Geoffrey McRae
d90e658e3b
[client] main: fix incorrectly hiding the cursor dot in captureOnly mode
2021-08-05 06:11:12 +10:00
Geoffrey McRae
85f3a71dd5
[client] overlay: remember and restore the grab and pointer state
...
When entering overlay mode if the cursor was previously grabbed we
should restore the state when exiting overlay mode. This will also
correct the pointer setting it to NONE or SQUARE depending on the prior
grab state.
2021-08-05 06:03:09 +10:00
Geoffrey McRae
38ddfc0b61
[client] core: never allow warp when the overlay is active
2021-08-05 05:48:59 +10:00
Geoffrey McRae
ff01a197f3
[client] overlay: don't use the internal function directly for config
2021-08-05 00:57:54 +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
Geoffrey McRae
f3f0157d3c
[client] overlay: allow registration of runtime configuration options
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
0941bd0fe5
[client] imgui: move cursor change to after rendering overlays
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This allows it to take into the overlays into consideration when deciding
which cursor is to be shown.
2021-08-04 10:52:05 +10:00
Quantum
8ebaf92006
[client] main: rename frameTimings to uploadTimings
2021-08-04 10:38:30 +10:00
Quantum
62cd5e9c57
[client] main: add graph for time spent rendering
...
This is the time spent in the on_render function, not the time between
frames. Having this information helps diagnose slowdowns in renderers.
2021-08-04 10:38:30 +10:00
Geoffrey McRae
9192e2039a
[client] imgui: another missed file
...
Clearly I need to get some sleep :)
2021-08-04 10:37:05 +10:00
Geoffrey McRae
d2c36b8449
[client] overlay: add new configuration overlay [wip]
2021-08-04 10:27:47 +10:00
Geoffrey McRae
80c9f7223a
[client] wayland: fix failure to build
2021-08-04 07:21:57 +10:00
Geoffrey McRae
c15d0dc672
[client] ds: waitFrame now returns a bool to force rendering if needed
...
X11 needs to calibrate to get the best possible latency, as such it
needs the scene to render so that the render time of the scene can be
accounted for in the delay calculation.
2021-08-04 06:49:35 +10:00
Geoffrey McRae
0f7fa32d12
[client] x11: move sleep and calibration code outside of the event loop
...
Sleeping in the x11 event loop is not ideal as it will introduce latency
when processing other events, instead do this in the waitFrame handler.
2021-08-04 06:34:27 +10:00
Geoffrey McRae
6933c278ce
[client] x11: cosmetics
2021-08-04 06:14:27 +10:00
Geoffrey McRae
7fc717a839
[client] x11: don't setup XPresent if jitRender is not enabled
2021-08-04 06:12:21 +10:00
Geoffrey McRae
4e435e6199
[client] ds: tell the display server if jitRender is requested
2021-08-04 06:05:42 +10:00
Geoffrey McRae
366ec16a63
[client] config: use DEBUG_WARN, not fprintf for output
2021-08-04 05:55:34 +10:00
Geoffrey McRae
04c9694ffa
[client] config: ensure mouseRedraw is on if jitRender is in use
2021-08-04 05:54:59 +10:00
Geoffrey McRae
f7682c289a
[client] egl: always render the black bar areas
...
Failure to render these causes artifacts/ghosting when the overlays are
using this area, as such we need to always render this area of the
screen.
2021-08-03 22:29:04 +10:00
Geoffrey McRae
4b4a75475a
[client] egl: fix out by one error with letterbox rendering
...
This replaces the scaled `destRect` with a version that uses doubles
correcting the rounding error that is causing a failure to properly
clear the black bar areas.
2021-08-03 22:27:46 +10:00
Quantum
55703b61b7
[client] egl: remove texture copy in DMABUF path
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With more efficient rendering due to buffer age support, we no longer need
to copy the texture to avoid excessive dmabuf copies.
2021-08-03 21:37:31 +10:00
Quantum
8545d15c85
[client] egl: warn when EGL_EXT_buffer_age is not supported
2021-08-03 21:37:31 +10:00
Quantum
87aac8cf03
[client] egl: use buffer age extension to render only damaged parts
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We avoid rendering any area that has not changed since the buffer was used
and also not covered by an overlay.
2021-08-03 21:37:31 +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
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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
dd31a7ef93
[client] egl: clean up splash background shader
2021-08-03 21:12:46 +10:00
Quantum
a25c93b28e
[client] wayland: document wlroots viewport handling workaround
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Add a comment so we don't forget and remove the "useless" code.
2021-08-03 21:12:25 +10:00
Geoffrey McRae
03ed8b7304
[client] x11: added code to calibrate a delay for presentation
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XPresent doesn't give us the time before presentation, but the time just
after. This code calculates and calibrates a delay to sleep for before
signaling the wait event for render when using jitRender
2021-08-03 07:51:03 +10:00
Geoffrey McRae
504bf02855
[client] x11: provide an empty rect region to XPresentPixmap
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Providing None informs the comppositor that there is full screen damage,
instead we provide an empty rectangle to prevent this behaviour.
2021-08-03 07:49:59 +10:00
Geoffrey McRae
4d9ab81ef4
[client] egl: assert the update provdided is a dmabuf
2021-08-03 04:03:37 +10:00
Geoffrey McRae
f3413815a9
[client] egl: re-implement DMABUF (untested)
2021-08-03 03:59:03 +10:00
Geoffrey McRae
50f9baedba
[client] x11: remove junk code from evaluation
2021-08-03 01:11:46 +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
8d78a5aa95
[commit] wayland: invalidate window on scale changes
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This makes it not require new frames for new scale to be properly applied.
2021-08-03 00:57:04 +10:00
Geoffrey McRae
14839dc54e
[client] egl: there should only ever be a single sync object
2021-08-03 00:47:59 +10:00
Geoffrey McRae
891ee3e789
[client] x11: make use of the x11 present extension for jitRender
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This implementation is a bit dodgy and needs some work but is currently
functional. Consider this feature highly experiemental under X11.
2021-08-02 23:59:26 +10:00
Geoffrey McRae
037788f562
[client] egl: do not set ops
, this is done in texture.c
2021-08-02 23:42:46 +10:00
Geoffrey McRae
13d9c84dc9
[client] egl: replace monolithic EGLTexture with modular version
...
The way things were handled in EGLTexture is not only very hard to
follow, but broken. This change set breaks up EGLTexture into a modular
design making it easier to implement the various versions.
Note that DMABUF is currently broken and needs to be re-implemented.
2021-08-02 23:37:33 +10:00
Geoffrey McRae
e23144aecd
[client] overlay: add new needs_render
for realtime overlays
2021-08-01 21:13:59 +10:00
Quantum
23c77e8508
[client] egl: use a lock for desktop damage to eliminate all races
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There used to be a possible race when a bunch of rectangle is appended, but
the total count is not updated before it's read. Using a lock eliminates
all such races.
2021-08-01 19:54:56 +10:00
Quantum
f08e2ece93
[client] wayland: implement stopWaitFrame
2021-08-01 19:54:28 +10:00
Quantum
f64310320a
[client] ds: add stopWaitFrame to terminate waitFrame early
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This is used on exit to unblock the render thread.
2021-08-01 19:54:28 +10:00
Geoffrey McRae
695b7b793c
[client] main: allow 'catchup' when using jitRender
2021-08-01 19:32:01 +10:00
Quantum
986f92d0db
[client] main: use skipFrame and signal frameEvent
...
We need to signal frameEvent to render the first frame. Otherwise, wayland
fails to configure the window, as configuration happens in EGL swap.
2021-08-01 18:54:55 +10:00
Quantum
2e4614cbc4
[client] wayland: make waitFrame work when not rendering
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Implement skipFrame and do various things to wake waitFrame.
2021-08-01 18:54:55 +10:00
Quantum
16aa04d539
[client] ds: add skipFrame method to interface
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If this exists, it should be called when waitFrame returns but we don't
wish to render.
2021-08-01 18:54:55 +10:00
Geoffrey McRae
9d95154b85
[client] main: make use of new needs_render
call
2021-08-01 18:44:35 +10:00
Geoffrey McRae
f8e1ab8f31
[client] renderers: add new needs_render method to the interface
...
With jitRender the renderer needs to tell the main application if it
needs to be rendererd, such as during the initial splash screen fade
out.
2021-08-01 18:18:08 +10:00