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[client] egl: make filters damage aware
This saves a lot of GPU power for partial updates. Running testufo with lanczos downscaling and FSR upscaling consumed over 90 W, but with this commit, consumed only 75 W.
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@@ -361,9 +361,14 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
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int scaleAlgo = EGL_SCALE_NEAREST;
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egl_desktopRectsMatrix((float *)desktop->matrix->data,
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desktop->width, desktop->height, x, y, scaleX, scaleY, rotate);
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egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height);
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if (atomic_exchange(&desktop->processFrame, false) ||
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egl_postProcessConfigModified(desktop->pp))
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egl_postProcessRun(desktop->pp, desktop->texture, outputWidth, outputHeight);
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egl_postProcessRun(desktop->pp, desktop->texture, desktop->mesh,
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desktop->width, desktop->height, outputWidth, outputHeight);
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unsigned int finalSizeX, finalSizeY;
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GLuint texture = egl_postProcessGetOutput(desktop->pp,
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@@ -399,10 +404,6 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
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scaleAlgo = desktop->scaleAlgo;
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}
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egl_desktopRectsMatrix((float *)desktop->matrix->data,
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desktop->width, desktop->height, x, y, scaleX, scaleY, rotate);
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egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height);
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const struct DesktopShader * shader = &desktop->shader;
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EGL_Uniform uniforms[] =
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{
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