[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:
Quantum 2021-08-02 18:40:19 -04:00 committed by Geoffrey McRae
parent dd31a7ef93
commit 2dca056526
6 changed files with 306 additions and 158 deletions

View File

@ -43,6 +43,7 @@ add_library(renderer_EGL STATIC
texture_dmabuf.c
model.c
desktop.c
desktop_rects.c
cursor.c
draw.c
splash.c

View File

@ -24,6 +24,7 @@
#include "common/locking.h"
#include "app.h"
#include "desktop_rects.h"
#include "shader.h"
#include <stdlib.h>
@ -35,12 +36,9 @@
struct EGL_Damage
{
EGL_Shader * shader;
GLfloat transform[6];
GLuint buffers[2];
GLuint vao;
int count;
EGL_Shader * shader;
EGL_DesktopRects * mesh;
GLfloat transform[6];
bool show;
KeybindHandle toggleHandle;
@ -48,7 +46,7 @@ struct EGL_Damage
int width , height;
float translateX, translateY;
float scaleX , scaleY;
bool rotate;
LG_RendererRotate rotate;
// uniforms
GLint uTransform;
@ -65,7 +63,7 @@ bool egl_damage_init(EGL_Damage ** damage)
*damage = (EGL_Damage *)malloc(sizeof(EGL_Damage));
if (!*damage)
{
DEBUG_ERROR("Failed to malloc EGL_Alert");
DEBUG_ERROR("Failed to malloc EGL_Damage");
return false;
}
@ -85,33 +83,12 @@ bool egl_damage_init(EGL_Damage ** damage)
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);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLushort indices[KVMFR_MAX_DAMAGE_RECTS * 6];
for (int i = 0; i < KVMFR_MAX_DAMAGE_RECTS; ++i)
if (!egl_desktopRectsInit(&(*damage)->mesh, KVMFR_MAX_DAMAGE_RECTS))
{
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;
DEBUG_ERROR("Failed to initialize the mesh");
return false;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (*damage)->buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof indices, indices, GL_STATIC_DRAW);
glBindVertexArray(0);
(*damage)->count = -1;
(*damage)->uTransform = egl_shader_get_uniform_location((*damage)->shader, "transform");
(*damage)->toggleHandle = app_registerKeybind(KEY_A, egl_damage_show_toggle, *damage, "Toggle damage display");
@ -124,8 +101,7 @@ void egl_damage_free(EGL_Damage ** damage)
return;
app_releaseKeybind(&(*damage)->toggleHandle);
glDeleteVertexArrays(1, &(*damage)->vao);
glDeleteBuffers(2, (*damage)->buffers);
egl_desktopRectsFree(&(*damage)->mesh);
egl_shader_free(&(*damage)->shader);
free(*damage);
@ -134,14 +110,8 @@ void egl_damage_free(EGL_Damage ** damage)
static void update_matrix(EGL_Damage * damage)
{
int width = damage->rotate ? damage->height : damage->width;
int height = damage->rotate ? damage->width : damage->height;
damage->transform[0] = 2.0f * damage->scaleX / width;
damage->transform[1] = 0.0f;
damage->transform[2] = 0.0f;
damage->transform[3] = -2.0f * damage->scaleY / height;
damage->transform[4] = damage->translateX - damage->scaleX;
damage->transform[5] = damage->translateY + damage->scaleY;
egl_desktopRectsMatrix(damage->transform, damage->width, damage->height,
damage->translateX, damage->translateY, damage->scaleX, damage->scaleY, damage->rotate);
}
void egl_damage_setup(EGL_Damage * damage, int width, int height)
@ -161,21 +131,9 @@ void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
update_matrix(damage);
}
inline static void rectToVertices(GLfloat * vertex, const FrameDamageRect * rect)
bool egl_damage_render(EGL_Damage * damage, LG_RendererRotate rotate, const struct DesktopDamage * data)
{
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, bool rotate, const struct DesktopDamage * data)
{
if (!damage->show || (!data && damage->count == -1))
if (!damage->show)
return false;
if (rotate != damage->rotate)
@ -191,32 +149,10 @@ bool egl_damage_render(EGL_Damage * damage, bool rotate, const struct DesktopDam
glUniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform);
if (data && data->count != 0)
{
damage->count = data->count;
GLfloat vertices[KVMFR_MAX_DAMAGE_RECTS * 8];
if (damage->count == -1)
{
FrameDamageRect full = {
.x = 0, .y = 0, .width = damage->width, .height = damage->height,
};
damage->count = 1;
rectToVertices(vertices, &full);
}
else
{
for (int i = 0; i < damage->count; ++i)
rectToVertices(vertices + i * 8, data->rects + i);
}
egl_desktopRectsUpdate(damage->mesh, (const struct DamageRects *) data,
damage->width, damage->height);
glBindBuffer(GL_ARRAY_BUFFER, damage->buffers[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, damage->count * 8 * sizeof(GLfloat),
vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindVertexArray(damage->vao);
glDrawElements(GL_TRIANGLES, 6 * damage->count, GL_UNSIGNED_SHORT, NULL);
glBindVertexArray(0);
egl_desktopRectsRender(damage->mesh);
glDisable(GL_BLEND);
return true;

View File

@ -22,6 +22,8 @@
#include <stdbool.h>
#include "common/KVMFR.h"
#include "interface/renderer.h"
#include "desktop_rects.h"
struct DesktopDamage
{
@ -37,4 +39,5 @@ 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, bool rotate, const struct DesktopDamage * data);
bool egl_damage_render(EGL_Damage * damage, LG_RendererRotate rotate,
const struct DesktopDamage * data);

View File

@ -0,0 +1,230 @@
/**
* 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 "desktop_rects.h"
#include "common/debug.h"
#include "common/KVMFR.h"
#include "common/locking.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <GLES3/gl3.h>
#include "util.h"
struct EGL_DesktopRects
{
GLuint buffers[2];
GLuint vao;
int count;
int maxCount;
};
bool egl_desktopRectsInit(EGL_DesktopRects ** rects_, int maxCount)
{
EGL_DesktopRects * rects = malloc(sizeof(EGL_DesktopRects));
if (!rects)
{
DEBUG_ERROR("Failed to malloc EGL_DesktopRects");
return false;
}
*rects_ = rects;
memset(rects, 0, sizeof(EGL_DesktopRects));
glGenVertexArrays(1, &rects->vao);
glBindVertexArray(rects->vao);
glGenBuffers(2, rects->buffers);
glBindBuffer(GL_ARRAY_BUFFER, rects->buffers[0]);
glBufferData(GL_ARRAY_BUFFER, maxCount * 8 * sizeof(GLfloat), NULL, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLushort indices[maxCount * 6];
for (int i = 0; i < maxCount; ++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, rects->buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof indices, indices, GL_STATIC_DRAW);
glBindVertexArray(0);
rects->count = 0;
rects->maxCount = maxCount;
return true;
}
void egl_desktopRectsFree(EGL_DesktopRects ** rects_)
{
EGL_DesktopRects * rects = *rects_;
if (!rects)
return;
glDeleteVertexArrays(1, &rects->vao);
glDeleteBuffers(2, rects->buffers);
free(rects);
*rects_ = NULL;
}
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;
}
void egl_desktopRectsUpdate(EGL_DesktopRects * rects, const struct DamageRects * data,
int width, int height)
{
GLfloat vertices[KVMFR_MAX_DAMAGE_RECTS * 8];
if (!data || data->count < 0)
{
FrameDamageRect full = {
.x = 0, .y = 0, .width = width, .height = height,
};
rects->count = 1;
rectToVertices(vertices, &full);
}
else
{
rects->count = data->count;
assert(rects->count <= rects->maxCount);
for (int i = 0; i < rects->count; ++i)
rectToVertices(vertices + i * 8, data->rects + i);
}
glBindBuffer(GL_ARRAY_BUFFER, rects->buffers[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, rects->count * 8 * sizeof(GLfloat), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
static void desktopToGLSpace(double matrix[6], int width, int height, double translateX,
double translateY, double scaleX, double scaleY, LG_RendererRotate rotate)
{
switch (rotate)
{
case LG_ROTATE_0:
matrix[0] = 2.0 * scaleX / width;
matrix[1] = 0.0;
matrix[2] = 0.0;
matrix[3] = -2.0 * scaleY / height;
matrix[4] = translateX - scaleX;
matrix[5] = translateY + scaleY;
return;
case LG_ROTATE_90:
matrix[0] = 0.0;
matrix[1] = -2.0 * scaleY / width;
matrix[2] = -2.0 * scaleX / height;
matrix[3] = 0.0;
matrix[4] = translateX + scaleX;
matrix[5] = translateY + scaleY;
return;
case LG_ROTATE_180:
matrix[0] = -2.0 * scaleX / width;
matrix[1] = 0.0;
matrix[2] = 0.0;
matrix[3] = 2.0 * scaleY / height;
matrix[4] = translateX + scaleX;
matrix[5] = translateY - scaleY;
return;
case LG_ROTATE_270:
matrix[0] = 0.0;
matrix[1] = 2.0 * scaleY / width;
matrix[2] = 2.0 * scaleX / height;
matrix[3] = 0.0;
matrix[4] = translateX - scaleX;
matrix[5] = translateY - scaleY;
}
}
void egl_desktopRectsMatrix(float matrix[6], int width, int height, float translateX,
float translateY, float scaleX, float scaleY, LG_RendererRotate rotate)
{
double temp[6];
desktopToGLSpace(temp, width, height, translateX, translateY, scaleX, scaleY, rotate);
for (int i = 0; i < 6; ++i)
matrix[i] = temp[i];
}
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)
{
desktopToGLSpace(matrix, frameWidth, frameHeight, translateX, translateY, scaleX, scaleY, rotate);
double hw = windowWidth / 2;
double hh = windowHeight / 2;
matrix[0] *= hw;
matrix[1] *= hh;
matrix[2] *= hw;
matrix[3] *= hh;
matrix[4] = matrix[4] * hw + hw;
matrix[5] = matrix[5] * hh + hh;
}
inline static void matrixMultiply(const double matrix[6], double * nx, double * ny, double x, double y)
{
*nx = matrix[0] * x + matrix[2] * y + matrix[4];
*ny = matrix[1] * x + matrix[3] * y + matrix[5];
}
struct Rect egl_desktopToScreen(const double matrix[6], const struct FrameDamageRect * rect)
{
double x1, y1, x2, y2;
matrixMultiply(matrix, &x1, &y1, rect->x, rect->y);
matrixMultiply(matrix, &x2, &y2, rect->x + rect->width, rect->y + rect->height);
int x3 = min(x1, x2);
int y3 = min(y1, y2);
return (struct Rect) {
.x = x3,
.y = y3,
.w = ceil(max(x1, x2)) - x3,
.h = ceil(max(y1, y2)) - y3,
};
}
void egl_desktopRectsRender(EGL_DesktopRects * rects)
{
if (!rects->count)
return;
glBindVertexArray(rects->vao);
glDrawElements(GL_TRIANGLES, 6 * rects->count, GL_UNSIGNED_SHORT, NULL);
glBindVertexArray(0);
}

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@ -0,0 +1,47 @@
/**
* 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/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);

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@ -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