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
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@ -481,6 +481,12 @@ void fx_renderer_stencil_mask_fini() {
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bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct fx_texture *fx_texture,
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const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9],
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struct decoration_data deco_data) {
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// Fixes corner radii not being "round" when the radii is larger than
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// the height/width
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int min_size = MIN(dst_box->height, dst_box->width) * 0.5;
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if (deco_data.corner_radius > min_size) {
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deco_data.corner_radius = min_size;
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}
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struct tex_shader *shader = NULL;
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@ -630,6 +636,13 @@ void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *
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}
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assert(box->width > 0 && box->height > 0);
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// Fixes corner radii not being "round" when the radii is larger than
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// the height/width
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int min_size = MIN(box->height, box->width) * 0.5;
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if (radius > min_size) {
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radius = min_size;
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}
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struct rounded_quad_shader *shader = NULL;
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switch (corner_location) {
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@ -691,6 +704,13 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
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}
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assert(box->width > 0 && box->height > 0);
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// Fixes corner radii not being "round" when the radii is larger than
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// the height/width
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int min_size = MIN(box->height, box->width) * 0.5;
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if (radius > min_size) {
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radius = min_size;
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}
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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@ -739,6 +759,13 @@ void fx_render_stencil_mask(struct fx_renderer *renderer, const struct wlr_box *
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}
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assert(box->width > 0 && box->height > 0);
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// Fixes corner radii not being "round" when the radii is larger than
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// the height/width
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int min_size = MIN(box->height, box->width) * 0.5;
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if (corner_radius > min_size) {
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corner_radius = min_size;
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}
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// TODO: just pass gl_matrix?
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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@ -779,6 +806,13 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
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}
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assert(box->width > 0 && box->height > 0);
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// Fixes corner radii not being "round" when the radii is larger than
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// the height/width
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int min_size = MIN(box->height, box->width) * 0.5;
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if (corner_radius > min_size) {
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corner_radius = min_size;
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}
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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