Files
LookingGlass/client/renderers/EGL/postprocess.h
Geoffrey McRae 0333bf0261 [client] egl: restore effects for PQ frames
PQ sources excluded every external filter from the post-process chain.
Decode PQ/BT.2020 into FP16 linear scRGB before active effects and pass
the resulting transfer state to the desktop shader.

Keep the raw PQ path when no effect is active. This avoids adding a
conversion pass or per-frame latency to the common case.
2026-07-19 19:57:23 +10:00

55 lines
2.1 KiB
C

/**
* Looking Glass
* Copyright © 2017-2026 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include "desktop_rects.h"
#include "filter.h"
#include "texture.h"
typedef struct EGL_PostProcess EGL_PostProcess;
void egl_postProcessEarlyInit(void);
bool egl_postProcessInit(EGL_PostProcess ** pp);
void egl_postProcessFree(EGL_PostProcess ** pp);
/* create and add a filter to this processor */
bool egl_postProcessAdd(EGL_PostProcess * this, const EGL_FilterOps * ops);
/* mark the filter chain for rebuilding before its next run */
void egl_postProcessInvalidate(EGL_PostProcess * this);
/* returns true if the configuration was modified since the last run */
bool egl_postProcessConfigModified(EGL_PostProcess * this);
/* true when an active filter requires full-frame rendering and damage */
bool egl_postProcessNeedsFullFrame(EGL_PostProcess * this);
/* apply the filters to the supplied texture
* targetX/Y is the final target output dimension hint if scalers are present */
bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
EGL_DesktopRects * rects, int desktopWidth, int desktopHeight,
unsigned int targetX, unsigned int targetY, bool useDMA, bool hdrPQ);
/* Return the current output texture and whether it remains PQ encoded. */
EGL_Texture * egl_postProcessGetOutput(EGL_PostProcess * this,
unsigned int * outputX, unsigned int * outputY, bool * hdrPQ);