mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +00:00
[client] egl: refactor damage mesh generation into desktop_rects
This mesh will later be used to render only damaged portions of the desktop. We also moved the coordinate transformation for damage overlay into a matrix and computed by the shader.
This commit is contained in:
parent
dd31a7ef93
commit
2dca056526
@ -43,6 +43,7 @@ add_library(renderer_EGL STATIC
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texture_dmabuf.c
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model.c
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desktop.c
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desktop_rects.c
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cursor.c
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draw.c
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splash.c
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@ -24,6 +24,7 @@
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#include "common/locking.h"
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#include "app.h"
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#include "desktop_rects.h"
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#include "shader.h"
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#include <stdlib.h>
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@ -35,12 +36,9 @@
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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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int count;
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EGL_Shader * shader;
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EGL_DesktopRects * mesh;
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GLfloat transform[6];
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bool show;
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KeybindHandle toggleHandle;
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@ -48,7 +46,7 @@ struct EGL_Damage
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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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bool rotate;
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LG_RendererRotate rotate;
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// uniforms
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GLint uTransform;
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@ -65,7 +63,7 @@ bool egl_damage_init(EGL_Damage ** damage)
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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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DEBUG_ERROR("Failed to malloc EGL_Damage");
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return false;
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}
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@ -85,33 +83,12 @@ bool egl_damage_init(EGL_Damage ** damage)
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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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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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if (!egl_desktopRectsInit(&(*damage)->mesh, KVMFR_MAX_DAMAGE_RECTS))
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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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DEBUG_ERROR("Failed to initialize the mesh");
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return false;
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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)->count = -1;
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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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@ -124,8 +101,7 @@ void egl_damage_free(EGL_Damage ** 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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glDeleteBuffers(2, (*damage)->buffers);
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egl_desktopRectsFree(&(*damage)->mesh);
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egl_shader_free(&(*damage)->shader);
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free(*damage);
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@ -134,14 +110,8 @@ void egl_damage_free(EGL_Damage ** damage)
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static void update_matrix(EGL_Damage * damage)
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{
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int width = damage->rotate ? damage->height : damage->width;
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int height = damage->rotate ? damage->width : damage->height;
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damage->transform[0] = 2.0f * damage->scaleX / 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 / 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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egl_desktopRectsMatrix(damage->transform, damage->width, damage->height,
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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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@ -161,21 +131,9 @@ 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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inline static void rectToVertices(GLfloat * vertex, const FrameDamageRect * rect)
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bool egl_damage_render(EGL_Damage * damage, LG_RendererRotate rotate, const struct DesktopDamage * data)
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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, bool rotate, const struct DesktopDamage * data)
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{
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if (!damage->show || (!data && damage->count == -1))
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if (!damage->show)
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return false;
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if (rotate != damage->rotate)
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@ -191,32 +149,10 @@ bool egl_damage_render(EGL_Damage * damage, bool rotate, const struct DesktopDam
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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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{
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damage->count = data->count;
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GLfloat vertices[KVMFR_MAX_DAMAGE_RECTS * 8];
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if (damage->count == -1)
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{
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FrameDamageRect full = {
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.x = 0, .y = 0, .width = damage->width, .height = damage->height,
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};
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damage->count = 1;
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rectToVertices(vertices, &full);
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}
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else
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{
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for (int i = 0; i < damage->count; ++i)
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rectToVertices(vertices + i * 8, data->rects + i);
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}
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egl_desktopRectsUpdate(damage->mesh, (const struct DamageRects *) data,
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damage->width, damage->height);
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glBindBuffer(GL_ARRAY_BUFFER, damage->buffers[0]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, damage->count * 8 * sizeof(GLfloat),
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vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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glBindVertexArray(damage->vao);
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glDrawElements(GL_TRIANGLES, 6 * damage->count, GL_UNSIGNED_SHORT, NULL);
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glBindVertexArray(0);
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egl_desktopRectsRender(damage->mesh);
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glDisable(GL_BLEND);
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return true;
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@ -22,6 +22,8 @@
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#include <stdbool.h>
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#include "common/KVMFR.h"
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#include "interface/renderer.h"
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#include "desktop_rects.h"
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struct DesktopDamage
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{
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@ -37,4 +39,5 @@ 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, bool rotate, const struct DesktopDamage * data);
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bool egl_damage_render(EGL_Damage * damage, LG_RendererRotate rotate,
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const struct DesktopDamage * data);
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230
client/renderers/EGL/desktop_rects.c
Normal file
230
client/renderers/EGL/desktop_rects.c
Normal file
@ -0,0 +1,230 @@
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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 "desktop_rects.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 <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include <GLES3/gl3.h>
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#include "util.h"
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struct EGL_DesktopRects
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{
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GLuint buffers[2];
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GLuint vao;
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int count;
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int maxCount;
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};
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bool egl_desktopRectsInit(EGL_DesktopRects ** rects_, int maxCount)
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{
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EGL_DesktopRects * rects = malloc(sizeof(EGL_DesktopRects));
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if (!rects)
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{
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DEBUG_ERROR("Failed to malloc EGL_DesktopRects");
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return false;
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}
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*rects_ = rects;
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memset(rects, 0, sizeof(EGL_DesktopRects));
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glGenVertexArrays(1, &rects->vao);
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glBindVertexArray(rects->vao);
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glGenBuffers(2, rects->buffers);
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glBindBuffer(GL_ARRAY_BUFFER, rects->buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, maxCount * 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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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GLushort indices[maxCount * 6];
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for (int i = 0; i < maxCount; ++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, rects->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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rects->count = 0;
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rects->maxCount = maxCount;
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return true;
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}
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void egl_desktopRectsFree(EGL_DesktopRects ** rects_)
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{
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EGL_DesktopRects * rects = *rects_;
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if (!rects)
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return;
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glDeleteVertexArrays(1, &rects->vao);
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glDeleteBuffers(2, rects->buffers);
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free(rects);
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*rects_ = NULL;
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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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void egl_desktopRectsUpdate(EGL_DesktopRects * rects, const struct DamageRects * data,
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int width, int height)
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{
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GLfloat vertices[KVMFR_MAX_DAMAGE_RECTS * 8];
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if (!data || data->count < 0)
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{
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FrameDamageRect full = {
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.x = 0, .y = 0, .width = width, .height = height,
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};
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rects->count = 1;
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rectToVertices(vertices, &full);
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}
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else
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{
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rects->count = data->count;
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assert(rects->count <= rects->maxCount);
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for (int i = 0; i < rects->count; ++i)
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rectToVertices(vertices + i * 8, data->rects + i);
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}
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glBindBuffer(GL_ARRAY_BUFFER, rects->buffers[0]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, rects->count * 8 * sizeof(GLfloat), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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static void desktopToGLSpace(double matrix[6], int width, int height, double translateX,
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double translateY, double scaleX, double scaleY, LG_RendererRotate rotate)
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{
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switch (rotate)
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{
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case LG_ROTATE_0:
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matrix[0] = 2.0 * scaleX / width;
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matrix[1] = 0.0;
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matrix[2] = 0.0;
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matrix[3] = -2.0 * scaleY / height;
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matrix[4] = translateX - scaleX;
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matrix[5] = translateY + scaleY;
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return;
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case LG_ROTATE_90:
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matrix[0] = 0.0;
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matrix[1] = -2.0 * scaleY / width;
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matrix[2] = -2.0 * scaleX / height;
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matrix[3] = 0.0;
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matrix[4] = translateX + scaleX;
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matrix[5] = translateY + scaleY;
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return;
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case LG_ROTATE_180:
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matrix[0] = -2.0 * scaleX / width;
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matrix[1] = 0.0;
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matrix[2] = 0.0;
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matrix[3] = 2.0 * scaleY / height;
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matrix[4] = translateX + scaleX;
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matrix[5] = translateY - scaleY;
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return;
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case LG_ROTATE_270:
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matrix[0] = 0.0;
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matrix[1] = 2.0 * scaleY / width;
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matrix[2] = 2.0 * scaleX / height;
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matrix[3] = 0.0;
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matrix[4] = translateX - scaleX;
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matrix[5] = translateY - scaleY;
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}
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}
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void egl_desktopRectsMatrix(float matrix[6], int width, int height, float translateX,
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float translateY, float scaleX, float scaleY, LG_RendererRotate rotate)
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{
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double temp[6];
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desktopToGLSpace(temp, width, height, translateX, translateY, scaleX, scaleY, rotate);
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for (int i = 0; i < 6; ++i)
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matrix[i] = temp[i];
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}
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void egl_desktopToScreenMatrix(double matrix[6], int frameWidth, int frameHeight,
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double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate,
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double windowWidth, double windowHeight)
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{
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desktopToGLSpace(matrix, frameWidth, frameHeight, translateX, translateY, scaleX, scaleY, rotate);
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double hw = windowWidth / 2;
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double hh = windowHeight / 2;
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matrix[0] *= hw;
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matrix[1] *= hh;
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matrix[2] *= hw;
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matrix[3] *= hh;
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matrix[4] = matrix[4] * hw + hw;
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matrix[5] = matrix[5] * hh + hh;
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}
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inline static void matrixMultiply(const double matrix[6], double * nx, double * ny, double x, double y)
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{
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*nx = matrix[0] * x + matrix[2] * y + matrix[4];
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*ny = matrix[1] * x + matrix[3] * y + matrix[5];
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}
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struct Rect egl_desktopToScreen(const double matrix[6], const struct FrameDamageRect * rect)
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{
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double x1, y1, x2, y2;
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matrixMultiply(matrix, &x1, &y1, rect->x, rect->y);
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matrixMultiply(matrix, &x2, &y2, rect->x + rect->width, rect->y + rect->height);
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int x3 = min(x1, x2);
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int y3 = min(y1, y2);
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return (struct Rect) {
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.x = x3,
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.y = y3,
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.w = ceil(max(x1, x2)) - x3,
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.h = ceil(max(y1, y2)) - y3,
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};
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}
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void egl_desktopRectsRender(EGL_DesktopRects * rects)
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{
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if (!rects->count)
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return;
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glBindVertexArray(rects->vao);
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glDrawElements(GL_TRIANGLES, 6 * rects->count, GL_UNSIGNED_SHORT, NULL);
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glBindVertexArray(0);
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}
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47
client/renderers/EGL/desktop_rects.h
Normal file
47
client/renderers/EGL/desktop_rects.h
Normal file
@ -0,0 +1,47 @@
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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
|
||||
* 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
|
||||
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
* more details.
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*
|
||||
* 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/types.h"
|
||||
#include "interface/renderer.h"
|
||||
|
||||
struct DamageRects
|
||||
{
|
||||
int count;
|
||||
FrameDamageRect rects[];
|
||||
};
|
||||
|
||||
typedef struct EGL_DesktopRects EGL_DesktopRects;
|
||||
|
||||
bool egl_desktopRectsInit(EGL_DesktopRects ** rects, int maxCount);
|
||||
void egl_desktopRectsFree(EGL_DesktopRects ** rects);
|
||||
|
||||
void egl_desktopRectsMatrix(float matrix[6], int width, int height, float translateX,
|
||||
float translateY, float scaleX, float scaleY, LG_RendererRotate rotate);
|
||||
void egl_desktopToScreenMatrix(double matrix[6], int frameWidth, int frameHeight,
|
||||
double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate,
|
||||
double windowWidth, double windowHeight);
|
||||
struct Rect egl_desktopToScreen(const double matrix[6], const struct FrameDamageRect * rect);
|
||||
|
||||
void egl_desktopRectsUpdate(EGL_DesktopRects * rects, const struct DamageRects * data,
|
||||
int width, int height);
|
||||
void egl_desktopRectsRender(EGL_DesktopRects * rects);
|
@ -880,69 +880,7 @@ static bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFr
|
||||
hasOverlay = true;
|
||||
}
|
||||
|
||||
if (desktopDamage->count > 0 && rotate != LG_ROTATE_0)
|
||||
{
|
||||
for (int i = 0; i < desktopDamage->count; ++i)
|
||||
{
|
||||
FrameDamageRect * r = desktopDamage->rects + i;
|
||||
|
||||
switch (rotate)
|
||||
{
|
||||
case LG_ROTATE_90:
|
||||
*r = (FrameDamageRect) {
|
||||
.x = this->format.height - r->y - r->height,
|
||||
.y = r->x,
|
||||
.width = r->height,
|
||||
.height = r->width,
|
||||
};
|
||||
break;
|
||||
|
||||
case LG_ROTATE_180:
|
||||
r->x = this->format.width - r->x - r->width;
|
||||
r->y = this->format.height - r->y - r->height;
|
||||
break;
|
||||
|
||||
case LG_ROTATE_270:
|
||||
*r = (FrameDamageRect) {
|
||||
.x = r->y,
|
||||
.y = this->format.width - r->x - r->width,
|
||||
.width = r->height,
|
||||
.height = r->width,
|
||||
};
|
||||
break;
|
||||
|
||||
case LG_ROTATE_0:
|
||||
default:
|
||||
assert(!"unreachable");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
double scaleX = 0;
|
||||
double scaleY = 0;
|
||||
bool rotated = false;
|
||||
|
||||
switch (rotate)
|
||||
{
|
||||
case LG_ROTATE_0:
|
||||
case LG_ROTATE_180:
|
||||
scaleX = (double) this->destRect.w / this->format.width;
|
||||
scaleY = (double) this->destRect.h / this->format.height;
|
||||
rotated = false;
|
||||
break;
|
||||
|
||||
case LG_ROTATE_90:
|
||||
case LG_ROTATE_270:
|
||||
scaleX = (double) this->destRect.w / this->format.height;
|
||||
scaleY = (double) this->destRect.h / this->format.width;
|
||||
rotated = true;
|
||||
break;
|
||||
|
||||
default:
|
||||
assert(!"unreachable");
|
||||
}
|
||||
|
||||
hasOverlay |= egl_damage_render(this->damage, rotated, newFrame ? desktopDamage : NULL);
|
||||
hasOverlay |= egl_damage_render(this->damage, rotate, newFrame ? desktopDamage : NULL);
|
||||
hasOverlay |= invalidateWindow;
|
||||
|
||||
struct Rect damage[KVMFR_MAX_DAMAGE_RECTS + MAX_OVERLAY_RECTS + 2];
|
||||
@ -976,20 +914,13 @@ static bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFr
|
||||
damageIdx = 0;
|
||||
else
|
||||
{
|
||||
double matrix[6];
|
||||
egl_desktopToScreenMatrix(matrix, this->format.width, this->format.height,
|
||||
this->translateX, this->translateY, this->scaleX, this->scaleY, rotate,
|
||||
this->width, this->height);
|
||||
|
||||
for (int i = 0; i < desktopDamage->count; ++i)
|
||||
{
|
||||
FrameDamageRect rect = desktopDamage->rects[i];
|
||||
int x1 = (int) (rect.x * scaleX);
|
||||
int y1 = (int) (rect.y * scaleY);
|
||||
int x2 = (int) ceil((rect.x + rect.width) * scaleX);
|
||||
int y2 = (int) ceil((rect.y + rect.height) * scaleY);
|
||||
damage[damageIdx++] = (struct Rect) {
|
||||
.x = this->destRect.x + x1,
|
||||
.y = this->height - (this->destRect.y + y2),
|
||||
.w = x2 - x1,
|
||||
.h = y2 - y1,
|
||||
};
|
||||
}
|
||||
damage[damageIdx++] = egl_desktopToScreen(matrix, desktopDamage->rects + i);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
Loading…
Reference in New Issue
Block a user