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authorSimon Zeni <simon@bl4ckb0ne.ca>2021-03-04 13:22:28 -0500
committerSimon Ser <contact@emersion.fr>2021-03-10 15:33:36 +0100
commit9601a2abf024fb8ac400c0df178bb41ec9e5d215 (patch)
tree76b3e9d8f816333b85ddb86c7bc2a897713c30c6 /backend/x11
parent52e40025c46c8f3cb8666e9f501312c284beaff3 (diff)
output: improve transform matrix calculation
Compute only the transform matrix in the output. The projection matrix will be calculated inside the gles2 renderer when we start rendering. The goal is to help the pixman rendering process.
Diffstat (limited to 'backend/x11')
-rw-r--r--backend/x11/output.c11
1 files changed, 8 insertions, 3 deletions
diff --git a/backend/x11/output.c b/backend/x11/output.c
index ef2d1c13..406185e3 100644
--- a/backend/x11/output.c
+++ b/backend/x11/output.c
@@ -415,11 +415,16 @@ static bool output_cursor_to_picture(struct wlr_x11_output *output,
.height = height,
};
- float projection[9];
- wlr_matrix_projection(projection, width, height, output->wlr_output.transform);
+ float output_matrix[9];
+ wlr_matrix_identity(output_matrix);
+ if (output->wlr_output.transform != WL_OUTPUT_TRANSFORM_NORMAL) {
+ wlr_matrix_translate(output_matrix, width / 2.0, height / 2.0);
+ wlr_matrix_transform(output_matrix, output->wlr_output.transform);
+ wlr_matrix_translate(output_matrix, - width / 2.0, - height / 2.0);
+ }
float matrix[9];
- wlr_matrix_project_box(matrix, &cursor_box, transform, 0, projection);
+ wlr_matrix_project_box(matrix, &cursor_box, transform, 0, output_matrix);
wlr_renderer_begin(x11->renderer, width, height);
wlr_renderer_clear(x11->renderer, (float[]){ 0.0, 0.0, 0.0, 0.0 });