renderer: fix uv calculations once and for all (#11770)

fixes synchronization of ackd sizes, fixes wrong xdg stuff
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Vaxry 2025-09-21 19:27:56 +02:00 committed by GitHub
parent 41dad38177
commit 26cbc67385
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8 changed files with 85 additions and 48 deletions

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@ -1126,15 +1126,25 @@ void CHyprRenderer::calculateUVForSurface(PHLWINDOW pWindow, SP<CWLSurfaceResour
if (*PEXPANDEDGES) {
const auto MONITOR_WL_SCALE = std::ceil(pMonitor->m_scale);
const bool SCALE_UNAWARE = MONITOR_WL_SCALE != pSurface->m_current.scale && !pSurface->m_current.viewport.hasDestination;
const auto EXPECTED_SIZE =
((pSurface->m_current.viewport.hasDestination ? pSurface->m_current.viewport.destination : pSurface->m_current.bufferSize / pSurface->m_current.scale) *
pMonitor->m_scale)
.round();
if (!SCALE_UNAWARE && (EXPECTED_SIZE.x < projSize.x || EXPECTED_SIZE.y < projSize.y)) {
// this will not work with shm AFAIK, idk why.
// NOTE: this math is wrong if we have a source... or geom updates later, but I don't think we can do much
const auto FIX = (projSize / EXPECTED_SIZE).clamp(Vector2D{1, 1}, Vector2D{1000000, 1000000});
uvBR = uvBR * FIX;
const auto EXPECTED_SIZE = ((pSurface->m_current.viewport.hasDestination ?
pSurface->m_current.viewport.destination :
(pSurface->m_current.viewport.hasSource ? pSurface->m_current.viewport.source.size() / pSurface->m_current.scale : projSize)) *
pMonitor->m_scale)
.round();
const auto RATIO = projSize / EXPECTED_SIZE;
if (!SCALE_UNAWARE) {
if (*PEXPANDEDGES && !SCALE_UNAWARE && (RATIO.x > 1 || RATIO.y > 1)) {
const auto FIX = RATIO.clamp(Vector2D{1, 1}, Vector2D{1000000, 1000000});
uvBR = uvBR * FIX;
}
// FIXME: probably do this for in anims on all views...
const auto SHOULD_SKIP = !pWindow || pWindow->m_animatingIn;
if (!SHOULD_SKIP && (RATIO.x < 1 || RATIO.y < 1)) {
const auto FIX = RATIO.clamp(Vector2D{0.0001, 0.0001}, Vector2D{1, 1});
uvBR = uvBR * FIX;
}
}
}
@ -1150,32 +1160,21 @@ void CHyprRenderer::calculateUVForSurface(PHLWINDOW pWindow, SP<CWLSurfaceResour
if (!main || !pWindow)
return;
CBox geom = pWindow->m_xdgSurface->m_current.geometry;
// FIXME: this doesn't work. We always set MAXIMIZED anyways, so this doesn't need to work, but it's problematic.
// Adjust UV based on the xdg_surface geometry
if (geom.x != 0 || geom.y != 0 || geom.w != 0 || geom.h != 0) {
const auto XPERC = geom.x / pSurface->m_current.size.x;
const auto YPERC = geom.y / pSurface->m_current.size.y;
const auto WPERC = (geom.x + geom.w ? geom.w : pSurface->m_current.size.x) / pSurface->m_current.size.x;
const auto HPERC = (geom.y + geom.h ? geom.h : pSurface->m_current.size.y) / pSurface->m_current.size.y;
// CBox geom = pWindow->m_xdgSurface->m_current.geometry;
const auto TOADDTL = Vector2D(XPERC * (uvBR.x - uvTL.x), YPERC * (uvBR.y - uvTL.y));
uvBR = uvBR - Vector2D((1.0 - WPERC) * (uvBR.x - uvTL.x), (1.0 - HPERC) * (uvBR.y - uvTL.y));
uvTL = uvTL + TOADDTL;
}
// // Adjust UV based on the xdg_surface geometry
// if (geom.x != 0 || geom.y != 0 || geom.w != 0 || geom.h != 0) {
// const auto XPERC = geom.x / pSurface->m_current.size.x;
// const auto YPERC = geom.y / pSurface->m_current.size.y;
// const auto WPERC = (geom.x + geom.w ? geom.w : pSurface->m_current.size.x) / pSurface->m_current.size.x;
// const auto HPERC = (geom.y + geom.h ? geom.h : pSurface->m_current.size.y) / pSurface->m_current.size.y;
// Adjust UV based on our animation progress
if (pSurface->m_current.size.x > projSizeUnscaled.x || pSurface->m_current.size.y > projSizeUnscaled.y) {
auto maxSize = projSizeUnscaled;
if (pWindow->m_wlSurface->small() && !pWindow->m_wlSurface->m_fillIgnoreSmall)
maxSize = pWindow->m_wlSurface->getViewporterCorrectedSize();
if (pSurface->m_current.size.x > maxSize.x)
uvBR.x = uvBR.x * (maxSize.x / pSurface->m_current.size.x);
if (pSurface->m_current.size.y > maxSize.y)
uvBR.y = uvBR.y * (maxSize.y / pSurface->m_current.size.y);
}
// const auto TOADDTL = Vector2D(XPERC * (uvBR.x - uvTL.x), YPERC * (uvBR.y - uvTL.y));
// uvBR = uvBR - Vector2D((1.0 - WPERC) * (uvBR.x - uvTL.x), (1.0 - HPERC) * (uvBR.y - uvTL.y));
// uvTL = uvTL + TOADDTL;
// }
g_pHyprOpenGL->m_renderData.primarySurfaceUVTopLeft = uvTL;
g_pHyprOpenGL->m_renderData.primarySurfaceUVBottomRight = uvBR;