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-rw-r--r--render/gles2/renderer.c81
1 files changed, 63 insertions, 18 deletions
diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c
index 2ff29c11..faef832f 100644
--- a/render/gles2/renderer.c
+++ b/render/gles2/renderer.c
@@ -214,8 +214,12 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
push_gles2_debug(renderer);
if (box != NULL) {
struct wlr_box gl_box;
- wlr_box_transform(&gl_box, box, WL_OUTPUT_TRANSFORM_FLIPPED_180,
- renderer->viewport_width, renderer->viewport_height);
+ if (renderer->current_buffer != NULL) {
+ memcpy(&gl_box, box, sizeof(gl_box));
+ } else {
+ wlr_box_transform(&gl_box, box, WL_OUTPUT_TRANSFORM_FLIPPED_180,
+ renderer->viewport_width, renderer->viewport_height);
+ }
glScissor(gl_box.x, gl_box.y, gl_box.width, gl_box.height);
glEnable(GL_SCISSOR_TEST);
@@ -225,6 +229,12 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
pop_gles2_debug(renderer);
}
+static const float flip_180[9] = {
+ 1.0f, 0.0f, 0.0f,
+ 0.0f, -1.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f,
+};
+
static bool gles2_render_subtexture_with_matrix(
struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
const struct wlr_fbox *box, const float matrix[static 9],
@@ -257,10 +267,15 @@ static bool gles2_render_subtexture_with_matrix(
abort();
}
+ float gl_matrix[9];
+ if (renderer->current_buffer != NULL) {
+ wlr_matrix_multiply(gl_matrix, flip_180, matrix);
+ } else {
+ memcpy(gl_matrix, matrix, sizeof(gl_matrix));
+ }
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
- float transposition[9];
- wlr_matrix_transpose(transposition, matrix);
+ wlr_matrix_transpose(gl_matrix, gl_matrix);
push_gles2_debug(renderer);
@@ -271,7 +286,7 @@ static bool gles2_render_subtexture_with_matrix(
glUseProgram(shader->program);
- glUniformMatrix3fv(shader->proj, 1, GL_FALSE, transposition);
+ glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
glUniform1i(shader->invert_y, texture->inverted_y);
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha);
@@ -309,15 +324,20 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
struct wlr_gles2_renderer *renderer =
gles2_get_renderer_in_context(wlr_renderer);
+ float gl_matrix[9];
+ if (renderer->current_buffer != NULL) {
+ wlr_matrix_multiply(gl_matrix, flip_180, matrix);
+ } else {
+ memcpy(gl_matrix, matrix, sizeof(gl_matrix));
+ }
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
- float transposition[9];
- wlr_matrix_transpose(transposition, matrix);
+ wlr_matrix_transpose(gl_matrix, gl_matrix);
push_gles2_debug(renderer);
glUseProgram(renderer->shaders.quad.program);
- glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition);
+ glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
@@ -337,10 +357,15 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
struct wlr_gles2_renderer *renderer =
gles2_get_renderer_in_context(wlr_renderer);
+ float gl_matrix[9];
+ if (renderer->current_buffer != NULL) {
+ wlr_matrix_multiply(gl_matrix, flip_180, matrix);
+ } else {
+ memcpy(gl_matrix, matrix, sizeof(gl_matrix));
+ }
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
- float transposition[9];
- wlr_matrix_transpose(transposition, matrix);
+ wlr_matrix_transpose(gl_matrix, gl_matrix);
static const GLfloat texcoord[] = {
1, 0, // top right
@@ -352,7 +377,7 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
push_gles2_debug(renderer);
glUseProgram(renderer->shaders.ellipse.program);
- glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition);
+ glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, gl_matrix);
glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT,
@@ -472,16 +497,32 @@ static bool gles2_read_pixels(struct wlr_renderer *wlr_renderer,
if (pack_stride == stride && dst_x == 0 && flags != NULL) {
// Under these particular conditions, we can read the pixels with only
// one glReadPixels call
- glReadPixels(src_x, renderer->viewport_height - height - src_y,
- width, height, fmt->gl_format, fmt->gl_type, p);
- *flags = WLR_RENDERER_READ_PIXELS_Y_INVERT;
+
+ uint32_t y = src_y;
+ if (renderer->current_buffer == NULL) {
+ y = renderer->viewport_height - height - src_y;
+ }
+
+ glReadPixels(src_x, y, width, height, fmt->gl_format, fmt->gl_type, p);
+
+ if (renderer->current_buffer != NULL) {
+ *flags = 0;
+ } else {
+ *flags = WLR_RENDERER_READ_PIXELS_Y_INVERT;
+ }
} else {
// Unfortunately GLES2 doesn't support GL_PACK_*, so we have to read
// the lines out row by row
for (size_t i = 0; i < height; ++i) {
- glReadPixels(src_x, renderer->viewport_height - src_y - i - 1, width, 1, fmt->gl_format,
+ uint32_t y = src_y + i;
+ if (renderer->current_buffer == NULL) {
+ y = renderer->viewport_height - src_y - i - 1;
+ }
+
+ glReadPixels(src_x, y, width, 1, fmt->gl_format,
fmt->gl_type, p + i * stride + dst_x * fmt->bpp / 8);
}
+
if (flags != NULL) {
*flags = 0;
}
@@ -510,6 +551,7 @@ static bool gles2_blit_dmabuf(struct wlr_renderer *wlr_renderer,
goto restore_context_out;
}
+ // TODO: get inverted_y right when current_buffer != NULL
// This is to take into account y-inversion on both buffers rather than
// just the source buffer.
bool src_inverted_y =
@@ -517,9 +559,12 @@ static bool gles2_blit_dmabuf(struct wlr_renderer *wlr_renderer,
bool dst_inverted_y =
!!(dst_attr->flags & WLR_DMABUF_ATTRIBUTES_FLAGS_Y_INVERT);
struct wlr_gles2_texture *gles2_src_tex = gles2_get_texture(src_tex);
- // The result is negated because wlr_matrix_projection y-inverts the
- // texture.
- gles2_src_tex->inverted_y = !(src_inverted_y ^ dst_inverted_y);
+ gles2_src_tex->inverted_y = src_inverted_y ^ dst_inverted_y;
+ if (renderer->current_buffer == NULL) {
+ // The result is negated because wlr_matrix_projection y-inverts the
+ // texture.
+ gles2_src_tex->inverted_y = !gles2_src_tex->inverted_y;
+ }
if (!wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL)) {
goto texture_destroy_out;