mirror of
				https://github.com/gnif/LookingGlass.git
				synced 2025-11-04 06:31:54 +00:00 
			
		
		
		
	[client] egl: implement frame damage display
This commit is contained in:
		@@ -19,6 +19,8 @@ make_object(
 | 
			
		||||
	shader/cursor.vert
 | 
			
		||||
	shader/cursor_rgb.frag
 | 
			
		||||
	shader/cursor_mono.frag
 | 
			
		||||
	shader/damage.vert
 | 
			
		||||
	shader/damage.frag
 | 
			
		||||
	shader/fps.vert
 | 
			
		||||
	shader/fps.frag
 | 
			
		||||
	shader/fps_bg.frag
 | 
			
		||||
@@ -52,6 +54,7 @@ add_library(renderer_EGL STATIC
 | 
			
		||||
	draw.c
 | 
			
		||||
	splash.c
 | 
			
		||||
	alert.c
 | 
			
		||||
	damage.c
 | 
			
		||||
	${EGL_SHADER_OBJS}
 | 
			
		||||
	"${EGL_SHADER_INCS}/desktop_rgb.def.h"
 | 
			
		||||
	${PROJECT_TOP}/repos/cimgui/imgui/backends/imgui_impl_opengl3.cpp
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										210
									
								
								client/renderers/EGL/damage.c
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										210
									
								
								client/renderers/EGL/damage.c
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,210 @@
 | 
			
		||||
/**
 | 
			
		||||
 * Looking Glass
 | 
			
		||||
 * Copyright (C) 2017-2021 The Looking Glass Authors
 | 
			
		||||
 * https://looking-glass.io
 | 
			
		||||
 *
 | 
			
		||||
 * This program is free software; you can redistribute it and/or modify it
 | 
			
		||||
 * under the terms of the GNU General Public License as published by the Free
 | 
			
		||||
 * Software Foundation; either version 2 of the License, or (at your option)
 | 
			
		||||
 * any later version.
 | 
			
		||||
 *
 | 
			
		||||
 * This program is distributed in the hope that it will be useful, but WITHOUT
 | 
			
		||||
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 | 
			
		||||
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 | 
			
		||||
 * more details.
 | 
			
		||||
 *
 | 
			
		||||
 * You should have received a copy of the GNU General Public License along
 | 
			
		||||
 * with this program; if not, write to the Free Software Foundation, Inc., 59
 | 
			
		||||
 * Temple Place, Suite 330, Boston, MA 02111-1307 USA
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
#include "damage.h"
 | 
			
		||||
#include "common/debug.h"
 | 
			
		||||
#include "common/KVMFR.h"
 | 
			
		||||
#include "common/locking.h"
 | 
			
		||||
 | 
			
		||||
#include "app.h"
 | 
			
		||||
#include "shader.h"
 | 
			
		||||
 | 
			
		||||
#include <stdlib.h>
 | 
			
		||||
#include <string.h>
 | 
			
		||||
 | 
			
		||||
// these headers are auto generated by cmake
 | 
			
		||||
#include "damage.vert.h"
 | 
			
		||||
#include "damage.frag.h"
 | 
			
		||||
 | 
			
		||||
struct EGL_Damage
 | 
			
		||||
{
 | 
			
		||||
  EGL_Shader * shader;
 | 
			
		||||
 | 
			
		||||
  GLfloat   transform[6];
 | 
			
		||||
  GLuint    buffers[2];
 | 
			
		||||
  GLuint    vao;
 | 
			
		||||
  GLfloat * vertices;
 | 
			
		||||
 | 
			
		||||
  bool          show;
 | 
			
		||||
  KeybindHandle toggleHandle;
 | 
			
		||||
 | 
			
		||||
  int   width     , height;
 | 
			
		||||
  float translateX, translateY;
 | 
			
		||||
  float scaleX    , scaleY;
 | 
			
		||||
 | 
			
		||||
  // uniforms
 | 
			
		||||
  GLint uTransform;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
void egl_damage_show_toggle(int key, void * opaque)
 | 
			
		||||
{
 | 
			
		||||
  EGL_Damage * damage = opaque;
 | 
			
		||||
  damage->show ^= true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool egl_damage_init(EGL_Damage ** damage)
 | 
			
		||||
{
 | 
			
		||||
  *damage = (EGL_Damage *)malloc(sizeof(EGL_Damage));
 | 
			
		||||
  if (!*damage)
 | 
			
		||||
  {
 | 
			
		||||
    DEBUG_ERROR("Failed to malloc EGL_Alert");
 | 
			
		||||
    return false;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  memset(*damage, 0, sizeof(EGL_Damage));
 | 
			
		||||
 | 
			
		||||
  if (!egl_shader_init(&(*damage)->shader))
 | 
			
		||||
  {
 | 
			
		||||
    DEBUG_ERROR("Failed to initialize the damage shader");
 | 
			
		||||
    return false;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  if (!egl_shader_compile((*damage)->shader,
 | 
			
		||||
        b_shader_damage_vert, b_shader_damage_vert_size,
 | 
			
		||||
        b_shader_damage_frag, b_shader_damage_frag_size))
 | 
			
		||||
  {
 | 
			
		||||
    DEBUG_ERROR("Failed to compile the damage shader");
 | 
			
		||||
    return false;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  glGenVertexArrays(1, &(*damage)->vao);
 | 
			
		||||
  glBindVertexArray((*damage)->vao);
 | 
			
		||||
 | 
			
		||||
  glGenBuffers(2, (*damage)->buffers);
 | 
			
		||||
  glBindBuffer(GL_ARRAY_BUFFER, (*damage)->buffers[0]);
 | 
			
		||||
  glBufferData(GL_ARRAY_BUFFER, KVMFR_MAX_DAMAGE_RECTS * 8 * sizeof(GLfloat), NULL, GL_STREAM_DRAW);
 | 
			
		||||
  glEnableVertexAttribArray(0);
 | 
			
		||||
  glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
 | 
			
		||||
  (*damage)->vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
 | 
			
		||||
  glBindBuffer(GL_ARRAY_BUFFER, 0);
 | 
			
		||||
 | 
			
		||||
  GLushort indices[KVMFR_MAX_DAMAGE_RECTS * 6];
 | 
			
		||||
  for (int i = 0; i < KVMFR_MAX_DAMAGE_RECTS; ++i)
 | 
			
		||||
  {
 | 
			
		||||
    indices[6 * i + 0] = 4 * i + 0;
 | 
			
		||||
    indices[6 * i + 1] = 4 * i + 1;
 | 
			
		||||
    indices[6 * i + 2] = 4 * i + 2;
 | 
			
		||||
    indices[6 * i + 3] = 4 * i + 0;
 | 
			
		||||
    indices[6 * i + 4] = 4 * i + 2;
 | 
			
		||||
    indices[6 * i + 5] = 4 * i + 3;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (*damage)->buffers[1]);
 | 
			
		||||
  glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof indices, indices, GL_STATIC_DRAW);
 | 
			
		||||
 | 
			
		||||
  glBindVertexArray(0);
 | 
			
		||||
 | 
			
		||||
  (*damage)->uTransform = egl_shader_get_uniform_location((*damage)->shader, "transform");
 | 
			
		||||
  (*damage)->toggleHandle = app_registerKeybind(KEY_A, egl_damage_show_toggle, *damage, "Toggle damage display");
 | 
			
		||||
 | 
			
		||||
  return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void egl_damage_free(EGL_Damage ** damage)
 | 
			
		||||
{
 | 
			
		||||
  if (!*damage)
 | 
			
		||||
    return;
 | 
			
		||||
 | 
			
		||||
  app_releaseKeybind(&(*damage)->toggleHandle);
 | 
			
		||||
  glDeleteVertexArrays(1, &(*damage)->vao);
 | 
			
		||||
 | 
			
		||||
  glBindBuffer(GL_ARRAY_BUFFER, (*damage)->buffers[0]);
 | 
			
		||||
  glUnmapBuffer(GL_ARRAY_BUFFER);
 | 
			
		||||
  glDeleteBuffers(2, (*damage)->buffers);
 | 
			
		||||
 | 
			
		||||
  egl_shader_free(&(*damage)->shader);
 | 
			
		||||
 | 
			
		||||
  free(*damage);
 | 
			
		||||
  *damage = NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void update_matrix(EGL_Damage * damage)
 | 
			
		||||
{
 | 
			
		||||
  damage->transform[0] = 2.0f * damage->scaleX / damage->width;
 | 
			
		||||
  damage->transform[1] = 0.0f;
 | 
			
		||||
  damage->transform[2] = 0.0f;
 | 
			
		||||
  damage->transform[3] = -2.0f * damage->scaleY / damage->height;
 | 
			
		||||
  damage->transform[4] = damage->translateX - damage->scaleX;
 | 
			
		||||
  damage->transform[5] = damage->translateY + damage->scaleY;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void egl_damage_setup(EGL_Damage * damage, int width, int height)
 | 
			
		||||
{
 | 
			
		||||
  damage->width  = width;
 | 
			
		||||
  damage->height = height;
 | 
			
		||||
  update_matrix(damage);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
 | 
			
		||||
    float scaleX, float scaleY)
 | 
			
		||||
{
 | 
			
		||||
  damage->translateX = translateX;
 | 
			
		||||
  damage->translateY = translateY;
 | 
			
		||||
  damage->scaleX     = scaleX;
 | 
			
		||||
  damage->scaleY     = scaleY;
 | 
			
		||||
  update_matrix(damage);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline static void rectToVertices(GLfloat * vertex, const FrameDamageRect * rect)
 | 
			
		||||
{
 | 
			
		||||
  vertex[0] = rect->x;
 | 
			
		||||
  vertex[1] = rect->y;
 | 
			
		||||
  vertex[2] = rect->x + rect->width;
 | 
			
		||||
  vertex[3] = rect->y;
 | 
			
		||||
  vertex[4] = rect->x + rect->width;
 | 
			
		||||
  vertex[5] = rect->y + rect->height;
 | 
			
		||||
  vertex[6] = rect->x;
 | 
			
		||||
  vertex[7] = rect->y + rect->height;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool egl_damage_render(EGL_Damage * damage, const struct DesktopDamage * data)
 | 
			
		||||
{
 | 
			
		||||
  if (!damage->show || !data)
 | 
			
		||||
    return false;
 | 
			
		||||
 | 
			
		||||
  int count = data->count;
 | 
			
		||||
 | 
			
		||||
  glEnable(GL_BLEND);
 | 
			
		||||
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
			
		||||
 | 
			
		||||
  egl_shader_use(damage->shader);
 | 
			
		||||
  glUniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform);
 | 
			
		||||
 | 
			
		||||
  if (count == 0)
 | 
			
		||||
  {
 | 
			
		||||
    FrameDamageRect rect = {
 | 
			
		||||
      .x = 0, .y = 0, .width = damage->width, .height = damage->height,
 | 
			
		||||
    };
 | 
			
		||||
    rectToVertices(damage->vertices, &rect);
 | 
			
		||||
    count = 1;
 | 
			
		||||
  }
 | 
			
		||||
  else
 | 
			
		||||
  {
 | 
			
		||||
    for (int i = 0; i < count; ++i)
 | 
			
		||||
      rectToVertices(damage->vertices + i * 8, data->rects + i);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  glBindVertexArray(damage->vao);
 | 
			
		||||
  glDrawElements(GL_TRIANGLES, 6 * count, GL_UNSIGNED_SHORT, NULL);
 | 
			
		||||
  glBindVertexArray(0);
 | 
			
		||||
 | 
			
		||||
  glDisable(GL_BLEND);
 | 
			
		||||
  return true;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										40
									
								
								client/renderers/EGL/damage.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										40
									
								
								client/renderers/EGL/damage.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,40 @@
 | 
			
		||||
/**
 | 
			
		||||
 * Looking Glass
 | 
			
		||||
 * Copyright (C) 2017-2021 The Looking Glass Authors
 | 
			
		||||
 * https://looking-glass.io
 | 
			
		||||
 *
 | 
			
		||||
 * This program is free software; you can redistribute it and/or modify it
 | 
			
		||||
 * under the terms of the GNU General Public License as published by the Free
 | 
			
		||||
 * Software Foundation; either version 2 of the License, or (at your option)
 | 
			
		||||
 * any later version.
 | 
			
		||||
 *
 | 
			
		||||
 * This program is distributed in the hope that it will be useful, but WITHOUT
 | 
			
		||||
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 | 
			
		||||
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 | 
			
		||||
 * more details.
 | 
			
		||||
 *
 | 
			
		||||
 * You should have received a copy of the GNU General Public License along
 | 
			
		||||
 * with this program; if not, write to the Free Software Foundation, Inc., 59
 | 
			
		||||
 * Temple Place, Suite 330, Boston, MA 02111-1307 USA
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
 | 
			
		||||
#include <stdbool.h>
 | 
			
		||||
#include "common/KVMFR.h"
 | 
			
		||||
 | 
			
		||||
struct DesktopDamage
 | 
			
		||||
{
 | 
			
		||||
  int count;
 | 
			
		||||
  FrameDamageRect rects[KVMFR_MAX_DAMAGE_RECTS];
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
typedef struct EGL_Damage EGL_Damage;
 | 
			
		||||
 | 
			
		||||
bool egl_damage_init(EGL_Damage ** damage);
 | 
			
		||||
void egl_damage_free(EGL_Damage ** damage);
 | 
			
		||||
 | 
			
		||||
void egl_damage_setup(EGL_Damage * damage, int width, int height);
 | 
			
		||||
void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
 | 
			
		||||
    float scaleX, float scaleY);
 | 
			
		||||
bool egl_damage_render(EGL_Damage * damage, const struct DesktopDamage * data);
 | 
			
		||||
@@ -44,6 +44,7 @@
 | 
			
		||||
#include "egl_dynprocs.h"
 | 
			
		||||
#include "model.h"
 | 
			
		||||
#include "shader.h"
 | 
			
		||||
#include "damage.h"
 | 
			
		||||
#include "desktop.h"
 | 
			
		||||
#include "cursor.h"
 | 
			
		||||
#include "fps.h"
 | 
			
		||||
@@ -60,12 +61,6 @@ struct Options
 | 
			
		||||
  bool doubleBuffer;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct DesktopDamage
 | 
			
		||||
{
 | 
			
		||||
  int count;
 | 
			
		||||
  FrameDamageRect rects[KVMFR_MAX_DAMAGE_RECTS];
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct Inst
 | 
			
		||||
{
 | 
			
		||||
  bool dmaSupport;
 | 
			
		||||
@@ -84,6 +79,7 @@ struct Inst
 | 
			
		||||
  EGL_Splash      * splash;  // the splash screen
 | 
			
		||||
  EGL_Alert       * alert;   // the alert display
 | 
			
		||||
  EGL_Help        * help;    // the help display
 | 
			
		||||
  EGL_Damage      * damage;  // the damage display
 | 
			
		||||
  bool              imgui;   // if imgui was initialized
 | 
			
		||||
 | 
			
		||||
  LG_RendererFormat    format;
 | 
			
		||||
@@ -96,6 +92,7 @@ struct Inst
 | 
			
		||||
  uint64_t alertTimeout;
 | 
			
		||||
  bool     useCloseFlag;
 | 
			
		||||
  bool     closeFlag;
 | 
			
		||||
  bool     showDamage;
 | 
			
		||||
 | 
			
		||||
  int               width, height;
 | 
			
		||||
  float             uiScale;
 | 
			
		||||
@@ -314,7 +311,8 @@ void egl_deinitialize(void * opaque)
 | 
			
		||||
  egl_fps_free    (&this->fps   );
 | 
			
		||||
  egl_splash_free (&this->splash);
 | 
			
		||||
  egl_alert_free  (&this->alert );
 | 
			
		||||
  egl_help_free   (&this->help);
 | 
			
		||||
  egl_help_free   (&this->help  );
 | 
			
		||||
  egl_damage_free (&this->damage);
 | 
			
		||||
 | 
			
		||||
  LG_LOCK_FREE(this->lock);
 | 
			
		||||
 | 
			
		||||
@@ -507,6 +505,8 @@ void egl_on_resize(void * opaque, const int width, const int height, const doubl
 | 
			
		||||
  }
 | 
			
		||||
  damage->count = 0;
 | 
			
		||||
  free(atomic_exchange(&this->desktopDamage, damage));
 | 
			
		||||
 | 
			
		||||
  egl_damage_resize(this->damage, this->translateX, this->translateY, this->scaleX, this->scaleY);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor,
 | 
			
		||||
@@ -566,6 +566,8 @@ bool egl_on_frame_format(void * opaque, const LG_RendererFormat format, bool use
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  egl_update_scale_type(this);
 | 
			
		||||
  egl_damage_setup(this->damage, format.width, format.height);
 | 
			
		||||
 | 
			
		||||
  return egl_desktop_setup(this->desktop, format, useDMA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -807,6 +809,12 @@ bool egl_render_startup(void * opaque)
 | 
			
		||||
    return false;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  if (!egl_damage_init(&this->damage))
 | 
			
		||||
  {
 | 
			
		||||
    DEBUG_ERROR("Failed to initialize the damage display");
 | 
			
		||||
    return false;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  // glew is needed for imgui
 | 
			
		||||
  if (!glewInit())
 | 
			
		||||
  {
 | 
			
		||||
@@ -913,6 +921,7 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
 | 
			
		||||
 | 
			
		||||
  hasOverlay |= egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
 | 
			
		||||
  hasOverlay |= egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
 | 
			
		||||
  hasOverlay |= egl_damage_render(this->damage, desktopDamage);
 | 
			
		||||
 | 
			
		||||
  if (app_renderImGui())
 | 
			
		||||
  {
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										8
									
								
								client/renderers/EGL/shader/damage.frag
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								client/renderers/EGL/shader/damage.frag
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,8 @@
 | 
			
		||||
#version 300 es
 | 
			
		||||
 | 
			
		||||
out highp vec4 color;
 | 
			
		||||
 | 
			
		||||
void main()
 | 
			
		||||
{
 | 
			
		||||
  color = vec4(1.0, 1.0, 0.0, 0.5);
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										10
									
								
								client/renderers/EGL/shader/damage.vert
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								client/renderers/EGL/shader/damage.vert
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,10 @@
 | 
			
		||||
#version 300 es
 | 
			
		||||
 | 
			
		||||
layout(location = 0) in vec2 vertex;
 | 
			
		||||
 | 
			
		||||
uniform mat3x2 transform;
 | 
			
		||||
 | 
			
		||||
void main()
 | 
			
		||||
{
 | 
			
		||||
  gl_Position = vec4(transform * vec3(vertex, 1.0), 0.0, 1.0);
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user