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https://github.com/gnif/LookingGlass.git
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[client] egl: do not use damage when overlays are visible
This allows the overlays to show up correctly.
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e42747f4e3
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@ -124,6 +124,7 @@ struct Inst
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bool cursorLastValid;
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struct CursorState cursorLast;
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bool hadOverlay;
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_Atomic(struct DesktopDamage *) desktopDamage;
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};
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@ -832,6 +833,7 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
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bool hasLastCursor = this->cursorLastValid;
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bool cursorRendered = false;
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bool hasOverlay = false;
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struct CursorState cursorState;
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struct DesktopDamage * desktopDamage = NULL;
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@ -878,12 +880,15 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
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}
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if (!this->waitDone)
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{
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egl_splash_render(this->splash, a, this->splashRatio);
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hasOverlay = true;
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}
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}
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else
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else if (!this->start)
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{
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if (!this->start)
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egl_splash_render(this->splash, 1.0f, this->splashRatio);
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egl_splash_render(this->splash, 1.0f, this->splashRatio);
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hasOverlay = true;
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}
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if (this->showAlert)
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@ -900,13 +905,26 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
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this->cursorLastValid = false;
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}
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else
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{
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egl_alert_render(this->alert, this->screenScaleX, this->screenScaleY);
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hasOverlay = true;
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}
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}
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hasOverlay |= egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
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hasOverlay |= egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
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if (app_renderImGui())
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{
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplOpenGL3_RenderDrawData(igGetDrawData());
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hasOverlay = true;
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}
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struct Rect damage[KVMFR_MAX_DAMAGE_RECTS + 2];
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int damageIdx = 0;
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if (this->waitDone)
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if (!hasOverlay && !this->hadOverlay)
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{
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if (cursorRendered && hasLastCursor)
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{
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@ -953,15 +971,7 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
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}
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}
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}
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egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
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egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
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if (app_renderImGui())
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{
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplOpenGL3_RenderDrawData(igGetDrawData());
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}
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this->hadOverlay = hasOverlay;
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app_eglSwapBuffers(this->display, this->surface, damage, damageIdx);
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return true;
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@ -187,10 +187,10 @@ void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS)
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fps->font->release(fps->fontObj, bmp);
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}
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void egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY)
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bool egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY)
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{
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if (!fps->display || !fps->ready)
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return;
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return false;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -208,4 +208,5 @@ void egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY)
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egl_model_render(fps->model);
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glDisable(GL_BLEND);
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return true;
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}
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@ -32,4 +32,4 @@ void egl_fps_free(EGL_FPS ** fps);
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void egl_fps_set_display(EGL_FPS * fps, bool display);
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void egl_fps_set_font (EGL_FPS * fps, LG_Font * fontObj);
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void egl_fps_update(EGL_FPS * fps, const float avgUPS, const float avgFPS);
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void egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY);
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bool egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY);
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@ -160,7 +160,7 @@ void egl_help_set_font(EGL_Help * help, LG_FontObj fontObj)
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help->fontObj = fontObj;
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}
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void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY)
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bool egl_help_render(EGL_Help * help, const float scaleX, const float scaleY)
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{
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LG_FontBitmap * bmp = atomic_exchange(&help->bmp, NULL);
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if (bmp)
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@ -194,7 +194,7 @@ void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY)
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}
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if (!help->shouldRender)
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return;
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return false;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -212,4 +212,5 @@ void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY)
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egl_model_render(help->model);
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glDisable(GL_BLEND);
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return true;
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}
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@ -31,4 +31,4 @@ void egl_help_free(EGL_Help ** help);
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void egl_help_set_text(EGL_Help * help, const char * help_text);
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void egl_help_set_font(EGL_Help * help, LG_FontObj fontObj);
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void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY);
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bool egl_help_render(EGL_Help * help, const float scaleX, const float scaleY);
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