Commit Graph

133 Commits

Author SHA1 Message Date
Quantum
d4f8426ae4 [client] egl: correctly clean up vertex buffer objects
The code used to use hasBuffer, which was never set to true, so buffer
objects were always leaked instead.
2021-07-18 11:58:47 +10:00
Quantum
2b3f31700b [client] egl: implement frame damage display 2021-07-18 10:41:50 +10:00
Quantum
00eb26a34f [client] egl: do not use damage when overlays are visible
This allows the overlays to show up correctly.
2021-07-18 10:41:50 +10:00
Quantum
442ab318fd [client] egl: use desktop frame damage information 2021-07-18 10:41:50 +10:00
Quantum
eb357fa58a [client] egl: use glCopyTexSubImage2D to copy when using DMA
This removes the need for the driver to allocate texture storage and deleting
the previous allocation on every frame update.
2021-07-18 10:34:21 +10:00
Geoffrey McRae
f08163fd72 [client] imgui: added imgui to the client and OpenGL/EGL renderers 2021-07-17 21:09:51 +10:00
Geoffrey McRae
f07e4839b1 [client] egl: fix dmabuf support 2021-06-08 20:51:09 +10:00
Geoffrey McRae
964403b4f8 [client] egl: tex is now an array, so check it properly for assignment 2021-06-08 20:45:37 +10:00
Geoffrey McRae
20d20f5c8a [client] egl: fix incorrect texture usage
The existing code would overwrite the texture's data even if the texture
is currently being used to render to screen. This changeset generates a
texture for each buffer preventing this invalid usage.
2021-06-08 20:41:22 +10:00
Quantum
24d0aa0c18 [all] normalize copyright on all source files 2021-06-06 11:53:05 +10:00
Quantum
e70cfd84fb [client] egl: use eglSwapBuffersWithDamageKHR for cursor-only updates
Instead of damaging the entire surface when rendering a cursor move,
we can use the EGL_KHR_swap_buffers_with_damage extension to only
damage the part of the window covered by the cursor. This should
reduce the cursor movement latency on Wayland.
2021-05-19 18:56:36 +10:00
Quantum
f9a9953071 [client] egl: use new util_hasGLExt helper to check extensions
We previously used strstr, which can be prone to false positives when
the name of one extension is a substring of another extension.

This commit creates the helper function util_hasGLExt, which asserts
that the substring found in extension list is bounded by either spaces
or the beginning/end of the string.
2021-05-19 15:58:54 +10:00
eater
62725bcb9d [client] egl: show error for glMapBufferRange instead of glBindbuffer 2021-05-04 10:30:03 +10:00
vroad
5d5eb47598 [client] egl: do not leak fence when using DMABUF 2021-04-25 14:32:17 +10:00
Geoffrey McRae
8771103abb [client] all: fix more maybe-uninitialized when -O3 is in use
Closes #475
2021-02-23 20:25:30 +11:00
Quantum
30b5287c38 [client] egl: add option to set initial scale algorithm
The option is egl:scale. The scale algorithm number is displayed on the
alert to make it easier to specify the number for the option.
2021-02-22 17:25:06 +11:00
Quantum
0512c88ea8 [client] egl: make scale algorithms toggleable
The $escape+S keybinding now cycles through the available scale algorithms.
This allows the user to switch between algorithms if the automatic detection
turns out to be problematic.

The algorithms are renumbered so that 0 can be LG_SCALE_AUTO.
2021-02-22 17:25:06 +11:00
Geoffrey McRae
28024de314 [client] egl: fix gcc false maybe-uninitialized positives 2021-02-22 01:38:26 +11:00
Quantum
63ec2dc01b [client] egl: destroy cached EGLImages when changing format
Reusing cached EGLImages while the frame format has changed will result
in visual artifacts. We should instead destroy the EGLImages and let
them be recreated.
2021-02-21 19:07:46 +11:00
Quantum
fd50426dda [client] egl: scale UI elements on high DPI displays
This is done by actually rendering the text at high DPI.
2021-02-21 19:06:53 +11:00
Quantum
3ec73e2444 [client] egl: support scaled UI for high DPI displays 2021-02-21 19:06:53 +11:00
Quantum
b35e19fc27 [client] renderer: add interface for high DPI rendering 2021-02-21 19:06:53 +11:00
Quantum
e46cadb211 [client] egl: generate header file with #define for desktop shader
Instead of duplicating the #defines from the shader into the C code,
this commit adds a custom CMake rule that exports all the #defines
from a shader into a C header.
2021-02-21 14:20:41 +11:00
Quantum
ba6f26393f [client] egl: add framework for multiple scaling algorithms
This commit fixes the issues with the meaning of useNearest being flipped
by removing the variable and use enumerations.

We define an enumeration EGL_DesktopScaleType to express the type of scaling
needed to be performed: no scaling, upscaling, or downscaling. This is
updated when either the frame size or the viewport size changes.
Previously, we only updated the useNearest when the frame size changes.

The desktop shader can now support an enumeration of scaling algorithms,
although only nearest and linear are currently implemented.

Like before, nearest is used when not scaling or upscaling, and linear is
used when downscaling.
2021-02-21 14:20:41 +11:00
Quantum
39a09ca565 [client] egl: remove dependency on SDL
After this PR, EGL functions are now accessed through <EGL/egl.h>
instead of through <SDL2/SDL_egl.h>, removing a pointless dependency
on SDL.
2021-02-21 10:31:49 +11:00
Quantum
30a888711b [client] egl: force DMA copy into texture in on_frame
This commit forces the DMA'd memory to be copied into the texture in
the EGL on_frame handler. This avoids tearing when the LG host inevitably
updates the underlying memory. We need an additional copy inside the GPU,
but this is cheap compared to copying from system memory.

We could have used logic to lock the memory buffer, but that would require
performing DMA on every frame, which wastes memory bandwidth. This
manifests as reduced frame rate when moving the mouse compared to the
non-DMA implementation.

We also keep multiple EGLImages, one for each DMA fd, to avoid issues
with the OpenGL driver.
2021-02-21 10:31:48 +11:00
Quantum
89b73512ad [client] renderer: add ability to toggle the FPS display
Before, if you want to see the FPS, you need to close the client and
restart it with the -k switch to see the FPS. This is annoying.

This PR introduces a new keybind, ScrollLock+D, which, when pressed,
toggles the display of the FPS.

This is implemented for both EGL and OpenGL backends.
2021-02-21 10:31:48 +11:00
Quantum
b45f7a6733 [client] egl: fix race condition in help overlay
egl_help_set_text and egl_help_render were both accessing bmp->help from
different threads. This creates a race condition in which if the help text
is quickly toggled on and off, it stays on.

This has been fixed with an atomic exchange.
2021-02-21 10:31:48 +11:00
Geoffrey McRae
1d99c821eb [client] egl: decrease the font size for the help text 2021-02-21 10:31:48 +11:00
Quantum
2993f7ae7d [client] egl: create 24-bit colour context
This should prevent the looking-glass-client window from having an alpha
channel. On Wayland, the alpha channel is used to compose the window onto
the desktop, so the wallpaper would bleed through unless set to complete
opaque.

We worked around this by using constant alpha for rendering, but it was
not sustainable. Instead, we should just ask for 24-bit context.
2021-02-21 10:31:48 +11:00
Quantum
5ac53362a3 [client] renderer/egl: implement support for rendering help text
The help text is rendered in the bottom left corner on a semi-transparent
background, very similar to how the FPS text is rendered.
2021-02-21 10:31:48 +11:00
Quantum
ead8069dae [client] keybind: add descriptions for all keybindings 2021-02-21 10:31:48 +11:00
Quantum
5dce97264b [client] renderers: add on_help to renderer interface
This will be used to tell a render to display a help message.
2021-02-21 10:31:48 +11:00
Geoffrey McRae
4dfe4b8e2b [client] allow renderers to pass back if they need an OpenGL context 2021-02-21 10:31:48 +11:00
Quantum
8559b354ae [client] egl: always render desktop texture as opaque
We ask for 32-bit colour buffer when creating the EGL context. On Wayland,
this sometimes give contexts with alpha channels, resulting in unwanted
transparency. So we clear the alpha channel in the desktop shader.

We also switch to using constant alpha for blending the splash, which
avoids more alpha issues.
2021-02-21 10:31:48 +11:00
Quantum
9f0b99dac0 [client] wayland: implement window creation for egl
This commit implements window creation and resize logic, allowing the desktop
to be drawn.
2021-02-21 10:31:48 +11:00
Geoffrey McRae
ca5c3938e4 [client] all: move all SDL specific code into displayservers/sdl 2021-02-21 10:31:48 +11:00
Geoffrey McRae
37b3a26b9c [client] all: refactor keybind code & functions 2021-02-21 10:31:48 +11:00
Geoffrey McRae
3d03699cc8 [client] all: move keybind implementation into app.c/h 2021-02-21 10:31:48 +11:00
Geoffrey McRae
bf583290a4 [client/common] restructure project in prep for full SDL removal 2021-02-21 10:31:46 +11:00
Tudor Brindus
637a7625d2 [client] wayland: allow EGL/OpenGL vsync to be set to on
This effectively reverts 4bceaf5.

Upstream ticket: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4180

Commit 941c651 makes working around the hang in LG itself not as
annoying as before.

In the future, we can bypass this entire issue by implementing our own
swapchain and listening to frame callbacks ourselves.
2021-02-09 09:12:57 +11:00
Geoffrey McRae
9e96156912 [client] egl: use eglGetPlatformDisplay(EXT) if possible 2021-01-25 16:04:33 +11:00
Geoffrey McRae
4c1893fe20 [all] fix numerous memory leaks at application shutdown 2021-01-24 21:47:53 +11:00
Geoffrey McRae
086f73721d [client] egl: remove accidental commit 2021-01-24 19:19:43 +11:00
Geoffrey McRae
202739c5be [client] egl: better debug output for EGL errors 2021-01-24 13:17:11 +11:00
Geoffrey McRae
88b15cb3fe [client] egl: nit, fix case of function name 2021-01-24 12:18:56 +11:00
Geoffrey McRae
6990d7f7e3 [client] egl: commit missed files for the last changeset 2021-01-24 12:16:39 +11:00
Geoffrey McRae
9941a4bb83 [client] egl: runtime detect support for glEGLImageTargetTexture2DOES 2021-01-24 12:06:10 +11:00
Xiretza
31ea93dd0d [client] Fix compiler warnings about potentially uninitialized variables
Build failed with _FORTIFY_SOURCE enabled because the compiler couldn't
ensure the switch statements didn't hit the default arm and thus wouldn't
define the variables. Adding a statically failing assert makes sure that
all code paths either define the variables or fail early.

$ cd client
$ env CFLAGS='-O1 -D_FORTIFY_SOURCE=1' cmake -B build/
$ make -C build
[...]
client/renderers/EGL/egl.c: In function ‘egl_calc_mouse_size’:
client/renderers/EGL/egl.c:299:36: error: ‘h’ may be used uninitialized in this function [-Werror=maybe-uninitialized]
  299 |         (this->mouseHeight * (1.0f / h)) * this->scaleY
      |                              ~~~~~~^~~~
2021-01-20 03:05:30 +11:00
Geoffrey McRae
819562d906 [client] fix keybind regression for EGL 2021-01-19 21:12:20 +11:00