mirror of
https://github.com/gnif/LookingGlass.git
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563ad18f4e
1. Use atomics and return exact cursor positions from egl_cursor_render to avoid race conditions between cursor render and update. 2. Instead of messing with lastCursorValid in various overlays, simply use the hasOverlay/hadOverlay logic for cursor damage. This simplifies the logic greatly. As a result, I believe all cursor-related artifacts are fixed. Note to reviewer: as atomic_init and atomic_store are implemented as macros, it is currently not possible to pass structs as compound literals due to the comma being interpreted as an argument separator by the preprocessor.
346 lines
9.2 KiB
C
346 lines
9.2 KiB
C
/**
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* Looking Glass
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* Copyright (C) 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "cursor.h"
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#include "common/debug.h"
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#include "common/locking.h"
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#include "common/option.h"
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <stdatomic.h>
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#include <stdlib.h>
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#include <string.h>
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// these headers are auto generated by cmake
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#include "cursor.vert.h"
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#include "cursor_rgb.frag.h"
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#include "cursor_mono.frag.h"
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struct CursorTex
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{
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struct EGL_Texture * texture;
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struct EGL_Shader * shader;
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GLuint uMousePos;
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GLuint uRotate;
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GLuint uCBMode;
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};
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struct CursorPos
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{
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float x, y;
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};
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struct CursorSize
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{
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float w, h;
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};
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struct EGL_Cursor
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{
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LG_Lock lock;
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LG_RendererCursor type;
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int width;
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int height;
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int stride;
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uint8_t * data;
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size_t dataSize;
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bool update;
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// cursor state
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bool visible;
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LG_RendererRotate rotate;
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int cbMode;
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_Atomic(struct CursorPos) pos;
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_Atomic(struct CursorSize) size;
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struct CursorTex norm;
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struct CursorTex mono;
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struct EGL_Model * model;
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};
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static bool egl_cursor_tex_init(struct CursorTex * t,
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const char * vertex_code , size_t vertex_size,
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const char * fragment_code, size_t fragment_size)
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{
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if (!egl_texture_init(&t->texture, NULL))
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{
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DEBUG_ERROR("Failed to initialize the cursor texture");
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return false;
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}
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if (!egl_shader_init(&t->shader))
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{
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DEBUG_ERROR("Failed to initialize the cursor shader");
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return false;
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}
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if (!egl_shader_compile(t->shader,
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vertex_code, vertex_size, fragment_code, fragment_size))
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{
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DEBUG_ERROR("Failed to compile the cursor shader");
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return false;
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}
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t->uMousePos = egl_shader_get_uniform_location(t->shader, "mouse" );
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t->uRotate = egl_shader_get_uniform_location(t->shader, "rotate");
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t->uCBMode = egl_shader_get_uniform_location(t->shader, "cbMode");
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return true;
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}
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static inline void egl_cursor_tex_uniforms(EGL_Cursor * cursor, struct CursorTex * t,
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bool mono, float x, float y, float w, float h)
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{
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if (mono)
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{
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glUniform4f(t->uMousePos, x, y, w, h / 2);
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glUniform1i(t->uRotate , cursor->rotate);
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glUniform1i(t->uCBMode , cursor->cbMode);
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}
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else
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{
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glUniform4f(t->uMousePos, x, y, w, h);
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glUniform1i(t->uRotate , cursor->rotate);
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glUniform1i(t->uCBMode , cursor->cbMode);
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}
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}
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static void egl_cursor_tex_free(struct CursorTex * t)
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{
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egl_texture_free(&t->texture);
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egl_shader_free (&t->shader );
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};
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bool egl_cursor_init(EGL_Cursor ** cursor)
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{
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*cursor = (EGL_Cursor *)malloc(sizeof(EGL_Cursor));
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if (!*cursor)
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{
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DEBUG_ERROR("Failed to malloc EGL_Cursor");
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return false;
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}
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memset(*cursor, 0, sizeof(EGL_Cursor));
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LG_LOCK_INIT((*cursor)->lock);
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if (!egl_cursor_tex_init(&(*cursor)->norm,
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b_shader_cursor_vert , b_shader_cursor_vert_size,
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b_shader_cursor_rgb_frag, b_shader_cursor_rgb_frag_size))
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return false;
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if (!egl_cursor_tex_init(&(*cursor)->mono,
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b_shader_cursor_vert , b_shader_cursor_vert_size,
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b_shader_cursor_mono_frag, b_shader_cursor_mono_frag_size))
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return false;
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if (!egl_model_init(&(*cursor)->model))
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{
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DEBUG_ERROR("Failed to initialize the cursor model");
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return false;
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}
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egl_model_set_default((*cursor)->model);
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(*cursor)->cbMode = option_get_int("egl", "cbMode");
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struct CursorPos pos = { .x = 0, .y = 0 };
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struct CursorSize size = { .w = 0, .h = 0 };
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atomic_init(&(*cursor)->pos, pos);
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atomic_init(&(*cursor)->size, size);
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return true;
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}
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void egl_cursor_free(EGL_Cursor ** cursor)
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{
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if (!*cursor)
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return;
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LG_LOCK_FREE((*cursor)->lock);
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if ((*cursor)->data)
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free((*cursor)->data);
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egl_cursor_tex_free(&(*cursor)->norm);
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egl_cursor_tex_free(&(*cursor)->mono);
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egl_model_free(&(*cursor)->model);
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free(*cursor);
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*cursor = NULL;
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}
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bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type,
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const int width, const int height, const int stride, const uint8_t * data)
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{
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LG_LOCK(cursor->lock);
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cursor->type = type;
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cursor->width = width;
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cursor->height = (type == LG_CURSOR_MONOCHROME ? height / 2 : height);
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cursor->stride = stride;
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const size_t size = height * stride;
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if (size > cursor->dataSize)
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{
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if (cursor->data)
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free(cursor->data);
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cursor->data = (uint8_t *)malloc(size);
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if (!cursor->data)
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{
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DEBUG_ERROR("Failed to malloc buffer for cursor shape");
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return false;
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}
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cursor->dataSize = size;
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}
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memcpy(cursor->data, data, size);
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cursor->update = true;
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LG_UNLOCK(cursor->lock);
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return true;
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}
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void egl_cursor_set_size(EGL_Cursor * cursor, const float w, const float h)
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{
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struct CursorSize size = { .w = w, .h = h };
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atomic_store(&cursor->size, size);
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}
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void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y)
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{
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cursor->visible = visible;
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struct CursorPos pos = { .x = x, .y = y};
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atomic_store(&cursor->pos, pos);
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}
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struct CursorState egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate,
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int width, int height)
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{
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if (!cursor->visible)
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return (struct CursorState) { .visible = false };
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if (cursor->update)
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{
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LG_LOCK(cursor->lock);
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cursor->update = false;
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uint8_t * data = cursor->data;
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switch(cursor->type)
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{
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case LG_CURSOR_MASKED_COLOR:
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// fall through
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case LG_CURSOR_COLOR:
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{
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egl_texture_setup(cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->stride, false, false);
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egl_texture_update(cursor->norm.texture, data);
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egl_model_set_texture(cursor->model, cursor->norm.texture);
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break;
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}
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case LG_CURSOR_MONOCHROME:
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{
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uint32_t and[cursor->width * cursor->height];
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uint32_t xor[cursor->width * cursor->height];
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for(int y = 0; y < cursor->height; ++y)
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for(int x = 0; x < cursor->width; ++x)
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{
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const uint8_t * srcAnd = data + (cursor->stride * y) + (x / 8);
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const uint8_t * srcXor = srcAnd + cursor->stride * cursor->height;
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const uint8_t mask = 0x80 >> (x % 8);
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const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
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const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
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and[y * cursor->width + x] = andMask;
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xor[y * cursor->width + x] = xorMask;
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}
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egl_texture_setup (cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false, false);
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egl_texture_setup (cursor->mono.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false, false);
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egl_texture_update(cursor->norm.texture, (uint8_t *)and);
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egl_texture_update(cursor->mono.texture, (uint8_t *)xor);
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break;
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}
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}
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LG_UNLOCK(cursor->lock);
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}
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cursor->rotate = rotate;
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struct CursorPos pos = atomic_load(&cursor->pos);
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struct CursorSize size = atomic_load(&cursor->size);
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struct CursorState state = {
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.visible = true,
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.rect.x = (pos.x * width + width) / 2,
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.rect.y = (-pos.y * height + height) / 2 - size.h * height,
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.rect.w = size.w * width + 2,
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.rect.h = size.h * height + 2,
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};
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glEnable(GL_BLEND);
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switch(cursor->type)
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{
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case LG_CURSOR_MONOCHROME:
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{
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egl_shader_use(cursor->norm.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->norm, true, pos.x, pos.y, size.w, size.h);
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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egl_model_set_texture(cursor->model, cursor->norm.texture);
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egl_model_render(cursor->model);
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egl_shader_use(cursor->mono.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->mono, true, pos.x, pos.y, size.w, size.h);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_set_texture(cursor->model, cursor->mono.texture);
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egl_model_render(cursor->model);
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break;
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}
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case LG_CURSOR_COLOR:
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{
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egl_shader_use(cursor->norm.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->norm, false, pos.x, pos.y, size.w, size.h);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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egl_model_render(cursor->model);
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break;
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}
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case LG_CURSOR_MASKED_COLOR:
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{
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egl_shader_use(cursor->mono.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->mono, false, pos.x, pos.y, size.w, size.h);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_render(cursor->model);
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break;
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}
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}
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glDisable(GL_BLEND);
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return state;
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}
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