Files
LookingGlass/client/renderers/EGL/damage.c
Geoffrey McRae 79b031f061 [client] egl: compose native PQ output in linear light
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.
2026-07-19 17:49:18 +10:00

181 lines
4.6 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
*/
#include "damage.h"
#include "common/debug.h"
#include "common/KVMFR.h"
#include "common/locking.h"
#include "app.h"
#include "desktop_rects.h"
#include "shader.h"
#include "state.h"
#include "cimgui.h"
#include <stdlib.h>
#include <string.h>
// these headers are auto generated by cmake
#include "damage.vert.h"
#include "damage.frag.h"
struct EGL_Damage
{
EGL_Shader * shader;
EGL_DesktopRects * mesh;
GLfloat transform[6];
bool show;
int width , height;
float translateX, translateY;
float scaleX , scaleY;
LG_RendererRotate rotate;
// uniforms
EGL_Uniform * uTransform;
EGL_Uniform * uLinearOutput;
EGL_Uniform * uReferenceWhiteLevel;
bool linearOutput;
float referenceWhiteLevel;
};
void egl_damageConfigUI(EGL_Damage * damage)
{
igCheckbox("Show damage overlay", &damage->show);
}
bool egl_damageInit(EGL_Damage ** damage)
{
*damage = malloc(sizeof(**damage));
if (!*damage)
{
DEBUG_ERROR("Failed to malloc EGL_Damage");
return false;
}
memset(*damage, 0, sizeof(EGL_Damage));
if (!egl_shaderInit(&(*damage)->shader))
{
DEBUG_ERROR("Failed to initialize the damage shader");
return false;
}
if (!egl_shaderCompile((*damage)->shader,
b_shader_damage_vert, b_shader_damage_vert_size,
b_shader_damage_frag, b_shader_damage_frag_size,
false, NULL))
{
DEBUG_ERROR("Failed to compile the damage shader");
return false;
}
if (!egl_desktopRectsInit(&(*damage)->mesh, KVMFR_MAX_DAMAGE_RECTS))
{
DEBUG_ERROR("Failed to initialize the mesh");
return false;
}
(*damage)->uTransform =
egl_shaderGetUniform((*damage)->shader, "transform");
(*damage)->uLinearOutput =
egl_shaderGetUniform((*damage)->shader, "linearOutput");
(*damage)->uReferenceWhiteLevel =
egl_shaderGetUniform((*damage)->shader, "referenceWhiteLevel");
(*damage)->referenceWhiteLevel = 80.0f;
return true;
}
void egl_damageFree(EGL_Damage ** damage)
{
if (!*damage)
return;
egl_desktopRectsFree(&(*damage)->mesh);
egl_shaderFree(&(*damage)->shader);
free(*damage);
*damage = NULL;
}
static void update_matrix(EGL_Damage * damage)
{
egl_desktopRectsMatrix(damage->transform, damage->width, damage->height,
damage->translateX, damage->translateY, damage->scaleX, damage->scaleY, damage->rotate);
}
void egl_damageSetup(EGL_Damage * damage, int width, int height)
{
damage->width = width;
damage->height = height;
update_matrix(damage);
}
void egl_damageResize(EGL_Damage * damage, float translateX, float translateY,
float scaleX, float scaleY)
{
damage->translateX = translateX;
damage->translateY = translateY;
damage->scaleX = scaleX;
damage->scaleY = scaleY;
update_matrix(damage);
}
void egl_damageSetHDRState(EGL_Damage * damage, bool active,
float referenceWhiteLevel)
{
damage->linearOutput = active;
damage->referenceWhiteLevel = referenceWhiteLevel > 0.0f ?
referenceWhiteLevel : 80.0f;
}
bool egl_damageRender(EGL_Damage * damage, LG_RendererRotate rotate, const struct DesktopDamage * data)
{
if (!damage->show)
return false;
if (rotate != damage->rotate)
{
damage->rotate = rotate;
update_matrix(damage);
}
egl_stateBlend(true);
egl_stateBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
egl_uniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform);
egl_uniform1i(damage->uLinearOutput, damage->linearOutput);
egl_uniform1f(damage->uReferenceWhiteLevel,
damage->referenceWhiteLevel);
egl_shaderUse(damage->shader);
if (data && data->count != 0)
egl_desktopRectsUpdate(damage->mesh, (const struct DamageRects *) data,
damage->width, damage->height);
egl_desktopRectsRender(damage->mesh);
egl_stateBlend(false);
return true;
}