backend: gl: use effective texture size for rounded corner calculation

The rounded corner calculation only took the actual texture dimensions
into account, effectively turning all pixels outside completely
transparent. Furthermore, `texelFetch()` in the default window shader
does not work with any `GL_TEXTURE_WRAP_x` parameter.

As a result, a to-be-tiled root pixmap wasn't properly tiled and only
visible in the original top-left corner.

- Changed the default window shader to use `textureSize()` to scale the
  texture coordinates into the proper range for use with `texture2D()`.
- Added a new uniform to the default post-processing shader containing
  the effective texture size for rounded corners calculation instead of
  relying on `textureSize()`.
This commit is contained in:
Bernd Busse 2023-01-19 22:48:45 +01:00
parent 364463feaf
commit 332501aef7
No known key found for this signature in database
GPG Key ID: 6DD2A3C48E63A5AB
4 changed files with 13 additions and 3 deletions

View File

@ -387,6 +387,7 @@ uniform float corner_radius; // corner radius of the window (pixels)
uniform float border_width; // estimated border width of the window (pixels)
uniform bool invert_color; // whether to invert the color of the window
uniform sampler2D tex; // texture of the window
uniform vec2 effective_size; // effective dimensions of the texture (repeats pixels if larger than tex)
uniform sampler2D brightness; // estimated brightness of the window, 1x1 texture
uniform float max_brightness; // configured maximum brightness of the window (0.0 - 1.0)
uniform float time; // time in milliseconds, counting from an unspecified starting point
@ -412,7 +413,8 @@ vec4 default_post_processing(vec4 c);
// 1) fetch the specified pixel
// 2) apply default post-processing
vec4 window_shader() {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
vec2 texsize = textureSize(tex, 0);
vec4 c = texture2D(tex, texcoord / texsize, 0);
return default_post_processing(c);
}
----

View File

@ -385,6 +385,10 @@ static void _gl_compose(backend_t *base, struct backend_image *img, GLuint targe
if (win_shader->uniform_tex >= 0) {
glUniform1i(win_shader->uniform_tex, 0);
}
if (win_shader->uniform_effective_size >= 0) {
glUniform2f(win_shader->uniform_effective_size, (float)img->ewidth,
(float)img->eheight);
}
if (win_shader->uniform_dim >= 0) {
glUniform1f(win_shader->uniform_dim, (float)img->dim);
}
@ -596,6 +600,7 @@ static bool gl_win_shader_from_stringv(const char **vshader_strv,
bind_uniform(ret, opacity);
bind_uniform(ret, invert_color);
bind_uniform(ret, tex);
bind_uniform(ret, effective_size);
bind_uniform(ret, dim);
bind_uniform(ret, brightness);
bind_uniform(ret, max_brightness);

View File

@ -35,6 +35,7 @@ typedef struct {
GLint uniform_opacity;
GLint uniform_invert_color;
GLint uniform_tex;
GLint uniform_effective_size;
GLint uniform_dim;
GLint uniform_brightness;
GLint uniform_max_brightness;

View File

@ -97,6 +97,7 @@ const char win_shader_glsl[] = GLSL(330,
uniform bool invert_color;
in vec2 texcoord;
uniform sampler2D tex;
uniform vec2 effective_size;
uniform sampler2D brightness;
uniform float max_brightness;
// Signed distance field for rectangle center at (0, 0), with size of
@ -130,7 +131,7 @@ const char win_shader_glsl[] = GLSL(330,
// Using mix() to avoid a branch here.
vec4 rim_color = mix(c, border_color, clamp(border_width, 0.0f, 1.0f));
vec2 outer_size = vec2(textureSize(tex, 0));
vec2 outer_size = effective_size;
vec2 inner_size = outer_size - vec2(corner_radius) * 2.0f;
float rect_distance = rectangle_sdf(texcoord - outer_size / 2.0f,
inner_size / 2.0f) - corner_radius;
@ -157,7 +158,8 @@ const char win_shader_default[] = GLSL(330,
uniform sampler2D tex;
vec4 default_post_processing(vec4 c);
vec4 window_shader() {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
vec2 texsize = textureSize(tex, 0);
vec4 c = texture2D(tex, texcoord / texsize, 0);
return default_post_processing(c);
}
);