compositor: honour repaint regions with transformed surfaces

Previously, if a surface was transformed, it repainted as a whole,
regardless of the computed repaint region. As damage regions determine
repaint regions and whether a surface is considered for drawing at all,
this lead to disappearing surfaces if all surfaces were considered
transformed. Also transparent transformed surfaces were redrawn without
the surfaces below being properly redrawn, leading to alpha-saturation.

Fix that by making texture_region() use the proper global-to-surface
coordinate transformation for texture coordinates. This makes it
possible to call texture_region() also for transformed surfaces.

As texture coordinates may now lie outside the valid texture image, the
fragment shader is modified to check the fragment texture coordinates.

The special path texture_transformed_surface() is no longer used and is
removed.

This change fixes many of the rendering artifacts related to transformed
surfaces.

Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
dev
Pekka Paalanen 13 years ago
parent 3df327f4c9
commit 0e151bb487
  1. 119
      src/compositor.c
  2. 1
      src/compositor.h

@ -289,12 +289,10 @@ weston_surface_to_global(struct weston_surface *surface,
}
}
WL_EXPORT void
weston_surface_from_global(struct weston_surface *surface,
int32_t x, int32_t y, int32_t *sx, int32_t *sy)
static void
surface_from_global_float(struct weston_surface *surface,
int32_t x, int32_t y, GLfloat *sx, GLfloat *sy)
{
weston_surface_update_transform(surface);
if (surface->transform.enabled) {
struct weston_vector v = { { x, y, 0.0f, 1.0f } };
@ -309,14 +307,27 @@ weston_surface_from_global(struct weston_surface *surface,
return;
}
*sx = floorf(v.f[0] / v.f[3] - surface->x);
*sy = floorf(v.f[1] / v.f[3] - surface->y);
*sx = v.f[0] / v.f[3] - surface->x;
*sy = v.f[1] / v.f[3] - surface->y;
} else {
*sx = x - surface->x;
*sy = y - surface->y;
}
}
WL_EXPORT void
weston_surface_from_global(struct weston_surface *surface,
int32_t x, int32_t y, int32_t *sx, int32_t *sy)
{
GLfloat sxf, syf;
weston_surface_update_transform(surface);
surface_from_global_float(surface, x, y, &sxf, &syf);
*sx = floorf(sxf);
*sy = floorf(syf);
}
WL_EXPORT void
weston_surface_damage_rectangle(struct weston_surface *surface,
int32_t x, int32_t y,
@ -534,6 +545,7 @@ texture_region(struct weston_surface *es, pixman_region32_t *region)
{
struct weston_compositor *ec = es->compositor;
GLfloat *v, inv_width, inv_height;
GLfloat sx, sy;
pixman_box32_t *rectangles;
unsigned int *p;
int i, n;
@ -545,25 +557,33 @@ texture_region(struct weston_surface *es, pixman_region32_t *region)
inv_height = 1.0 / es->height;
for (i = 0; i < n; i++, v += 16, p += 6) {
surface_from_global_float(es, rectangles[i].x1,
rectangles[i].y1, &sx, &sy);
v[ 0] = rectangles[i].x1;
v[ 1] = rectangles[i].y1;
v[ 2] = (GLfloat) (rectangles[i].x1 - es->x) * inv_width;
v[ 3] = (GLfloat) (rectangles[i].y1 - es->y) * inv_height;
v[ 2] = sx * inv_width;
v[ 3] = sy * inv_height;
surface_from_global_float(es, rectangles[i].x1,
rectangles[i].y2, &sx, &sy);
v[ 4] = rectangles[i].x1;
v[ 5] = rectangles[i].y2;
v[ 6] = v[ 2];
v[ 7] = (GLfloat) (rectangles[i].y2 - es->y) * inv_height;
v[ 6] = sx * inv_width;
v[ 7] = sy * inv_height;
surface_from_global_float(es, rectangles[i].x2,
rectangles[i].y1, &sx, &sy);
v[ 8] = rectangles[i].x2;
v[ 9] = rectangles[i].y1;
v[10] = (GLfloat) (rectangles[i].x2 - es->x) * inv_width;
v[11] = v[ 3];
v[10] = sx * inv_width;
v[11] = sy * inv_height;
surface_from_global_float(es, rectangles[i].x2,
rectangles[i].y2, &sx, &sy);
v[12] = rectangles[i].x2;
v[13] = rectangles[i].y2;
v[14] = v[10];
v[15] = v[ 7];
v[14] = sx * inv_width;
v[15] = sy * inv_height;
p[0] = i * 4 + 0;
p[1] = i * 4 + 1;
@ -576,56 +596,6 @@ texture_region(struct weston_surface *es, pixman_region32_t *region)
return n;
}
static void
transform_vertex(struct weston_surface *surface,
GLfloat sx, GLfloat sy,
GLfloat tex_x, GLfloat tex_y, GLfloat *r)
{
/* surface->transform.enabled must always be 1 here. */
struct weston_vector v = { { sx, sy, 0.0f, 1.0f } };
v.f[0] += surface->x;
v.f[1] += surface->y;
weston_matrix_transform(&surface->transform.matrix, &v);
if (fabsf(v.f[3]) < 1e-6) {
fprintf(stderr, "warning: numerical instability in "
"transform_vertex(), divisor = %g\n", v.f[3]);
}
r[ 0] = v.f[0] / v.f[3];
r[ 1] = v.f[1] / v.f[3];
r[ 2] = tex_x;
r[ 3] = tex_y;
}
static int
texture_transformed_surface(struct weston_surface *es)
{
struct weston_compositor *ec = es->compositor;
GLfloat *v;
unsigned int *p;
v = wl_array_add(&ec->vertices, 16 * sizeof *v);
p = wl_array_add(&ec->indices, 6 * sizeof *p);
transform_vertex(es, 0, 0, 0.0, 0.0, &v[0]);
transform_vertex(es, 0, es->height, 0.0, 1.0, &v[4]);
transform_vertex(es, es->width, 0, 1.0, 0.0, &v[8]);
transform_vertex(es, es->width, es->height, 1.0, 1.0, &v[12]);
p[0] = 0;
p[1] = 1;
p[2] = 2;
p[3] = 2;
p[4] = 1;
p[5] = 3;
return 1;
}
WL_EXPORT void
weston_surface_draw(struct weston_surface *es, struct weston_output *output)
{
@ -672,14 +642,17 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output)
ec->current_alpha = es->alpha;
}
if (es->shader->texwidth_uniform != GL_NONE)
glUniform1f(es->shader->texwidth_uniform,
(GLfloat)es->width / es->pitch);
weston_surface_update_transform(es);
if (es->transform.enabled) {
if (es->transform.enabled)
filter = GL_LINEAR;
n = texture_transformed_surface(es);
} else {
else
filter = GL_NEAREST;
n = texture_region(es, &repaint);
}
n = texture_region(es, &repaint);
glBindTexture(GL_TEXTURE_2D, es->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
@ -1717,8 +1690,12 @@ static const char texture_fragment_shader[] =
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"uniform float texwidth;\n"
"void main()\n"
"{\n"
" if (v_texcoord.x < 0.0 || v_texcoord.x > texwidth ||\n"
" v_texcoord.y < 0.0 || v_texcoord.y > 1.0)\n"
" discard;\n"
" gl_FragColor = texture2D(tex, v_texcoord)\n;"
" gl_FragColor = alpha * gl_FragColor;\n"
"}\n";
@ -1780,6 +1757,8 @@ weston_shader_init(struct weston_shader *shader,
shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
shader->tex_uniform = glGetUniformLocation(shader->program, "tex");
shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
shader->texwidth_uniform = glGetUniformLocation(shader->program,
"texwidth");
return 0;
}

@ -102,6 +102,7 @@ struct weston_shader {
GLuint tex_uniform;
GLuint alpha_uniform;
GLuint color_uniform;
GLuint texwidth_uniform;
};
struct weston_animation {

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