render: Flip textures in case of inverted_y

master
Guido Günther 7 years ago
parent 6c7e1c867c
commit 2d0db16942

@ -85,6 +85,7 @@ struct wlr_texture {
bool valid; bool valid;
uint32_t format; uint32_t format;
int width, height; int width, height;
bool inverted_y;
struct wl_signal destroy_signal; struct wl_signal destroy_signal;
struct wl_resource *resource; struct wl_resource *resource;
}; };

@ -179,7 +179,8 @@ static bool wlr_gles2_render_texture(struct wlr_renderer *wlr_renderer,
wlr_texture_bind(texture); wlr_texture_bind(texture);
GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix)); GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix));
GL_CALL(glUniform1f(2, alpha)); GL_CALL(glUniform1i(1, texture->inverted_y));
GL_CALL(glUniform1f(3, alpha));
draw_quad(); draw_quad();
return true; return true;
} }

@ -50,6 +50,7 @@ const GLchar ellipse_fragment_src[] =
// Textured quads // Textured quads
const GLchar vertex_src[] = const GLchar vertex_src[] =
"uniform mat4 proj;" "uniform mat4 proj;"
"uniform bool invert_y;"
"attribute vec2 pos;" "attribute vec2 pos;"
"attribute vec2 texcoord;" "attribute vec2 texcoord;"
"varying vec2 v_texcoord;" "varying vec2 v_texcoord;"
@ -69,7 +70,11 @@ const GLchar vertex_src[] =
"}" "}"
"void main() {" "void main() {"
" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);" " gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
" v_texcoord = texcoord;" " if (invert_y) {"
" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
" } else {"
" v_texcoord = texcoord;"
" }"
"}"; "}";
const GLchar fragment_src_rgba[] = const GLchar fragment_src_rgba[] =

@ -164,6 +164,7 @@ static bool gles2_texture_upload_drm(struct wlr_texture *_tex,
EGLint inverted_y; EGLint inverted_y;
wlr_egl_query_buffer(tex->egl, buf, EGL_WAYLAND_Y_INVERTED_WL, &inverted_y); wlr_egl_query_buffer(tex->egl, buf, EGL_WAYLAND_Y_INVERTED_WL, &inverted_y);
tex->wlr_texture.inverted_y = !!inverted_y;
GLenum target; GLenum target;
const struct pixel_format *pf; const struct pixel_format *pf;

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