[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.
This commit is contained in:
Quantum
2021-07-19 18:36:22 -04:00
committed by Geoffrey McRae
parent b4dc021381
commit 563ad18f4e
3 changed files with 58 additions and 59 deletions

View File

@@ -27,6 +27,7 @@
#include "shader.h"
#include "model.h"
#include <stdatomic.h>
#include <stdlib.h>
#include <string.h>
@@ -44,6 +45,16 @@ struct CursorTex
GLuint uCBMode;
};
struct CursorPos
{
float x, y;
};
struct CursorSize
{
float w, h;
};
struct EGL_Cursor
{
LG_Lock lock;
@@ -57,10 +68,12 @@ struct EGL_Cursor
// cursor state
bool visible;
float x, y, w, h;
LG_RendererRotate rotate;
int cbMode;
_Atomic(struct CursorPos) pos;
_Atomic(struct CursorSize) size;
struct CursorTex norm;
struct CursorTex mono;
struct EGL_Model * model;
@@ -96,17 +109,18 @@ static bool egl_cursor_tex_init(struct CursorTex * t,
return true;
}
static inline void egl_cursor_tex_uniforms(EGL_Cursor * cursor, struct CursorTex * t, bool mono)
static inline void egl_cursor_tex_uniforms(EGL_Cursor * cursor, struct CursorTex * t,
bool mono, float x, float y, float w, float h)
{
if (mono)
{
glUniform4f(t->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
glUniform4f(t->uMousePos, x, y, w, h / 2);
glUniform1i(t->uRotate , cursor->rotate);
glUniform1i(t->uCBMode , cursor->cbMode);
}
else
{
glUniform4f(t->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
glUniform4f(t->uMousePos, x, y, w, h);
glUniform1i(t->uRotate , cursor->rotate);
glUniform1i(t->uCBMode , cursor->cbMode);
}
@@ -150,6 +164,11 @@ bool egl_cursor_init(EGL_Cursor ** cursor)
(*cursor)->cbMode = option_get_int("egl", "cbMode");
struct CursorPos pos = { .x = 0, .y = 0 };
struct CursorSize size = { .w = 0, .h = 0 };
atomic_init(&(*cursor)->pos, pos);
atomic_init(&(*cursor)->size, size);
return true;
}
@@ -205,31 +224,22 @@ bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type,
void egl_cursor_set_size(EGL_Cursor * cursor, const float w, const float h)
{
cursor->w = w;
cursor->h = h;
struct CursorSize size = { .w = w, .h = h };
atomic_store(&cursor->size, size);
}
void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y)
{
cursor->visible = visible;
cursor->x = x;
cursor->y = y;
struct CursorPos pos = { .x = x, .y = y};
atomic_store(&cursor->pos, pos);
}
struct CursorState egl_cursor_get_state(EGL_Cursor * cursor, int width, int height) {
return (struct CursorState) {
.visible = cursor->visible,
.rect.x = (cursor->x * width + width) / 2,
.rect.y = (-cursor->y * height + height) / 2 - cursor->h * height,
.rect.w = cursor->w * width + 2,
.rect.h = cursor->h * height + 2,
};
}
void egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate)
struct CursorState egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate,
int width, int height)
{
if (!cursor->visible)
return;
return (struct CursorState) { .visible = false };
if (cursor->update)
{
@@ -281,19 +291,30 @@ void egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate)
cursor->rotate = rotate;
struct CursorPos pos = atomic_load(&cursor->pos);
struct CursorSize size = atomic_load(&cursor->size);
struct CursorState state = {
.visible = true,
.rect.x = (pos.x * width + width) / 2,
.rect.y = (-pos.y * height + height) / 2 - size.h * height,
.rect.w = size.w * width + 2,
.rect.h = size.h * height + 2,
};
glEnable(GL_BLEND);
switch(cursor->type)
{
case LG_CURSOR_MONOCHROME:
{
egl_shader_use(cursor->norm.shader);
egl_cursor_tex_uniforms(cursor, &cursor->norm, true);;
egl_cursor_tex_uniforms(cursor, &cursor->norm, true, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
egl_model_set_texture(cursor->model, cursor->norm.texture);
egl_model_render(cursor->model);
egl_shader_use(cursor->mono.shader);
egl_cursor_tex_uniforms(cursor, &cursor->mono, true);;
egl_cursor_tex_uniforms(cursor, &cursor->mono, true, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_model_set_texture(cursor->model, cursor->mono.texture);
egl_model_render(cursor->model);
@@ -303,7 +324,7 @@ void egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate)
case LG_CURSOR_COLOR:
{
egl_shader_use(cursor->norm.shader);
egl_cursor_tex_uniforms(cursor, &cursor->norm, false);
egl_cursor_tex_uniforms(cursor, &cursor->norm, false, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
egl_model_render(cursor->model);
break;
@@ -312,11 +333,13 @@ void egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate)
case LG_CURSOR_MASKED_COLOR:
{
egl_shader_use(cursor->mono.shader);
egl_cursor_tex_uniforms(cursor, &cursor->mono, false);
egl_cursor_tex_uniforms(cursor, &cursor->mono, false, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_model_render(cursor->model);
break;
}
}
glDisable(GL_BLEND);
return state;
}