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render/wlr_texture: clamp texture coordinates to edge by default
Clamping texture coordinates prevents OpenGL from blending the left and right edge (or top and bottom edge) when scaling textures with GL_LINEAR filtering. This prevents visual artifacts like swaywm/sway#5809. Per discussion on IRC, this behaviour is made default. Compositors that want the wrapping behaviour (e.g. for tiled patterns) can override this by doing: struct wlr_gles2_texture_attribs attribs; wlr_gles2_texture_get_attribs(texture, &attribs); glBindTexture(attribs.target, attribs.tex); glTexParameteri(attribs.target, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(attribs.target, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(attribs.target, 0);
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1 changed files with 6 additions and 0 deletions
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@ -164,6 +164,8 @@ struct wlr_texture *gles2_texture_from_pixels(struct wlr_renderer *wlr_renderer,
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glGenTextures(1, &texture->tex);
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glBindTexture(GL_TEXTURE_2D, texture->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride / (fmt->bpp / 8));
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glTexImage2D(GL_TEXTURE_2D, 0, fmt->gl_format, width, height, 0,
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fmt->gl_format, fmt->gl_type, data);
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@ -232,6 +234,8 @@ struct wlr_texture *gles2_texture_from_wl_drm(struct wlr_renderer *wlr_renderer,
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glGenTextures(1, &texture->tex);
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture->tex);
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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renderer->procs.glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES,
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texture->image);
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
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@ -311,6 +315,8 @@ struct wlr_texture *gles2_texture_from_dmabuf(struct wlr_renderer *wlr_renderer,
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glGenTextures(1, &texture->tex);
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glBindTexture(texture->target, texture->tex);
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glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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renderer->procs.glEGLImageTargetTexture2DOES(texture->target, texture->image);
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glBindTexture(texture->target, 0);
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