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Track context-local GL bindings to avoid redundant program, framebuffer, buffer, texture, sampler, viewport, blend, and scissor state changes. Invalidate the cache across context switches, ImGui rendering, and shared object changes. Preserve CPU-backed texture upload correctness by explicitly clearing pixel unpack buffer bindings where required. This reduces hot-path driver overhead without adding waits or GPU synchronization.
452 lines
13 KiB
C
452 lines
13 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 * uMapSDRtoPQ;
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EGL_Uniform * uSDRWhiteLevel;
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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(bool) mapSDRtoPQ;
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_Atomic(float) sdrWhiteLevel;
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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->uMapSDRtoPQ = egl_shaderGetUniform(t->shader, "mapSDRtoPQ" );
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t->uSDRWhiteLevel = egl_shaderGetUniform(t->shader, "sdrWhiteLevel");
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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->uMapSDRtoPQ , !mono && atomic_load(&cursor->mapSDRtoPQ));
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egl_uniform1f(t->uSDRWhiteLevel, atomic_load(&cursor->sdrWhiteLevel));
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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)->mapSDRtoPQ, false);
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atomic_init(&(*cursor)->sdrWhiteLevel,
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(float)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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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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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_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)
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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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{
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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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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);
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egl_modelSetTexture(cursor->model, cursor->norm.texture);
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egl_modelRender(cursor->model);
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break;
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}
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}
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egl_stateBlend(false);
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return state;
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}
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void egl_cursorSetHDRState(EGL_Cursor * cursor, bool hdrActive, bool hdrPQ,
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float sdrWhiteLevel)
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{
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atomic_store(&cursor->sdrWhiteLevel, sdrWhiteLevel > 0.0f ?
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sdrWhiteLevel : (float)KVMFR_SDR_WHITE_LEVEL_DEFAULT);
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atomic_store(&cursor->mapSDRtoPQ, hdrActive && hdrPQ);
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}
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