Files
LookingGlass/client/renderers/EGL/effect.h
Geoffrey McRae e3616ed4b9 [client] egl: add cached uniforms and multipass effects
Replace the per-frame uniform list with stable, name-cached handles that
retain their values across shader recompilation. Track dirty uniforms so
only changed values are uploaded, reducing redundant GL calls and buffer
management.

Add a reusable effect-pass pipeline with per-pass shaders, samplers,
formats, resolutions, and intermediate render targets. This makes
external effects easier to integrate and supports arbitrary multipass
chains.

Migrate the desktop, cursor, damage, 24-bit, downscale, CAS, and FSR
rendering paths to the new APIs. Also ensure framebuffer objects are
released correctly.
2026-07-17 21:05:47 +10:00

54 lines
1.9 KiB
C

/**
* Looking Glass
* Copyright © 2017-2026 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include "egltypes.h"
#include "shader.h"
typedef struct EGL_Effect EGL_Effect;
typedef struct EGL_EffectPass EGL_EffectPass;
typedef struct EGL_Texture EGL_Texture;
struct EGL_FilterRects;
/*
* Effects execute their enabled passes in insertion order. Each pass owns an
* intermediate render target and sampler, while shaders remain caller-owned
* so they can be shared or selected at run time.
*/
bool egl_effectInit(EGL_Effect ** effect);
void egl_effectFree(EGL_Effect ** effect);
bool egl_effectAddPass(EGL_Effect * effect, EGL_Shader * shader,
EGL_EffectPass ** pass);
void egl_effectPassSetShader(EGL_EffectPass * pass, EGL_Shader * shader);
void egl_effectPassSetEnabled(EGL_EffectPass * pass, bool enabled);
void egl_effectPassSetFilter(EGL_EffectPass * pass, GLenum minFilter,
GLenum magFilter);
void egl_effectPassSetWrap(EGL_EffectPass * pass, GLenum wrapS,
GLenum wrapT);
bool egl_effectPassSetup(EGL_EffectPass * pass, enum EGL_PixelFormat pixFmt,
unsigned int width, unsigned int height);
EGL_Texture * egl_effectRun(EGL_Effect * effect,
struct EGL_FilterRects * rects, EGL_Texture * texture);