Commit Graph

12 Commits

Author SHA1 Message Date
Geoffrey McRae
929e88b9d3 [all] provide conditional path optimization hints to the compiler 2023-11-12 18:26:08 +11:00
Geoffrey McRae
2e515657dd [all] update/add license headers 2023-10-20 15:36:34 +11:00
Geoffrey McRae
2901e7aec5 [client] egl: only upload the damage rects if they actually changed
Profiling shows that a considerable amount of time is spent in
glBindBuffer and glBufferSubData when the damage rects are updated.
Since the amount of data here is quite small it's far faster to check if
it's different then to just blindly overwrite the buffer on each call.

Profiled on an Intel CPU with UHD P630 Graphics using magic-trace
2022-05-17 00:51:13 +10:00
Geoffrey McRae
952ebea2c5 [all] refresh copyright dates 2022-01-05 19:42:46 +11:00
Geoffrey McRae
dca5da02a0 [client] egl: fix undefined behaviour with zero size array 2021-10-20 13:34:16 +11:00
Quantum
fd4a4114e6 [client] egl: pad areas of the desktop repainted to cover overlays
We pad the screen coordinates and then convert to desktop coordinates,
so that the padding will always be a pixel wide on screen.
2021-08-16 16:26:18 +10:00
Tudor Brindus
14ad83c6b8 [client] use variable-relative sizeof where possible 2021-08-16 16:22:55 +10:00
Quantum
579f998519 [client] all: replace assert with DEBUG_ASSERT 2021-08-14 12:19:07 +10:00
Quantum
3f8c7c8d0d [client] egl: fix buffer overflow in desktop_rects module
The module has been changed to support variable amount of rectangles,
so we should just allocate a VLA.
2021-08-11 21:23:13 +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
f9977332a6 [client] egl: convert desktop to use desktop_rects 2021-08-03 21:37:31 +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