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[client] egl: add debug options to disable damage tracking
This should aid in figuring out the source of damage tracking bugs.
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@ -110,6 +110,7 @@ struct Inst
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struct CursorState cursorLast;
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struct CursorState cursorLast;
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bool hadOverlay;
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bool hadOverlay;
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bool noSwapDamage;
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struct DesktopDamage desktopDamage[DESKTOP_DAMAGE_COUNT];
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struct DesktopDamage desktopDamage[DESKTOP_DAMAGE_COUNT];
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unsigned int desktopDamageIdx;
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unsigned int desktopDamageIdx;
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LG_Lock desktopDamageLock;
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LG_Lock desktopDamageLock;
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@ -182,6 +183,20 @@ static struct Option egl_options[] =
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.type = OPTION_TYPE_BOOL,
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = false
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.value.x_bool = false
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},
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},
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{
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.module = "egl",
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.name = "noBufferAge",
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.description = "Disable partial rendering based on buffer age",
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = false
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},
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{
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.module = "egl",
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.name = "noSwapDamage",
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.description = "Disable swapping with damage",
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = false
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},
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{0}
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{0}
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};
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};
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@ -781,6 +796,16 @@ static bool egl_renderStartup(LG_Renderer * renderer, bool useDMA)
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if (!this->hasBufferAge)
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if (!this->hasBufferAge)
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DEBUG_WARN("GL_EXT_buffer_age is not supported, will not perform as well.");
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DEBUG_WARN("GL_EXT_buffer_age is not supported, will not perform as well.");
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if (this->hasBufferAge && option_get_bool("egl", "noBufferAge"))
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{
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DEBUG_WARN("egl:noBufferAge specified, disabling buffer age.");
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this->hasBufferAge = false;
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}
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this->noSwapDamage = option_get_bool("egl", "noSwapDamage");
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if (this->noSwapDamage)
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DEBUG_WARN("egl:noSwapDamage specified, disabling swap buffers with damage.");
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if (!g_egl_dynProcs.glEGLImageTargetTexture2DOES)
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if (!g_egl_dynProcs.glEGLImageTargetTexture2DOES)
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DEBUG_INFO("glEGLImageTargetTexture2DOES unavilable, DMA support disabled");
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DEBUG_INFO("glEGLImageTargetTexture2DOES unavilable, DMA support disabled");
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else if (!g_egl_dynProcs.eglCreateImage || !g_egl_dynProcs.eglDestroyImage)
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else if (!g_egl_dynProcs.eglCreateImage || !g_egl_dynProcs.eglDestroyImage)
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@ -1098,7 +1123,7 @@ static bool egl_render(LG_Renderer * renderer, LG_RendererRotate rotate,
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this->cursorLast = cursorState;
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this->cursorLast = cursorState;
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preSwap(udata);
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preSwap(udata);
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app_eglSwapBuffers(this->display, this->surface, damage, damageIdx);
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app_eglSwapBuffers(this->display, this->surface, damage, this->noSwapDamage ? 0 : damageIdx);
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return true;
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return true;
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}
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}
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