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wlr_scene: Handle fractional scaling better
Try to alleviate scaling inaccuracies by implementing a fudge factor.
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6d90518c97
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@ -270,6 +270,14 @@ static uint32_t region_area(pixman_region32_t *region) {
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return area;
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}
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static void scale_output_damage(pixman_region32_t *damage, float scale) {
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wlr_region_scale(damage, damage, scale);
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if (floor(scale) != scale) {
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wlr_region_expand(damage, damage, 1);
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}
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}
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static void scene_damage_outputs(struct wlr_scene *scene, pixman_region32_t *damage) {
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if (!pixman_region32_not_empty(damage)) {
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return;
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@ -282,8 +290,7 @@ static void scene_damage_outputs(struct wlr_scene *scene, pixman_region32_t *dam
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pixman_region32_copy(&output_damage, damage);
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pixman_region32_translate(&output_damage,
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-scene_output->x, -scene_output->y);
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wlr_region_scale(&output_damage, &output_damage,
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scene_output->output->scale);
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scale_output_damage(&output_damage, scene_output->output->scale);
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if (wlr_damage_ring_add(&scene_output->damage_ring, &output_damage)) {
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wlr_output_schedule_frame(scene_output->output);
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}
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@ -649,6 +656,11 @@ void wlr_scene_buffer_set_buffer_with_damage(struct wlr_scene_buffer *scene_buff
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pixman_region32_intersect(&output_damage, &output_damage, &cull_region);
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pixman_region32_fini(&cull_region);
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// if we are using fractional scaling add a 1px margin.
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if (floor(output_scale) != output_scale) {
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wlr_region_expand(&output_damage, &output_damage, 1);
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}
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pixman_region32_translate(&output_damage,
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(lx - scene_output->x) * output_scale,
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(ly - scene_output->y) * output_scale);
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@ -1055,7 +1067,7 @@ static void scene_node_render(struct wlr_scene_node *node,
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pixman_region32_init(&render_region);
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pixman_region32_copy(&render_region, &node->visible);
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pixman_region32_translate(&render_region, -scene_output->x, -scene_output->y);
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wlr_region_scale(&render_region, &render_region, output->scale);
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scale_output_damage(&render_region, output->scale);
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pixman_region32_intersect(&render_region, &render_region, damage);
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if (!pixman_region32_not_empty(&render_region)) {
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pixman_region32_fini(&render_region);
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@ -1534,6 +1546,8 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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// scene nodes above. Those scene nodes will just render atop having us
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// never see the background.
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if (scene_output->scene->calculate_visibility) {
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float output_scale = scene_output->output->scale;
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for (int i = list_len - 1; i >= 0; i--) {
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struct wlr_scene_node *node = list_data[i];
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int x, y;
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@ -1550,10 +1564,18 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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pixman_region32_intersect(&opaque, &opaque, &node->visible);
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pixman_region32_translate(&opaque, -scene_output->x, -scene_output->y);
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wlr_region_scale(&opaque, &opaque, scene_output->output->scale);
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wlr_region_scale(&opaque, &opaque, output_scale);
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pixman_region32_subtract(&background, &background, &opaque);
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pixman_region32_fini(&opaque);
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}
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if (floor(output_scale) != output_scale) {
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wlr_region_expand(&background, &background, 1);
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// reintersect with the damage because we never want to render
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// outside of the damage region
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pixman_region32_intersect(&background, &background, &damage);
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}
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}
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int nrects;
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