[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

@@ -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;