Force bilinear scaling when scaling down

This commit is contained in:
Alexander Orzechowski 2024-03-07 18:03:40 -05:00 committed by Simon Ser
parent 23389ebd1f
commit 2e951163c5

View File

@ -183,7 +183,15 @@ static void send_frame_done_iterator(struct wlr_scene_buffer *buffer,
} }
} }
static enum wlr_scale_filter_mode get_scale_filter(struct sway_output *output) { static enum wlr_scale_filter_mode get_scale_filter(struct sway_output *output,
struct wlr_scene_buffer *buffer) {
// if we are scaling down, we should always choose linear
if (buffer->dst_width > 0 && buffer->dst_height > 0 && (
buffer->dst_width < buffer->buffer_width ||
buffer->dst_height < buffer->buffer_height)) {
return WLR_SCALE_FILTER_BILINEAR;
}
switch (output->scale_filter) { switch (output->scale_filter) {
case SCALE_FILTER_LINEAR: case SCALE_FILTER_LINEAR:
return WLR_SCALE_FILTER_BILINEAR; return WLR_SCALE_FILTER_BILINEAR;
@ -212,7 +220,7 @@ static void output_configure_scene(struct sway_output *output,
// hack: don't call the scene setter because that will damage all outputs // hack: don't call the scene setter because that will damage all outputs
// We don't want to damage outputs that aren't our current output that // We don't want to damage outputs that aren't our current output that
// we're configuring // we're configuring
buffer->filter_mode = get_scale_filter(output); buffer->filter_mode = get_scale_filter(output, buffer);
wlr_scene_buffer_set_opacity(buffer, opacity); wlr_scene_buffer_set_opacity(buffer, opacity);
} else if (node->type == WLR_SCENE_NODE_TREE) { } else if (node->type == WLR_SCENE_NODE_TREE) {