render/gles2: transpose matrices before binding them
Setting glUniformMatrix3fv's transpose parameter to GL_TRUE is not allowed for OpenGL ES 2. This adds a wlr_matrix_transpose function.
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@ -5,11 +5,12 @@
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#include <wlr/types/wlr_box.h>
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void wlr_matrix_identity(float mat[static 9]);
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void wlr_matrix_multiply(float mat[static 9], const float a[static 9],
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const float b[static 9]);
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void wlr_matrix_transpose(float mat[static 9], const float a[static 9]);
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void wlr_matrix_translate(float mat[static 9], float x, float y);
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void wlr_matrix_scale(float mat[static 9], float x, float y);
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void wlr_matrix_rotate(float mat[static 9], float rad);
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void wlr_matrix_multiply(float mat[static 9], const float a[static 9],
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const float b[static 9]);
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void wlr_matrix_transform(float mat[static 9],
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enum wl_output_transform transform);
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void wlr_matrix_projection(float mat[static 9], int width, int height,
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@ -180,8 +180,13 @@ static bool wlr_gles2_render_texture_with_matrix(
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return false;
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}
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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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float transposition[9];
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wlr_matrix_transpose(transposition, matrix);
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wlr_texture_bind(texture);
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GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
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GL_CALL(glUniform1i(1, texture->inverted_y));
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GL_CALL(glUniform1f(3, alpha));
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draw_quad();
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@ -191,16 +196,26 @@ static bool wlr_gles2_render_texture_with_matrix(
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static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer,
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const float color[static 4], const float matrix[static 9]) {
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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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float transposition[9];
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wlr_matrix_transpose(transposition, matrix);
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GL_CALL(glUseProgram(shaders.quad));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
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GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
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draw_quad();
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}
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static void wlr_gles2_render_ellipse(struct wlr_renderer *wlr_renderer,
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const float color[static 4], const float matrix[static 9]) {
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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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float transposition[9];
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wlr_matrix_transpose(transposition, matrix);
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GL_CALL(glUseProgram(shaders.ellipse));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
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GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
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draw_quad();
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}
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@ -33,6 +33,15 @@ void wlr_matrix_multiply(float mat[static 9], const float a[static 9],
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memcpy(mat, product, sizeof(product));
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}
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void wlr_matrix_transpose(float mat[static 9], const float a[static 9]) {
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float transposition[9] = {
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a[0], a[3], a[6],
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a[1], a[4], a[7],
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a[2], a[5], a[8],
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};
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memcpy(mat, transposition, sizeof(transposition));
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}
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void wlr_matrix_translate(float mat[static 9], float x, float y) {
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float translate[9] = {
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1.0f, 0.0f, x,
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