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https://github.com/gnif/LookingGlass.git
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[client] egl: give pp filters the dimensions of all prior textures
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@ -45,6 +45,9 @@ typedef struct RenderStep
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float scale;
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float scale;
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unsigned int width, height;
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unsigned int width, height;
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GLint uInRes;
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GLint uOutRes;
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}
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}
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RenderStep;
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RenderStep;
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@ -109,6 +112,7 @@ void egl_textureFree(EGL_Texture ** tex)
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ll_free(this->render);
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ll_free(this->render);
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egl_modelFree(&this->model);
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egl_modelFree(&this->model);
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ringbuffer_free(&this->textures);
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ringbuffer_free(&this->textures);
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free(this->bindData);
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}
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}
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glDeleteSamplers(1, &this->sampler);
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glDeleteSamplers(1, &this->sampler);
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@ -238,14 +242,31 @@ enum EGL_TexStatus egl_textureProcess(EGL_Texture * this)
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return status;
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return status;
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}
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}
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typedef struct BindInfo
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{
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GLuint tex;
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unsigned int width;
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unsigned int height;
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}
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BindInfo;
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typedef struct BindData
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{
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GLuint sampler;
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GLuint dimensions[0];
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}
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BindData;
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static bool rbBindTexture(int index, void * value, void * udata)
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static bool rbBindTexture(int index, void * value, void * udata)
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{
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{
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GLuint * tex = (GLuint *)value;
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BindInfo * bi = (BindInfo *)value;
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EGL_Texture * this = (EGL_Texture *)udata;
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BindData * bd = (BindData *)udata;
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glActiveTexture(GL_TEXTURE0 + index);
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glActiveTexture(GL_TEXTURE0 + index);
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glBindTexture(GL_TEXTURE_2D, *tex);
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glBindTexture(GL_TEXTURE_2D, bi->tex);
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glBindSampler(0, this->sampler);
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glBindSampler(0, bd->sampler);
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bd->dimensions[index * 2 + 0] = bi->width;
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bd->dimensions[index * 2 + 1] = bi->height;
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return true;
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return true;
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}
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}
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@ -265,6 +286,19 @@ enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
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return EGL_TEX_STATUS_OK;
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return EGL_TEX_STATUS_OK;
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}
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}
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if (this->bindDataSize < ll_count(this->render))
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{
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free(this->bindData);
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BindData * bd = (BindData *)calloc(1, sizeof(struct BindData) +
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sizeof(bd->dimensions[0]) * ll_count(this->render) * 2);
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bd->sampler = this->sampler;
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this->bindData = bd;
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this->bindDataSize = ll_count(this->render);
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}
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BindData * bd = (BindData *)this->bindData;
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RenderStep * step;
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RenderStep * step;
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ringbuffer_reset(this->textures);
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ringbuffer_reset(this->textures);
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@ -274,8 +308,13 @@ enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
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if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK)
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if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK)
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return status;
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return status;
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ringbuffer_push(this->textures, &tex);
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ringbuffer_push(this->textures, &(BindInfo) {
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ringbuffer_forEach(this->textures, rbBindTexture, this, true);
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.tex = tex,
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.width = this->format.width,
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.height = this->format.height
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});
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ringbuffer_forEach(this->textures, rbBindTexture, bd, true);
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for(ll_reset(this->render); ll_walk(this->render, (void **)&step); )
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for(ll_reset(this->render); ll_walk(this->render, (void **)&step); )
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{
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{
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@ -298,11 +337,27 @@ enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
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glBindFramebuffer(GL_FRAMEBUFFER, step->fb);
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glBindFramebuffer(GL_FRAMEBUFFER, step->fb);
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glViewport(0, 0, step->width, step->height);
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glViewport(0, 0, step->width, step->height);
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/* use the shader (also configures it's set uniforms) */
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egl_shaderUse(step->shader);
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egl_shaderUse(step->shader);
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/* set the size uniforms */
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glUniform2uiv(step->uInRes,
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ringbuffer_getCount(this->textures), bd->dimensions);
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glUniform2ui(step->uOutRes, step->width, step->height);
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/* render the scene */
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egl_modelRender(this->model);
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egl_modelRender(this->model);
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ringbuffer_push(this->textures, &step->tex);
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/* push the details into the ringbuffer for the next pass */
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ringbuffer_forEach(this->textures, rbBindTexture, this, true);
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ringbuffer_push(this->textures, &(BindInfo) {
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.tex = step->tex,
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.width = step->width,
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.height = step->height
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});
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/* bind the textures for the next pass */
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ringbuffer_forEach(this->textures, rbBindTexture, bd, true);
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}
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}
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/* restore the state and the viewport */
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/* restore the state and the viewport */
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@ -332,14 +387,17 @@ enum EGL_TexStatus egl_textureAddShader(EGL_Texture * this, EGL_Shader * shader,
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this->render = ll_new();
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this->render = ll_new();
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egl_modelInit(&this->model);
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egl_modelInit(&this->model);
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egl_modelSetDefault(this->model, false);
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egl_modelSetDefault(this->model, false);
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this->textures = ringbuffer_new(8, sizeof(GLuint));
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this->textures = ringbuffer_new(8, sizeof(BindInfo));
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}
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}
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RenderStep * step = calloc(1, sizeof(*step));
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RenderStep * step = calloc(1, sizeof(*step));
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glGenTextures(1, &step->tex);
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glGenTextures(1, &step->tex);
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step->shader = shader;
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step->shader = shader;
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step->scale = outputScale;
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step->scale = outputScale;
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this->scale = outputScale;
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step->uInRes = egl_shaderGetUniform(shader, "uInRes" );
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step->uOutRes = egl_shaderGetUniform(shader, "uOutRes");
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this->scale = outputScale;
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if (this->formatValid)
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if (this->formatValid)
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if (!setupRenderStep(this, step))
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if (!setupRenderStep(this, step))
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@ -145,6 +145,9 @@ struct EGL_Texture
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bool postProcessed;
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bool postProcessed;
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EGL_Model * model;
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EGL_Model * model;
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float scale;
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float scale;
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void * bindData;
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int bindDataSize;
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};
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};
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bool egl_textureInit(EGL * egl, EGL_Texture ** texture, EGLDisplay * display,
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bool egl_textureInit(EGL * egl, EGL_Texture ** texture, EGLDisplay * display,
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