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https://github.com/gnif/LookingGlass.git
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[client] fix race condition on initial uniform access
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parent
3f404905d2
commit
087387087e
@ -35,21 +35,24 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "desktop_rgb.frag.h"
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#include "desktop_rgb.frag.h"
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#include "desktop_yuv.frag.h"
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#include "desktop_yuv.frag.h"
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struct EGL_Desktop
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struct DesktopShader
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{
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{
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EGL_Texture * texture;
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EGL_Shader * shader;
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EGL_Shader * shader; // the active shader
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EGL_Model * model;
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// shader instances
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EGL_Shader * shader_generic;
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EGL_Shader * shader_yuv;
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// uniforms
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GLint uDesktopPos;
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GLint uDesktopPos;
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GLint uDesktopSize;
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GLint uDesktopSize;
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GLint uNearest;
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GLint uNearest;
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GLint uNV, uNVGain;
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GLint uNV, uNVGain;
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};
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struct EGL_Desktop
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{
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EGL_Texture * texture;
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struct DesktopShader * shader; // the active shader
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EGL_Model * model;
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// shader instances
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struct DesktopShader shader_generic;
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struct DesktopShader shader_yuv;
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// internals
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// internals
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enum EGL_PixelFormat pixFmt;
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enum EGL_PixelFormat pixFmt;
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@ -67,6 +70,31 @@ struct EGL_Desktop
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// forwards
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// forwards
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void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque);
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void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque);
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static bool egl_init_desktop_shader(
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struct DesktopShader * shader,
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const char * vertex_code , size_t vertex_size,
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const char * fragment_code, size_t fragment_size
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)
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{
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if (!egl_shader_init(&shader->shader))
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return false;
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if (!egl_shader_compile(shader->shader,
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vertex_code , vertex_size,
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fragment_code, fragment_size))
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{
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return false;
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}
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shader->uDesktopPos = egl_shader_get_uniform_location(shader->shader, "position");
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shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" );
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shader->uNearest = egl_shader_get_uniform_location(shader->shader, "nearest" );
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shader->uNV = egl_shader_get_uniform_location(shader->shader, "nv" );
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shader->uNVGain = egl_shader_get_uniform_location(shader->shader, "nvGain" );
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return true;
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}
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bool egl_desktop_init(EGL_Desktop ** desktop)
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bool egl_desktop_init(EGL_Desktop ** desktop)
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{
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{
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*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
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*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
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@ -84,34 +112,24 @@ bool egl_desktop_init(EGL_Desktop ** desktop)
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return false;
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return false;
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}
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}
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if (!egl_shader_init(&(*desktop)->shader_generic))
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if (!egl_init_desktop_shader(
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&(*desktop)->shader_generic,
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b_shader_desktop_vert , b_shader_desktop_vert_size,
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b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
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{
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{
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DEBUG_ERROR("Failed to initialize the generic desktop shader");
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DEBUG_ERROR("Failed to initialize the generic desktop shader");
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return false;
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return false;
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}
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}
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if (!egl_shader_init(&(*desktop)->shader_yuv))
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if (!egl_init_desktop_shader(
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&(*desktop)->shader_yuv,
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b_shader_desktop_vert , b_shader_desktop_vert_size,
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b_shader_desktop_yuv_frag, b_shader_desktop_yuv_frag_size))
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{
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{
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DEBUG_ERROR("Failed to initialize the yuv desktop shader");
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DEBUG_ERROR("Failed to initialize the yuv desktop shader");
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return false;
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return false;
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}
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}
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if (!egl_shader_compile((*desktop)->shader_generic,
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b_shader_desktop_vert , b_shader_desktop_vert_size,
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b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
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{
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DEBUG_ERROR("Failed to compile the generic desktop shader");
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return false;
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}
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if (!egl_shader_compile((*desktop)->shader_yuv,
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b_shader_desktop_vert , b_shader_desktop_vert_size,
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b_shader_desktop_yuv_frag, b_shader_desktop_yuv_frag_size))
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{
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DEBUG_ERROR("Failed to compile the yuv desktop shader");
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return false;
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}
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if (!egl_model_init(&(*desktop)->model))
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if (!egl_model_init(&(*desktop)->model))
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{
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{
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DEBUG_ERROR("Failed to initialize the desktop model");
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DEBUG_ERROR("Failed to initialize the desktop model");
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@ -143,10 +161,10 @@ void egl_desktop_free(EGL_Desktop ** desktop)
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if (!*desktop)
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if (!*desktop)
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return;
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return;
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egl_texture_free(&(*desktop)->texture );
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egl_texture_free(&(*desktop)->texture );
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egl_shader_free (&(*desktop)->shader_generic);
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egl_shader_free (&(*desktop)->shader_generic.shader);
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egl_shader_free (&(*desktop)->shader_yuv );
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egl_shader_free (&(*desktop)->shader_yuv.shader );
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egl_model_free (&(*desktop)->model );
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egl_model_free (&(*desktop)->model );
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app_release_keybind(&(*desktop)->kbNV);
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app_release_keybind(&(*desktop)->kbNV);
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@ -162,22 +180,22 @@ bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged,
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{
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{
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case FRAME_TYPE_BGRA:
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case FRAME_TYPE_BGRA:
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desktop->pixFmt = EGL_PF_BGRA;
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desktop->pixFmt = EGL_PF_BGRA;
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desktop->shader = desktop->shader_generic;
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desktop->shader = &desktop->shader_generic;
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break;
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break;
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case FRAME_TYPE_RGBA:
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case FRAME_TYPE_RGBA:
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desktop->pixFmt = EGL_PF_RGBA;
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desktop->pixFmt = EGL_PF_RGBA;
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desktop->shader = desktop->shader_generic;
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desktop->shader = &desktop->shader_generic;
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break;
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break;
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case FRAME_TYPE_RGBA10:
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case FRAME_TYPE_RGBA10:
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desktop->pixFmt = EGL_PF_RGBA10;
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desktop->pixFmt = EGL_PF_RGBA10;
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desktop->shader = desktop->shader_generic;
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desktop->shader = &desktop->shader_generic;
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break;
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break;
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case FRAME_TYPE_YUV420:
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case FRAME_TYPE_YUV420:
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desktop->pixFmt = EGL_PF_YUV420;
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desktop->pixFmt = EGL_PF_YUV420;
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desktop->shader = desktop->shader_yuv;
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desktop->shader = &desktop->shader_yuv;
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break;
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break;
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default:
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default:
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@ -200,15 +218,6 @@ bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
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{
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{
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if (sourceChanged)
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if (sourceChanged)
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{
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{
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if (desktop->shader)
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{
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desktop->uDesktopPos = egl_shader_get_uniform_location(desktop->shader, "position");
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desktop->uDesktopSize = egl_shader_get_uniform_location(desktop->shader, "size" );
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desktop->uNearest = egl_shader_get_uniform_location(desktop->shader, "nearest" );
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desktop->uNV = egl_shader_get_uniform_location(desktop->shader, "nv" );
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desktop->uNVGain = egl_shader_get_uniform_location(desktop->shader, "nvGain" );
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}
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if (!egl_texture_setup(
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if (!egl_texture_setup(
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desktop->texture,
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desktop->texture,
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desktop->pixFmt,
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desktop->pixFmt,
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@ -241,18 +250,19 @@ void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, con
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if (!desktop->shader)
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if (!desktop->shader)
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return;
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return;
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egl_shader_use(desktop->shader);
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const struct DesktopShader * shader = desktop->shader;
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glUniform4f(desktop->uDesktopPos , x, y, scaleX, scaleY);
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egl_shader_use(shader->shader);
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glUniform1i(desktop->uNearest , nearest ? 1 : 0);
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glUniform4f(shader->uDesktopPos , x, y, scaleX, scaleY);
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glUniform2f(desktop->uDesktopSize, desktop->width, desktop->height);
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glUniform1i(shader->uNearest , nearest ? 1 : 0);
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glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);
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if (desktop->nvGain)
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if (desktop->nvGain)
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{
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{
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glUniform1i(desktop->uNV, 1);
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glUniform1i(shader->uNV, 1);
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glUniform1f(desktop->uNVGain, (float)desktop->nvGain);
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glUniform1f(shader->uNVGain, (float)desktop->nvGain);
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}
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}
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else
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else
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glUniform1i(desktop->uNV, 0);
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glUniform1i(shader->uNV, 0);
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egl_model_render(desktop->model);
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egl_model_render(desktop->model);
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}
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}
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