compositor: honour repaint regions with transformed surfaces
Previously, if a surface was transformed, it repainted as a whole, regardless of the computed repaint region. As damage regions determine repaint regions and whether a surface is considered for drawing at all, this lead to disappearing surfaces if all surfaces were considered transformed. Also transparent transformed surfaces were redrawn without the surfaces below being properly redrawn, leading to alpha-saturation. Fix that by making texture_region() use the proper global-to-surface coordinate transformation for texture coordinates. This makes it possible to call texture_region() also for transformed surfaces. As texture coordinates may now lie outside the valid texture image, the fragment shader is modified to check the fragment texture coordinates. The special path texture_transformed_surface() is no longer used and is removed. This change fixes many of the rendering artifacts related to transformed surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
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src/compositor.c
119
src/compositor.c
@ -289,12 +289,10 @@ weston_surface_to_global(struct weston_surface *surface,
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}
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}
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WL_EXPORT void
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weston_surface_from_global(struct weston_surface *surface,
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int32_t x, int32_t y, int32_t *sx, int32_t *sy)
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static void
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surface_from_global_float(struct weston_surface *surface,
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int32_t x, int32_t y, GLfloat *sx, GLfloat *sy)
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{
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weston_surface_update_transform(surface);
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if (surface->transform.enabled) {
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struct weston_vector v = { { x, y, 0.0f, 1.0f } };
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@ -309,14 +307,27 @@ weston_surface_from_global(struct weston_surface *surface,
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return;
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}
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*sx = floorf(v.f[0] / v.f[3] - surface->x);
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*sy = floorf(v.f[1] / v.f[3] - surface->y);
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*sx = v.f[0] / v.f[3] - surface->x;
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*sy = v.f[1] / v.f[3] - surface->y;
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} else {
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*sx = x - surface->x;
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*sy = y - surface->y;
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}
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}
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WL_EXPORT void
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weston_surface_from_global(struct weston_surface *surface,
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int32_t x, int32_t y, int32_t *sx, int32_t *sy)
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{
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GLfloat sxf, syf;
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weston_surface_update_transform(surface);
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surface_from_global_float(surface, x, y, &sxf, &syf);
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*sx = floorf(sxf);
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*sy = floorf(syf);
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}
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WL_EXPORT void
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weston_surface_damage_rectangle(struct weston_surface *surface,
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int32_t x, int32_t y,
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@ -534,6 +545,7 @@ texture_region(struct weston_surface *es, pixman_region32_t *region)
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{
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struct weston_compositor *ec = es->compositor;
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GLfloat *v, inv_width, inv_height;
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GLfloat sx, sy;
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pixman_box32_t *rectangles;
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unsigned int *p;
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int i, n;
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@ -545,25 +557,33 @@ texture_region(struct weston_surface *es, pixman_region32_t *region)
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inv_height = 1.0 / es->height;
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for (i = 0; i < n; i++, v += 16, p += 6) {
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surface_from_global_float(es, rectangles[i].x1,
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rectangles[i].y1, &sx, &sy);
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v[ 0] = rectangles[i].x1;
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v[ 1] = rectangles[i].y1;
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v[ 2] = (GLfloat) (rectangles[i].x1 - es->x) * inv_width;
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v[ 3] = (GLfloat) (rectangles[i].y1 - es->y) * inv_height;
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v[ 2] = sx * inv_width;
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v[ 3] = sy * inv_height;
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surface_from_global_float(es, rectangles[i].x1,
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rectangles[i].y2, &sx, &sy);
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v[ 4] = rectangles[i].x1;
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v[ 5] = rectangles[i].y2;
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v[ 6] = v[ 2];
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v[ 7] = (GLfloat) (rectangles[i].y2 - es->y) * inv_height;
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v[ 6] = sx * inv_width;
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v[ 7] = sy * inv_height;
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surface_from_global_float(es, rectangles[i].x2,
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rectangles[i].y1, &sx, &sy);
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v[ 8] = rectangles[i].x2;
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v[ 9] = rectangles[i].y1;
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v[10] = (GLfloat) (rectangles[i].x2 - es->x) * inv_width;
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v[11] = v[ 3];
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v[10] = sx * inv_width;
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v[11] = sy * inv_height;
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surface_from_global_float(es, rectangles[i].x2,
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rectangles[i].y2, &sx, &sy);
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v[12] = rectangles[i].x2;
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v[13] = rectangles[i].y2;
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v[14] = v[10];
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v[15] = v[ 7];
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v[14] = sx * inv_width;
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v[15] = sy * inv_height;
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p[0] = i * 4 + 0;
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p[1] = i * 4 + 1;
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@ -576,56 +596,6 @@ texture_region(struct weston_surface *es, pixman_region32_t *region)
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return n;
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}
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static void
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transform_vertex(struct weston_surface *surface,
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GLfloat sx, GLfloat sy,
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GLfloat tex_x, GLfloat tex_y, GLfloat *r)
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{
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/* surface->transform.enabled must always be 1 here. */
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struct weston_vector v = { { sx, sy, 0.0f, 1.0f } };
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v.f[0] += surface->x;
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v.f[1] += surface->y;
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weston_matrix_transform(&surface->transform.matrix, &v);
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if (fabsf(v.f[3]) < 1e-6) {
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fprintf(stderr, "warning: numerical instability in "
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"transform_vertex(), divisor = %g\n", v.f[3]);
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}
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r[ 0] = v.f[0] / v.f[3];
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r[ 1] = v.f[1] / v.f[3];
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r[ 2] = tex_x;
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r[ 3] = tex_y;
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}
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static int
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texture_transformed_surface(struct weston_surface *es)
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{
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struct weston_compositor *ec = es->compositor;
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GLfloat *v;
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unsigned int *p;
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v = wl_array_add(&ec->vertices, 16 * sizeof *v);
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p = wl_array_add(&ec->indices, 6 * sizeof *p);
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transform_vertex(es, 0, 0, 0.0, 0.0, &v[0]);
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transform_vertex(es, 0, es->height, 0.0, 1.0, &v[4]);
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transform_vertex(es, es->width, 0, 1.0, 0.0, &v[8]);
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transform_vertex(es, es->width, es->height, 1.0, 1.0, &v[12]);
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p[0] = 0;
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p[1] = 1;
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p[2] = 2;
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p[3] = 2;
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p[4] = 1;
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p[5] = 3;
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return 1;
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}
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WL_EXPORT void
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weston_surface_draw(struct weston_surface *es, struct weston_output *output)
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{
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@ -672,14 +642,17 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output)
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ec->current_alpha = es->alpha;
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}
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if (es->shader->texwidth_uniform != GL_NONE)
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glUniform1f(es->shader->texwidth_uniform,
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(GLfloat)es->width / es->pitch);
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weston_surface_update_transform(es);
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if (es->transform.enabled) {
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if (es->transform.enabled)
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filter = GL_LINEAR;
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n = texture_transformed_surface(es);
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} else {
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else
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filter = GL_NEAREST;
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n = texture_region(es, &repaint);
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}
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n = texture_region(es, &repaint);
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glBindTexture(GL_TEXTURE_2D, es->texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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@ -1717,8 +1690,12 @@ static const char texture_fragment_shader[] =
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"uniform float texwidth;\n"
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"void main()\n"
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"{\n"
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" if (v_texcoord.x < 0.0 || v_texcoord.x > texwidth ||\n"
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" v_texcoord.y < 0.0 || v_texcoord.y > 1.0)\n"
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" discard;\n"
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" gl_FragColor = texture2D(tex, v_texcoord)\n;"
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" gl_FragColor = alpha * gl_FragColor;\n"
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"}\n";
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@ -1780,6 +1757,8 @@ weston_shader_init(struct weston_shader *shader,
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shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
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shader->tex_uniform = glGetUniformLocation(shader->program, "tex");
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shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
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shader->texwidth_uniform = glGetUniformLocation(shader->program,
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"texwidth");
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return 0;
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}
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@ -102,6 +102,7 @@ struct weston_shader {
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GLuint tex_uniform;
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GLuint alpha_uniform;
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GLuint color_uniform;
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GLuint texwidth_uniform;
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};
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struct weston_animation {
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