mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 13:37:22 +00:00
[client] egl: implement frame damage display
This commit is contained in:
parent
12cb3e512f
commit
2b3f31700b
@ -19,6 +19,8 @@ make_object(
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shader/cursor.vert
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shader/cursor.vert
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shader/cursor_rgb.frag
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shader/cursor_rgb.frag
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shader/cursor_mono.frag
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shader/cursor_mono.frag
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shader/damage.vert
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shader/damage.frag
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shader/fps.vert
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shader/fps.vert
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shader/fps.frag
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shader/fps.frag
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shader/fps_bg.frag
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shader/fps_bg.frag
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@ -52,6 +54,7 @@ add_library(renderer_EGL STATIC
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draw.c
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draw.c
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splash.c
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splash.c
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alert.c
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alert.c
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damage.c
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${EGL_SHADER_OBJS}
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${EGL_SHADER_OBJS}
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"${EGL_SHADER_INCS}/desktop_rgb.def.h"
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"${EGL_SHADER_INCS}/desktop_rgb.def.h"
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${PROJECT_TOP}/repos/cimgui/imgui/backends/imgui_impl_opengl3.cpp
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${PROJECT_TOP}/repos/cimgui/imgui/backends/imgui_impl_opengl3.cpp
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210
client/renderers/EGL/damage.c
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210
client/renderers/EGL/damage.c
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@ -0,0 +1,210 @@
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/**
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* Looking Glass
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* Copyright (C) 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 "damage.h"
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#include "common/debug.h"
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#include "common/KVMFR.h"
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#include "common/locking.h"
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#include "app.h"
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#include "shader.h"
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#include <stdlib.h>
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#include <string.h>
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// these headers are auto generated by cmake
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#include "damage.vert.h"
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#include "damage.frag.h"
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struct EGL_Damage
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{
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EGL_Shader * shader;
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GLfloat transform[6];
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GLuint buffers[2];
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GLuint vao;
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GLfloat * vertices;
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bool show;
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KeybindHandle toggleHandle;
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int width , height;
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float translateX, translateY;
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float scaleX , scaleY;
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// uniforms
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GLint uTransform;
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};
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void egl_damage_show_toggle(int key, void * opaque)
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{
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EGL_Damage * damage = opaque;
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damage->show ^= true;
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}
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bool egl_damage_init(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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{
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DEBUG_ERROR("Failed to malloc EGL_Alert");
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return false;
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}
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memset(*damage, 0, sizeof(EGL_Damage));
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if (!egl_shader_init(&(*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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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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DEBUG_ERROR("Failed to compile the damage shader");
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return false;
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}
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glGenVertexArrays(1, &(*damage)->vao);
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glBindVertexArray((*damage)->vao);
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glGenBuffers(2, (*damage)->buffers);
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glBindBuffer(GL_ARRAY_BUFFER, (*damage)->buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, KVMFR_MAX_DAMAGE_RECTS * 8 * sizeof(GLfloat), NULL, GL_STREAM_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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(*damage)->vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GLushort indices[KVMFR_MAX_DAMAGE_RECTS * 6];
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for (int i = 0; i < KVMFR_MAX_DAMAGE_RECTS; ++i)
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{
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indices[6 * i + 0] = 4 * i + 0;
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indices[6 * i + 1] = 4 * i + 1;
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indices[6 * i + 2] = 4 * i + 2;
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indices[6 * i + 3] = 4 * i + 0;
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indices[6 * i + 4] = 4 * i + 2;
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indices[6 * i + 5] = 4 * i + 3;
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (*damage)->buffers[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof indices, indices, GL_STATIC_DRAW);
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glBindVertexArray(0);
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(*damage)->uTransform = egl_shader_get_uniform_location((*damage)->shader, "transform");
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(*damage)->toggleHandle = app_registerKeybind(KEY_A, egl_damage_show_toggle, *damage, "Toggle damage display");
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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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{
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if (!*damage)
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return;
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app_releaseKeybind(&(*damage)->toggleHandle);
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glDeleteVertexArrays(1, &(*damage)->vao);
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glBindBuffer(GL_ARRAY_BUFFER, (*damage)->buffers[0]);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glDeleteBuffers(2, (*damage)->buffers);
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egl_shader_free(&(*damage)->shader);
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free(*damage);
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*damage = NULL;
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}
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static void update_matrix(EGL_Damage * damage)
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{
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damage->transform[0] = 2.0f * damage->scaleX / damage->width;
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damage->transform[1] = 0.0f;
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damage->transform[2] = 0.0f;
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damage->transform[3] = -2.0f * damage->scaleY / damage->height;
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damage->transform[4] = damage->translateX - damage->scaleX;
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damage->transform[5] = damage->translateY + damage->scaleY;
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}
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void egl_damage_setup(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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float scaleX, float scaleY)
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{
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damage->translateX = translateX;
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damage->translateY = translateY;
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damage->scaleX = scaleX;
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damage->scaleY = scaleY;
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update_matrix(damage);
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}
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inline static void rectToVertices(GLfloat * vertex, const FrameDamageRect * rect)
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{
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vertex[0] = rect->x;
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vertex[1] = rect->y;
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vertex[2] = rect->x + rect->width;
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vertex[3] = rect->y;
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vertex[4] = rect->x + rect->width;
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vertex[5] = rect->y + rect->height;
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vertex[6] = rect->x;
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vertex[7] = rect->y + rect->height;
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}
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bool egl_damage_render(EGL_Damage * damage, const struct DesktopDamage * data)
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{
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if (!damage->show || !data)
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return false;
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int count = data->count;
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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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glUniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform);
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if (count == 0)
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{
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FrameDamageRect rect = {
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.x = 0, .y = 0, .width = damage->width, .height = damage->height,
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};
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rectToVertices(damage->vertices, &rect);
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count = 1;
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}
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else
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{
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for (int i = 0; i < count; ++i)
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rectToVertices(damage->vertices + i * 8, data->rects + i);
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}
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glBindVertexArray(damage->vao);
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glDrawElements(GL_TRIANGLES, 6 * count, GL_UNSIGNED_SHORT, NULL);
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glBindVertexArray(0);
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glDisable(GL_BLEND);
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return true;
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}
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40
client/renderers/EGL/damage.h
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40
client/renderers/EGL/damage.h
Normal file
@ -0,0 +1,40 @@
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/**
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* Looking Glass
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* Copyright (C) 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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#pragma once
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#include <stdbool.h>
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#include "common/KVMFR.h"
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struct DesktopDamage
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{
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int count;
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FrameDamageRect rects[KVMFR_MAX_DAMAGE_RECTS];
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};
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typedef struct EGL_Damage EGL_Damage;
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bool egl_damage_init(EGL_Damage ** damage);
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void egl_damage_free(EGL_Damage ** damage);
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void egl_damage_setup(EGL_Damage * damage, int width, int height);
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void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
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float scaleX, float scaleY);
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bool egl_damage_render(EGL_Damage * damage, const struct DesktopDamage * data);
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@ -44,6 +44,7 @@
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#include "egl_dynprocs.h"
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#include "egl_dynprocs.h"
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#include "model.h"
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#include "model.h"
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#include "shader.h"
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#include "shader.h"
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#include "damage.h"
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#include "desktop.h"
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#include "desktop.h"
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#include "cursor.h"
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#include "cursor.h"
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#include "fps.h"
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#include "fps.h"
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@ -60,12 +61,6 @@ struct Options
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bool doubleBuffer;
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bool doubleBuffer;
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};
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};
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struct DesktopDamage
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{
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int count;
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FrameDamageRect rects[KVMFR_MAX_DAMAGE_RECTS];
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};
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struct Inst
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struct Inst
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{
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{
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bool dmaSupport;
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bool dmaSupport;
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@ -84,6 +79,7 @@ struct Inst
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EGL_Splash * splash; // the splash screen
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EGL_Splash * splash; // the splash screen
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EGL_Alert * alert; // the alert display
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EGL_Alert * alert; // the alert display
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EGL_Help * help; // the help display
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EGL_Help * help; // the help display
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EGL_Damage * damage; // the damage display
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bool imgui; // if imgui was initialized
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bool imgui; // if imgui was initialized
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LG_RendererFormat format;
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LG_RendererFormat format;
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@ -96,6 +92,7 @@ struct Inst
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uint64_t alertTimeout;
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uint64_t alertTimeout;
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bool useCloseFlag;
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bool useCloseFlag;
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bool closeFlag;
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bool closeFlag;
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bool showDamage;
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int width, height;
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int width, height;
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float uiScale;
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float uiScale;
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@ -314,7 +311,8 @@ void egl_deinitialize(void * opaque)
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egl_fps_free (&this->fps );
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egl_fps_free (&this->fps );
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egl_splash_free (&this->splash);
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egl_splash_free (&this->splash);
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egl_alert_free (&this->alert );
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egl_alert_free (&this->alert );
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egl_help_free (&this->help);
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egl_help_free (&this->help );
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egl_damage_free (&this->damage);
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LG_LOCK_FREE(this->lock);
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LG_LOCK_FREE(this->lock);
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@ -507,6 +505,8 @@ void egl_on_resize(void * opaque, const int width, const int height, const doubl
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}
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}
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damage->count = 0;
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damage->count = 0;
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free(atomic_exchange(&this->desktopDamage, damage));
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free(atomic_exchange(&this->desktopDamage, damage));
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egl_damage_resize(this->damage, this->translateX, this->translateY, this->scaleX, this->scaleY);
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}
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}
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bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor,
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bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor,
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@ -566,6 +566,8 @@ bool egl_on_frame_format(void * opaque, const LG_RendererFormat format, bool use
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}
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}
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egl_update_scale_type(this);
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egl_update_scale_type(this);
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egl_damage_setup(this->damage, format.width, format.height);
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return egl_desktop_setup(this->desktop, format, useDMA);
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return egl_desktop_setup(this->desktop, format, useDMA);
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}
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}
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@ -807,6 +809,12 @@ bool egl_render_startup(void * opaque)
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return false;
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return false;
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}
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}
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if (!egl_damage_init(&this->damage))
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{
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DEBUG_ERROR("Failed to initialize the damage display");
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return false;
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}
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// glew is needed for imgui
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// glew is needed for imgui
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if (!glewInit())
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if (!glewInit())
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{
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{
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@ -913,6 +921,7 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
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hasOverlay |= egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
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hasOverlay |= egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
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hasOverlay |= egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
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hasOverlay |= egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
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hasOverlay |= egl_damage_render(this->damage, desktopDamage);
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if (app_renderImGui())
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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