From 975d14b799d138ae0f0220b62fc0469ac928dd2f Mon Sep 17 00:00:00 2001 From: Quantum Date: Mon, 1 Feb 2021 14:48:43 -0500 Subject: [PATCH] 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); --- render/gles2/texture.c | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/render/gles2/texture.c b/render/gles2/texture.c index c4b82fa4..d934be2f 100644 --- a/render/gles2/texture.c +++ b/render/gles2/texture.c @@ -164,6 +164,8 @@ struct wlr_texture *gles2_texture_from_pixels(struct wlr_renderer *wlr_renderer, glGenTextures(1, &texture->tex); glBindTexture(GL_TEXTURE_2D, texture->tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride / (fmt->bpp / 8)); glTexImage2D(GL_TEXTURE_2D, 0, fmt->gl_format, width, height, 0, fmt->gl_format, fmt->gl_type, data); @@ -232,6 +234,8 @@ struct wlr_texture *gles2_texture_from_wl_drm(struct wlr_renderer *wlr_renderer, glGenTextures(1, &texture->tex); glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture->tex); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); renderer->procs.glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, texture->image); glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0); @@ -311,6 +315,8 @@ struct wlr_texture *gles2_texture_from_dmabuf(struct wlr_renderer *wlr_renderer, glGenTextures(1, &texture->tex); glBindTexture(texture->target, texture->tex); + glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); renderer->procs.glEGLImageTargetTexture2DOES(texture->target, texture->image); glBindTexture(texture->target, 0);