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[egl] damage: only update the damage vbo if there was a new frame
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@ -40,6 +40,7 @@ struct EGL_Damage
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GLfloat transform[6];
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GLuint buffers[2];
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GLuint vao;
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int count;
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bool show;
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KeybindHandle toggleHandle;
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@ -109,6 +110,7 @@ bool egl_damage_init(EGL_Damage ** damage)
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glBindVertexArray(0);
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(*damage)->count = -1;
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(*damage)->uTransform = egl_shader_get_uniform_location((*damage)->shader, "transform");
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(*damage)->toggleHandle = app_registerKeybind(KEY_A, egl_damage_show_toggle, *damage, "Toggle damage display");
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@ -170,10 +172,9 @@ inline static void rectToVertices(GLfloat * vertex, const FrameDamageRect * rect
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bool egl_damage_render(EGL_Damage * damage, const struct DesktopDamage * data)
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{
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if (!damage->show || !data)
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if (!damage->show || (!data && damage->count == -1))
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return false;
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int count = data->count;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -181,27 +182,32 @@ bool egl_damage_render(EGL_Damage * damage, const struct DesktopDamage * data)
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egl_shader_use(damage->shader);
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glUniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform);
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GLfloat vertices[KVMFR_MAX_DAMAGE_RECTS * 8];
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if (count == 0)
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if (data)
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{
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FrameDamageRect full = {
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.x = 0, .y = 0, .width = damage->width, .height = damage->height,
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};
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count = 1;
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rectToVertices(vertices, &full);
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}
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else
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{
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for (int i = 0; i < count; ++i)
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rectToVertices(vertices + i * 8, data->rects + i);
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}
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damage->count = data->count;
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GLfloat vertices[KVMFR_MAX_DAMAGE_RECTS * 8];
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if (damage->count == 0)
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{
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FrameDamageRect full = {
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.x = 0, .y = 0, .width = damage->width, .height = damage->height,
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};
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damage->count = 1;
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rectToVertices(vertices, &full);
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}
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else
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{
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for (int i = 0; i < damage->count; ++i)
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rectToVertices(vertices + i * 8, data->rects + i);
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}
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glBindBuffer(GL_ARRAY_BUFFER, damage->buffers[0]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, count * 8 * sizeof(GLfloat), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, damage->buffers[0]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, damage->count * 8 * sizeof(GLfloat),
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vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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glBindVertexArray(damage->vao);
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glDrawElements(GL_TRIANGLES, 6 * count, GL_UNSIGNED_SHORT, NULL);
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glDrawElements(GL_TRIANGLES, 6 * damage->count, GL_UNSIGNED_SHORT, NULL);
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glBindVertexArray(0);
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glDisable(GL_BLEND);
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@ -1005,7 +1005,7 @@ bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFrame)
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}
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hasOverlay |= egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
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hasOverlay |= egl_damage_render(this->damage, desktopDamage);
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hasOverlay |= egl_damage_render(this->damage, newFrame ? desktopDamage : NULL);
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if (app_renderImGui())
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{
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