Fix non-HiDPI-aware fullscreen surface rendering in wlr_output

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emersion 2017-11-21 21:12:12 +01:00
parent 3262661e1e
commit cc2468923b
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@ -253,8 +253,16 @@ void wlr_output_make_current(struct wlr_output *output) {
static void output_fullscreen_surface_render(struct wlr_output *output, static void output_fullscreen_surface_render(struct wlr_output *output,
struct wlr_surface *surface, const struct timespec *when) { struct wlr_surface *surface, const struct timespec *when) {
int x = (output->width - surface->current->buffer_width) / 2; int width, height;
int y = (output->height - surface->current->buffer_height) / 2; wlr_output_effective_resolution(output, &width, &height);
int x = (width - surface->current->width) / 2;
int y = (height - surface->current->height) / 2;
int render_x = x * output->scale;
int render_y = y * output->scale;
int render_width = surface->current->width * output->scale;
int render_height = surface->current->height * output->scale;
glViewport(0, 0, output->width, output->height); glViewport(0, 0, output->width, output->height);
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
@ -264,9 +272,16 @@ static void output_fullscreen_surface_render(struct wlr_output *output,
return; return;
} }
float translate[16];
wlr_matrix_translate(&translate, render_x, render_y, 0);
float scale[16];
wlr_matrix_scale(&scale, render_width, render_height, 1);
float matrix[16]; float matrix[16];
wlr_texture_get_matrix(surface->texture, &matrix, &output->transform_matrix, wlr_matrix_mul(&translate, &scale, &matrix);
x, y); wlr_matrix_mul(&output->transform_matrix, &matrix, &matrix);
wlr_render_with_matrix(surface->renderer, surface->texture, &matrix); wlr_render_with_matrix(surface->renderer, surface->texture, &matrix);
wlr_surface_send_frame_done(surface, when); wlr_surface_send_frame_done(surface, when);