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https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +00:00
[client] egl: improve cursor damage logic
1. Use atomics and return exact cursor positions from egl_cursor_render to avoid race conditions between cursor render and update. 2. Instead of messing with lastCursorValid in various overlays, simply use the hasOverlay/hadOverlay logic for cursor damage. This simplifies the logic greatly. As a result, I believe all cursor-related artifacts are fixed. Note to reviewer: as atomic_init and atomic_store are implemented as macros, it is currently not possible to pass structs as compound literals due to the comma being interpreted as an argument separator by the preprocessor.
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@ -27,6 +27,7 @@
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#include "shader.h"
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#include "model.h"
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#include <stdatomic.h>
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#include <stdlib.h>
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#include <string.h>
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@ -44,6 +45,16 @@ struct CursorTex
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GLuint uCBMode;
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};
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struct CursorPos
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{
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float x, y;
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};
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struct CursorSize
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{
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float w, h;
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};
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struct EGL_Cursor
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{
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LG_Lock lock;
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@ -57,10 +68,12 @@ struct EGL_Cursor
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// cursor state
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bool visible;
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float x, y, w, h;
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LG_RendererRotate rotate;
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int cbMode;
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_Atomic(struct CursorPos) pos;
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_Atomic(struct CursorSize) size;
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struct CursorTex norm;
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struct CursorTex mono;
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struct EGL_Model * model;
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@ -96,17 +109,18 @@ static bool egl_cursor_tex_init(struct CursorTex * t,
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return true;
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}
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static inline void egl_cursor_tex_uniforms(EGL_Cursor * cursor, struct CursorTex * t, bool mono)
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static inline void egl_cursor_tex_uniforms(EGL_Cursor * cursor, struct CursorTex * t,
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bool mono, float x, float y, float w, float h)
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{
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if (mono)
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{
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glUniform4f(t->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
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glUniform4f(t->uMousePos, x, y, w, h / 2);
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glUniform1i(t->uRotate , cursor->rotate);
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glUniform1i(t->uCBMode , cursor->cbMode);
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}
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else
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{
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glUniform4f(t->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
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glUniform4f(t->uMousePos, x, y, w, h);
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glUniform1i(t->uRotate , cursor->rotate);
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glUniform1i(t->uCBMode , cursor->cbMode);
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}
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@ -150,6 +164,11 @@ bool egl_cursor_init(EGL_Cursor ** cursor)
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(*cursor)->cbMode = option_get_int("egl", "cbMode");
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struct CursorPos pos = { .x = 0, .y = 0 };
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struct CursorSize size = { .w = 0, .h = 0 };
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atomic_init(&(*cursor)->pos, pos);
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atomic_init(&(*cursor)->size, size);
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return true;
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}
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@ -205,31 +224,22 @@ bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type,
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void egl_cursor_set_size(EGL_Cursor * cursor, const float w, const float h)
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{
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cursor->w = w;
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cursor->h = h;
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struct CursorSize size = { .w = w, .h = h };
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atomic_store(&cursor->size, size);
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}
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void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y)
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{
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cursor->visible = visible;
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cursor->x = x;
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cursor->y = y;
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struct CursorPos pos = { .x = x, .y = y};
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atomic_store(&cursor->pos, pos);
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}
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struct CursorState egl_cursor_get_state(EGL_Cursor * cursor, int width, int height) {
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return (struct CursorState) {
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.visible = cursor->visible,
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.rect.x = (cursor->x * width + width) / 2,
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.rect.y = (-cursor->y * height + height) / 2 - cursor->h * height,
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.rect.w = cursor->w * width + 2,
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.rect.h = cursor->h * height + 2,
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};
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}
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void egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate)
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struct CursorState egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate,
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int width, int height)
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{
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if (!cursor->visible)
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return;
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return (struct CursorState) { .visible = false };
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if (cursor->update)
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{
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@ -281,19 +291,30 @@ void egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate)
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cursor->rotate = rotate;
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struct CursorPos pos = atomic_load(&cursor->pos);
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struct CursorSize size = atomic_load(&cursor->size);
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struct CursorState state = {
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.visible = true,
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.rect.x = (pos.x * width + width) / 2,
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.rect.y = (-pos.y * height + height) / 2 - size.h * height,
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.rect.w = size.w * width + 2,
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.rect.h = size.h * height + 2,
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};
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glEnable(GL_BLEND);
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switch(cursor->type)
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{
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case LG_CURSOR_MONOCHROME:
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{
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egl_shader_use(cursor->norm.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->norm, true);;
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egl_cursor_tex_uniforms(cursor, &cursor->norm, true, pos.x, pos.y, size.w, size.h);
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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egl_model_set_texture(cursor->model, cursor->norm.texture);
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egl_model_render(cursor->model);
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egl_shader_use(cursor->mono.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->mono, true);;
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egl_cursor_tex_uniforms(cursor, &cursor->mono, true, pos.x, pos.y, size.w, size.h);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_set_texture(cursor->model, cursor->mono.texture);
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egl_model_render(cursor->model);
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@ -303,7 +324,7 @@ void egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate)
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case LG_CURSOR_COLOR:
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{
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egl_shader_use(cursor->norm.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->norm, false);
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egl_cursor_tex_uniforms(cursor, &cursor->norm, false, pos.x, pos.y, size.w, size.h);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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egl_model_render(cursor->model);
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break;
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@ -312,11 +333,13 @@ void egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate)
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case LG_CURSOR_MASKED_COLOR:
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{
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egl_shader_use(cursor->mono.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->mono, false);
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egl_cursor_tex_uniforms(cursor, &cursor->mono, false, pos.x, pos.y, size.w, size.h);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_render(cursor->model);
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break;
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}
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}
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glDisable(GL_BLEND);
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return state;
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}
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@ -47,6 +47,5 @@ void egl_cursor_set_size(EGL_Cursor * cursor, const float x, const float y);
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void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible,
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const float x, const float y);
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struct CursorState egl_cursor_get_state(EGL_Cursor * cursor, int width, int height);
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void egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate);
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struct CursorState egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate,
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int width, int height);
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@ -116,7 +116,6 @@ struct Inst
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LG_FontObj helpFontObj;
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unsigned helpFontSize;
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bool cursorLastValid;
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struct CursorState cursorLast;
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bool hadOverlay;
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@ -496,8 +495,6 @@ void egl_on_resize(void * opaque, const int width, const int height, const doubl
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egl_update_font(this);
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egl_update_help_font(this);
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this->cursorLastValid = false;
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struct DesktopDamage * damage = malloc(sizeof(struct DesktopDamage));
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if (!damage)
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{
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@ -584,7 +581,6 @@ bool egl_on_frame(void * opaque, const FrameBuffer * frame, int dmaFd,
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}
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this->start = true;
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this->cursorLastValid = false;
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struct DesktopDamage * damage = malloc(sizeof(struct DesktopDamage));
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if (!damage)
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@ -632,14 +628,12 @@ void egl_on_alert(void * opaque, const LG_MsgAlert alert, const char * message,
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}
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this->showAlert = true;
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this->cursorLastValid = false;
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}
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void egl_on_help(void * opaque, const char * message)
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{
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struct Inst * this = (struct Inst *)opaque;
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egl_help_set_text(this->help, message);
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this->cursorLastValid = false;
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}
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static void debugCallback(GLenum source, GLenum type, GLuint id,
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@ -936,10 +930,8 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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bool hasLastCursor = this->cursorLastValid;
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bool cursorRendered = false;
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bool hasOverlay = false;
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struct CursorState cursorState;
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struct CursorState cursorState = { .visible = false };
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struct DesktopDamage * desktopDamage = NULL;
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if (this->start)
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@ -958,10 +950,9 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
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this->waitDone = true;
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}
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cursorRendered = true;
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cursorState = egl_cursor_get_state(this->cursor, this->width, this->height);
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egl_cursor_render(this->cursor,
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(this->format.rotate + rotate) % LG_ROTATE_MAX);
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cursorState = egl_cursor_render(this->cursor,
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(this->format.rotate + rotate) % LG_ROTATE_MAX,
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this->width, this->height);
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}
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else
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desktopDamage->count = 0;
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@ -1005,10 +996,7 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
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close = true;
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if (close)
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{
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this->showAlert = false;
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this->cursorLastValid = false;
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}
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else
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{
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egl_alert_render(this->alert, this->screenScaleX, this->screenScaleY);
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@ -1031,24 +1019,13 @@ bool egl_render(void * opaque, LG_RendererRotate rotate)
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if (!hasOverlay && !this->hadOverlay)
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{
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if (cursorRendered && hasLastCursor)
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{
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if (this->cursorLast.visible)
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damage[damageIdx++] = this->cursorLast.rect;
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if (this->cursorLast.visible)
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damage[damageIdx++] = this->cursorLast.rect;
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if (cursorState.visible)
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damage[damageIdx++] = cursorState.rect;
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if (cursorState.visible)
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damage[damageIdx++] = cursorState.rect;
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this->cursorLast = cursorState;
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}
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else if (cursorRendered)
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{
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this->cursorLast = cursorState;
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this->cursorLastValid = true;
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if (cursorState.visible)
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damage[damageIdx++] = cursorState.rect;
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}
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this->cursorLast = cursorState;
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if (desktopDamage)
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{
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