diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c index 2ff29c11..faef832f 100644 --- a/render/gles2/renderer.c +++ b/render/gles2/renderer.c @@ -214,8 +214,12 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer, push_gles2_debug(renderer); if (box != NULL) { struct wlr_box gl_box; - wlr_box_transform(&gl_box, box, WL_OUTPUT_TRANSFORM_FLIPPED_180, - renderer->viewport_width, renderer->viewport_height); + if (renderer->current_buffer != NULL) { + memcpy(&gl_box, box, sizeof(gl_box)); + } else { + wlr_box_transform(&gl_box, box, WL_OUTPUT_TRANSFORM_FLIPPED_180, + renderer->viewport_width, renderer->viewport_height); + } glScissor(gl_box.x, gl_box.y, gl_box.width, gl_box.height); glEnable(GL_SCISSOR_TEST); @@ -225,6 +229,12 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer, pop_gles2_debug(renderer); } +static const float flip_180[9] = { + 1.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, + 0.0f, 0.0f, 1.0f, +}; + static bool gles2_render_subtexture_with_matrix( struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture, const struct wlr_fbox *box, const float matrix[static 9], @@ -257,10 +267,15 @@ static bool gles2_render_subtexture_with_matrix( abort(); } + float gl_matrix[9]; + if (renderer->current_buffer != NULL) { + wlr_matrix_multiply(gl_matrix, flip_180, matrix); + } else { + memcpy(gl_matrix, matrix, sizeof(gl_matrix)); + } // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set // to GL_FALSE - float transposition[9]; - wlr_matrix_transpose(transposition, matrix); + wlr_matrix_transpose(gl_matrix, gl_matrix); push_gles2_debug(renderer); @@ -271,7 +286,7 @@ static bool gles2_render_subtexture_with_matrix( glUseProgram(shader->program); - glUniformMatrix3fv(shader->proj, 1, GL_FALSE, transposition); + glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); glUniform1i(shader->invert_y, texture->inverted_y); glUniform1i(shader->tex, 0); glUniform1f(shader->alpha, alpha); @@ -309,15 +324,20 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer, struct wlr_gles2_renderer *renderer = gles2_get_renderer_in_context(wlr_renderer); + float gl_matrix[9]; + if (renderer->current_buffer != NULL) { + wlr_matrix_multiply(gl_matrix, flip_180, matrix); + } else { + memcpy(gl_matrix, matrix, sizeof(gl_matrix)); + } // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set // to GL_FALSE - float transposition[9]; - wlr_matrix_transpose(transposition, matrix); + wlr_matrix_transpose(gl_matrix, gl_matrix); push_gles2_debug(renderer); glUseProgram(renderer->shaders.quad.program); - glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition); + glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix); glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]); glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE, @@ -337,10 +357,15 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer, struct wlr_gles2_renderer *renderer = gles2_get_renderer_in_context(wlr_renderer); + float gl_matrix[9]; + if (renderer->current_buffer != NULL) { + wlr_matrix_multiply(gl_matrix, flip_180, matrix); + } else { + memcpy(gl_matrix, matrix, sizeof(gl_matrix)); + } // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set // to GL_FALSE - float transposition[9]; - wlr_matrix_transpose(transposition, matrix); + wlr_matrix_transpose(gl_matrix, gl_matrix); static const GLfloat texcoord[] = { 1, 0, // top right @@ -352,7 +377,7 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer, push_gles2_debug(renderer); glUseProgram(renderer->shaders.ellipse.program); - glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition); + glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, gl_matrix); glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]); glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT, @@ -472,16 +497,32 @@ static bool gles2_read_pixels(struct wlr_renderer *wlr_renderer, if (pack_stride == stride && dst_x == 0 && flags != NULL) { // Under these particular conditions, we can read the pixels with only // one glReadPixels call - glReadPixels(src_x, renderer->viewport_height - height - src_y, - width, height, fmt->gl_format, fmt->gl_type, p); - *flags = WLR_RENDERER_READ_PIXELS_Y_INVERT; + + uint32_t y = src_y; + if (renderer->current_buffer == NULL) { + y = renderer->viewport_height - height - src_y; + } + + glReadPixels(src_x, y, width, height, fmt->gl_format, fmt->gl_type, p); + + if (renderer->current_buffer != NULL) { + *flags = 0; + } else { + *flags = WLR_RENDERER_READ_PIXELS_Y_INVERT; + } } else { // Unfortunately GLES2 doesn't support GL_PACK_*, so we have to read // the lines out row by row for (size_t i = 0; i < height; ++i) { - glReadPixels(src_x, renderer->viewport_height - src_y - i - 1, width, 1, fmt->gl_format, + uint32_t y = src_y + i; + if (renderer->current_buffer == NULL) { + y = renderer->viewport_height - src_y - i - 1; + } + + glReadPixels(src_x, y, width, 1, fmt->gl_format, fmt->gl_type, p + i * stride + dst_x * fmt->bpp / 8); } + if (flags != NULL) { *flags = 0; } @@ -510,6 +551,7 @@ static bool gles2_blit_dmabuf(struct wlr_renderer *wlr_renderer, goto restore_context_out; } + // TODO: get inverted_y right when current_buffer != NULL // This is to take into account y-inversion on both buffers rather than // just the source buffer. bool src_inverted_y = @@ -517,9 +559,12 @@ static bool gles2_blit_dmabuf(struct wlr_renderer *wlr_renderer, bool dst_inverted_y = !!(dst_attr->flags & WLR_DMABUF_ATTRIBUTES_FLAGS_Y_INVERT); struct wlr_gles2_texture *gles2_src_tex = gles2_get_texture(src_tex); - // The result is negated because wlr_matrix_projection y-inverts the - // texture. - gles2_src_tex->inverted_y = !(src_inverted_y ^ dst_inverted_y); + gles2_src_tex->inverted_y = src_inverted_y ^ dst_inverted_y; + if (renderer->current_buffer == NULL) { + // The result is negated because wlr_matrix_projection y-inverts the + // texture. + gles2_src_tex->inverted_y = !gles2_src_tex->inverted_y; + } if (!wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL)) { goto texture_destroy_out;