mirror of
https://github.com/gnif/LookingGlass.git
synced 2025-08-09 20:24:14 +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.
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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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