diff --git a/src/libkwineffects/kwinoffscreeneffect.cpp b/src/libkwineffects/kwinoffscreeneffect.cpp index f357d010b5..376361eec3 100644 --- a/src/libkwineffects/kwinoffscreeneffect.cpp +++ b/src/libkwineffects/kwinoffscreeneffect.cpp @@ -140,26 +140,22 @@ void OffscreenData::paint(EffectWindow *window, const QRegion ®ion, GLShader *shader = m_shader ? m_shader : ShaderManager::instance()->shader(ShaderTrait::MapTexture | ShaderTrait::Modulate | ShaderTrait::AdjustSaturation); ShaderBinder binder(shader); - const bool indexedQuads = GLVertexBuffer::supportsIndexedQuads(); - const GLenum primitiveType = indexedQuads ? GL_QUADS : GL_TRIANGLES; - const int verticesPerQuad = indexedQuads ? 4 : 6; - const qreal scale = effects->renderTargetScale(); - const GLVertexAttrib attribs[] = { - {VA_Position, 2, GL_FLOAT, offsetof(GLVertex2D, position)}, - {VA_TexCoord, 2, GL_FLOAT, offsetof(GLVertex2D, texcoord)}, - }; - GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); vbo->reset(); - vbo->setAttribLayout(attribs, 2, sizeof(GLVertex2D)); - const size_t size = verticesPerQuad * quads.count() * sizeof(GLVertex2D); - GLVertex2D *map = static_cast(vbo->map(size)); + vbo->setAttribLayout(GLVertexBuffer::GLVertex2DLayout, 2, sizeof(GLVertex2D)); - quads.makeInterleavedArrays(primitiveType, map, m_texture->matrix(NormalizedCoordinates), scale); + RenderGeometry geometry; + for (auto &quad : quads) { + geometry.appendWindowQuad(quad, scale); + } + geometry.postProcessTextureCoordinates(m_texture->matrix(NormalizedCoordinates)); + GLVertex2D *map = static_cast(vbo->map(geometry.count() * sizeof(GLVertex2D))); + geometry.copy(std::span(map, geometry.count())); vbo->unmap(); + vbo->bindArrays(); const qreal rgb = data.brightness() * data.opacity(); @@ -185,7 +181,7 @@ void OffscreenData::paint(EffectWindow *window, const QRegion ®ion, glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); m_texture->bind(); - vbo->draw(clipRegion, primitiveType, 0, verticesPerQuad * quads.count(), clipping); + vbo->draw(clipRegion, GL_TRIANGLES, 0, geometry.count(), clipping); m_texture->unbind(); glDisable(GL_BLEND);