mirror of
https://github.com/gnif/LookingGlass.git
synced 2025-08-09 20:24:14 +00:00
[egl] added intial cursor support
This commit is contained in:
@@ -19,6 +19,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "lg-renderer.h"
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#include "debug.h"
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#include "utils.h"
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#include <SDL2/SDL_syswm.h>
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#include <SDL2/SDL_egl.h>
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@@ -40,6 +41,7 @@ static struct Options defaultOptions =
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struct Models
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{
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struct EGL_Model * desktop;
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struct EGL_Model * mouse;
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};
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struct Shaders
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@@ -47,11 +49,15 @@ struct Shaders
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struct EGL_Shader * rgba;
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struct EGL_Shader * bgra;
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struct EGL_Shader * yuv;
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struct EGL_Shader * mouse_bgra;
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struct EGL_Shader * mouse_mask;
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};
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struct Textures
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{
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struct EGL_Texture * desktop;
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struct EGL_Texture * mouse;
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};
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struct Inst
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@@ -77,8 +83,27 @@ struct Inst
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size_t frameSize;
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const uint8_t * data;
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bool update;
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int screenW, screenH;
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bool mouseVisible;
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float mouseX, mouseY, mouseW, mouseH;
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float mouseScaleX, mouseScaleY;
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EGL_Shader * mouseShader;
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GLint mouseUniformLoc;
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LG_Lock mouseLock;
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LG_RendererCursor mouseCursor;
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int mouseWidth;
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int mouseHeight;
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int mousePitch;
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uint8_t * mouseData;
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size_t mouseDataSize;
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bool mouseUpdate;
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};
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void update_mouse_shape(struct Inst * this);
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const char * egl_get_name()
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{
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return "EGL";
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@@ -100,6 +125,8 @@ bool egl_create(void ** opaque, const LG_RendererParams params)
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memcpy(&this->params, ¶ms , sizeof(LG_RendererParams));
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memcpy(&this->opt , &defaultOptions, sizeof(struct Options ));
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LG_LOCK_INIT(this->mouseLock);
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return true;
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}
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@@ -118,25 +145,72 @@ void egl_deinitialize(void * opaque)
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struct Inst * this = (struct Inst *)opaque;
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egl_model_free (&this->models .desktop);
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egl_shader_free (&this->shaders .rgba );
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egl_shader_free (&this->shaders .bgra );
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egl_shader_free (&this->shaders .yuv );
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egl_model_free (&this->models .mouse );
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egl_shader_free (&this->shaders .rgba );
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egl_shader_free (&this->shaders .bgra );
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egl_shader_free (&this->shaders .yuv );
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egl_shader_free (&this->shaders .mouse_bgra);
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egl_shader_free (&this->shaders .mouse_mask);
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egl_texture_free(&this->textures.desktop);
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egl_texture_free(&this->textures.mouse );
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LG_LOCK_FREE(this->mouseLock);
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if (this->mouseData)
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free(this->mouseData);
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free(this);
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}
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void egl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
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{
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struct Inst * this = (struct Inst *)opaque;
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this->screenW = width;
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this->screenH = height;
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glViewport(0, 0, width, height);
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this->mouseScaleX = 2.0f / width ;
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this->mouseScaleY = 2.0f / height;
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this->mouseW = this->mouseWidth * (1.0f / this->screenW);
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this->mouseH = this->mouseHeight * (1.0f / this->screenH);
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}
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bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
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{
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struct Inst * this = (struct Inst *)opaque;
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LG_LOCK(this->mouseLock);
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this->mouseCursor = cursor;
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this->mouseWidth = width;
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this->mouseHeight = height;
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this->mousePitch = pitch;
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this->mouseW = this->mouseWidth * (1.0f / this->screenW);
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this->mouseH = this->mouseHeight * (1.0f / this->screenH);
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const size_t size = height * pitch;
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if (size > this->mouseDataSize)
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{
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if (this->mouseData)
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free(this->mouseData);
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this->mouseData = (uint8_t *)malloc(size);
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this->mouseDataSize = size;
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}
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memcpy(this->mouseData, data, size);
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this->mouseUpdate = true;
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LG_UNLOCK(this->mouseLock);
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return true;
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}
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bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const int y)
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{
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struct Inst * this = (struct Inst *)opaque;
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this->mouseVisible = visible;
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this->mouseX = ((float)x * this->mouseScaleX) - 1.0f;
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this->mouseY = ((float)y * this->mouseScaleY) - 1.0f;
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return true;
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}
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@@ -254,7 +328,7 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
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DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
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static const GLfloat desktop[] =
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static const GLfloat square[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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@@ -270,25 +344,61 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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1.0f, 0.0f
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};
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if (!egl_shader_init(&this->shaders.rgba)) return false;
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if (!egl_shader_init(&this->shaders.bgra)) return false;
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if (!egl_shader_init(&this->shaders.yuv )) return false;
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if (!egl_shader_init(&this->shaders.rgba))
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return false;
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if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba))) return false;
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if (!egl_shader_compile(this->shaders.bgra, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra))) return false;
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if (!egl_shader_compile(this->shaders.yuv , egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_yuv , sizeof(egl_fragment_shader_yuv ))) return false;
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if (!egl_shader_init(&this->shaders.bgra))
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return false;
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if (!egl_shader_init(&this->shaders.yuv))
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return false;
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if (!egl_shader_init(&this->shaders.mouse_bgra))
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return false;
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if (!egl_shader_init(&this->shaders.mouse_mask))
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return false;
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if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
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return false;
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if (!egl_shader_compile(this->shaders.bgra, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra)))
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return false;
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if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_yuv , sizeof(egl_fragment_shader_yuv )))
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return false;
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if (!egl_shader_compile(this->shaders.mouse_bgra, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra)))
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return false;
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if (!egl_shader_compile(this->shaders.mouse_mask, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_mask, sizeof(egl_fragment_shader_mask)))
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return false;
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if (!egl_texture_init(&this->textures.desktop))
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return false;
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if (!egl_texture_init(&this->textures.mouse))
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return false;
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if (!egl_model_init(&this->models.desktop))
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return false;
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egl_model_set_verticies(this->models.desktop, desktop, sizeof(desktop) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
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if (!egl_model_init(&this->models.mouse))
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return false;
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egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture (this->models.desktop, this->textures.desktop);
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egl_model_set_verticies(this->models.mouse, square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.mouse, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture (this->models.mouse, this->textures.mouse);
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eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
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glEnable (GL_BLEND);
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glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
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return true;
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}
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@@ -301,33 +411,165 @@ bool egl_render(void * opaque, SDL_Window * window)
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if (this->sourceChanged)
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{
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this->sourceChanged = false;
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if (!egl_texture_init_streaming(
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if (!egl_texture_setup(
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this->textures.desktop,
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this->pixFmt,
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this->format.width,
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this->format.height,
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this->frameSize
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this->frameSize,
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true
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))
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return false;
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egl_model_set_shader(this->models.desktop, this->shader);
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}
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if (!egl_texture_stream_buffer(this->textures.desktop, this->data))
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if (!egl_texture_update(this->textures.desktop, this->data))
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return false;
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this->update = false;
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}
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if (this->mouseUpdate)
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update_mouse_shape(this);
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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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egl_model_render(this->models.desktop);
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if (this->mouseVisible)
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{
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egl_shader_use(this->mouseShader);
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glUniform4f(this->mouseUniformLoc, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
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egl_model_render(this->models.mouse);
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}
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eglSwapBuffers(this->display, this->surface);
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return true;
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}
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void update_mouse_shape(struct Inst * this)
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{
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LG_LOCK(this->mouseLock);
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this->mouseUpdate = false;
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const LG_RendererCursor cursor = this->mouseCursor;
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const int width = this->mouseWidth;
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const int height = this->mouseHeight;
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//const int pitch = this->mousePitch;
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const uint8_t * data = this->mouseData;
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// tmp buffer for masked colour
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uint32_t tmp[width * height];
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switch(cursor)
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{
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case LG_CURSOR_MASKED_COLOR:
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{
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for(int i = 0; i < width * height; ++i)
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{
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const uint32_t c = ((uint32_t *)data)[i];
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tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000);
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}
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data = (uint8_t *)tmp;
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// fall through to LG_CURSOR_COLOR
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//
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// technically we should also create an XOR texture from the data but this
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// usage seems very rare in modern software.
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}
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case LG_CURSOR_COLOR:
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{
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egl_texture_setup(
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this->textures.mouse,
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EGL_PF_BGRA,
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width,
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height,
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width * height * 4,
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false
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);
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this->mouseShader = this->shaders.mouse_bgra;
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egl_texture_update(this->textures.mouse, data);
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egl_model_set_shader(this->models.mouse, this->mouseShader);
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this->mouseUniformLoc = egl_shader_get_uniform_location(this->mouseShader, "mouse");
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break;
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}
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case LG_CURSOR_MONOCHROME:
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{
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#if 0
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const int hheight = height / 2;
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uint32_t d[width * height];
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for(int y = 0; y < hheight; ++y)
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for(int x = 0; x < width; ++x)
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{
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const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
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const uint8_t * srcXor = srcAnd + pitch * hheight;
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const uint8_t mask = 0x80 >> (x % 8);
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const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
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const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
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d[y * width + x ] = andMask;
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d[y * width + x + width * hheight] = xorMask;
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}
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#endif
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/*TODO : convert this into a pixel shader
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
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glTexImage2D
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(
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GL_TEXTURE_2D,
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0 ,
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GL_RGBA,
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width ,
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height ,
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0 ,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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d
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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this->mousePos.w = width;
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this->mousePos.h = hheight;
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glNewList(this->mouseList, GL_COMPILE);
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glEnable(GL_COLOR_LOGIC_OP);
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glLogicOp(GL_AND);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
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glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
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glEnd();
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glLogicOp(GL_XOR);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_COLOR_LOGIC_OP);
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glEndList();
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*/
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break;
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}
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}
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this->mouseUpdate = true;
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LG_UNLOCK(this->mouseLock);
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}
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static void handle_opt_vsync(void * opaque, const char *value)
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{
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struct Inst * this = (struct Inst *)opaque;
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