mirror of
https://github.com/gnif/LookingGlass.git
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[client] egl: refactor to use project naming standard
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@@ -52,12 +52,12 @@ struct EGL_Damage
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GLint uTransform;
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};
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void egl_damage_config_ui(EGL_Damage * damage)
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void egl_damageConfigUI(EGL_Damage * damage)
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{
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igCheckbox("Show damage overlay", &damage->show);
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}
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bool egl_damage_init(EGL_Damage ** damage)
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bool egl_damageInit(EGL_Damage ** damage)
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{
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*damage = (EGL_Damage *)malloc(sizeof(EGL_Damage));
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if (!*damage)
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@@ -68,13 +68,13 @@ bool egl_damage_init(EGL_Damage ** damage)
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memset(*damage, 0, sizeof(EGL_Damage));
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if (!egl_shader_init(&(*damage)->shader))
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if (!egl_shaderInit(&(*damage)->shader))
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{
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DEBUG_ERROR("Failed to initialize the damage shader");
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return false;
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}
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if (!egl_shader_compile((*damage)->shader,
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if (!egl_shaderCompile((*damage)->shader,
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b_shader_damage_vert, b_shader_damage_vert_size,
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b_shader_damage_frag, b_shader_damage_frag_size))
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{
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@@ -88,18 +88,18 @@ bool egl_damage_init(EGL_Damage ** damage)
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return false;
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}
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(*damage)->uTransform = egl_shader_get_uniform_location((*damage)->shader, "transform");
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(*damage)->uTransform = egl_shaderGetUniform((*damage)->shader, "transform");
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return true;
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}
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void egl_damage_free(EGL_Damage ** damage)
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void egl_damageFree(EGL_Damage ** damage)
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{
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if (!*damage)
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return;
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egl_desktopRectsFree(&(*damage)->mesh);
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egl_shader_free(&(*damage)->shader);
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egl_shaderFree(&(*damage)->shader);
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free(*damage);
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*damage = NULL;
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@@ -111,14 +111,14 @@ static void update_matrix(EGL_Damage * damage)
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damage->translateX, damage->translateY, damage->scaleX, damage->scaleY, damage->rotate);
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}
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void egl_damage_setup(EGL_Damage * damage, int width, int height)
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void egl_damageSetup(EGL_Damage * damage, int width, int height)
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{
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damage->width = width;
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damage->height = height;
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update_matrix(damage);
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}
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void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
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void egl_damageResize(EGL_Damage * damage, float translateX, float translateY,
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float scaleX, float scaleY)
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{
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damage->translateX = translateX;
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@@ -128,7 +128,7 @@ void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
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update_matrix(damage);
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}
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bool egl_damage_render(EGL_Damage * damage, LG_RendererRotate rotate, const struct DesktopDamage * data)
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bool egl_damageRender(EGL_Damage * damage, LG_RendererRotate rotate, const struct DesktopDamage * data)
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{
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if (!damage->show)
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return false;
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@@ -142,7 +142,7 @@ bool egl_damage_render(EGL_Damage * damage, LG_RendererRotate rotate, const stru
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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egl_shader_use(damage->shader);
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egl_shaderUse(damage->shader);
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glUniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform);
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if (data && data->count != 0)
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