[client] all: unify the LG splash screen into an overlay

This commit is contained in:
Geoffrey McRae
2022-05-27 02:07:20 +10:00
parent 8974ae4fb5
commit 5de175c1f3
13 changed files with 200 additions and 427 deletions

View File

@@ -55,10 +55,6 @@ build_shaders(
shader/cursor_mono.frag
shader/damage.vert
shader/damage.frag
shader/splash_bg.vert
shader/splash_bg.frag
shader/splash_logo.vert
shader/splash_logo.frag
shader/basic.vert
shader/ffx_cas.frag
shader/ffx_fsr1_easu.frag
@@ -87,7 +83,6 @@ add_library(renderer_EGL STATIC
desktop_rects.c
cursor.c
draw.c
splash.c
damage.c
framebuffer.c
postprocess.c

View File

@@ -45,11 +45,9 @@
#include "damage.h"
#include "desktop.h"
#include "cursor.h"
#include "splash.h"
#include "postprocess.h"
#include "util.h"
#define SPLASH_FADE_TIME 1000000
#define MAX_BUFFER_AGE 3
#define DESKTOP_DAMAGE_COUNT 4
#define MAX_ACCUMULATED_DAMAGE ((KVMFR_MAX_DAMAGE_RECTS + MAX_OVERLAY_RECTS + 2) * MAX_BUFFER_AGE)
@@ -77,15 +75,11 @@ struct Inst
EGL_Desktop * desktop; // the desktop
EGL_Cursor * cursor; // the mouse cursor
EGL_Splash * splash; // the splash screen
EGL_Damage * damage; // the damage display
bool imgui; // if imgui was initialized
LG_RendererFormat format;
bool formatValid;
bool start;
uint64_t waitFadeTime;
bool waitDone;
int width, height;
float uiScale;
@@ -284,7 +278,6 @@ static void egl_deinitialize(LG_Renderer * renderer)
egl_desktopFree(&this->desktop);
egl_cursorFree (&this->cursor);
egl_splashFree (&this->splash);
egl_damageFree (&this->damage);
LG_LOCK_FREE(this->lock);
@@ -323,7 +316,6 @@ static void egl_onRestart(LG_Renderer * renderer)
eglDestroyContext(this->display, this->frameContext);
this->frameContext = NULL;
this->start = false;
INTERLOCKED_SECTION(this->desktopDamageLock, {
this->desktopDamage[this->desktopDamageIdx].count = -1;
@@ -592,8 +584,6 @@ static bool egl_onFrame(LG_Renderer * renderer, const FrameBuffer * frame, int d
}
ringbuffer_push(this->importTimings, &(float){ (nanotime() - start) * 1e-6f });
this->start = true;
INTERLOCKED_SECTION(this->desktopDamageLock, {
struct DesktopDamage * damage = this->desktopDamage + this->desktopDamageIdx;
if (damage->count == -1 || damageRectsCount == 0 ||
@@ -928,12 +918,6 @@ static bool egl_renderStartup(LG_Renderer * renderer, bool useDMA)
return false;
}
if (!egl_splashInit(&this->splash))
{
DEBUG_ERROR("Failed to initialize the splash screen");
return false;
}
if (!egl_damageInit(&this->damage))
{
DEBUG_ERROR("Failed to initialize the damage display");
@@ -954,8 +938,8 @@ static bool egl_renderStartup(LG_Renderer * renderer, bool useDMA)
static bool egl_needsRender(LG_Renderer * renderer)
{
struct Inst * this = UPCAST(struct Inst, renderer);
return !this->waitDone;
//struct Inst * this = UPCAST(struct Inst, renderer);
return false;
}
inline static EGLint egl_bufferAge(struct Inst * this)
@@ -1012,7 +996,7 @@ static bool egl_render(LG_Renderer * renderer, LG_RendererRotate rotate,
{
struct Inst * this = UPCAST(struct Inst, renderer);
EGLint bufferAge = egl_bufferAge(this);
bool renderAll = invalidateWindow || !this->start || this->hadOverlay ||
bool renderAll = invalidateWindow || this->hadOverlay ||
bufferAge <= 0 || bufferAge > MAX_BUFFER_AGE ||
this->showSpice;
@@ -1089,7 +1073,7 @@ static bool egl_render(LG_Renderer * renderer, LG_RendererRotate rotate,
}
++this->overlayHistoryIdx;
if (this->start && this->destRect.w > 0 && this->destRect.h > 0)
if (this->destRect.w > 0 && this->destRect.h > 0)
{
if (egl_desktopRender(this->desktop,
this->destRect.w, this->destRect.h,
@@ -1097,14 +1081,6 @@ static bool egl_render(LG_Renderer * renderer, LG_RendererRotate rotate,
this->scaleX , this->scaleY ,
this->scaleType , rotate, renderAll ? NULL : accumulated))
{
if (!this->waitFadeTime)
{
if (!this->params.quickSplash)
this->waitFadeTime = microtime() + SPLASH_FADE_TIME;
else
this->waitDone = true;
}
if (!this->showSpice)
cursorState = egl_cursorRender(this->cursor,
(this->format.rotate + rotate) % LG_ROTATE_MAX,
@@ -1116,35 +1092,6 @@ static bool egl_render(LG_Renderer * renderer, LG_RendererRotate rotate,
renderLetterBox(this);
if (!this->waitDone)
{
float a = 1.0f;
if (!this->waitFadeTime)
a = 1.0f;
else
{
uint64_t t = microtime();
if (t > this->waitFadeTime)
this->waitDone = true;
else
{
uint64_t delta = this->waitFadeTime - t;
a = 1.0f / SPLASH_FADE_TIME * delta;
}
}
if (!this->waitDone)
{
egl_splashRender(this->splash, a, this->splashRatio);
hasOverlay = true;
}
}
else if (!this->start)
{
egl_splashRender(this->splash, 1.0f, this->splashRatio);
hasOverlay = true;
}
hasOverlay |= egl_damageRender(this->damage, rotate, newFrame ? desktopDamage : NULL);
hasOverlay |= invalidateWindow;
@@ -1271,8 +1218,6 @@ static void egl_spiceShow(LG_Renderer * renderer, bool show)
struct Inst * this = UPCAST(struct Inst, renderer);
this->showSpice = show;
egl_desktopSpiceShow(this->desktop, show);
if (show)
this->start = true;
}
struct LG_RendererOps LGR_EGL =

View File

@@ -1,178 +0,0 @@
/**
* Looking Glass
* Copyright © 2017-2022 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "splash.h"
#include "common/debug.h"
#include "draw.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include <GLES3/gl3.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
// these headers are auto generated by cmake
#include "splash_bg.vert.h"
#include "splash_bg.frag.h"
#include "splash_logo.vert.h"
#include "splash_logo.frag.h"
struct EGL_Splash
{
EGL_Shader * bgShader;
EGL_Model * bg;
EGL_Shader * logoShader;
EGL_Model * logo;
// uniforms
GLint uScale;
};
bool egl_splashInit(EGL_Splash ** splash)
{
*splash = malloc(sizeof(**splash));
if (!*splash)
{
DEBUG_ERROR("Failed to malloc EGL_Splash");
return false;
}
memset(*splash, 0, sizeof(**splash));
if (!egl_shaderInit(&(*splash)->bgShader))
{
DEBUG_ERROR("Failed to initialize the splash bgShader");
return false;
}
if (!egl_shaderCompile((*splash)->bgShader,
b_shader_splash_bg_vert, b_shader_splash_bg_vert_size,
b_shader_splash_bg_frag, b_shader_splash_bg_frag_size))
{
DEBUG_ERROR("Failed to compile the splash bgShader");
return false;
}
if (!egl_modelInit(&(*splash)->bg))
{
DEBUG_ERROR("Failed to intiailize the splash bg model");
return false;
}
egl_modelSetDefault((*splash)->bg, false);
if (!egl_shaderInit(&(*splash)->logoShader))
{
DEBUG_ERROR("Failed to initialize the splash logoShader");
return false;
}
if (!egl_shaderCompile((*splash)->logoShader,
b_shader_splash_logo_vert, b_shader_splash_logo_vert_size,
b_shader_splash_logo_frag, b_shader_splash_logo_frag_size))
{
DEBUG_ERROR("Failed to compile the splash logoShader");
return false;
}
(*splash)->uScale = egl_shaderGetUniform((*splash)->logoShader, "scale");
if (!egl_modelInit(&(*splash)->logo))
{
DEBUG_ERROR("Failed to intiailize the splash model");
return false;
}
/* build the splash model */
#define P(x) ((1.0f/800.0f)*(float)(x))
egl_drawTorusArc((*splash)->logo, 30, P( 0 ), P(0), P(102), P(98), 0.0f, -M_PI);
egl_drawTorus ((*splash)->logo, 30, P(-100), P(8), P(8 ), P(4 ));
egl_drawTorus ((*splash)->logo, 30, P( 100), P(8), P(8 ), P(4 ));
egl_drawTorus ((*splash)->logo, 60, P(0), P(0), P(83), P(79));
egl_drawTorus ((*splash)->logo, 60, P(0), P(0), P(67), P(63));
static const GLfloat lines[][12] =
{
{
P( -2), P(-140), 0.0f,
P( -2), P(-100), 0.0f,
P( 2), P(-140), 0.0f,
P( 2), P(-100), 0.0f
},
{
P(-26), P(-144), 0.0f,
P(-26), P(-140), 0.0f,
P( 26), P(-144), 0.0f,
P( 26), P(-140), 0.0f
},
{
P(-40), P(-156), 0.0f,
P(-40), P(-152), 0.0f,
P( 40), P(-156), 0.0f,
P( 40), P(-152), 0.0f
}
};
egl_modelAddVerts((*splash)->logo, lines[0], NULL, 4);
egl_modelAddVerts((*splash)->logo, lines[1], NULL, 4);
egl_modelAddVerts((*splash)->logo, lines[2], NULL, 4);
egl_drawTorusArc((*splash)->logo, 10, P(-26), P(-154), P(10), P(14), M_PI , -M_PI / 2.0);
egl_drawTorusArc((*splash)->logo, 10, P( 26), P(-154), P(10), P(14), M_PI / 2.0f, -M_PI / 2.0);
#undef P
return true;
}
void egl_splashFree(EGL_Splash ** splash)
{
if (!*splash)
return;
egl_modelFree(&(*splash)->bg );
egl_modelFree(&(*splash)->logo);
egl_shaderFree(&(*splash)->bgShader );
egl_shaderFree(&(*splash)->logoShader);
free(*splash);
*splash = NULL;
}
void egl_splashRender(EGL_Splash * splash, float alpha, float scaleY)
{
glEnable(GL_BLEND);
glBlendColor(0, 0, 0, alpha);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
egl_shaderUse(splash->bgShader);
egl_modelRender(splash->bg);
egl_shaderUse(splash->logoShader);
glUniform1f(splash->uScale, scaleY);
egl_modelRender(splash->logo);
glDisable(GL_BLEND);
}

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@@ -1,30 +0,0 @@
/**
* Looking Glass
* Copyright © 2017-2022 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include <stdbool.h>
typedef struct EGL_Splash EGL_Splash;
bool egl_splashInit(EGL_Splash ** splash);
void egl_splashFree(EGL_Splash ** splash);
void egl_splashRender(EGL_Splash * splash, float alpha, float scaleY);