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-rw-r--r--render/egl.c2
-rw-r--r--render/matrix.c39
2 files changed, 29 insertions, 12 deletions
diff --git a/render/egl.c b/render/egl.c
index 22d58df2..e895df8d 100644
--- a/render/egl.c
+++ b/render/egl.c
@@ -141,7 +141,7 @@ error:
return false;
}
-void wlr_egl_free(struct wlr_egl *egl) {
+void wlr_egl_finish(struct wlr_egl *egl) {
eglMakeCurrent(EGL_NO_DISPLAY, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (egl->wl_display && eglUnbindWaylandDisplayWL) {
eglUnbindWaylandDisplayWL(egl->display, egl->wl_display);
diff --git a/render/matrix.c b/render/matrix.c
index e49d365e..54dba4cc 100644
--- a/render/matrix.c
+++ b/render/matrix.c
@@ -86,38 +86,55 @@ void wlr_matrix_mul(const float (*x)[16], const float (*y)[16], float (*product)
static const float transforms[][4] = {
[WL_OUTPUT_TRANSFORM_NORMAL] = {
1.0f, 0.0f,
- 0.0f, -1.0f,
+ 0.0f, 1.0f,
},
[WL_OUTPUT_TRANSFORM_90] = {
0.0f, -1.0f,
- -1.0f, 0.0f,
+ 1.0f, 0.0f,
},
[WL_OUTPUT_TRANSFORM_180] = {
-1.0f, 0.0f,
- 0.0f, 1.0f,
+ 0.0f, -1.0f,
},
[WL_OUTPUT_TRANSFORM_270] = {
0.0f, 1.0f,
- 1.0f, 0.0f,
+ -1.0f, 0.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED] = {
-1.0f, 0.0f,
- 0.0f, -1.0f,
+ 0.0f, 1.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED_90] = {
- 0.0f, 1.0f,
+ 0.0f, -1.0f,
-1.0f, 0.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED_180] = {
1.0f, 0.0f,
- 0.0f, 1.0f,
+ 0.0f, -1.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED_270] = {
- 0.0f, -1.0f,
+ 0.0f, 1.0f,
1.0f, 0.0f,
},
};
+void wlr_matrix_transform(float mat[static 16],
+ enum wl_output_transform transform) {
+ memset(mat, 0, sizeof(*mat) * 16);
+
+ const float *t = transforms[transform];
+
+ // Rotation + reflection
+ mat[0] = t[0];
+ mat[1] = t[1];
+ mat[4] = t[2];
+ mat[5] = t[3];
+
+ // Identity
+ mat[10] = 1.0f;
+ mat[15] = 1.0f;
+}
+
// Equivilent to glOrtho(0, width, 0, height, 1, -1) with the transform applied
void wlr_matrix_texture(float mat[static 16], int32_t width, int32_t height,
enum wl_output_transform transform) {
@@ -127,11 +144,11 @@ void wlr_matrix_texture(float mat[static 16], int32_t width, int32_t height,
float x = 2.0f / width;
float y = 2.0f / height;
- // Rotation + relection
+ // Rotation + reflection
mat[0] = x * t[0];
mat[1] = x * t[1];
- mat[4] = y * t[2];
- mat[5] = y * t[3];
+ mat[4] = y * -t[2];
+ mat[5] = y * -t[3];
// Translation
mat[3] = -copysign(1.0f, mat[0] + mat[1]);