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[client] egl: add cached uniforms and multipass effects
Replace the per-frame uniform list with stable, name-cached handles that retain their values across shader recompilation. Track dirty uniforms so only changed values are uploaded, reducing redundant GL calls and buffer management. Add a reusable effect-pass pipeline with per-pass shaders, samplers, formats, resolutions, and intermediate render targets. This makes external effects easier to integrate and supports arbitrary multipass chains. Migrate the desktop, cursor, damage, 24-bit, downscale, CAS, and FSR rendering paths to the new APIs. Also ensure framebuffer objects are released correctly.
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53
client/renderers/EGL/effect.h
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53
client/renderers/EGL/effect.h
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/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include "egltypes.h"
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#include "shader.h"
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typedef struct EGL_Effect EGL_Effect;
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typedef struct EGL_EffectPass EGL_EffectPass;
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typedef struct EGL_Texture EGL_Texture;
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struct EGL_FilterRects;
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/*
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* Effects execute their enabled passes in insertion order. Each pass owns an
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* intermediate render target and sampler, while shaders remain caller-owned
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* so they can be shared or selected at run time.
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*/
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bool egl_effectInit(EGL_Effect ** effect);
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void egl_effectFree(EGL_Effect ** effect);
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bool egl_effectAddPass(EGL_Effect * effect, EGL_Shader * shader,
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EGL_EffectPass ** pass);
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void egl_effectPassSetShader(EGL_EffectPass * pass, EGL_Shader * shader);
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void egl_effectPassSetEnabled(EGL_EffectPass * pass, bool enabled);
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void egl_effectPassSetFilter(EGL_EffectPass * pass, GLenum minFilter,
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GLenum magFilter);
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void egl_effectPassSetWrap(EGL_EffectPass * pass, GLenum wrapS,
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GLenum wrapT);
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bool egl_effectPassSetup(EGL_EffectPass * pass, enum EGL_PixelFormat pixFmt,
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unsigned int width, unsigned int height);
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EGL_Texture * egl_effectRun(EGL_Effect * effect,
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struct EGL_FilterRects * rects, EGL_Texture * texture);
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