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https://github.com/gnif/LookingGlass.git
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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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e9bf225c75
commit
1b58f2592c
@ -92,6 +92,7 @@ add_library(renderer_EGL STATIC
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framebuffer.c
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postprocess.c
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ffx.c
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filter.c
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filter_ffx_cas.c
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filter_ffx_fsr1.c
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filter_downscale.c
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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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30
client/renderers/EGL/filter.c
Normal file
30
client/renderers/EGL/filter.c
Normal file
@ -0,0 +1,30 @@
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/**
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* Looking Glass
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* Copyright © 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "filter.h"
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void egl_filterRectsRender(EGL_Shader * shader, EGL_FilterRects * rects)
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{
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glUniformMatrix3x2fv(egl_shaderGetUniform(shader, "transform"),
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1, GL_FALSE, rects->matrix);
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glUniform2f(egl_shaderGetUniform(shader, "desktopSize"),
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rects->width, rects->height);
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egl_desktopRectsRender(rects->rects);
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}
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@ -23,10 +23,19 @@
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#include "util.h"
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#include "shader.h"
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#include "egltypes.h"
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#include "desktop_rects.h"
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#include "model.h"
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#include <string.h>
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typedef struct EGL_FilterRects
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{
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EGL_DesktopRects * rects;
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GLfloat * matrix;
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int width, height;
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}
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EGL_FilterRects;
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typedef struct EGL_Filter EGL_Filter;
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typedef struct EGL_FilterOps
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@ -78,7 +87,8 @@ typedef struct EGL_FilterOps
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/* runs the filter on the provided texture
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* returns the processed texture as the output */
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GLuint (*run)(EGL_Filter * filter, EGL_Model * model, GLuint texture);
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GLuint (*run)(EGL_Filter * filter, EGL_FilterRects * rects,
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GLuint texture);
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/* called when the filter output is no loger needed so it can release memory
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* this is optional */
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@ -146,10 +156,10 @@ static inline bool egl_filterPrepare(EGL_Filter * filter)
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return filter->ops.prepare(filter);
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}
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static inline GLuint egl_filterRun(EGL_Filter * filter, EGL_Model * model,
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GLuint texture)
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static inline GLuint egl_filterRun(EGL_Filter * filter,
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EGL_FilterRects * rects, GLuint texture)
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{
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return filter->ops.run(filter, model, texture);
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return filter->ops.run(filter, rects, texture);
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}
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static inline void egl_filterRelease(EGL_Filter * filter)
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@ -157,3 +167,5 @@ static inline void egl_filterRelease(EGL_Filter * filter)
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if (filter->ops.release)
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filter->ops.release(filter);
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}
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void egl_filterRectsRender(EGL_Shader * shader, EGL_FilterRects * rects);
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@ -385,8 +385,8 @@ static bool egl_filterDownscalePrepare(EGL_Filter * filter)
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return true;
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}
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static GLuint egl_filterDownscaleRun(EGL_Filter * filter, EGL_Model * model,
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GLuint texture)
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static GLuint egl_filterDownscaleRun(EGL_Filter * filter,
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EGL_FilterRects * rects, GLuint texture)
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{
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EGL_FilterDownscale * this = UPCAST(EGL_FilterDownscale, filter);
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@ -395,25 +395,31 @@ static GLuint egl_filterDownscaleRun(EGL_Filter * filter, EGL_Model * model,
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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EGL_Shader * shader;
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switch (this->filter)
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{
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case DOWNSCALE_NEAREST:
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glBindSampler(0, this->sampler[0]);
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egl_shaderUse(this->nearest);
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shader = this->nearest;
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break;
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case DOWNSCALE_LINEAR:
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glBindSampler(0, this->sampler[1]);
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egl_shaderUse(this->linear);
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shader = this->linear;
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break;
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case DOWNSCALE_LANCZOS2:
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glBindSampler(0, this->sampler[0]);
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egl_shaderUse(this->lanczos2);
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shader = this->lanczos2;
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break;
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default:
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DEBUG_UNREACHABLE();
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}
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egl_modelRender(model);
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egl_shaderUse(shader);
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egl_filterRectsRender(shader, rects);
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return egl_framebufferGetTexture(this->fb);
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}
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@ -262,8 +262,8 @@ static bool egl_filterFFXCASPrepare(EGL_Filter * filter)
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return true;
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}
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static GLuint egl_filterFFXCASRun(EGL_Filter * filter, EGL_Model * model,
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GLuint texture)
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static GLuint egl_filterFFXCASRun(EGL_Filter * filter,
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EGL_FilterRects * rects, GLuint texture)
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{
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EGL_FilterFFXCAS * this = UPCAST(EGL_FilterFFXCAS, filter);
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@ -274,7 +274,7 @@ static GLuint egl_filterFFXCASRun(EGL_Filter * filter, EGL_Model * model,
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glBindSampler(0, this->sampler);
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egl_shaderUse(this->shader);
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egl_modelRender(model);
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egl_filterRectsRender(this->shader, rects);
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return egl_framebufferGetTexture(this->fb);
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}
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@ -388,8 +388,8 @@ static bool egl_filterFFXFSR1Prepare(EGL_Filter * filter)
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return true;
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}
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static GLuint egl_filterFFXFSR1Run(EGL_Filter * filter, EGL_Model * model,
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GLuint texture)
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static GLuint egl_filterFFXFSR1Run(EGL_Filter * filter,
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EGL_FilterRects * rects, GLuint texture)
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{
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EGL_FilterFFXFSR1 * this = UPCAST(EGL_FilterFFXFSR1, filter);
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@ -399,7 +399,7 @@ static GLuint egl_filterFFXFSR1Run(EGL_Filter * filter, EGL_Model * model,
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindSampler(0, this->sampler);
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egl_shaderUse(this->easu);
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egl_modelRender(model);
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egl_filterRectsRender(this->easu, rects);
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texture = egl_framebufferGetTexture(this->easuFb);
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// pass 2, Rcas
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@ -408,7 +408,7 @@ static GLuint egl_filterFFXFSR1Run(EGL_Filter * filter, EGL_Model * model,
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindSampler(0, this->sampler);
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egl_shaderUse(this->rcas);
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egl_modelRender(model);
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egl_filterRectsRender(this->rcas, rects);
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texture = egl_framebufferGetTexture(this->rcasFb);
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return texture;
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@ -53,7 +53,7 @@ struct EGL_PostProcess
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unsigned int outputX, outputY;
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_Atomic(bool) modified;
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EGL_Model * model;
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EGL_DesktopRects * rects;
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StringList presets;
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char * presetDir;
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@ -523,12 +523,11 @@ bool egl_postProcessInit(EGL_PostProcess ** pp)
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goto error_this;
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}
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if (!egl_modelInit(&this->model))
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if (!egl_desktopRectsInit(&this->rects, 1))
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{
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DEBUG_ERROR("Failed to initialize the model");
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DEBUG_ERROR("Failed to initialize the desktop rects");
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goto error_filters;
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}
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egl_modelSetDefault(this->model, false);
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loadPresetList(this);
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reorderFilters(this);
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@ -561,7 +560,7 @@ void egl_postProcessFree(EGL_PostProcess ** pp)
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if (this->presets)
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stringlist_free(&this->presets);
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egl_modelFree(&this->model);
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egl_desktopRectsFree(&this->rects);
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free(this->presetError);
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free(this);
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*pp = NULL;
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@ -583,6 +582,7 @@ bool egl_postProcessConfigModified(EGL_PostProcess * this)
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}
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bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
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EGL_DesktopRects * rects, int desktopWidth, int desktopHeight,
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unsigned int targetX, unsigned int targetY)
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{
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EGL_Filter * lastFilter = NULL;
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@ -592,7 +592,22 @@ bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
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if (egl_textureGet(tex, &texture, &sizeX, &sizeY) != EGL_TEX_STATUS_OK)
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return false;
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atomic_store(&this->modified, false);
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if (atomic_exchange(&this->modified, false))
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{
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rects = this->rects;
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egl_desktopRectsUpdate(rects, NULL, desktopWidth, desktopHeight);
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}
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GLfloat matrix[6];
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egl_desktopRectsMatrix(matrix, desktopWidth, desktopHeight, 0.0f, 0.0f,
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1.0f, 1.0f, LG_ROTATE_0);
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EGL_FilterRects filterRects = {
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.rects = rects,
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.matrix = matrix,
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.width = desktopWidth,
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.height = desktopHeight,
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};
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EGL_Filter * filter;
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vector_forEach(filter, &this->filters)
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@ -603,7 +618,7 @@ bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
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if (!egl_filterPrepare(filter))
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continue;
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texture = egl_filterRun(filter, this->model, texture);
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texture = egl_filterRun(filter, &filterRects, texture);
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egl_filterGetOutputRes(filter, &sizeX, &sizeY);
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if (lastFilter)
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@ -20,6 +20,7 @@
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#pragma once
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#include "desktop_rects.h"
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#include "filter.h"
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#include "texture.h"
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@ -39,6 +40,7 @@ bool egl_postProcessConfigModified(EGL_PostProcess * this);
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/* apply the filters to the supplied texture
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* targetX/Y is the final target output dimension hint if scalers are present */
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bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
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EGL_DesktopRects * rects, int desktopWidth, int desktopHeight,
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unsigned int targetX, unsigned int targetY);
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GLuint egl_postProcessGetOutput(EGL_PostProcess * this,
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@ -1,14 +1,15 @@
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#version 300 es
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precision mediump float;
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layout(location = 0) in vec2 uVertex;
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layout(location = 1) in vec2 uUV;
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layout(location = 0) in vec2 vertex;
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out vec2 fragCoord;
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uniform vec2 desktopSize;
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uniform mat3x2 transform;
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void main()
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{
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gl_Position = vec4(uVertex, 0.0, 1.0);
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fragCoord = uUV;
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vec2 pos = transform * vec3(vertex, 1.0);
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gl_Position = vec4(pos.x, -pos.y, 0.0, 1.0);
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fragCoord = vertex / desktopSize;
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}
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