glamor: Fix glamor_poly_fill_rect_gl xRectangle::width/height handling

(Using GLSL 1.30 or newer)

The width/height members of xRectangle are unsigned, but they were
being interpreted as signed when converting to floating point for the
vertex shader, producing incorrect drawing for values > 32767.

v2:
* Use separate GL_UNSIGNED_SHORT vertex attribute for width/height.
  (Eric Anholt)

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Michel Dänzer 2020-07-24 18:21:05 +02:00 committed by Michel Dänzer
parent b22b4da980
commit 032af35657
1 changed files with 14 additions and 4 deletions

View File

@ -27,8 +27,10 @@
static const glamor_facet glamor_facet_polyfillrect_130 = {
.name = "poly_fill_rect",
.version = 130,
.vs_vars = "attribute vec4 primitive;\n",
.vs_exec = (" vec2 pos = primitive.zw * vec2(gl_VertexID&1, (gl_VertexID&2)>>1);\n"
.source_name = "size",
.vs_vars = "attribute vec2 primitive;\n"
"attribute vec2 size;\n",
.vs_exec = (" vec2 pos = size * vec2(gl_VertexID&1, (gl_VertexID&2)>>1);\n"
GLAMOR_POS(gl_Position, (primitive.xy + pos))),
};
@ -81,9 +83,14 @@ glamor_poly_fill_rect_gl(DrawablePtr drawable,
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribDivisor(GLAMOR_VERTEX_POS, 1);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 4, GL_SHORT, GL_FALSE,
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
4 * sizeof (short), vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 1);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_UNSIGNED_SHORT, GL_FALSE,
4 * sizeof (short), vbo_offset + 2 * sizeof (short));
memcpy(v, prect, nrect * sizeof (xRectangle));
glamor_put_vbo_space(screen);
@ -156,8 +163,11 @@ glamor_poly_fill_rect_gl(DrawablePtr drawable,
bail:
glDisable(GL_SCISSOR_TEST);
if (glamor_priv->glsl_version >= 130)
if (glamor_priv->glsl_version >= 130) {
glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 0);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glVertexAttribDivisor(GLAMOR_VERTEX_POS, 0);
}
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
return ret;