From d05d16f023b27fc4707478668db73d6860918956 Mon Sep 17 00:00:00 2001 From: Christian Duerr Date: Mon, 12 Nov 2018 18:23:23 +0000 Subject: Fix incorrect padding calculations The extra window padding was calculated in the renderer which lead to problems with the paddings calculated in the `src/display.rs` and `src/term/mod.rs`. As a solution, every instance of `config.padding().x/y` has been removed from the renderer (`src/renderer/mod.rs`), instead the padding is always passed through from the `src/display.rs`. The initial calculations during display creation and after resize then are scaled appropriately and then the extra padding is calculated. As a result every other location can just make use of the correctly calculated `size_info.padding_x` and `size_info.padding_y`. The documentation has been changed to clearly state that the padding is scaled by DPI now. This fixes #1773. --- src/renderer/mod.rs | 47 +++++++++++++---------------------------------- 1 file changed, 13 insertions(+), 34 deletions(-) (limited to 'src/renderer/mod.rs') diff --git a/src/renderer/mod.rs b/src/renderer/mod.rs index 8e0fc60b..1a193caf 100644 --- a/src/renderer/mod.rs +++ b/src/renderer/mod.rs @@ -118,9 +118,6 @@ pub struct ShaderProgram { /// /// Rendering is split into two passes; 1 for backgrounds, and one for text u_background: GLint, - - padding_x: u8, - padding_y: u8, } #[derive(Debug, Clone)] @@ -472,8 +469,8 @@ const ATLAS_SIZE: i32 = 1024; impl QuadRenderer { // TODO should probably hand this a transform instead of width/height - pub fn new(config: &Config, size: PhysicalSize, dpr: f64) -> Result { - let program = ShaderProgram::new(config, size, dpr)?; + pub fn new(size: PhysicalSize) -> Result { + let program = ShaderProgram::new(size)?; let mut vao: GLuint = 0; let mut vbo: GLuint = 0; @@ -668,7 +665,7 @@ impl QuadRenderer { while let Ok(msg) = self.rx.try_recv() { match msg { Msg::ShaderReload => { - self.reload_shaders(config, PhysicalSize::new(f64::from(props.width), f64::from(props.height)), props.dpr); + self.reload_shaders(PhysicalSize::new(f64::from(props.width), f64::from(props.height))); } } } @@ -720,9 +717,9 @@ impl QuadRenderer { }) } - pub fn reload_shaders(&mut self, config: &Config, size: PhysicalSize, dpr: f64) { + pub fn reload_shaders(&mut self, size: PhysicalSize) { warn!("Reloading shaders ..."); - let program = match ShaderProgram::new(config, size, dpr) { + let program = match ShaderProgram::new(size) { Ok(program) => { warn!(" ... OK"); program @@ -748,30 +745,21 @@ impl QuadRenderer { self.program = program; } - pub fn resize(&mut self, size: PhysicalSize, dpr: f64, cell_width: i32, cell_height: i32) { + pub fn resize(&mut self, size: PhysicalSize, padding_x: f32, padding_y: f32) { let (width, height): (u32, u32) = size.into(); - let (width, height) = (width as i32, height as i32); - - let mut padding_x = (f64::from(self.program.padding_x) * dpr) as i32; - let mut padding_y = (f64::from(self.program.padding_y) * dpr) as i32; - - // Add padding to center the grid inside the window - padding_y += ((height - 2 * padding_y) % cell_height) / 2; - padding_x += ((width - 2 * padding_x) % cell_width) / 2; // viewport unsafe { + let width = width as i32; + let height = height as i32; + let padding_x = padding_x as i32; + let padding_y = padding_y as i32; gl::Viewport(padding_x, padding_y, width - 2 * padding_x, height - 2 * padding_y); } // update projection self.program.activate(); - self.program.update_projection( - width as f32, - height as f32, - padding_x as f32, - padding_y as f32, - ); + self.program.update_projection(width as f32, height as f32, padding_x, padding_y); self.program.deactivate(); } } @@ -1007,11 +995,7 @@ impl ShaderProgram { } } - pub fn new( - config: &Config, - size: PhysicalSize, - dpr: f64 - ) -> Result { + pub fn new(size: PhysicalSize) -> Result { let vertex_source = if cfg!(feature = "live-shader-reload") { None } else { @@ -1061,9 +1045,6 @@ impl ShaderProgram { assert_uniform_valid!(projection, term_dim, cell_dim); - let padding_x = (f32::from(config.padding().x) * dpr as f32).floor(); - let padding_y = (f32::from(config.padding().y) * dpr as f32).floor(); - let shader = ShaderProgram { id: program, u_projection: projection, @@ -1071,11 +1052,9 @@ impl ShaderProgram { u_cell_dim: cell_dim, u_visual_bell: visual_bell, u_background: background, - padding_x: padding_x as u8, - padding_y: padding_y as u8, }; - shader.update_projection(size.width as f32, size.height as f32, padding_x, padding_y); + shader.update_projection(size.width as f32, size.height as f32, 0., 0.); shader.deactivate(); -- cgit