compositor: Use stride/4 as width for shm textures
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cdd9db7ed2
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fab5ec1215
@ -359,8 +359,9 @@ wlsc_buffer_attach(struct wl_buffer *buffer, struct wl_surface *surface)
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* overwrite it.*/
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* overwrite it.*/
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
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0, 0, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
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0, 0, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
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es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
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buffer->width, buffer->height, 0,
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es->pitch, buffer->height, 0,
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GL_BGRA_EXT, GL_UNSIGNED_BYTE,
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GL_BGRA_EXT, GL_UNSIGNED_BYTE,
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wl_shm_buffer_get_data(buffer));
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wl_shm_buffer_get_data(buffer));
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es->visual = buffer->visual;
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es->visual = buffer->visual;
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@ -377,6 +378,7 @@ wlsc_buffer_attach(struct wl_buffer *buffer, struct wl_surface *surface)
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, es->image);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, es->image);
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es->visual = buffer->visual;
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es->visual = buffer->visual;
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es->pitch = es->width;
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}
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}
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}
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}
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@ -385,6 +387,7 @@ wlsc_sprite_attach(struct wlsc_sprite *sprite, struct wl_surface *surface)
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{
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{
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struct wlsc_surface *es = (struct wlsc_surface *) surface;
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struct wlsc_surface *es = (struct wlsc_surface *) surface;
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es->pitch = es->width;
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es->image = sprite->image;
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es->image = sprite->image;
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if (sprite->image != EGL_NO_IMAGE_KHR) {
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if (sprite->image != EGL_NO_IMAGE_KHR) {
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glBindTexture(GL_TEXTURE_2D, es->texture);
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glBindTexture(GL_TEXTURE_2D, es->texture);
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@ -537,7 +540,7 @@ wlsc_surface_draw(struct wlsc_surface *es,
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rectangles = pixman_region32_rectangles(&repaint, &n);
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rectangles = pixman_region32_rectangles(&repaint, &n);
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v = wl_array_add(&ec->vertices, n * 16 * sizeof *v);
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v = wl_array_add(&ec->vertices, n * 16 * sizeof *v);
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p = wl_array_add(&ec->indices, n * 6 * sizeof *p);
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p = wl_array_add(&ec->indices, n * 6 * sizeof *p);
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inv_width = 1.0 / es->width;
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inv_width = 1.0 / es->pitch;
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inv_height = 1.0 / es->height;
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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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for (i = 0; i < n; i++, v += 16, p += 6) {
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v[ 0] = rectangles[i].x1;
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v[ 0] = rectangles[i].x1;
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@ -1810,11 +1813,12 @@ shm_buffer_damaged(struct wl_buffer *buffer,
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{
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{
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struct wl_list *surfaces_attached_to = buffer->user_data;
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struct wl_list *surfaces_attached_to = buffer->user_data;
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struct wlsc_surface *es;
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struct wlsc_surface *es;
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GLsizei tex_width = wl_shm_buffer_get_stride(buffer) / 4;
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wl_list_for_each(es, surfaces_attached_to, buffer_link) {
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wl_list_for_each(es, surfaces_attached_to, buffer_link) {
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glBindTexture(GL_TEXTURE_2D, es->texture);
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glBindTexture(GL_TEXTURE_2D, es->texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
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buffer->width, buffer->height, 0,
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tex_width, buffer->height, 0,
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GL_BGRA_EXT, GL_UNSIGNED_BYTE,
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GL_BGRA_EXT, GL_UNSIGNED_BYTE,
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wl_shm_buffer_get_data(buffer));
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wl_shm_buffer_get_data(buffer));
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/* Hmm, should use glTexSubImage2D() here but GLES2 doesn't
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/* Hmm, should use glTexSubImage2D() here but GLES2 doesn't
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@ -197,6 +197,7 @@ struct wlsc_surface {
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struct wlsc_compositor *compositor;
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struct wlsc_compositor *compositor;
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GLuint texture, saved_texture;
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GLuint texture, saved_texture;
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int32_t x, y, width, height;
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int32_t x, y, width, height;
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int32_t pitch;
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int32_t saved_x, saved_y;
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int32_t saved_x, saved_y;
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struct wl_list link;
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struct wl_list link;
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struct wl_list buffer_link;
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struct wl_list buffer_link;
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