[client] egl: convert desktop to use desktop_rects

This commit is contained in:
Quantum 2021-08-02 20:45:47 -04:00 committed by Geoffrey McRae
parent 2dca056526
commit f9977332a6
7 changed files with 83 additions and 60 deletions

View File

@ -26,7 +26,7 @@
#include "app.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include "desktop_rects.h"
#include <stdlib.h>
#include <string.h>
@ -39,9 +39,9 @@
struct DesktopShader
{
EGL_Shader * shader;
GLint uDesktopPos;
GLint uTransform;
GLint uUVScale;
GLint uDesktopSize;
GLint uRotate;
GLint uScaleAlgo;
GLint uNV, uNVGain;
GLint uCBMode;
@ -53,7 +53,7 @@ struct EGL_Desktop
EGL_Texture * texture;
struct DesktopShader * shader; // the active shader
EGL_Model * model;
EGL_DesktopRects * mesh;
// internals
int width, height;
@ -93,9 +93,11 @@ static bool egl_init_desktop_shader(
return false;
}
shader->uDesktopPos = egl_shader_get_uniform_location(shader->shader, "position" );
egl_shader_associate_textures(shader->shader, 1);
shader->uTransform = egl_shader_get_uniform_location(shader->shader, "transform");
shader->uUVScale = egl_shader_get_uniform_location(shader->shader, "uvScale" );
shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" );
shader->uRotate = egl_shader_get_uniform_location(shader->shader, "rotate" );
shader->uScaleAlgo = egl_shader_get_uniform_location(shader->shader, "scaleAlgo");
shader->uNV = egl_shader_get_uniform_location(shader->shader, "nv" );
shader->uNVGain = egl_shader_get_uniform_location(shader->shader, "nvGain" );
@ -104,7 +106,7 @@ static bool egl_init_desktop_shader(
return true;
}
bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA)
bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA, int maxRects)
{
*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
if (!*desktop)
@ -132,15 +134,12 @@ bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA)
return false;
}
if (!egl_model_init(&(*desktop)->model))
if (!egl_desktopRectsInit(&(*desktop)->mesh, maxRects))
{
DEBUG_ERROR("Failed to initialize the desktop model");
DEBUG_ERROR("Failed to initialize the desktop mesh");
return false;
}
egl_model_set_default((*desktop)->model);
egl_model_set_texture((*desktop)->model, (*desktop)->texture);
app_registerKeybind(KEY_N, egl_desktop_toggle_nv, *desktop, "Toggle night vision mode");
app_registerKeybind(KEY_S, egl_desktop_toggle_scale_algo, *desktop, "Toggle scale algorithm");
@ -204,7 +203,7 @@ void egl_desktop_free(EGL_Desktop ** desktop)
egl_texture_free (&(*desktop)->texture );
egl_shader_free (&(*desktop)->shader_generic.shader);
egl_model_free (&(*desktop)->model );
egl_desktopRectsFree(&(*desktop)->mesh );
free(*desktop);
*desktop = NULL;
@ -276,7 +275,7 @@ bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dm
bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
LG_RendererRotate rotate)
LG_RendererRotate rotate, const struct DamageRects * rects)
{
if (!desktop->shader)
return false;
@ -310,12 +309,16 @@ bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
scaleAlgo = desktop->scaleAlgo;
}
float matrix[6];
egl_desktopRectsMatrix(matrix, desktop->width, desktop->height, x, y, scaleX, scaleY, rotate);
egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height);
const struct DesktopShader * shader = desktop->shader;
egl_shader_use(shader->shader);
glUniform4f(shader->uDesktopPos , x, y, scaleX, scaleY);
glUniform1i(shader->uRotate , rotate);
glUniform1i(shader->uScaleAlgo , scaleAlgo);
glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);
glUniform2f(shader->uUVScale , 1.0f / desktop->width, 1.0f / desktop->height);
glUniformMatrix3x2fv(shader->uTransform, 1, GL_FALSE, matrix);
if (desktop->nvGain)
{
@ -326,6 +329,9 @@ bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
glUniform1i(shader->uNV, 0);
glUniform1i(shader->uCBMode, desktop->cbMode);
egl_model_render(desktop->model);
egl_texture_bind(desktop->texture);
egl_desktopRectsRender(desktop->mesh);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}

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@ -23,6 +23,7 @@
#include <stdbool.h>
#include "interface/renderer.h"
#include "desktop_rects.h"
typedef struct EGL_Desktop EGL_Desktop;
@ -36,11 +37,11 @@ enum EGL_DesktopScaleType
struct Option;
bool egl_desktop_scale_validate(struct Option * opt, const char ** error);
bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA);
bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA, int maxRects);
void egl_desktop_free(EGL_Desktop ** desktop);
bool egl_desktop_setup (EGL_Desktop * desktop, const LG_RendererFormat format);
bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd);
bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
LG_RendererRotate rotate);
LG_RendererRotate rotate, const struct DamageRects * rects);

View File

@ -219,6 +219,45 @@ struct Rect egl_desktopToScreen(const double matrix[6], const struct FrameDamage
};
}
void egl_screenToDesktopMatrix(double matrix[6], int frameWidth, int frameHeight,
double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate,
double windowWidth, double windowHeight)
{
double inverted[6] = {0};
egl_desktopToScreenMatrix(inverted, frameWidth, frameHeight, translateX, translateY,
scaleX, scaleY, rotate, windowWidth, windowHeight);
double det = inverted[0] * inverted[3] - inverted[1] * inverted[2];
matrix[0] = inverted[3] / det;
matrix[1] = -inverted[1] / det;
matrix[2] = -inverted[2] / det;
matrix[3] = inverted[0] / det;
matrix[4] = (inverted[2] * inverted[5] - inverted[3] * inverted[4]) / det;
matrix[5] = (inverted[1] * inverted[4] - inverted[0] * inverted[5]) / det;
}
bool egl_screenToDesktop(struct FrameDamageRect * output, const double matrix[6],
const struct Rect * rect, int width, int height)
{
double x1, y1, x2, y2;
matrixMultiply(matrix, &x1, &y1, rect->x, rect->y);
matrixMultiply(matrix, &x2, &y2, rect->x + rect->w, rect->y + rect->h);
int x3 = min(x1, x2);
int y3 = min(y1, y2);
int x4 = ceil(max(x1, x2));
int y4 = ceil(max(y1, y2));
if (x4 < 0 || y4 < 0 || x3 >= width || y3 >= height)
return false;
output->x = max(x3, 0);
output->y = max(y3, 0);
output->width = min(width, x4) - output->x;
output->height = min(height, y4) - output->y;
return true;
}
void egl_desktopRectsRender(EGL_DesktopRects * rects)
{
if (!rects->count)

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@ -42,6 +42,12 @@ void egl_desktopToScreenMatrix(double matrix[6], int frameWidth, int frameHeight
double windowWidth, double windowHeight);
struct Rect egl_desktopToScreen(const double matrix[6], const struct FrameDamageRect * rect);
void egl_screenToDesktopMatrix(double matrix[6], int frameWidth, int frameHeight,
double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate,
double windowWidth, double windowHeight);
bool egl_screenToDesktop(struct FrameDamageRect * output, const double matrix[6],
const struct Rect * rect, int width, int height);
void egl_desktopRectsUpdate(EGL_DesktopRects * rects, const struct DamageRects * data,
int width, int height);
void egl_desktopRectsRender(EGL_DesktopRects * rects);

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@ -771,7 +771,7 @@ static bool egl_render_startup(void * opaque, bool useDMA)
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
if (!egl_desktop_init(&this->desktop, this->display, useDMA))
if (!egl_desktop_init(&this->desktop, this->display, useDMA, 1))
{
DEBUG_ERROR("Failed to initialize the desktop");
return false;
@ -833,7 +833,7 @@ static bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFr
if (egl_desktop_render(this->desktop,
this->translateX, this->translateY,
this->scaleX , this->scaleY ,
this->scaleType , rotate))
this->scaleType , rotate, NULL))
{
if (!this->waitFadeTime)
{

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@ -1,20 +1,13 @@
#version 300 es
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
uniform vec4 position;
layout(location = 0) in vec2 vertex;
out highp vec2 uv;
uniform highp vec2 uvScale;
uniform mat3x2 transform;
void main()
{
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
gl_Position.x -= position.x;
gl_Position.y -= position.y;
gl_Position.x *= position.z;
gl_Position.y *= position.w;
uv = vertexUV;
gl_Position = vec4(transform * vec3(vertex, 1.0), 0.0, 1.0);
uv = vertex * uvScale;
}

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@ -12,7 +12,6 @@ uniform sampler2D sampler1;
uniform int scaleAlgo;
uniform highp vec2 size;
uniform int rotate;
uniform int nv;
uniform highp float nvGain;
@ -20,35 +19,14 @@ uniform int cbMode;
void main()
{
highp vec2 ruv;
if (rotate == 0) // 0
{
ruv = uv;
}
else if (rotate == 1) // 90
{
ruv.x = uv.y;
ruv.y = -uv.x + 1.0f;
}
else if (rotate == 2) // 180
{
ruv.x = -uv.x + 1.0f;
ruv.y = -uv.y + 1.0f;
}
else if (rotate == 3) // 270
{
ruv.x = -uv.y + 1.0f;
ruv.y = uv.x;
}
switch (scaleAlgo)
{
case EGL_SCALE_NEAREST:
color = texelFetch(sampler1, ivec2(ruv * size), 0);
color = texelFetch(sampler1, ivec2(uv * size), 0);
break;
case EGL_SCALE_LINEAR:
color = texture(sampler1, ruv);
color = texture(sampler1, uv);
break;
}