mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +00:00
[client] fix race condition on initial uniform access
This commit is contained in:
parent
3f404905d2
commit
087387087e
@ -35,21 +35,24 @@ Place, Suite 330, Boston, MA 02111-1307 USA
|
|||||||
#include "desktop_rgb.frag.h"
|
#include "desktop_rgb.frag.h"
|
||||||
#include "desktop_yuv.frag.h"
|
#include "desktop_yuv.frag.h"
|
||||||
|
|
||||||
struct EGL_Desktop
|
struct DesktopShader
|
||||||
{
|
{
|
||||||
EGL_Texture * texture;
|
EGL_Shader * shader;
|
||||||
EGL_Shader * shader; // the active shader
|
|
||||||
EGL_Model * model;
|
|
||||||
|
|
||||||
// shader instances
|
|
||||||
EGL_Shader * shader_generic;
|
|
||||||
EGL_Shader * shader_yuv;
|
|
||||||
|
|
||||||
// uniforms
|
|
||||||
GLint uDesktopPos;
|
GLint uDesktopPos;
|
||||||
GLint uDesktopSize;
|
GLint uDesktopSize;
|
||||||
GLint uNearest;
|
GLint uNearest;
|
||||||
GLint uNV, uNVGain;
|
GLint uNV, uNVGain;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct EGL_Desktop
|
||||||
|
{
|
||||||
|
EGL_Texture * texture;
|
||||||
|
struct DesktopShader * shader; // the active shader
|
||||||
|
EGL_Model * model;
|
||||||
|
|
||||||
|
// shader instances
|
||||||
|
struct DesktopShader shader_generic;
|
||||||
|
struct DesktopShader shader_yuv;
|
||||||
|
|
||||||
// internals
|
// internals
|
||||||
enum EGL_PixelFormat pixFmt;
|
enum EGL_PixelFormat pixFmt;
|
||||||
@ -67,6 +70,31 @@ struct EGL_Desktop
|
|||||||
// forwards
|
// forwards
|
||||||
void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque);
|
void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque);
|
||||||
|
|
||||||
|
static bool egl_init_desktop_shader(
|
||||||
|
struct DesktopShader * shader,
|
||||||
|
const char * vertex_code , size_t vertex_size,
|
||||||
|
const char * fragment_code, size_t fragment_size
|
||||||
|
)
|
||||||
|
{
|
||||||
|
if (!egl_shader_init(&shader->shader))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (!egl_shader_compile(shader->shader,
|
||||||
|
vertex_code , vertex_size,
|
||||||
|
fragment_code, fragment_size))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
shader->uDesktopPos = egl_shader_get_uniform_location(shader->shader, "position");
|
||||||
|
shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" );
|
||||||
|
shader->uNearest = egl_shader_get_uniform_location(shader->shader, "nearest" );
|
||||||
|
shader->uNV = egl_shader_get_uniform_location(shader->shader, "nv" );
|
||||||
|
shader->uNVGain = egl_shader_get_uniform_location(shader->shader, "nvGain" );
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
bool egl_desktop_init(EGL_Desktop ** desktop)
|
bool egl_desktop_init(EGL_Desktop ** desktop)
|
||||||
{
|
{
|
||||||
*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
|
*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
|
||||||
@ -84,31 +112,21 @@ bool egl_desktop_init(EGL_Desktop ** desktop)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!egl_shader_init(&(*desktop)->shader_generic))
|
if (!egl_init_desktop_shader(
|
||||||
|
&(*desktop)->shader_generic,
|
||||||
|
b_shader_desktop_vert , b_shader_desktop_vert_size,
|
||||||
|
b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
|
||||||
{
|
{
|
||||||
DEBUG_ERROR("Failed to initialize the generic desktop shader");
|
DEBUG_ERROR("Failed to initialize the generic desktop shader");
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!egl_shader_init(&(*desktop)->shader_yuv))
|
if (!egl_init_desktop_shader(
|
||||||
{
|
&(*desktop)->shader_yuv,
|
||||||
DEBUG_ERROR("Failed to initialize the yuv desktop shader");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!egl_shader_compile((*desktop)->shader_generic,
|
|
||||||
b_shader_desktop_vert , b_shader_desktop_vert_size,
|
|
||||||
b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
|
|
||||||
{
|
|
||||||
DEBUG_ERROR("Failed to compile the generic desktop shader");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!egl_shader_compile((*desktop)->shader_yuv,
|
|
||||||
b_shader_desktop_vert , b_shader_desktop_vert_size,
|
b_shader_desktop_vert , b_shader_desktop_vert_size,
|
||||||
b_shader_desktop_yuv_frag, b_shader_desktop_yuv_frag_size))
|
b_shader_desktop_yuv_frag, b_shader_desktop_yuv_frag_size))
|
||||||
{
|
{
|
||||||
DEBUG_ERROR("Failed to compile the yuv desktop shader");
|
DEBUG_ERROR("Failed to initialize the yuv desktop shader");
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -144,8 +162,8 @@ void egl_desktop_free(EGL_Desktop ** desktop)
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
egl_texture_free(&(*desktop)->texture );
|
egl_texture_free(&(*desktop)->texture );
|
||||||
egl_shader_free (&(*desktop)->shader_generic);
|
egl_shader_free (&(*desktop)->shader_generic.shader);
|
||||||
egl_shader_free (&(*desktop)->shader_yuv );
|
egl_shader_free (&(*desktop)->shader_yuv.shader );
|
||||||
egl_model_free (&(*desktop)->model );
|
egl_model_free (&(*desktop)->model );
|
||||||
|
|
||||||
app_release_keybind(&(*desktop)->kbNV);
|
app_release_keybind(&(*desktop)->kbNV);
|
||||||
@ -162,22 +180,22 @@ bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged,
|
|||||||
{
|
{
|
||||||
case FRAME_TYPE_BGRA:
|
case FRAME_TYPE_BGRA:
|
||||||
desktop->pixFmt = EGL_PF_BGRA;
|
desktop->pixFmt = EGL_PF_BGRA;
|
||||||
desktop->shader = desktop->shader_generic;
|
desktop->shader = &desktop->shader_generic;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case FRAME_TYPE_RGBA:
|
case FRAME_TYPE_RGBA:
|
||||||
desktop->pixFmt = EGL_PF_RGBA;
|
desktop->pixFmt = EGL_PF_RGBA;
|
||||||
desktop->shader = desktop->shader_generic;
|
desktop->shader = &desktop->shader_generic;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case FRAME_TYPE_RGBA10:
|
case FRAME_TYPE_RGBA10:
|
||||||
desktop->pixFmt = EGL_PF_RGBA10;
|
desktop->pixFmt = EGL_PF_RGBA10;
|
||||||
desktop->shader = desktop->shader_generic;
|
desktop->shader = &desktop->shader_generic;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case FRAME_TYPE_YUV420:
|
case FRAME_TYPE_YUV420:
|
||||||
desktop->pixFmt = EGL_PF_YUV420;
|
desktop->pixFmt = EGL_PF_YUV420;
|
||||||
desktop->shader = desktop->shader_yuv;
|
desktop->shader = &desktop->shader_yuv;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
@ -200,15 +218,6 @@ bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
|
|||||||
{
|
{
|
||||||
if (sourceChanged)
|
if (sourceChanged)
|
||||||
{
|
{
|
||||||
if (desktop->shader)
|
|
||||||
{
|
|
||||||
desktop->uDesktopPos = egl_shader_get_uniform_location(desktop->shader, "position");
|
|
||||||
desktop->uDesktopSize = egl_shader_get_uniform_location(desktop->shader, "size" );
|
|
||||||
desktop->uNearest = egl_shader_get_uniform_location(desktop->shader, "nearest" );
|
|
||||||
desktop->uNV = egl_shader_get_uniform_location(desktop->shader, "nv" );
|
|
||||||
desktop->uNVGain = egl_shader_get_uniform_location(desktop->shader, "nvGain" );
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!egl_texture_setup(
|
if (!egl_texture_setup(
|
||||||
desktop->texture,
|
desktop->texture,
|
||||||
desktop->pixFmt,
|
desktop->pixFmt,
|
||||||
@ -241,18 +250,19 @@ void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, con
|
|||||||
if (!desktop->shader)
|
if (!desktop->shader)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
egl_shader_use(desktop->shader);
|
const struct DesktopShader * shader = desktop->shader;
|
||||||
glUniform4f(desktop->uDesktopPos , x, y, scaleX, scaleY);
|
egl_shader_use(shader->shader);
|
||||||
glUniform1i(desktop->uNearest , nearest ? 1 : 0);
|
glUniform4f(shader->uDesktopPos , x, y, scaleX, scaleY);
|
||||||
glUniform2f(desktop->uDesktopSize, desktop->width, desktop->height);
|
glUniform1i(shader->uNearest , nearest ? 1 : 0);
|
||||||
|
glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);
|
||||||
|
|
||||||
if (desktop->nvGain)
|
if (desktop->nvGain)
|
||||||
{
|
{
|
||||||
glUniform1i(desktop->uNV, 1);
|
glUniform1i(shader->uNV, 1);
|
||||||
glUniform1f(desktop->uNVGain, (float)desktop->nvGain);
|
glUniform1f(shader->uNVGain, (float)desktop->nvGain);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
glUniform1i(desktop->uNV, 0);
|
glUniform1i(shader->uNV, 0);
|
||||||
|
|
||||||
egl_model_render(desktop->model);
|
egl_model_render(desktop->model);
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user