Fix non-HiDPI-aware fullscreen surface rendering in wlr_output
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@ -253,8 +253,16 @@ void wlr_output_make_current(struct wlr_output *output) {
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static void output_fullscreen_surface_render(struct wlr_output *output,
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struct wlr_surface *surface, const struct timespec *when) {
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int x = (output->width - surface->current->buffer_width) / 2;
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int y = (output->height - surface->current->buffer_height) / 2;
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int width, height;
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wlr_output_effective_resolution(output, &width, &height);
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int x = (width - surface->current->width) / 2;
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int y = (height - surface->current->height) / 2;
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int render_x = x * output->scale;
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int render_y = y * output->scale;
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int render_width = surface->current->width * output->scale;
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int render_height = surface->current->height * output->scale;
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glViewport(0, 0, output->width, output->height);
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glClearColor(0, 0, 0, 0);
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@ -264,9 +272,16 @@ static void output_fullscreen_surface_render(struct wlr_output *output,
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return;
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}
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float translate[16];
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wlr_matrix_translate(&translate, render_x, render_y, 0);
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float scale[16];
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wlr_matrix_scale(&scale, render_width, render_height, 1);
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float matrix[16];
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wlr_texture_get_matrix(surface->texture, &matrix, &output->transform_matrix,
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x, y);
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wlr_matrix_mul(&translate, &scale, &matrix);
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wlr_matrix_mul(&output->transform_matrix, &matrix, &matrix);
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wlr_render_with_matrix(surface->renderer, surface->texture, &matrix);
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wlr_surface_send_frame_done(surface, when);
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