Limit corner radius size to the smallest box dimension (#251)

One example would be the tiling indicator sometimes experiencing a "sharp" edge when the radii was larger than the
height/width
This commit is contained in:
Erik Reider 2023-12-17 01:00:22 +01:00 committed by GitHub
parent fd0f4ea54f
commit 5e866d0345
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@ -481,6 +481,12 @@ void fx_renderer_stencil_mask_fini() {
bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct fx_texture *fx_texture, bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct fx_texture *fx_texture,
const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9], const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9],
struct decoration_data deco_data) { struct decoration_data deco_data) {
// Fixes corner radii not being "round" when the radii is larger than
// the height/width
int min_size = MIN(dst_box->height, dst_box->width) * 0.5;
if (deco_data.corner_radius > min_size) {
deco_data.corner_radius = min_size;
}
struct tex_shader *shader = NULL; struct tex_shader *shader = NULL;
@ -630,6 +636,13 @@ void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *
} }
assert(box->width > 0 && box->height > 0); assert(box->width > 0 && box->height > 0);
// Fixes corner radii not being "round" when the radii is larger than
// the height/width
int min_size = MIN(box->height, box->width) * 0.5;
if (radius > min_size) {
radius = min_size;
}
struct rounded_quad_shader *shader = NULL; struct rounded_quad_shader *shader = NULL;
switch (corner_location) { switch (corner_location) {
@ -691,6 +704,13 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
} }
assert(box->width > 0 && box->height > 0); assert(box->width > 0 && box->height > 0);
// Fixes corner radii not being "round" when the radii is larger than
// the height/width
int min_size = MIN(box->height, box->width) * 0.5;
if (radius > min_size) {
radius = min_size;
}
float gl_matrix[9]; float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
@ -739,6 +759,13 @@ void fx_render_stencil_mask(struct fx_renderer *renderer, const struct wlr_box *
} }
assert(box->width > 0 && box->height > 0); assert(box->width > 0 && box->height > 0);
// Fixes corner radii not being "round" when the radii is larger than
// the height/width
int min_size = MIN(box->height, box->width) * 0.5;
if (corner_radius > min_size) {
corner_radius = min_size;
}
// TODO: just pass gl_matrix? // TODO: just pass gl_matrix?
float gl_matrix[9]; float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
@ -779,6 +806,13 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
} }
assert(box->width > 0 && box->height > 0); assert(box->width > 0 && box->height > 0);
// Fixes corner radii not being "round" when the radii is larger than
// the height/width
int min_size = MIN(box->height, box->width) * 0.5;
if (corner_radius > min_size) {
corner_radius = min_size;
}
float gl_matrix[9]; float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);