mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-07-20 22:32:01 +00:00
Honor the IddCx 3x4 XYZ matrix and post-transfer LUT in the IDD conversion pipeline. Carry transform changes to the client so EGL applies the same calibration to hardware cursors, and invalidate the full frame whenever calibration changes.
508 lines
15 KiB
C
508 lines
15 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2026 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 "state.h"
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#include "model.h"
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#include "util.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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EGL_Uniform * uMousePos;
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EGL_Uniform * uScale;
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EGL_Uniform * uRotate;
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EGL_Uniform * uCBMode;
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EGL_Uniform * uWireTransfer;
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EGL_Uniform * uSDRWhiteLevel;
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EGL_Uniform * uColorTransformFlags;
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EGL_Uniform * uColorMatrix;
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EGL_Uniform * uColorScalar;
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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 CursorPos) hs;
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_Atomic(struct CursorSize) size;
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_Atomic(float) scale;
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_Atomic(int) wireTransfer;
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_Atomic(float) sdrWhiteLevel;
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bool colorTransformUpdate;
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KVMFRColorTransform pendingColorTransform;
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KVMFRColorTransform activeColorTransform;
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GLuint colorLUT;
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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 cursorTexInit(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_textureInit(&t->texture, NULL, EGL_TEXTYPE_BUFFER))
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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_shaderInit(&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_shaderCompile(t->shader,
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vertex_code, vertex_size, fragment_code, fragment_size, false, NULL))
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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_shaderGetUniform(t->shader, "mouse" );
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t->uScale = egl_shaderGetUniform(t->shader, "scale" );
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t->uRotate = egl_shaderGetUniform(t->shader, "rotate" );
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t->uCBMode = egl_shaderGetUniform(t->shader, "cbMode" );
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t->uWireTransfer = egl_shaderGetUniform(t->shader, "wireTransfer" );
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t->uSDRWhiteLevel = egl_shaderGetUniform(t->shader, "sdrWhiteLevel");
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t->uColorTransformFlags =
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egl_shaderGetUniform(t->shader, "colorTransformFlags");
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t->uColorMatrix = egl_shaderGetUniform(t->shader, "colorMatrix[0]");
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t->uColorScalar = egl_shaderGetUniform(t->shader, "colorTransformScalar");
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egl_shaderAssocTextures(t->shader, 2);
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return true;
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}
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static inline void setCursorTexUniforms(EGL_Cursor * cursor,
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struct CursorTex * t, bool mono, float x, float y,
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float w, float h, float scale)
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{
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egl_uniform4f(t->uMousePos , x, y, w, mono ? h / 2 : h);
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egl_uniform1f(t->uScale , scale);
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egl_uniform1i(t->uRotate , cursor->rotate);
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egl_uniform1i(t->uCBMode , cursor->cbMode);
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egl_uniform1i(t->uWireTransfer,
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mono ? 0 : atomic_load(&cursor->wireTransfer));
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egl_uniform1f(t->uSDRWhiteLevel, atomic_load(&cursor->sdrWhiteLevel));
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egl_uniform1ui(t->uColorTransformFlags,
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mono ? 0 : cursor->activeColorTransform.flags);
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egl_uniformSet(t->uColorMatrix, EGL_UNIFORM_TYPE_4FV, 3, GL_FALSE,
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cursor->activeColorTransform.matrix);
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egl_uniform1f(t->uColorScalar, cursor->activeColorTransform.scalar);
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if (!mono && cursor->colorLUT)
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egl_stateBindTexture(1, GL_TEXTURE_2D, cursor->colorLUT);
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}
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static void cursorTexFree(struct CursorTex * t)
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{
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egl_textureFree(&t->texture);
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egl_shaderFree (&t->shader );
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};
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bool egl_cursorInit(EGL_Cursor ** cursor)
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{
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*cursor = malloc(sizeof(**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(**cursor));
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LG_LOCK_INIT((*cursor)->lock);
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if (!cursorTexInit(&(*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 (!cursorTexInit(&(*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_modelInit(&(*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_modelSetDefault((*cursor)->model, true);
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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 CursorPos hs = { .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)->hs , hs );
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atomic_init(&(*cursor)->size , size );
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atomic_init(&(*cursor)->scale , 1.0f );
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atomic_init(&(*cursor)->wireTransfer, 0);
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atomic_init(&(*cursor)->sdrWhiteLevel,
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KVMFR_SDR_WHITE_LEVEL_DEFAULT);
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return true;
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}
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void egl_cursorFree(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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cursorTexFree(&(*cursor)->norm);
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cursorTexFree(&(*cursor)->mono);
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if ((*cursor)->colorLUT)
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glDeleteTextures(1, &(*cursor)->colorLUT);
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egl_modelFree(&(*cursor)->model);
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free(*cursor);
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*cursor = NULL;
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}
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bool egl_cursorSetShape(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 = 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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LG_UNLOCK(cursor->lock);
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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_cursorSetColorTransform(EGL_Cursor * cursor,
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const KVMFRColorTransform * transform)
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{
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LG_LOCK(cursor->lock);
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cursor->pendingColorTransform = *transform;
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cursor->colorTransformUpdate = true;
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LG_UNLOCK(cursor->lock);
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}
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void egl_cursorSetSize(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_cursorSetScale(EGL_Cursor * cursor, const float scale)
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{
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atomic_store(&cursor->scale, scale);
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}
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void egl_cursorSetState(EGL_Cursor * cursor, const bool visible,
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const float x, const float y, const float hx, const float hy)
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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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struct CursorPos hs = { .x = hx, .y = hy };
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atomic_store(&cursor->pos, pos);
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atomic_store(&cursor->hs , hs);
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}
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struct CursorState egl_cursorRender(EGL_Cursor * cursor,
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LG_RendererRotate rotate, 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 || cursor->colorTransformUpdate)
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{
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LG_LOCK(cursor->lock);
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const bool updateShape = cursor->update;
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cursor->update = false;
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if (cursor->colorTransformUpdate)
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{
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cursor->activeColorTransform = cursor->pendingColorTransform;
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cursor->colorTransformUpdate = false;
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if (cursor->activeColorTransform.flags & KVMFR_COLOR_TRANSFORM_LUT)
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{
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if (!cursor->colorLUT)
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glGenTextures(1, &cursor->colorLUT);
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egl_stateBindTexture(1, GL_TEXTURE_2D, cursor->colorLUT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 4096, 1, 0,
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GL_RGBA, GL_FLOAT, cursor->activeColorTransform.lut);
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}
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}
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if (updateShape)
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{
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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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{
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uint32_t xor[cursor->height][cursor->width];
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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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uint32_t * src = (uint32_t *)(data + (cursor->stride * y) + x * 4);
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const bool masked = (*src & 0xFF000000) != 0;
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if (masked)
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*src = xor[y][x] = *src & 0x00FFFFFF;
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else
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{
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xor[y][x] = 0xFF000000;
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*src |= 0xFF000000;
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}
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}
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egl_textureSetup(cursor->mono.texture, EGL_PF_BGRA,
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cursor->width, cursor->height, cursor->width, sizeof(xor[0]));
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egl_textureUpdate(cursor->mono.texture, (uint8_t *)xor, true);
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}
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// fall through
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case LG_CURSOR_COLOR:
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{
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egl_textureSetup(cursor->norm.texture, EGL_PF_BGRA,
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cursor->width, cursor->height, cursor->width, cursor->stride);
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egl_textureUpdate(cursor->norm.texture, data, true);
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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->height][cursor->width];
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uint32_t xor[cursor->height][cursor->width];
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for(int y = 0; y < cursor->height; ++y)
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{
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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][x] = andMask;
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xor[y][x] = xorMask;
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}
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}
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// Monochrome cursors use AND/XOR mask textures - never convert to PQ
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egl_textureSetup(cursor->norm.texture, EGL_PF_BGRA,
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cursor->width, cursor->height, cursor->width, sizeof(and[0]));
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egl_textureSetup(cursor->mono.texture, EGL_PF_BGRA,
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cursor->width, cursor->height, cursor->width, sizeof(xor[0]));
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egl_textureUpdate(cursor->norm.texture, (uint8_t *)and, true);
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egl_textureUpdate(cursor->mono.texture, (uint8_t *)xor, true);
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break;
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}
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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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float scale = atomic_load(&cursor->scale);
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struct CursorPos hs = atomic_load(&cursor->hs );
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struct CursorSize size = atomic_load(&cursor->size );
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pos.x -= hs.x * scale;
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pos.y -= hs.y * scale;
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size.w *= scale;
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size.h *= scale;
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struct CursorState state = {
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.visible = true,
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};
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switch (rotate)
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{
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case LG_ROTATE_0:
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state.rect.x = (pos.x * width + width) / 2;
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state.rect.y = (-pos.y * height + height) / 2 - size.h * height;
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state.rect.w = size.w * width + 3;
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state.rect.h = size.h * height + 3;
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break;
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case LG_ROTATE_90:
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state.rect.x = (-pos.y * width + width) / 2 - size.h * width;
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state.rect.y = (-pos.x * height + height) / 2 - size.w * height;
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state.rect.w = size.h * width + 3;
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state.rect.h = size.w * height + 3;
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break;
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case LG_ROTATE_180:
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state.rect.x = (-pos.x * width + width) / 2 - size.w * width;
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state.rect.y = (pos.y * height + height) / 2;
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state.rect.w = size.w * width + 3;
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state.rect.h = size.h * height + 3;
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break;
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case LG_ROTATE_270:
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state.rect.x = (pos.y * width + width) / 2;
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state.rect.y = (pos.x * height + height) / 2;
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state.rect.w = size.h * width + 3;
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state.rect.h = size.w * height + 3;
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break;
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default:
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DEBUG_UNREACHABLE();
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}
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state.rect.x = max(0, state.rect.x - 1);
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state.rect.y = max(0, state.rect.y - 1);
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egl_stateBlend(true);
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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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setCursorTexUniforms(cursor, &cursor->norm, true, pos.x, pos.y,
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size.w, size.h, scale);
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egl_shaderUse(cursor->norm.shader);
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egl_stateBlendFunc(GL_ZERO, GL_SRC_COLOR);
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egl_modelSetTexture(cursor->model, cursor->norm.texture);
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egl_modelRender(cursor->model);
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setCursorTexUniforms(cursor, &cursor->mono, true, pos.x, pos.y,
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size.w, size.h, scale);
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egl_shaderUse(cursor->mono.shader);
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egl_stateBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_modelSetTexture(cursor->model, cursor->mono.texture);
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egl_modelRender(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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setCursorTexUniforms(cursor, &cursor->norm, false, pos.x, pos.y,
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size.w, size.h, scale);
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egl_shaderUse(cursor->norm.shader);
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egl_stateBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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egl_modelSetTexture(cursor->model, cursor->norm.texture);
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egl_modelRender(cursor->model);
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setCursorTexUniforms(cursor, &cursor->mono, false, pos.x, pos.y,
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size.w, size.h, scale);
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egl_shaderUse(cursor->mono.shader);
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egl_stateBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_modelSetTexture(cursor->model, cursor->mono.texture);
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egl_modelRender(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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setCursorTexUniforms(cursor, &cursor->norm, false, pos.x, pos.y,
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size.w, size.h, scale);
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egl_shaderUse(cursor->norm.shader);
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egl_stateBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
egl_modelSetTexture(cursor->model, cursor->norm.texture);
|
|
egl_modelRender(cursor->model);
|
|
break;
|
|
}
|
|
}
|
|
egl_stateBlend(false);
|
|
|
|
return state;
|
|
}
|
|
|
|
void egl_cursorSetHDRState(EGL_Cursor * cursor, bool hdrActive, bool hdrPQ,
|
|
float sdrWhiteLevel)
|
|
{
|
|
atomic_store(&cursor->sdrWhiteLevel, sdrWhiteLevel > 0.0f ?
|
|
sdrWhiteLevel : KVMFR_SDR_WHITE_LEVEL_DEFAULT);
|
|
atomic_store(&cursor->wireTransfer, !hdrActive ? 0 : (hdrPQ ? 2 : 1));
|
|
}
|