mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 21:47:23 +00:00
[client] egl: implement frame damage display
This commit is contained in:
parent
12cb3e512f
commit
2b3f31700b
@ -19,6 +19,8 @@ make_object(
|
|||||||
shader/cursor.vert
|
shader/cursor.vert
|
||||||
shader/cursor_rgb.frag
|
shader/cursor_rgb.frag
|
||||||
shader/cursor_mono.frag
|
shader/cursor_mono.frag
|
||||||
|
shader/damage.vert
|
||||||
|
shader/damage.frag
|
||||||
shader/fps.vert
|
shader/fps.vert
|
||||||
shader/fps.frag
|
shader/fps.frag
|
||||||
shader/fps_bg.frag
|
shader/fps_bg.frag
|
||||||
@ -52,6 +54,7 @@ add_library(renderer_EGL STATIC
|
|||||||
draw.c
|
draw.c
|
||||||
splash.c
|
splash.c
|
||||||
alert.c
|
alert.c
|
||||||
|
damage.c
|
||||||
${EGL_SHADER_OBJS}
|
${EGL_SHADER_OBJS}
|
||||||
"${EGL_SHADER_INCS}/desktop_rgb.def.h"
|
"${EGL_SHADER_INCS}/desktop_rgb.def.h"
|
||||||
${PROJECT_TOP}/repos/cimgui/imgui/backends/imgui_impl_opengl3.cpp
|
${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 "egl_dynprocs.h"
|
||||||
#include "model.h"
|
#include "model.h"
|
||||||
#include "shader.h"
|
#include "shader.h"
|
||||||
|
#include "damage.h"
|
||||||
#include "desktop.h"
|
#include "desktop.h"
|
||||||
#include "cursor.h"
|
#include "cursor.h"
|
||||||
#include "fps.h"
|
#include "fps.h"
|
||||||
@ -60,12 +61,6 @@ struct Options
|
|||||||
bool doubleBuffer;
|
bool doubleBuffer;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct DesktopDamage
|
|
||||||
{
|
|
||||||
int count;
|
|
||||||
FrameDamageRect rects[KVMFR_MAX_DAMAGE_RECTS];
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Inst
|
struct Inst
|
||||||
{
|
{
|
||||||
bool dmaSupport;
|
bool dmaSupport;
|
||||||
@ -84,6 +79,7 @@ struct Inst
|
|||||||
EGL_Splash * splash; // the splash screen
|
EGL_Splash * splash; // the splash screen
|
||||||
EGL_Alert * alert; // the alert display
|
EGL_Alert * alert; // the alert display
|
||||||
EGL_Help * help; // the help display
|
EGL_Help * help; // the help display
|
||||||
|
EGL_Damage * damage; // the damage display
|
||||||
bool imgui; // if imgui was initialized
|
bool imgui; // if imgui was initialized
|
||||||
|
|
||||||
LG_RendererFormat format;
|
LG_RendererFormat format;
|
||||||
@ -96,6 +92,7 @@ struct Inst
|
|||||||
uint64_t alertTimeout;
|
uint64_t alertTimeout;
|
||||||
bool useCloseFlag;
|
bool useCloseFlag;
|
||||||
bool closeFlag;
|
bool closeFlag;
|
||||||
|
bool showDamage;
|
||||||
|
|
||||||
int width, height;
|
int width, height;
|
||||||
float uiScale;
|
float uiScale;
|
||||||
@ -314,7 +311,8 @@ void egl_deinitialize(void * opaque)
|
|||||||
egl_fps_free (&this->fps );
|
egl_fps_free (&this->fps );
|
||||||
egl_splash_free (&this->splash);
|
egl_splash_free (&this->splash);
|
||||||
egl_alert_free (&this->alert );
|
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);
|
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;
|
damage->count = 0;
|
||||||
free(atomic_exchange(&this->desktopDamage, damage));
|
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,
|
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_update_scale_type(this);
|
||||||
|
egl_damage_setup(this->damage, format.width, format.height);
|
||||||
|
|
||||||
return egl_desktop_setup(this->desktop, format, useDMA);
|
return egl_desktop_setup(this->desktop, format, useDMA);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -807,6 +809,12 @@ bool egl_render_startup(void * opaque)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!egl_damage_init(&this->damage))
|
||||||
|
{
|
||||||
|
DEBUG_ERROR("Failed to initialize the damage display");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
// glew is needed for imgui
|
// glew is needed for imgui
|
||||||
if (!glewInit())
|
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_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
|
||||||
hasOverlay |= egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
|
hasOverlay |= egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
|
||||||
|
hasOverlay |= egl_damage_render(this->damage, desktopDamage);
|
||||||
|
|
||||||
if (app_renderImGui())
|
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);
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user