render/wlr_texture: clamp texture coordinates to edge by default

Clamping texture coordinates prevents OpenGL from blending the left and
right edge (or top and bottom edge) when scaling textures with GL_LINEAR
filtering. This prevents visual artifacts like swaywm/sway#5809.

Per discussion on IRC, this behaviour is made default. Compositors that want
the wrapping behaviour (e.g. for tiled patterns) can override this by doing:

    struct wlr_gles2_texture_attribs attribs;
    wlr_gles2_texture_get_attribs(texture, &attribs);

    glBindTexture(attribs.target, attribs.tex);
    glTexParameteri(attribs.target, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(attribs.target, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glBindTexture(attribs.target, 0);
master
Quantum 4 years ago committed by Simon Ser
parent 01d21cdd9f
commit 975d14b799

@ -164,6 +164,8 @@ struct wlr_texture *gles2_texture_from_pixels(struct wlr_renderer *wlr_renderer,
glGenTextures(1, &texture->tex);
glBindTexture(GL_TEXTURE_2D, texture->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride / (fmt->bpp / 8));
glTexImage2D(GL_TEXTURE_2D, 0, fmt->gl_format, width, height, 0,
fmt->gl_format, fmt->gl_type, data);
@ -232,6 +234,8 @@ struct wlr_texture *gles2_texture_from_wl_drm(struct wlr_renderer *wlr_renderer,
glGenTextures(1, &texture->tex);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture->tex);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderer->procs.glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES,
texture->image);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
@ -311,6 +315,8 @@ struct wlr_texture *gles2_texture_from_dmabuf(struct wlr_renderer *wlr_renderer,
glGenTextures(1, &texture->tex);
glBindTexture(texture->target, texture->tex);
glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderer->procs.glEGLImageTargetTexture2DOES(texture->target, texture->image);
glBindTexture(texture->target, 0);

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