render/gles2: fix y-inverted output when rendering to buffer
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6136fe87d1
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1245730ea2
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@ -214,8 +214,12 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
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push_gles2_debug(renderer);
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push_gles2_debug(renderer);
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if (box != NULL) {
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if (box != NULL) {
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struct wlr_box gl_box;
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struct wlr_box gl_box;
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wlr_box_transform(&gl_box, box, WL_OUTPUT_TRANSFORM_FLIPPED_180,
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if (renderer->current_buffer != NULL) {
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renderer->viewport_width, renderer->viewport_height);
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memcpy(&gl_box, box, sizeof(gl_box));
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} else {
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wlr_box_transform(&gl_box, box, WL_OUTPUT_TRANSFORM_FLIPPED_180,
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renderer->viewport_width, renderer->viewport_height);
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}
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glScissor(gl_box.x, gl_box.y, gl_box.width, gl_box.height);
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glScissor(gl_box.x, gl_box.y, gl_box.width, gl_box.height);
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glEnable(GL_SCISSOR_TEST);
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glEnable(GL_SCISSOR_TEST);
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@ -225,6 +229,12 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
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pop_gles2_debug(renderer);
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pop_gles2_debug(renderer);
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}
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}
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static const float flip_180[9] = {
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1.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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};
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static bool gles2_render_subtexture_with_matrix(
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static bool gles2_render_subtexture_with_matrix(
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struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
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struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
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const struct wlr_fbox *box, const float matrix[static 9],
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const struct wlr_fbox *box, const float matrix[static 9],
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@ -257,10 +267,15 @@ static bool gles2_render_subtexture_with_matrix(
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abort();
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abort();
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}
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}
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float gl_matrix[9];
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if (renderer->current_buffer != NULL) {
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wlr_matrix_multiply(gl_matrix, flip_180, matrix);
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} else {
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memcpy(gl_matrix, matrix, sizeof(gl_matrix));
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}
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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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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// to GL_FALSE
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float transposition[9];
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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wlr_matrix_transpose(transposition, matrix);
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push_gles2_debug(renderer);
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push_gles2_debug(renderer);
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@ -271,7 +286,7 @@ static bool gles2_render_subtexture_with_matrix(
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glUseProgram(shader->program);
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glUseProgram(shader->program);
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, transposition);
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
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glUniform1i(shader->invert_y, texture->inverted_y);
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glUniform1i(shader->invert_y, texture->inverted_y);
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glUniform1i(shader->tex, 0);
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha);
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glUniform1f(shader->alpha, alpha);
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@ -309,15 +324,20 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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struct wlr_gles2_renderer *renderer =
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struct wlr_gles2_renderer *renderer =
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gles2_get_renderer_in_context(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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if (renderer->current_buffer != NULL) {
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wlr_matrix_multiply(gl_matrix, flip_180, matrix);
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} else {
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memcpy(gl_matrix, matrix, sizeof(gl_matrix));
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}
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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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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// to GL_FALSE
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float transposition[9];
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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wlr_matrix_transpose(transposition, matrix);
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push_gles2_debug(renderer);
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push_gles2_debug(renderer);
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glUseProgram(renderer->shaders.quad.program);
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glUseProgram(renderer->shaders.quad.program);
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glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition);
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glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
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glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
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glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
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glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
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glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
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@ -337,10 +357,15 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
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struct wlr_gles2_renderer *renderer =
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struct wlr_gles2_renderer *renderer =
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gles2_get_renderer_in_context(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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if (renderer->current_buffer != NULL) {
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wlr_matrix_multiply(gl_matrix, flip_180, matrix);
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} else {
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memcpy(gl_matrix, matrix, sizeof(gl_matrix));
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}
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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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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// to GL_FALSE
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float transposition[9];
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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wlr_matrix_transpose(transposition, matrix);
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static const GLfloat texcoord[] = {
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static const GLfloat texcoord[] = {
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1, 0, // top right
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1, 0, // top right
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@ -352,7 +377,7 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
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push_gles2_debug(renderer);
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push_gles2_debug(renderer);
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glUseProgram(renderer->shaders.ellipse.program);
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glUseProgram(renderer->shaders.ellipse.program);
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glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition);
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glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, gl_matrix);
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glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
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glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
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glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT,
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glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT,
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@ -472,16 +497,32 @@ static bool gles2_read_pixels(struct wlr_renderer *wlr_renderer,
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if (pack_stride == stride && dst_x == 0 && flags != NULL) {
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if (pack_stride == stride && dst_x == 0 && flags != NULL) {
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// Under these particular conditions, we can read the pixels with only
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// Under these particular conditions, we can read the pixels with only
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// one glReadPixels call
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// one glReadPixels call
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glReadPixels(src_x, renderer->viewport_height - height - src_y,
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width, height, fmt->gl_format, fmt->gl_type, p);
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uint32_t y = src_y;
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*flags = WLR_RENDERER_READ_PIXELS_Y_INVERT;
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if (renderer->current_buffer == NULL) {
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y = renderer->viewport_height - height - src_y;
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}
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glReadPixels(src_x, y, width, height, fmt->gl_format, fmt->gl_type, p);
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if (renderer->current_buffer != NULL) {
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*flags = 0;
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} else {
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*flags = WLR_RENDERER_READ_PIXELS_Y_INVERT;
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}
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} else {
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} else {
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// Unfortunately GLES2 doesn't support GL_PACK_*, so we have to read
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// Unfortunately GLES2 doesn't support GL_PACK_*, so we have to read
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// the lines out row by row
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// the lines out row by row
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for (size_t i = 0; i < height; ++i) {
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for (size_t i = 0; i < height; ++i) {
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glReadPixels(src_x, renderer->viewport_height - src_y - i - 1, width, 1, fmt->gl_format,
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uint32_t y = src_y + i;
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if (renderer->current_buffer == NULL) {
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y = renderer->viewport_height - src_y - i - 1;
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}
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glReadPixels(src_x, y, width, 1, fmt->gl_format,
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fmt->gl_type, p + i * stride + dst_x * fmt->bpp / 8);
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fmt->gl_type, p + i * stride + dst_x * fmt->bpp / 8);
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}
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}
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if (flags != NULL) {
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if (flags != NULL) {
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*flags = 0;
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*flags = 0;
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}
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}
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@ -510,6 +551,7 @@ static bool gles2_blit_dmabuf(struct wlr_renderer *wlr_renderer,
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goto restore_context_out;
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goto restore_context_out;
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}
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}
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// TODO: get inverted_y right when current_buffer != NULL
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// This is to take into account y-inversion on both buffers rather than
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// This is to take into account y-inversion on both buffers rather than
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// just the source buffer.
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// just the source buffer.
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bool src_inverted_y =
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bool src_inverted_y =
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@ -517,9 +559,12 @@ static bool gles2_blit_dmabuf(struct wlr_renderer *wlr_renderer,
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bool dst_inverted_y =
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bool dst_inverted_y =
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!!(dst_attr->flags & WLR_DMABUF_ATTRIBUTES_FLAGS_Y_INVERT);
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!!(dst_attr->flags & WLR_DMABUF_ATTRIBUTES_FLAGS_Y_INVERT);
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struct wlr_gles2_texture *gles2_src_tex = gles2_get_texture(src_tex);
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struct wlr_gles2_texture *gles2_src_tex = gles2_get_texture(src_tex);
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// The result is negated because wlr_matrix_projection y-inverts the
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gles2_src_tex->inverted_y = src_inverted_y ^ dst_inverted_y;
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// texture.
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if (renderer->current_buffer == NULL) {
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gles2_src_tex->inverted_y = !(src_inverted_y ^ dst_inverted_y);
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// The result is negated because wlr_matrix_projection y-inverts the
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// texture.
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gles2_src_tex->inverted_y = !gles2_src_tex->inverted_y;
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}
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if (!wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL)) {
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if (!wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL)) {
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goto texture_destroy_out;
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goto texture_destroy_out;
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