Support scaling in BackgroundContrast effect
Summary: Background contrast reads pixels from the framebuffer we need to convert from compositor to framebuffer co-ordinates when an output is scaled Test Plan: Ran the manual test in kwindowsystem. Moved window over dolphin. Visually checked output Reviewers: #plasma Subscribers: plasma-devel, kwin, #kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D4949
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1 changed files with 7 additions and 5 deletions
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@ -417,6 +417,8 @@ void ContrastEffect::doContrast(EffectWindow *w, const QRegion& shape, const QRe
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const QRegion actualShape = shape & screen;
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const QRect r = actualShape.boundingRect();
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qreal scale = GLRenderTarget::virtualScreenScale();
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// Upload geometry for the horizontal and vertical passes
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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uploadGeometry(vbo, actualShape);
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@ -424,14 +426,14 @@ void ContrastEffect::doContrast(EffectWindow *w, const QRegion& shape, const QRe
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// Create a scratch texture and copy the area in the back buffer that we're
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// going to blur into it
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GLTexture scratch(GL_RGBA8, r.width(), r.height());
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GLTexture scratch(GL_RGBA8, r.width() * scale, r.height() * scale);
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scratch.setFilter(GL_LINEAR);
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scratch.setWrapMode(GL_CLAMP_TO_EDGE);
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scratch.bind();
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const QRect sg = GLRenderTarget::virtualScreenGeometry();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r.x() - sg.x(), sg.height() - sg.y() - r.y() - r.height(),
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r.width(), r.height());
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (r.x() - sg.x()) * scale, (sg.height() - sg.y() - r.y() - r.height()) * scale,
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scratch.width(), scratch.height());
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// Draw the texture on the offscreen framebuffer object, while blurring it horizontally
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@ -443,8 +445,8 @@ void ContrastEffect::doContrast(EffectWindow *w, const QRegion& shape, const QRe
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// Set up the texture matrix to transform from screen coordinates
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// to texture coordinates.
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QMatrix4x4 textureMatrix;
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textureMatrix.scale(1.0 / scratch.width(), -1.0 / scratch.height(), 1);
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textureMatrix.translate(-r.x(), -scratch.height() - r.y(), 0);
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textureMatrix.scale(1.0 / r.width(), -1.0 / r.height(), 1);
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textureMatrix.translate(-r.x(), -r.height() - r.y(), 0);
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shader->setTextureMatrix(textureMatrix);
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shader->setModelViewProjectionMatrix(screenProjection);
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