detached f77b8dc

feat(vulkan): compose rotated outputs

commit
f77b8dcf6845701524c970ee4cc7b51618aca06a
author
brice · · 2026-10-03 18:42 UTC
parent
343f5a5
signature
GPG VerifiedCD88F9E564E0102646FB6077A1A07C7C7C3E349D · arch-gpg Verified for the committer email
5 files · +166 -10
M internal/adapters/vulkan/damage_test.go +15 -6
@@ -27,16 +27,25 @@ func damagedContent(t *testing.T, f *os.File, base ports.SurfaceContent, seq uin
2727 // (render, skip, render).
2828 func TestRendererDamageMatchesFullRedraw(t *testing.T) {
2929 for _, tr := range []ports.BufferTransform{0, 1, 6} {
30- t.Run(fmt.Sprintf("transform %d", tr), func(t *testing.T) { damageMatchesFullRedraw(t, tr) })
30+ t.Run(fmt.Sprintf("transform %d", tr), func(t *testing.T) { damageMatchesFullRedraw(t, tr, 0) })
31+ }
32+ // A rotated or flipped output composes the scene into its target.
33+ for _, out := range []ports.BufferTransform{1, 6} {
34+ t.Run(fmt.Sprintf("output transform %d", out), func(t *testing.T) { damageMatchesFullRedraw(t, 0, out) })
3135 }
3236 }
3337
3438 // damageMatchesFullRedraw checks partial frames of a window whose buffer
35-// carries transform tr against full redraws.
36-func damageMatchesFullRedraw(t *testing.T, tr ports.BufferTransform) {
39+// carries transform tr against full redraws, on an output with transform
40+// out (its scene is 64×48; a rotated output's target is 48×64).
41+func damageMatchesFullRedraw(t *testing.T, tr, out ports.BufferTransform) {
3742 const w, h = 32, 32
43+ tw, th := 64, 48
44+ if out.Rotated() {
45+ tw, th = th, tw
46+ }
3847 newR := func() *Renderer {
39- r, err := New(64, 48)
48+ r, err := New(tw, th)
4049 if err != nil {
4150 t.Skipf("Vulkan unavailable: %v", err)
4251 }
@@ -63,7 +72,7 @@ func damageMatchesFullRedraw(t *testing.T, tr ports.BufferTransform) {
6372 base := shmContent(t, w, h, w*4, pixels)
6473 base.ID, base.Transform = 1, tr
6574 f := base.SHM.File
66- scene := ports.Scene{Seq: 5, Background: "#000000", Windows: []ports.SceneWindow{{ID: 1, Rect: ports.Rect{X: 4, Y: 4, W: w, H: h}}}}
75+ scene := ports.Scene{Seq: 5, Transform: out, OutputWidth: 64, OutputHeight: 48, Scale: 1, Background: "#000000", Windows: []ports.SceneWindow{{ID: 1, Rect: ports.Rect{X: 4, Y: 4, W: w, H: h}}}}
6776 hist := []ports.SeqDamage{{Seq: 1, Full: true}}
6877 c := damagedContent(t, f, *base, 1, pixels, hist)
6978 step := func(i int, c ports.SurfaceContent) {
@@ -73,7 +82,7 @@ func damageMatchesFullRedraw(t *testing.T, tr ports.BufferTransform) {
7382 if err := render(damaged, scene, contents); err != nil {
7483 t.Fatal(err)
7584 }
76- if err := render(full, ports.Scene{Background: scene.Background, Windows: scene.Windows}, contents); err != nil {
85+ if err := render(full, ports.Scene{Transform: out, OutputWidth: 64, OutputHeight: 48, Scale: 1, Background: scene.Background, Windows: scene.Windows}, contents); err != nil {
7786 t.Fatal(err)
7887 }
7988 if a, b := readPixels(t, damaged), readPixels(t, full); !bytes.Equal(a.Pix, b.Pix) {
@@ -27,16 +27,25 @@ func damagedContent(t *testing.T, f *os.File, base ports.SurfaceContent, seq uin
27 // (render, skip, render).27 // (render, skip, render).
28 func TestRendererDamageMatchesFullRedraw(t *testing.T) {28 func TestRendererDamageMatchesFullRedraw(t *testing.T) {
29 for _, tr := range []ports.BufferTransform{0, 1, 6} {29 for _, tr := range []ports.BufferTransform{0, 1, 6} {
30- t.Run(fmt.Sprintf("transform %d", tr), func(t *testing.T) { damageMatchesFullRedraw(t, tr) })30+ t.Run(fmt.Sprintf("transform %d", tr), func(t *testing.T) { damageMatchesFullRedraw(t, tr, 0) })
31+ }
32+ // A rotated or flipped output composes the scene into its target.
33+ for _, out := range []ports.BufferTransform{1, 6} {
34+ t.Run(fmt.Sprintf("output transform %d", out), func(t *testing.T) { damageMatchesFullRedraw(t, 0, out) })
31 }35 }
32 }36 }
33 37
34 // damageMatchesFullRedraw checks partial frames of a window whose buffer38 // damageMatchesFullRedraw checks partial frames of a window whose buffer
35-// carries transform tr against full redraws.39+// carries transform tr against full redraws, on an output with transform
36-func damageMatchesFullRedraw(t *testing.T, tr ports.BufferTransform) {40+// out (its scene is 64×48; a rotated output's target is 48×64).
41+func damageMatchesFullRedraw(t *testing.T, tr, out ports.BufferTransform) {
37 const w, h = 32, 3242 const w, h = 32, 32
43+ tw, th := 64, 48
44+ if out.Rotated() {
45+ tw, th = th, tw
46+ }
38 newR := func() *Renderer {47 newR := func() *Renderer {
39- r, err := New(64, 48)48+ r, err := New(tw, th)
40 if err != nil {49 if err != nil {
41 t.Skipf("Vulkan unavailable: %v", err)50 t.Skipf("Vulkan unavailable: %v", err)
42 }51 }
@@ -63,7 +72,7 @@ func damageMatchesFullRedraw(t *testing.T, tr ports.BufferTransform) {
63 base := shmContent(t, w, h, w*4, pixels)72 base := shmContent(t, w, h, w*4, pixels)
64 base.ID, base.Transform = 1, tr73 base.ID, base.Transform = 1, tr
65 f := base.SHM.File74 f := base.SHM.File
66- scene := ports.Scene{Seq: 5, Background: "#000000", Windows: []ports.SceneWindow{{ID: 1, Rect: ports.Rect{X: 4, Y: 4, W: w, H: h}}}}75+ scene := ports.Scene{Seq: 5, Transform: out, OutputWidth: 64, OutputHeight: 48, Scale: 1, Background: "#000000", Windows: []ports.SceneWindow{{ID: 1, Rect: ports.Rect{X: 4, Y: 4, W: w, H: h}}}}
67 hist := []ports.SeqDamage{{Seq: 1, Full: true}}76 hist := []ports.SeqDamage{{Seq: 1, Full: true}}
68 c := damagedContent(t, f, *base, 1, pixels, hist)77 c := damagedContent(t, f, *base, 1, pixels, hist)
69 step := func(i int, c ports.SurfaceContent) {78 step := func(i int, c ports.SurfaceContent) {
@@ -73,7 +82,7 @@ func damageMatchesFullRedraw(t *testing.T, tr ports.BufferTransform) {
73 if err := render(damaged, scene, contents); err != nil {82 if err := render(damaged, scene, contents); err != nil {
74 t.Fatal(err)83 t.Fatal(err)
75 }84 }
76- if err := render(full, ports.Scene{Background: scene.Background, Windows: scene.Windows}, contents); err != nil {85+ if err := render(full, ports.Scene{Transform: out, OutputWidth: 64, OutputHeight: 48, Scale: 1, Background: scene.Background, Windows: scene.Windows}, contents); err != nil {
77 t.Fatal(err)86 t.Fatal(err)
78 }87 }
79 if a, b := readPixels(t, damaged), readPixels(t, full); !bytes.Equal(a.Pix, b.Pix) {88 if a, b := readPixels(t, damaged), readPixels(t, full); !bytes.Equal(a.Pix, b.Pix) {
M internal/adapters/vulkan/frame.go +8 -2
@@ -176,7 +176,12 @@ func (r *Renderer) Render(s ports.Scene, contents map[ports.WindowID]ports.Surfa
176176 if hdr {
177177 tg = &r.hdrOwn
178178 }
179- dmg := r.frameDamage(tg, s, image.Rect(0, 0, r.width, r.height))
179+ // Bounds, damage and redrawn pixels are in scene space: the target's
180+ // size, swapped for a rotated output. orient maps the draws to the target
181+ // below. A transform change always comes with a new scene Seq, so a held
182+ // target is never reused across transforms.
183+ sw, sh := r.sceneSize(s.Transform)
184+ dmg := r.frameDamage(tg, s, image.Rect(0, 0, sw, sh))
180185 ds := r.draws(s, contents, dmg)
181186 dmg.finish()
182187 r.dropPools()
@@ -192,8 +197,9 @@ func (r *Renderer) Render(s ports.Scene, contents map[ports.WindowID]ports.Surfa
192197 r.scratchDraws = ds
193198 r.redrawn += dmg.area.Dx() * dmg.area.Dy()
194199 } else {
195- r.redrawn += r.width * r.height
200+ r.redrawn += sw * sh
196201 }
202+ r.orient(ds, s.Transform)
197203 d := r.dd
198204 cmd := slot.cmd
199205 if err := checked("vkResetCommandBuffer", d.ResetCommandBuffer(cmd, 0)); err != nil {
@@ -176,7 +176,12 @@ func (r *Renderer) Render(s ports.Scene, contents map[ports.WindowID]ports.Surfa
176 if hdr {176 if hdr {
177 tg = &r.hdrOwn177 tg = &r.hdrOwn
178 }178 }
179- dmg := r.frameDamage(tg, s, image.Rect(0, 0, r.width, r.height))179+ // Bounds, damage and redrawn pixels are in scene space: the target's
180+ // size, swapped for a rotated output. orient maps the draws to the target
181+ // below. A transform change always comes with a new scene Seq, so a held
182+ // target is never reused across transforms.
183+ sw, sh := r.sceneSize(s.Transform)
184+ dmg := r.frameDamage(tg, s, image.Rect(0, 0, sw, sh))
180 ds := r.draws(s, contents, dmg)185 ds := r.draws(s, contents, dmg)
181 dmg.finish()186 dmg.finish()
182 r.dropPools()187 r.dropPools()
@@ -192,8 +197,9 @@ func (r *Renderer) Render(s ports.Scene, contents map[ports.WindowID]ports.Surfa
192 r.scratchDraws = ds197 r.scratchDraws = ds
193 r.redrawn += dmg.area.Dx() * dmg.area.Dy()198 r.redrawn += dmg.area.Dx() * dmg.area.Dy()
194 } else {199 } else {
195- r.redrawn += r.width * r.height200+ r.redrawn += sw * sh
196 }201 }
202+ r.orient(ds, s.Transform)
197 d := r.dd203 d := r.dd
198 cmd := slot.cmd204 cmd := slot.cmd
199 if err := checked("vkResetCommandBuffer", d.ResetCommandBuffer(cmd, 0)); err != nil {205 if err := checked("vkResetCommandBuffer", d.ResetCommandBuffer(cmd, 0)); err != nil {
A internal/adapters/vulkan/orient.go +64 -0
@@ -0,0 +1,64 @@
1+package vulkan
2+
3+import (
4+ "image"
5+
6+ "github.com/bnema/neferwl/internal/ports"
7+)
8+
9+// sceneSize is the size of a scene in scene-physical pixels: the target's,
10+// swapped when the output transform t rotates by 90 or 270 degrees.
11+func (r *Renderer) sceneSize(t ports.BufferTransform) (int, int) {
12+ if t.Rotated() {
13+ return r.height, r.width
14+ }
15+ return r.width, r.height
16+}
17+
18+// orient maps draws built in scene space to the target, in place and without
19+// allocating: the target holds the scene transformed by t, like a client
20+// buffer holds its surface under wl_surface.set_buffer_transform. Each rect
21+// goes through t.RectToBuffer (integer rects stay integer under these eight
22+// isometries, so the rounding is exact) and each source map is composed with
23+// the affine target-to-scene map, the inverse transform. The vertex shader's
24+// target size (misc[2:4]) stays the target's.
25+//
26+// Pixel centres map to pixel centres under these isometries, so a draw
27+// flagged flagExact still reads texelFetch(floor(src)) on the right texel.
28+//
29+// It runs once per frame, after damage clipping, and before any consumer of
30+// the target: HDR composition (hdrOwn is target-sized and recordHDR reads the
31+// already-oriented target) and the capture and Pixels paths stay unchanged.
32+func (r *Renderer) orient(ds []draw, t ports.BufferTransform) {
33+ if t == 0 {
34+ return
35+ }
36+ sw, sh := r.sceneSize(t)
37+ inv := t.Invert()
38+ tw, th := float64(r.width), float64(r.height)
39+ // scene = f0 + x*fx + y*fy for a target point (x, y).
40+ f0x, f0y := inv.ToBuffer(0, 0, tw, th)
41+ fxx, fxy := inv.ToBuffer(1, 0, tw, th)
42+ fyx, fyy := inv.ToBuffer(0, 1, tw, th)
43+ fxx, fxy = fxx-f0x, fxy-f0y
44+ fyx, fyy = fyx-f0x, fyy-f0y
45+ for i := range ds {
46+ pc := &ds[i].pc
47+ rect := t.RectToBuffer(image.Rect(int(pc.rect[0]), int(pc.rect[1]), int(pc.rect[2]), int(pc.rect[3])), sw, sh)
48+ pc.rect = [4]int32{int32(rect.Min.X), int32(rect.Min.Y), int32(rect.Max.X), int32(rect.Max.Y)}
49+ if pc.misc[0] == modeSolid {
50+ continue
51+ }
52+ m0x, m0y := float64(pc.mapv[0]), float64(pc.mapv[1])
53+ mxx, mxy := float64(pc.mapv[2]), float64(pc.mapv[3])
54+ myx, myy := float64(pc.mapy[0]), float64(pc.mapy[1])
55+ pc.mapv = [4]float32{
56+ float32(m0x + f0x*mxx + f0y*myx),
57+ float32(m0y + f0x*mxy + f0y*myy),
58+ float32(fxx*mxx + fxy*myx),
59+ float32(fxx*mxy + fxy*myy),
60+ }
61+ pc.mapy[0] = float32(fyx*mxx + fyy*myx)
62+ pc.mapy[1] = float32(fyx*mxy + fyy*myy)
63+ }
64+}
@@ -0,0 +1,64 @@
1+package vulkan
2+
3+import (
4+ "image"
5+
6+ "github.com/bnema/neferwl/internal/ports"
7+)
8+
9+// sceneSize is the size of a scene in scene-physical pixels: the target's,
10+// swapped when the output transform t rotates by 90 or 270 degrees.
11+func (r *Renderer) sceneSize(t ports.BufferTransform) (int, int) {
12+ if t.Rotated() {
13+ return r.height, r.width
14+ }
15+ return r.width, r.height
16+}
17+
18+// orient maps draws built in scene space to the target, in place and without
19+// allocating: the target holds the scene transformed by t, like a client
20+// buffer holds its surface under wl_surface.set_buffer_transform. Each rect
21+// goes through t.RectToBuffer (integer rects stay integer under these eight
22+// isometries, so the rounding is exact) and each source map is composed with
23+// the affine target-to-scene map, the inverse transform. The vertex shader's
24+// target size (misc[2:4]) stays the target's.
25+//
26+// Pixel centres map to pixel centres under these isometries, so a draw
27+// flagged flagExact still reads texelFetch(floor(src)) on the right texel.
28+//
29+// It runs once per frame, after damage clipping, and before any consumer of
30+// the target: HDR composition (hdrOwn is target-sized and recordHDR reads the
31+// already-oriented target) and the capture and Pixels paths stay unchanged.
32+func (r *Renderer) orient(ds []draw, t ports.BufferTransform) {
33+ if t == 0 {
34+ return
35+ }
36+ sw, sh := r.sceneSize(t)
37+ inv := t.Invert()
38+ tw, th := float64(r.width), float64(r.height)
39+ // scene = f0 + x*fx + y*fy for a target point (x, y).
40+ f0x, f0y := inv.ToBuffer(0, 0, tw, th)
41+ fxx, fxy := inv.ToBuffer(1, 0, tw, th)
42+ fyx, fyy := inv.ToBuffer(0, 1, tw, th)
43+ fxx, fxy = fxx-f0x, fxy-f0y
44+ fyx, fyy = fyx-f0x, fyy-f0y
45+ for i := range ds {
46+ pc := &ds[i].pc
47+ rect := t.RectToBuffer(image.Rect(int(pc.rect[0]), int(pc.rect[1]), int(pc.rect[2]), int(pc.rect[3])), sw, sh)
48+ pc.rect = [4]int32{int32(rect.Min.X), int32(rect.Min.Y), int32(rect.Max.X), int32(rect.Max.Y)}
49+ if pc.misc[0] == modeSolid {
50+ continue
51+ }
52+ m0x, m0y := float64(pc.mapv[0]), float64(pc.mapv[1])
53+ mxx, mxy := float64(pc.mapv[2]), float64(pc.mapv[3])
54+ myx, myy := float64(pc.mapy[0]), float64(pc.mapy[1])
55+ pc.mapv = [4]float32{
56+ float32(m0x + f0x*mxx + f0y*myx),
57+ float32(m0y + f0x*mxy + f0y*myy),
58+ float32(fxx*mxx + fxy*myx),
59+ float32(fxx*mxy + fxy*myy),
60+ }
61+ pc.mapy[0] = float32(fyx*mxx + fyy*myx)
62+ pc.mapy[1] = float32(fyx*mxy + fyy*myy)
63+ }
64+}
A internal/adapters/vulkan/output_transform_test.go +74 -0
@@ -0,0 +1,74 @@
1+package vulkan
2+
3+import (
4+ "image/color"
5+ "math"
6+ "testing"
7+
8+ "github.com/bnema/neferwl/internal/ports"
9+)
10+
11+// The target of a rotated output holds the scene transformed by ToBuffer:
12+// every scene pixel of a window lands on the target pixel ToBuffer names,
13+// for all eight transforms, and the rest of the target stays background.
14+func TestRendererOutputTransform(t *testing.T) {
15+ const tw, th = 6, 4
16+ r, err := New(tw, th)
17+ if err != nil {
18+ t.Skipf("Vulkan unavailable: %v", err)
19+ }
20+ defer r.Close()
21+ red, green := color.RGBA{255, 0, 0, 255}, color.RGBA{0, 255, 0, 255}
22+ px := []byte{0, 0, 255, 255, 0, 255, 0, 255} // BGRA: red, green
23+ win := ports.Rect{X: 1, Y: 0, W: 2, H: 1}
24+ for tr := ports.BufferTransform(0); tr < 8; tr++ {
25+ sw, sh := r.sceneSize(tr)
26+ c := shmContent(t, 2, 1, 8, px)
27+ scene := ports.Scene{Transform: tr, Scale: 1, OutputWidth: sw, OutputHeight: sh, Background: "#000000", Windows: []ports.SceneWindow{{ID: 1, Rect: win}}}
28+ if err := render(r, scene, map[ports.WindowID]ports.SurfaceContent{1: *c}); err != nil {
29+ t.Fatal(err)
30+ }
31+ img := readPixels(t, r)
32+ want := map[[2]int]color.RGBA{}
33+ for i, col := range []color.RGBA{red, green} {
34+ bx, by := tr.ToBuffer(float64(win.X+i)+0.5, 0.5, float64(sw), float64(sh))
35+ want[[2]int{int(math.Floor(bx)), int(math.Floor(by))}] = col
36+ }
37+ for y := range th {
38+ for x := range tw {
39+ w, ok := want[[2]int{x, y}]
40+ if !ok {
41+ w = color.RGBA{0, 0, 0, 255}
42+ }
43+ if got := img.RGBAAt(x, y); !near(got, w, 2) {
44+ t.Errorf("transform %d: target (%d,%d) = %v, want %v", tr, x, y, got, w)
45+ }
46+ }
47+ }
48+ }
49+}
50+
51+// A rotated output keeps the steady-state frame free of extra allocations:
52+// orient works in place.
53+func TestRenderSteadyStateAllocationsRotated(t *testing.T) {
54+ r, err := New(32, 24)
55+ if err != nil {
56+ t.Skipf("Vulkan unavailable: %v", err)
57+ }
58+ defer r.Close()
59+ scene := ports.Scene{Seq: 1, Transform: 1, Scale: 1, Windows: []ports.SceneWindow{{ID: 1, Rect: ports.Rect{W: 24, H: 32}}}}
60+ content := solidContent(t, 8, 8, color.RGBA{R: 255, A: 255})
61+ content.ID, content.Surface, content.Seq, content.Version = 1, 1, 1, 1
62+ contents := map[ports.WindowID]ports.SurfaceContent{1: content}
63+ frame := func() {
64+ if err := render(r, scene, contents); err != nil {
65+ t.Fatal(err)
66+ }
67+ }
68+ frame()
69+ if allocs := testing.AllocsPerRun(20, frame); allocs > 13 {
70+ t.Errorf("rotated steady-state Render: %.1f allocs/frame, want <=13", allocs)
71+ } else {
72+ t.Logf("rotated steady-state Render: %.1f allocs/frame", allocs)
73+ }
74+}
@@ -0,0 +1,74 @@
1+package vulkan
2+
3+import (
4+ "image/color"
5+ "math"
6+ "testing"
7+
8+ "github.com/bnema/neferwl/internal/ports"
9+)
10+
11+// The target of a rotated output holds the scene transformed by ToBuffer:
12+// every scene pixel of a window lands on the target pixel ToBuffer names,
13+// for all eight transforms, and the rest of the target stays background.
14+func TestRendererOutputTransform(t *testing.T) {
15+ const tw, th = 6, 4
16+ r, err := New(tw, th)
17+ if err != nil {
18+ t.Skipf("Vulkan unavailable: %v", err)
19+ }
20+ defer r.Close()
21+ red, green := color.RGBA{255, 0, 0, 255}, color.RGBA{0, 255, 0, 255}
22+ px := []byte{0, 0, 255, 255, 0, 255, 0, 255} // BGRA: red, green
23+ win := ports.Rect{X: 1, Y: 0, W: 2, H: 1}
24+ for tr := ports.BufferTransform(0); tr < 8; tr++ {
25+ sw, sh := r.sceneSize(tr)
26+ c := shmContent(t, 2, 1, 8, px)
27+ scene := ports.Scene{Transform: tr, Scale: 1, OutputWidth: sw, OutputHeight: sh, Background: "#000000", Windows: []ports.SceneWindow{{ID: 1, Rect: win}}}
28+ if err := render(r, scene, map[ports.WindowID]ports.SurfaceContent{1: *c}); err != nil {
29+ t.Fatal(err)
30+ }
31+ img := readPixels(t, r)
32+ want := map[[2]int]color.RGBA{}
33+ for i, col := range []color.RGBA{red, green} {
34+ bx, by := tr.ToBuffer(float64(win.X+i)+0.5, 0.5, float64(sw), float64(sh))
35+ want[[2]int{int(math.Floor(bx)), int(math.Floor(by))}] = col
36+ }
37+ for y := range th {
38+ for x := range tw {
39+ w, ok := want[[2]int{x, y}]
40+ if !ok {
41+ w = color.RGBA{0, 0, 0, 255}
42+ }
43+ if got := img.RGBAAt(x, y); !near(got, w, 2) {
44+ t.Errorf("transform %d: target (%d,%d) = %v, want %v", tr, x, y, got, w)
45+ }
46+ }
47+ }
48+ }
49+}
50+
51+// A rotated output keeps the steady-state frame free of extra allocations:
52+// orient works in place.
53+func TestRenderSteadyStateAllocationsRotated(t *testing.T) {
54+ r, err := New(32, 24)
55+ if err != nil {
56+ t.Skipf("Vulkan unavailable: %v", err)
57+ }
58+ defer r.Close()
59+ scene := ports.Scene{Seq: 1, Transform: 1, Scale: 1, Windows: []ports.SceneWindow{{ID: 1, Rect: ports.Rect{W: 24, H: 32}}}}
60+ content := solidContent(t, 8, 8, color.RGBA{R: 255, A: 255})
61+ content.ID, content.Surface, content.Seq, content.Version = 1, 1, 1, 1
62+ contents := map[ports.WindowID]ports.SurfaceContent{1: content}
63+ frame := func() {
64+ if err := render(r, scene, contents); err != nil {
65+ t.Fatal(err)
66+ }
67+ }
68+ frame()
69+ if allocs := testing.AllocsPerRun(20, frame); allocs > 13 {
70+ t.Errorf("rotated steady-state Render: %.1f allocs/frame, want <=13", allocs)
71+ } else {
72+ t.Logf("rotated steady-state Render: %.1f allocs/frame", allocs)
73+ }
74+}
M internal/adapters/vulkan/scene.go +5 -2
@@ -15,7 +15,7 @@ type sceneWalk struct {
1515 s ports.Scene
1616 contents map[ports.WindowID]ports.SurfaceContent
1717 dmg *damageRegion
18- // scale maps the scene's logical pixels to the target's physical ones.
18+ // scale maps the scene's logical pixels to scene-physical ones.
1919 scale float64
2020 // zoom shrinks the surfaces of the window being placed: an overview
2121 // preview (ports.SceneWindow.Preview); 1 otherwise.
@@ -30,7 +30,10 @@ type sceneWalk struct {
3030 // draws walks the scene into quads in paint order.
3131 func (r *Renderer) draws(s ports.Scene, contents map[ports.WindowID]ports.SurfaceContent, dmg *damageRegion) []draw {
3232 clear(r.scratchDraws) // release references from longer earlier scenes
33- w := &sceneWalk{r: r, s: s, contents: contents, dmg: dmg, scale: s.Scale, zoom: 1, bounds: image.Rect(0, 0, r.width, r.height), draws: r.scratchDraws[:0]}
33+ // The walk stays in scene-physical space (the target's size, swapped for
34+ // a rotated output); orient maps the draws to the target afterwards.
35+ sw, sh := r.sceneSize(s.Transform)
36+ w := &sceneWalk{r: r, s: s, contents: contents, dmg: dmg, scale: s.Scale, zoom: 1, bounds: image.Rect(0, 0, sw, sh), draws: r.scratchDraws[:0]}
3437 r.scratchCovers = r.scratchCovers[:0]
3538 if w.scale <= 0 {
3639 w.scale = 1
@@ -15,7 +15,7 @@ type sceneWalk struct {
15 s ports.Scene15 s ports.Scene
16 contents map[ports.WindowID]ports.SurfaceContent16 contents map[ports.WindowID]ports.SurfaceContent
17 dmg *damageRegion17 dmg *damageRegion
18- // scale maps the scene's logical pixels to the target's physical ones.18+ // scale maps the scene's logical pixels to scene-physical ones.
19 scale float6419 scale float64
20 // zoom shrinks the surfaces of the window being placed: an overview20 // zoom shrinks the surfaces of the window being placed: an overview
21 // preview (ports.SceneWindow.Preview); 1 otherwise.21 // preview (ports.SceneWindow.Preview); 1 otherwise.
@@ -30,7 +30,10 @@ type sceneWalk struct {
30 // draws walks the scene into quads in paint order.30 // draws walks the scene into quads in paint order.
31 func (r *Renderer) draws(s ports.Scene, contents map[ports.WindowID]ports.SurfaceContent, dmg *damageRegion) []draw {31 func (r *Renderer) draws(s ports.Scene, contents map[ports.WindowID]ports.SurfaceContent, dmg *damageRegion) []draw {
32 clear(r.scratchDraws) // release references from longer earlier scenes32 clear(r.scratchDraws) // release references from longer earlier scenes
33- w := &sceneWalk{r: r, s: s, contents: contents, dmg: dmg, scale: s.Scale, zoom: 1, bounds: image.Rect(0, 0, r.width, r.height), draws: r.scratchDraws[:0]}33+ // The walk stays in scene-physical space (the target's size, swapped for
34+ // a rotated output); orient maps the draws to the target afterwards.
35+ sw, sh := r.sceneSize(s.Transform)
36+ w := &sceneWalk{r: r, s: s, contents: contents, dmg: dmg, scale: s.Scale, zoom: 1, bounds: image.Rect(0, 0, sw, sh), draws: r.scratchDraws[:0]}
34 r.scratchCovers = r.scratchCovers[:0]37 r.scratchCovers = r.scratchCovers[:0]
35 if w.scale <= 0 {38 if w.scale <= 0 {
36 w.scale = 139 w.scale = 1

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