[client] egl: moved fps code into seperate unit

This commit is contained in:
Geoffrey McRae
2018-12-12 20:04:43 +11:00
parent 2a65e39848
commit 608b67af77
5 changed files with 267 additions and 123 deletions

View File

@@ -30,6 +30,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "egl/shader.h"
#include "egl/progs.h"
#include "egl/cursor.h"
#include "egl/fps.h"
struct Options
{
@@ -44,7 +45,6 @@ static struct Options defaultOptions =
struct Models
{
struct EGL_Model * desktop;
struct EGL_Model * fps;
};
struct Shaders
@@ -52,13 +52,11 @@ struct Shaders
struct EGL_Shader * rgba;
struct EGL_Shader * bgra;
struct EGL_Shader * yuv;
struct EGL_Shader * fps;
};
struct Textures
{
struct EGL_Texture * desktop;
struct EGL_Texture * fps;
};
struct Inst
@@ -74,6 +72,7 @@ struct Inst
EGLContext context;
EGL_Cursor * cursor; // the mouse cursor
EGL_FPS * fps; // the fps display
struct Models models;
struct Shaders shaders;
@@ -99,10 +98,6 @@ struct Inst
const LG_Font * font;
LG_FontObj fontObj;
bool fpsReady;
float fpsWidth, fpsHeight;
GLint uFPSScreen, uFPSSize;
};
@@ -163,15 +158,13 @@ void egl_deinitialize(void * opaque)
this->font->destroy(this->fontObj);
egl_cursor_free(&this->cursor);
egl_fps_free (&this->fps );
egl_model_free (&this->models .desktop );
egl_model_free (&this->models .fps );
egl_shader_free (&this->shaders .rgba );
egl_shader_free (&this->shaders .bgra );
egl_shader_free (&this->shaders .yuv );
egl_shader_free (&this->shaders .fps );
egl_texture_free(&this->textures.desktop );
egl_texture_free(&this->textures.fps );
free(this);
}
@@ -388,9 +381,6 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
if (!egl_shader_init(&this->shaders.yuv))
return false;
if (!egl_shader_init(&this->shaders.fps))
return false;
if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
return false;
@@ -400,33 +390,16 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_yuv, sizeof(egl_fragment_shader_yuv)))
return false;
if (!egl_shader_compile(this->shaders.fps, egl_vertex_shader_fps, sizeof(egl_vertex_shader_fps), egl_fragment_shader_fps, sizeof(egl_fragment_shader_fps)))
return false;
this->uFPSSize = egl_shader_get_uniform_location(this->shaders.fps , "size" );
this->uFPSScreen = egl_shader_get_uniform_location(this->shaders.fps , "screen" );
if (!egl_texture_init(&this->textures.desktop))
return false;
if (!egl_texture_init(&this->textures.fps))
return false;
if (!egl_model_init(&this->models.desktop))
return false;
if (!egl_model_init(&this->models.fps))
return false;
egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat));
egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_texture (this->models.desktop, this->textures.desktop);
egl_model_set_verticies(this->models.fps, square, sizeof(square) / sizeof(GLfloat));
egl_model_set_uvs (this->models.fps, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_texture (this->models.fps, this->textures.fps);
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
if (!egl_cursor_init(&this->cursor))
@@ -435,6 +408,12 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
return false;
}
if (!egl_fps_init(&this->fps, this->font, this->fontObj))
{
DEBUG_ERROR("Failed to initialize the FPS display");
return false;
}
return true;
}
@@ -453,17 +432,7 @@ bool egl_render(void * opaque, SDL_Window * window)
}
egl_cursor_render(this->cursor);
if (this->fpsReady)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
egl_shader_use(this->shaders.fps);
glUniform2f(this->uFPSScreen, this->width , this->height );
glUniform2f(this->uFPSSize , this->fpsWidth, this->fpsHeight);
egl_model_render(this->models.fps);
glDisable(GL_BLEND);
}
egl_fps_render(this->fps, this->width, this->height);
eglSwapBuffers(this->display, this->surface);
@@ -501,36 +470,7 @@ void egl_update_fps(void * opaque, const float avgFPS, const float renderFPS)
if (!this->params.showFPS)
return;
char str[128];
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
LG_FontBitmap * bmp = this->font->render(this->fontObj, 0xffffff00, str);
if (!bmp)
{
DEBUG_ERROR("Failed to render FPS text");
return;
}
egl_texture_setup(
this->textures.fps,
EGL_PF_BGRA,
bmp->width ,
bmp->height,
bmp->width * bmp->height * bmp->bpp,
false
);
egl_texture_update
(
this->textures.fps,
bmp->pixels
);
this->fpsWidth = bmp->width;
this->fpsHeight = bmp->height;
this->fpsReady = true;
this->font->release(this->fontObj, bmp);
egl_fps_update(this->fps, avgFPS, renderFPS);
}
static void handle_opt_vsync(void * opaque, const char *value)