12to11/transform.c
hujianwei e001d7cf69 Fix and implement transforms in the EGL renderer
* 12to11.c (XLMain): Initialize Xlib threads.
* compositor.h: Update prototype of ApplyInverseTransform.
* egl.c (ComputeTransformMatrix): Handle transforms.
(Composite): Ensure textures if none were generated.
(FinishRender): Take callback and data and return NULL key.
(UpdateBuffer): Handle transforms by uploading everything.
Suboptimal!
(IsBufferOpaque): New function.
(egl_buffer_funcs): Add it.
* picture_renderer.c (MaybeApplyTransform): Add some comments.
* subcompositor.c (TransformBufferDamage): Avoid inverting
damage.
(ViewDamageBuffer): Directly apply untransformed buffer damage.
(ApplyUntransformedDamage): New function.
* transform.c (MatrixRotate): Fix minor row ordering error.
(ApplyInverseTransform): Adjust accordingly.
2022-10-30 09:51:54 +00:00

390 lines
9.7 KiB
C

/* Wayland compositor running on top of an X server.
Copyright (C) 2022 to various contributors.
This file is part of 12to11.
12to11 is free software: you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the
Free Software Foundation, either version 3 of the License, or (at your
option) any later version.
12to11 is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
for more details.
You should have received a copy of the GNU General Public License
along with 12to11. If not, see <https://www.gnu.org/licenses/>. */
/* Generic 3x3 matrix transform code. */
#include <string.h>
#include <stdio.h>
#include "compositor.h"
#include <X11/extensions/Xrender.h>
/* These macros make column major order easier to reason about for C
folks. */
#define Index(matrix, row, column) \
((matrix)[(column) * 3 + (row)])
#define MultiplySub(a, b, a_row, a_column, b_row, b_column) \
(Index (a, a_row, a_column) * Index (b, b_row, b_column))
#if 0
static void
MatrixPrint (Matrix *matrix)
{
fprintf (stderr,
"%4f %4f %4f\n"
"%4f %4f %4f\n"
"%4f %4f %4f\n\n",
(double) Index (*matrix, 0, 0),
(double) Index (*matrix, 0, 1),
(double) Index (*matrix, 0, 2),
(double) Index (*matrix, 1, 0),
(double) Index (*matrix, 1, 1),
(double) Index (*matrix, 1, 2),
(double) Index (*matrix, 2, 0),
(double) Index (*matrix, 2, 1),
(double) Index (*matrix, 2, 2));
}
#endif
void
MatrixMultiply (Matrix a, Matrix b, Matrix *product)
{
Index (*product, 0, 0) = (MultiplySub (a, b, 0, 0, 0, 0)
+ MultiplySub (a, b, 0, 1, 1, 0)
+ MultiplySub (a, b, 0, 2, 2, 0));
Index (*product, 0, 1) = (MultiplySub (a, b, 0, 0, 0, 1)
+ MultiplySub (a, b, 0, 1, 1, 1)
+ MultiplySub (a, b, 0, 2, 2, 1));
Index (*product, 0, 2) = (MultiplySub (a, b, 0, 0, 0, 2)
+ MultiplySub (a, b, 0, 1, 1, 2)
+ MultiplySub (a, b, 0, 2, 2, 2));
Index (*product, 1, 0) = (MultiplySub (a, b, 1, 0, 0, 0)
+ MultiplySub (a, b, 1, 1, 1, 0)
+ MultiplySub (a, b, 1, 2, 2, 0));
Index (*product, 1, 1) = (MultiplySub (a, b, 1, 0, 0, 1)
+ MultiplySub (a, b, 1, 1, 1, 1)
+ MultiplySub (a, b, 1, 2, 2, 1));
Index (*product, 1, 2) = (MultiplySub (a, b, 1, 0, 0, 2)
+ MultiplySub (a, b, 1, 1, 1, 2)
+ MultiplySub (a, b, 1, 2, 2, 2));
Index (*product, 2, 0) = (MultiplySub (a, b, 2, 0, 0, 0)
+ MultiplySub (a, b, 2, 1, 1, 0)
+ MultiplySub (a, b, 2, 2, 2, 0));
Index (*product, 2, 1) = (MultiplySub (a, b, 2, 0, 0, 1)
+ MultiplySub (a, b, 2, 1, 1, 1)
+ MultiplySub (a, b, 2, 2, 2, 1));
Index (*product, 2, 2) = (MultiplySub (a, b, 2, 0, 0, 2)
+ MultiplySub (a, b, 2, 1, 1, 2)
+ MultiplySub (a, b, 2, 2, 2, 2));
}
void
MatrixIdentity (Matrix *matrix)
{
memset (matrix, 0, sizeof *matrix);
Index (*matrix, 0, 0) = 1.0f;
Index (*matrix, 1, 1) = 1.0f;
Index (*matrix, 2, 2) = 1.0f;
}
void
MatrixTranslate (Matrix *transform, float tx, float ty)
{
Matrix temp, copy;
MatrixIdentity (&temp);
memcpy (copy, transform, sizeof copy);
/* Set the tx and ty. */
Index (temp, 0, 2) = tx;
Index (temp, 1, 2) = ty;
/* Multiply it with the transform. */
MatrixMultiply (copy, temp, transform);
}
void
MatrixScale (Matrix *transform, float sx, float sy)
{
Matrix temp, copy;
MatrixIdentity (&temp);
memcpy (copy, transform, sizeof copy);
/* Set the scale factors. */
Index (temp, 0, 0) = sx;
Index (temp, 1, 1) = sy;
/* Multiply it with the transform. */
MatrixMultiply (copy, temp, transform);
}
void
MatrixRotate (Matrix *transform, float theta, float x, float y)
{
Matrix temp, copy;
/* Translate the matrix to x, y, and then perform rotation by the
given angle in radians and translate back. As the transform is
being performed in the X coordinate system, the given angle
describes a clockwise rotation. */
MatrixIdentity (&temp);
memcpy (copy, transform, sizeof copy);
Index (temp, 0, 2) = x;
Index (temp, 1, 2) = y;
MatrixMultiply (copy, temp, transform);
MatrixIdentity (&temp);
memcpy (copy, transform, sizeof copy);
Index (temp, 0, 0) = cosf (theta);
Index (temp, 0, 1) = -sinf (theta);
Index (temp, 1, 0) = sinf (theta);
Index (temp, 1, 1) = cosf (theta);
MatrixMultiply (copy, temp, transform);
MatrixIdentity (&temp);
memcpy (copy, transform, sizeof copy);
Index (temp, 0, 2) = -x;
Index (temp, 1, 2) = -y;
MatrixMultiply (copy, temp, transform);
}
void
MatrixMirrorHorizontal (Matrix *transform, float width)
{
Matrix temp, copy;
/* Scale the matrix by -1, and then apply a tx of width, in effect
flipping the image horizontally. */
MatrixIdentity (&temp);
memcpy (copy, transform, sizeof copy);
Index (temp, 0, 0) = -1.0f;
Index (temp, 0, 2) = width;
MatrixMultiply (copy, temp, transform);
}
void
MatrixExport (Matrix *transform, XTransform *xtransform)
{
/* M1 M2 M3 X
M4 M5 M6 * Y
M7 M8 M9 Z
=
M1*X + M2*Y + M3*1 = X1
M4*X + M5*Y + M6*1 = Y1
M7*X + M8*Y + M9*1 = Z1 (Only on some drivers)
where
M1 = matrix[0][0]
M2 = matrix[0][1]
M3 = matrix[0][2]
M4 = matrix[1][0]
M5 = matrix[1][1]
M6 = matrix[1][2]
M7 = matrix[2][0]
M8 = matrix[2][1]
M9 = matrix[2][2] */
#define Export(row, column) \
xtransform->matrix[row][column] \
= XDoubleToFixed (Index (*transform, row, column))
Export (0, 0);
Export (0, 1);
Export (0, 2);
Export (1, 0);
Export (1, 1);
Export (1, 2);
Export (2, 0);
Export (2, 1);
Export (2, 2);
#undef Export
}
/* Various routines shared between renderers. */
void
ApplyInverseTransform (int buffer_width, int buffer_height, Matrix *matrix,
BufferTransform transform)
{
float width, height;
/* Wayland buffer transforms are somewhat confusing. They are
actually applied in reverse, so a counterclockwise rotation would
actually be applied clockwise, and so on.
The fact that matrix maps from destination coordinates to buffer
coordinates makes things easier: as the inverse of the inverse of
a transform is itself, transforms are just applied in that
order. */
width = buffer_width;
height = buffer_height;
switch (transform)
{
case Normal:
break;
case CounterClockwise90:
/* CounterClockwise90. Rotate the buffer contents 90 degrees
clockwise. IOW, rotate the destination by 90 degrees
counterclockwise, which is 270 degrees clockwise. */
MatrixRotate (matrix, M_PI * 1.5, 0, 0);
MatrixTranslate (matrix, -height, 0);
break;
case CounterClockwise180:
/* CounterClockwise180. It's 180 degrees. Apply clockwise 180
degree rotation around the center. */
MatrixRotate (matrix, M_PI, width / 2.0f, height / 2.0f);
break;
case CounterClockwise270:
/* CounterClockwise270. Rotate the buffer contents 270 degrees
clockwise. IOW, rotate the destination by 270 degrees
counterclockwise, which is 90 degrees clockwise. */
MatrixRotate (matrix, M_PI * 0.5, 0, 0);
MatrixTranslate (matrix, 0, -width);
break;
case Flipped:
/* Flipped. Apply horizontal flip. */
MatrixMirrorHorizontal (matrix, width);
break;
case Flipped90:
/* Flipped90. Apply a flip but otherwise treat this the same as
CounterClockwise90. */
MatrixRotate (matrix, M_PI * 1.5, 0, 0);
MatrixTranslate (matrix, -height, 0);
MatrixMirrorHorizontal (matrix, height);
break;
case Flipped180:
/* Flipped180. Apply a flip and treat this the same as
CounterClockwise180. */
MatrixRotate (matrix, M_PI, width / 2.0f, height / 2.0f);
MatrixMirrorHorizontal (matrix, width);
break;
case Flipped270:
/* Flipped270. Apply a flip and treat this the same as
CounterClockwise270. */
MatrixRotate (matrix, M_PI * 0.5, 0, 0);
MatrixTranslate (matrix, 0, -width);
MatrixMirrorHorizontal (matrix, height);
break;
}
return;
}
void
TransformBox (pixman_box32_t *box, BufferTransform transform,
int width, int height)
{
pixman_box32_t work;
switch (transform)
{
case Normal:
default:
work = *box;
break;
case CounterClockwise90:
work.x1 = height - box->y2;
work.y1 = box->x1;
work.x2 = height - box->y1;
work.y2 = box->x2;
break;
case CounterClockwise180:
work.x1 = width - box->x2;
work.y1 = height - box->y2;
work.x2 = width - box->x1;
work.y2 = height - box->y1;
break;
case CounterClockwise270:
work.x1 = box->y1;
work.y1 = width - box->x2;
work.x2 = box->y2;
work.y2 = width - box->x1;
break;
case Flipped:
work.x1 = width - box->x2;
work.y1 = box->y1;
work.x2 = width - box->x1;
work.y2 = box->y2;
break;
case Flipped90:
work.x1 = box->y1;
work.y1 = box->x1;
work.x2 = box->y2;
work.y2 = box->x2;
break;
case Flipped180:
work.x1 = box->x1;
work.y1 = height - box->y2;
work.x2 = box->x2;
work.y2 = height - box->y1;
break;
case Flipped270:
work.x1 = height - box->y2;
work.y1 = width - box->x2;
work.x2 = height - box->y1;
work.y2 = width - box->x1;
break;
}
*box = work;
}
BufferTransform
InvertTransform (BufferTransform transform)
{
switch (transform)
{
case CounterClockwise270:
return CounterClockwise90;
case CounterClockwise90:
return CounterClockwise270;
default:
return transform;
}
}