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authorQuantum <quantum2048@gmail.com>2021-02-01 14:48:43 -0500
committerSimon Ser <contact@emersion.fr>2021-02-01 21:19:17 +0100
commit975d14b799d138ae0f0220b62fc0469ac928dd2f (patch)
treea1dec3016ae9673d44f30c288c7415ffd5fbfbde
parent01d21cdd9fe5c3edc5d69986b4fc766eb9e6dc60 (diff)
render/wlr_texture: clamp texture coordinates to edge by default
Clamping texture coordinates prevents OpenGL from blending the left and right edge (or top and bottom edge) when scaling textures with GL_LINEAR filtering. This prevents visual artifacts like swaywm/sway#5809. Per discussion on IRC, this behaviour is made default. Compositors that want the wrapping behaviour (e.g. for tiled patterns) can override this by doing: struct wlr_gles2_texture_attribs attribs; wlr_gles2_texture_get_attribs(texture, &attribs); glBindTexture(attribs.target, attribs.tex); glTexParameteri(attribs.target, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(attribs.target, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(attribs.target, 0);
-rw-r--r--render/gles2/texture.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/render/gles2/texture.c b/render/gles2/texture.c
index c4b82fa4..d934be2f 100644
--- a/render/gles2/texture.c
+++ b/render/gles2/texture.c
@@ -164,6 +164,8 @@ struct wlr_texture *gles2_texture_from_pixels(struct wlr_renderer *wlr_renderer,
glGenTextures(1, &texture->tex);
glBindTexture(GL_TEXTURE_2D, texture->tex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride / (fmt->bpp / 8));
glTexImage2D(GL_TEXTURE_2D, 0, fmt->gl_format, width, height, 0,
fmt->gl_format, fmt->gl_type, data);
@@ -232,6 +234,8 @@ struct wlr_texture *gles2_texture_from_wl_drm(struct wlr_renderer *wlr_renderer,
glGenTextures(1, &texture->tex);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture->tex);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderer->procs.glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES,
texture->image);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
@@ -311,6 +315,8 @@ struct wlr_texture *gles2_texture_from_dmabuf(struct wlr_renderer *wlr_renderer,
glGenTextures(1, &texture->tex);
glBindTexture(texture->target, texture->tex);
+ glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderer->procs.glEGLImageTargetTexture2DOES(texture->target, texture->image);
glBindTexture(texture->target, 0);