output: fix fullscreen on transformed outputs

This commit is contained in:
emersion 2018-01-28 10:40:38 +01:00
parent 63736be214
commit 485aa87468
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GPG Key ID: 0FDE7BE0E88F5E48
1 changed files with 39 additions and 22 deletions

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@ -323,6 +323,37 @@ bool wlr_output_make_current(struct wlr_output *output, int *buffer_age) {
return output->impl->make_current(output, buffer_age); return output->impl->make_current(output, buffer_age);
} }
static void output_get_transformed_size(struct wlr_output *output,
int *width, int *height) {
if (output->transform % 2 == 0) {
*width = output->width;
*height = output->height;
} else {
*width = output->height;
*height = output->width;
}
}
static void output_scissor(struct wlr_output *output, pixman_box32_t *rect) {
struct wlr_box box = {
.x = rect->x1,
.y = rect->y1,
.width = rect->x2 - rect->x1,
.height = rect->y2 - rect->y1,
};
int ow, oh;
output_get_transformed_size(output, &ow, &oh);
// Scissor is in renderer coordinates, ie. upside down
enum wl_output_transform transform = wlr_output_transform_compose(
wlr_output_transform_invert(output->transform),
WL_OUTPUT_TRANSFORM_FLIPPED_180);
wlr_box_transform(&box, transform, ow, oh, &box);
glScissor(box.x, box.y, box.width, box.height);
}
static void output_fullscreen_surface_get_box(struct wlr_output *output, static void output_fullscreen_surface_get_box(struct wlr_output *output,
struct wlr_surface *surface, struct wlr_box *box) { struct wlr_surface *surface, struct wlr_box *box) {
int width, height; int width, height;
@ -353,22 +384,17 @@ static void output_fullscreen_surface_render(struct wlr_output *output,
struct wlr_box box; struct wlr_box box;
output_fullscreen_surface_get_box(output, surface, &box); output_fullscreen_surface_get_box(output, surface, &box);
float translate[16];
wlr_matrix_translate(&translate, box.x, box.y, 0);
float scale[16];
wlr_matrix_scale(&scale, box.width, box.height, 1);
float matrix[16]; float matrix[16];
wlr_matrix_mul(&translate, &scale, &matrix); enum wl_output_transform transform =
wlr_matrix_mul(&output->transform_matrix, &matrix, &matrix); wlr_output_transform_invert(surface->current->transform);
wlr_matrix_project_box(&matrix, &box, transform, 0,
&output->transform_matrix);
int nrects; int nrects;
pixman_box32_t *rects = pixman_region32_rectangles(damage, &nrects); pixman_box32_t *rects = pixman_region32_rectangles(damage, &nrects);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
for (int i = 0; i < nrects; ++i) { for (int i = 0; i < nrects; ++i) {
glScissor(rects[i].x1, output->height - rects[i].y2, output_scissor(output, &rects[i]);
rects[i].x2 - rects[i].x1, rects[i].y2 - rects[i].y1);
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
wlr_render_with_matrix(surface->renderer, surface->texture, &matrix); wlr_render_with_matrix(surface->renderer, surface->texture, &matrix);
@ -423,24 +449,15 @@ static void output_cursor_render(struct wlr_output_cursor *cursor,
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
float translate[16];
wlr_matrix_translate(&translate, box.x, box.y, 0);
float scale[16];
wlr_matrix_scale(&scale, box.width, box.height, 1);
float matrix[16]; float matrix[16];
wlr_matrix_mul(&translate, &scale, &matrix); wlr_matrix_project_box(&matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, 0,
wlr_matrix_mul(&cursor->output->transform_matrix, &matrix, &matrix); &cursor->output->transform_matrix);
wlr_render_with_matrix(renderer, texture, &matrix);
int nrects; int nrects;
pixman_box32_t *rects = pixman_region32_rectangles(&surface_damage, &nrects); pixman_box32_t *rects = pixman_region32_rectangles(&surface_damage, &nrects);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
for (int i = 0; i < nrects; ++i) { for (int i = 0; i < nrects; ++i) {
glScissor(rects[i].x1, cursor->output->height - rects[i].y2, output_scissor(cursor->output, &rects[i]);
rects[i].x2 - rects[i].x1, rects[i].y2 - rects[i].y1);
wlr_render_with_matrix(renderer, texture, &matrix); wlr_render_with_matrix(renderer, texture, &matrix);
} }
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);