initial viewporter implementation

chromium still broken
This commit is contained in:
vaxerski 2022-08-27 11:56:55 +02:00
parent a648b452dd
commit ce5b19cd64
3 changed files with 30 additions and 4 deletions

View File

@ -94,7 +94,7 @@ CCompositor::CCompositor() {
wlr_data_control_manager_v1_create(m_sWLDisplay);
wlr_gamma_control_manager_v1_create(m_sWLDisplay);
wlr_primary_selection_v1_device_manager_create(m_sWLDisplay);
// wlr_viewporter_create(m_sWLDisplay); // TODO: support wl_viewporter
wlr_viewporter_create(m_sWLDisplay);
m_sWLROutputLayout = wlr_output_layout_create();

View File

@ -35,6 +35,10 @@ class Vector2D {
return a.x != x || a.y != y;
}
Vector2D operator*(const Vector2D& a) const {
return Vector2D(this->x * a.x, this->y * a.y);
}
Vector2D clamp(const Vector2D& min, const Vector2D& max = Vector2D());
Vector2D floor();

View File

@ -233,13 +233,35 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
wd->draw(pMonitor, renderdata.alpha * renderdata.fadeAlpha / 255.f);
if (!pWindow->m_bIsX11) {
Vector2D uvTL;
Vector2D uvBR = Vector2D(1, 1);
Vector2D adjustedSurfaceScale = Vector2D(1,1);
wlr_box geom;
wlr_xdg_surface_get_geometry(pWindow->m_uSurface.xdg, &geom);
// first, check for poorly sized windows.
// wp_viewporter_v1 implementation
if (pWindow->m_uSurface.xdg->surface->current.viewport.has_src) {
wlr_fbox bufferSource;
wlr_surface_get_buffer_source_box(pWindow->m_uSurface.xdg->surface, &bufferSource);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D((double)geom.x / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)geom.y / (double)pWindow->m_uSurface.xdg->surface->current.height);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D((double)(geom.width + geom.x) / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)(geom.y + geom.height) / (double)pWindow->m_uSurface.xdg->surface->current.height);
Vector2D surfaceSize = Vector2D(pWindow->m_uSurface.xdg->surface->buffer->texture->width, pWindow->m_uSurface.xdg->surface->buffer->texture->height);
uvTL = Vector2D(bufferSource.x / surfaceSize.x, bufferSource.y / surfaceSize.y);
uvBR = Vector2D((bufferSource.x + bufferSource.width) / surfaceSize.x, (bufferSource.y + bufferSource.height) / surfaceSize.y);
adjustedSurfaceScale = Vector2D(bufferSource.width / surfaceSize.x, bufferSource.y / surfaceSize.y);
} else {
// oversized windows' UV adjusting
uvTL = Vector2D((double)geom.x / ((double)pWindow->m_uSurface.xdg->surface->current.width * adjustedSurfaceScale.x), (double)geom.y / ((double)pWindow->m_uSurface.xdg->surface->current.height * adjustedSurfaceScale.y));
uvBR = Vector2D((double)(geom.width + geom.x) / ((double)pWindow->m_uSurface.xdg->surface->current.width * adjustedSurfaceScale.x), (double)(geom.y + geom.height) / ((double)pWindow->m_uSurface.xdg->surface->current.height * adjustedSurfaceScale.y));
}
// set UV
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = uvTL;
g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = uvBR;
if (g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft == Vector2D() && g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight == Vector2D(1, 1)) {
// No special UV mods needed