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https://github.com/gnif/LookingGlass.git
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[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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@@ -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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