Merge pull request #733 from emersion/fix-matrix-transpose

Don't use OpenGL matrix transposition
This commit is contained in:
Drew DeVault 2018-03-19 16:36:17 -04:00 committed by GitHub
commit a76cef475b
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 37 additions and 15 deletions

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@ -178,7 +178,8 @@ static void free_eglimage(struct gbm_bo *bo, void *data) {
free(tex);
}
static struct wlr_texture *get_tex_for_bo(struct wlr_drm_renderer *renderer, struct gbm_bo *bo) {
static struct wlr_texture *get_tex_for_bo(struct wlr_drm_renderer *renderer,
struct gbm_bo *bo) {
struct tex *tex = gbm_bo_get_user_data(bo);
if (tex) {
return tex->tex;
@ -231,13 +232,8 @@ struct gbm_bo *wlr_drm_surface_mgpu_copy(struct wlr_drm_surface *dest,
static const float color[] = {0.0, 0.0, 0.0, 1.0};
static const float mat[9] = {
[0] = 2.0f,
[2] = -1.0f,
[4] = 2.0f,
[5] = -1.0f,
[8] = 1.0f,
};
float mat[9];
wlr_matrix_projection(mat, 1, 1, WL_OUTPUT_TRANSFORM_FLIPPED_180);
glViewport(0, 0, dest->width, dest->height);
wlr_renderer_clear(dest->renderer->wlr_rend, color);
@ -246,8 +242,9 @@ struct gbm_bo *wlr_drm_surface_mgpu_copy(struct wlr_drm_surface *dest,
return wlr_drm_surface_swap_buffers(dest, NULL);
}
bool wlr_drm_plane_surfaces_init(struct wlr_drm_plane *plane, struct wlr_drm_backend *drm,
int32_t width, uint32_t height, uint32_t format) {
bool wlr_drm_plane_surfaces_init(struct wlr_drm_plane *plane,
struct wlr_drm_backend *drm, int32_t width, uint32_t height,
uint32_t format) {
if (!drm->parent) {
return wlr_drm_surface_init(&plane->surf, &drm->renderer, width, height,
format, GBM_BO_USE_SCANOUT);

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@ -5,11 +5,12 @@
#include <wlr/types/wlr_box.h>
void wlr_matrix_identity(float mat[static 9]);
void wlr_matrix_multiply(float mat[static 9], const float a[static 9],
const float b[static 9]);
void wlr_matrix_transpose(float mat[static 9], const float a[static 9]);
void wlr_matrix_translate(float mat[static 9], float x, float y);
void wlr_matrix_scale(float mat[static 9], float x, float y);
void wlr_matrix_rotate(float mat[static 9], float rad);
void wlr_matrix_multiply(float mat[static 9], const float a[static 9],
const float b[static 9]);
void wlr_matrix_transform(float mat[static 9],
enum wl_output_transform transform);
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(
return false;
}
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
float transposition[9];
wlr_matrix_transpose(transposition, matrix);
wlr_texture_bind(texture);
GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
GL_CALL(glUniform1i(1, texture->inverted_y));
GL_CALL(glUniform1f(3, alpha));
draw_quad();
@ -191,16 +196,26 @@ static bool wlr_gles2_render_texture_with_matrix(
static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer,
const float color[static 4], const float matrix[static 9]) {
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
float transposition[9];
wlr_matrix_transpose(transposition, matrix);
GL_CALL(glUseProgram(shaders.quad));
GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
draw_quad();
}
static void wlr_gles2_render_ellipse(struct wlr_renderer *wlr_renderer,
const float color[static 4], const float matrix[static 9]) {
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
float transposition[9];
wlr_matrix_transpose(transposition, matrix);
GL_CALL(glUseProgram(shaders.ellipse));
GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
draw_quad();
}

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@ -33,6 +33,15 @@ void wlr_matrix_multiply(float mat[static 9], const float a[static 9],
memcpy(mat, product, sizeof(product));
}
void wlr_matrix_transpose(float mat[static 9], const float a[static 9]) {
float transposition[9] = {
a[0], a[3], a[6],
a[1], a[4], a[7],
a[2], a[5], a[8],
};
memcpy(mat, transposition, sizeof(transposition));
}
void wlr_matrix_translate(float mat[static 9], float x, float y) {
float translate[9] = {
1.0f, 0.0f, x,