Make wlr_renderer_scissor take normal coords instead of upside-down ones
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@ -38,6 +38,8 @@ struct wlr_gles2_renderer {
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GLuint tex_rgbx;
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GLuint tex_ext;
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} shaders;
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uint32_t viewport_width, viewport_height;
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};
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enum wlr_gles2_texture_type {
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@ -31,11 +31,14 @@ static struct wlr_gles2_renderer *gles2_get_renderer_in_context(
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static void gles2_begin(struct wlr_renderer *wlr_renderer, uint32_t width,
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uint32_t height) {
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gles2_get_renderer_in_context(wlr_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_DEBUG_PUSH;
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glViewport(0, 0, width, height);
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renderer->viewport_width = width;
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renderer->viewport_height = height;
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// enable transparency
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glEnable(GL_BLEND);
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@ -64,11 +67,16 @@ static void gles2_clear(struct wlr_renderer *wlr_renderer,
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static void gles2_scissor(struct wlr_renderer *wlr_renderer,
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struct wlr_box *box) {
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gles2_get_renderer_in_context(wlr_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_DEBUG_PUSH;
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if (box != NULL) {
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glScissor(box->x, box->y, box->width, box->height);
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struct wlr_box gl_box;
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wlr_box_transform(box, WL_OUTPUT_TRANSFORM_FLIPPED_180,
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renderer->viewport_width, renderer->viewport_height, &gl_box);
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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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} else {
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glDisable(GL_SCISSOR_TEST);
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@ -177,9 +177,8 @@ static void scissor_output(struct roots_output *output, pixman_box32_t *rect) {
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wlr_output_transformed_resolution(output->wlr_output, &ow, &oh);
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// Scissor is in renderer coordinates, ie. upside down
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enum wl_output_transform transform = wlr_output_transform_compose(
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wlr_output_transform_invert(wlr_output->transform),
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WL_OUTPUT_TRANSFORM_FLIPPED_180);
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enum wl_output_transform transform =
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wlr_output_transform_invert(wlr_output->transform);
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wlr_box_transform(&box, transform, ow, oh, &box);
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wlr_renderer_scissor(renderer, &box);
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@ -339,9 +339,8 @@ static void output_scissor(struct wlr_output *output, pixman_box32_t *rect) {
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wlr_output_transformed_resolution(output, &ow, &oh);
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// Scissor is in renderer coordinates, ie. upside down
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enum wl_output_transform transform = wlr_output_transform_compose(
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wlr_output_transform_invert(output->transform),
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WL_OUTPUT_TRANSFORM_FLIPPED_180);
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enum wl_output_transform transform =
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wlr_output_transform_invert(output->transform);
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wlr_box_transform(&box, transform, ow, oh, &box);
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wlr_renderer_scissor(renderer, &box);
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