Commit Graph

16 Commits

Author SHA1 Message Date
Geoffrey McRae
c0e09e13a5 [client] egl: make the bgr_bgra filter generic for 24-bit formats 2023-11-10 06:28:05 +11:00
Geoffrey McRae
2e515657dd [all] update/add license headers 2023-10-20 15:36:34 +11:00
Geoffrey McRae
b4b4a37b2b [client] egl: switch to using GL_TEXTURE_EXTERNAL_OES for DMABUF
According to Erik @ NVidia the open source NVidia driver will not
create a EGLImage from a DMABUF if the target is not
GL_TEXTURE_EXTERNAL_OES. This change set converts the dmabuf texture
from GL_TEXTURE_2D to GL_TEXTURE_EXTERNAL_OES and at runtime performs a
global search & replace on fragment shaders as needed to remain
compatible, replacing `sampler2D` with `samplerExternalOES`.

Ref: https://github.com/NVIDIA/open-gpu-kernel-modules/discussions/243#discussioncomment-3283415
2023-03-09 09:20:01 +11:00
Geoffrey McRae
952ebea2c5 [all] refresh copyright dates 2022-01-05 19:42:46 +11:00
Quantum
81c38e825c [client] remove all casts around malloc
The cast is unnecessary in C and should be removed to avoid clutter.
2021-08-16 16:26:58 +10:00
Tudor Brindus
14ad83c6b8 [client] use variable-relative sizeof where possible 2021-08-16 16:22:55 +10:00
Geoffrey McRae
266ad27998 [client] egl: refactor to use project naming standard 2021-08-08 17:16:10 +10:00
Quantum
dc7fd74327 [client] egl: refactor config dialog into main egl module
This will allow other things like scaling to be implemented.
2021-08-06 22:49:49 +10:00
Geoffrey McRae
6c44bbb53e [client] egl: use a ui switch for damage display instead of a keybind 2021-08-05 00:56:31 +10:00
Quantum
51b9cd4e5a [all] copyright: use unicode copyright sign ©
This is done for consistency with the license strings in appstrings.c.
2021-08-04 21:16:35 +10:00
Quantum
2dca056526 [client] egl: refactor damage mesh generation into desktop_rects
This mesh will later be used to render only damaged portions of the desktop.
We also moved the coordinate transformation for damage overlay into a matrix
and computed by the shader.
2021-08-03 21:37:31 +10:00
Quantum
5d5e4ede1a [client] egl: use new EGL damage count semantics
After the damage queue PR, EGL damage count 0 means no change, and -1 means
invalidate the entire window. However, several other places have different
semantics, and we are not handling them correctly:

1. KVMFR uses 0 to signal invalidating the entire frame, so if we receive 0
   rectangles in egl_on_frame, we should set damage count to -1.
2. The damage overlay treated 0 as full damage, which is now incorrect. This
   is fixed, and now it treats 0 as no update, and -1 as full damage.
2021-08-03 00:57:32 +10:00
Quantum
d0722349e6 [client] egl: make damage overlay support rendering rotated rectangles 2021-07-25 16:56:48 +10:00
Geoffrey McRae
08293c8721 [egl] damage: only update the damage vbo if there was a new frame 2021-07-21 17:29:46 +10:00
Quantum
6472c28473 [client] egl: upload damage vertices with glBufferSubData
This avoids the issues surrounding glMapBuffer and glMapBufferRange in
OpenGL ES.
2021-07-18 15:55:27 +10:00
Quantum
2b3f31700b [client] egl: implement frame damage display 2021-07-18 10:41:50 +10:00