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Decode PQ/BT.2020 desktop pixels into an FP16 linear scRGB target before compositing the color cursor, ImGui, damage overlay, and letterboxing. Encode the damaged result to PQ once at the surface boundary. Keep logical AND/XOR cursor masks in the encoded domain. This preserves premultiplied cursor edges, prevents encoded-domain blending, uses the Wayland output reference white for local overlays, and keeps guest cursor white and display calibration independent from frame SDR white. It also corrects HDR-to-SDR absolute luminance scaling, gamut matrices, black handling, and buffer-age repair for the extra pass. Suppress overlays when their conversion framebuffer is unavailable rather than allowing unconverted sRGB draws into an HDR target. Use named transfer constants for cursor shader state. Convert clipped surface rectangles explicitly before using the frame-damage merge helper, which avoids mixing its unsigned type with the EGL surface rectangle type. Only advertise native PQ when the FP16 composition target is available. SDR and native scRGB retain their direct single-pass paths.
64 lines
2.0 KiB
C
64 lines
2.0 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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#pragma once
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#include <stdbool.h>
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#include "egl.h"
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#include "interface/renderer.h"
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typedef struct EGL_Cursor EGL_Cursor;
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struct CursorState {
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bool visible;
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struct Rect rect;
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};
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bool egl_cursorInit(EGL_Cursor ** cursor);
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void egl_cursorFree(EGL_Cursor ** cursor);
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bool egl_cursorSetShape(
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EGL_Cursor * cursor,
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const LG_RendererCursor type,
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const int width,
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const int height,
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const int stride,
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const uint8_t * data);
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void egl_cursorSetColorTransform(EGL_Cursor * cursor,
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const KVMFRColorTransform * transform);
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void egl_cursorSetSize(EGL_Cursor * cursor, const float x, const float y);
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void egl_cursorSetScale(EGL_Cursor * cursor, const float scale);
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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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struct CursorState egl_cursorRender(EGL_Cursor * cursor,
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LG_RendererRotate rotate, int width, int height,
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bool linearComposition, bool * logicalDeferred);
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void egl_cursorSetHDRState(EGL_Cursor * cursor, bool sourceHDR,
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bool nativeHDR, bool mapHDRtoSDR, bool hdrPQ,
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float mapGain, float mapContentPeak);
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void egl_cursorSetSDRWhiteLevel(EGL_Cursor * cursor, float sdrWhiteLevel);
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