_box(matrix, &cursor_box, transform, 0, projection);
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wlr_matrix_project_box(matrix, &cursor_box, transform, 0, output_matrix);
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wlr_renderer_begin(backend->renderer, width, height);
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wlr_renderer_clear(backend->renderer, (float[]){ 0.0, 0.0, 0.0, 0.0 });
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@ -415,11 +415,16 @@ static bool output_cursor_to_picture(struct wlr_x11_output *output,
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.height = height,
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};
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float projection[9];
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wlr_matrix_projection(projection, width, height, output->wlr_output.transform);
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float output_matrix[9];
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wlr_matrix_identity(output_matrix);
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if (output->wlr_output.transform != WL_OUTPUT_TRANSFORM_NORMAL) {
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wlr_matrix_translate(output_matrix, width / 2.0, height / 2.0);
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wlr_matrix_transform(output_matrix, output->wlr_output.transform);
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wlr_matrix_translate(output_matrix, - width / 2.0, - height / 2.0);
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}
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float matrix[9];
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wlr_matrix_project_box(matrix, &cursor_box, transform, 0, projection);
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wlr_matrix_project_box(matrix, &cursor_box, transform, 0, output_matrix);
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wlr_renderer_begin(x11->renderer, width, height);
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wlr_renderer_clear(x11->renderer, (float[]){ 0.0, 0.0, 0.0, 0.0 });
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@ -34,6 +34,7 @@ struct wlr_gles2_tex_shader {
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struct wlr_gles2_renderer {
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struct wlr_renderer wlr_renderer;
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float projection[9];
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struct wlr_egl *egl;
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int drm_fd;
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@ -191,6 +191,10 @@ static void gles2_begin(struct wlr_renderer *wlr_renderer, uint32_t width,
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renderer->viewport_width = width;
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renderer->viewport_height = height;
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// refresh projection matrix
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wlr_matrix_projection(renderer->projection, width, height,
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WL_OUTPUT_TRANSFORM_NORMAL);
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// enable transparency
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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@ -271,7 +275,8 @@ static bool gles2_render_subtexture_with_matrix(
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}
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, flip_180, matrix);
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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@ -325,7 +330,8 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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gles2_get_renderer_in_context(wlr_renderer);
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, flip_180, matrix);
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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@ -355,7 +361,8 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
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gles2_get_renderer_in_context(wlr_renderer);
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, flip_180, matrix);
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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@ -579,7 +586,7 @@ static bool gles2_blit_dmabuf(struct wlr_renderer *wlr_renderer,
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// TODO: use ANGLE_framebuffer_blit if available
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float mat[9];
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wlr_matrix_projection(mat, 1, 1, WL_OUTPUT_TRANSFORM_NORMAL);
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wlr_matrix_identity(mat);
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wlr_renderer_begin(wlr_renderer, dst_attr->width, dst_attr->height);
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wlr_renderer_clear(wlr_renderer, (float[]){ 0.0, 0.0, 0.0, 0.0 });
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@ -141,8 +141,15 @@ void wlr_output_update_enabled(struct wlr_output *output, bool enabled) {
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}
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static void output_update_matrix(struct wlr_output *output) {
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wlr_matrix_projection(output->transform_matrix, output->width,
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output->height, output->transform);
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float width = output->width / 2.f;
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float height = output->height / 2.f;
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wlr_matrix_identity(output->transform_matrix);
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if (output->transform != WL_OUTPUT_TRANSFORM_NORMAL) {
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wlr_matrix_translate(output->transform_matrix, width, height);
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wlr_matrix_transform(output->transform_matrix, output->transform);
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wlr_matrix_translate(output->transform_matrix, -width, -height);
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}
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}
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void wlr_output_enable(struct wlr_output *output, bool enable) {
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