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https://github.com/gnif/LookingGlass.git
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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.
245 lines
6.3 KiB
C
245 lines
6.3 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 "hdr_overlay.h"
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#include "framebuffer.h"
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#include "model.h"
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#include "shader.h"
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#include "state.h"
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#include "texture.h"
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#include "common/debug.h"
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#include "common/rects.h"
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#include "common/util.h"
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#include <stdatomic.h>
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#include <stdlib.h>
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// these headers are auto generated by cmake
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#include "hdr_overlay.vert.h"
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#include "hdr_overlay.frag.h"
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struct EGL_HDROverlay
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{
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EGL_Framebuffer * framebuffer;
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EGL_Shader * shader;
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EGL_Model * model;
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EGL_Uniform * uPQ;
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EGL_Uniform * uReferenceWhiteLevel;
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unsigned int width;
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unsigned int height;
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bool configured;
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_Atomic(bool) active;
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_Atomic(bool) pq;
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_Atomic(float) referenceWhiteLevel;
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bool renderPQ;
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float renderReferenceWhiteLevel;
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};
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bool egl_hdrOverlayInit(EGL_HDROverlay ** overlay)
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{
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*overlay = calloc(1, sizeof(**overlay));
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if (!*overlay)
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{
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DEBUG_ERROR("Failed to allocate the HDR overlay");
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return false;
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}
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EGL_HDROverlay * this = *overlay;
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if (!egl_framebufferInit(&this->framebuffer) ||
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!egl_shaderInit(&this->shader) ||
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!egl_shaderCompile(this->shader,
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b_shader_hdr_overlay_vert, b_shader_hdr_overlay_vert_size,
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b_shader_hdr_overlay_frag, b_shader_hdr_overlay_frag_size,
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false, NULL) ||
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!egl_modelInit(&this->model))
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{
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DEBUG_ERROR("Failed to initialize the HDR overlay");
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egl_hdrOverlayFree(overlay);
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return false;
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}
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this->uPQ = egl_shaderGetUniform(this->shader, "pq");
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this->uReferenceWhiteLevel =
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egl_shaderGetUniform(this->shader, "referenceWhiteLevel");
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egl_modelSetDefault(this->model, false);
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egl_modelSetShader(this->model, this->shader);
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egl_modelSetTexture(this->model,
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egl_framebufferGetTexture(this->framebuffer));
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/* The conversion pass is a 1:1 copy; filtering can sample stale pixels just
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* outside a partial-damage region. */
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EGL_Texture * texture = egl_framebufferGetTexture(this->framebuffer);
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glSamplerParameteri(texture->sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(texture->sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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atomic_init(&this->active, false);
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atomic_init(&this->pq, false);
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atomic_init(&this->referenceWhiteLevel, 80.0f);
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return true;
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}
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void egl_hdrOverlayFree(EGL_HDROverlay ** overlay)
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{
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if (!*overlay)
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return;
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EGL_HDROverlay * this = *overlay;
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egl_modelFree(&this->model);
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egl_shaderFree(&this->shader);
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egl_framebufferFree(&this->framebuffer);
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free(this);
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*overlay = NULL;
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}
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bool egl_hdrOverlayResize(EGL_HDROverlay * this, unsigned int width,
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unsigned int height)
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{
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this->width = width;
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this->height = height;
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this->configured = false;
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if (!width || !height)
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return true;
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this->configured = egl_framebufferSetup(this->framebuffer, EGL_PF_RGBA,
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width, height);
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return this->configured;
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}
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void egl_hdrOverlaySetState(EGL_HDROverlay * this, bool active, bool pq,
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float referenceWhiteLevel)
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{
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atomic_store(&this->referenceWhiteLevel,
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referenceWhiteLevel > 0.0f ? referenceWhiteLevel : 80.0f);
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atomic_store(&this->pq, pq);
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atomic_store(&this->active, active);
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}
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static int convertDamage(EGL_HDROverlay * this, const struct Rect * damage,
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int damageCount, FrameDamageRect * output)
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{
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int count = 0;
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for (int i = 0; i < damageCount; ++i)
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{
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const int x1 = clamp(damage[i].x, 0, (int)this->width);
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const int y1 = clamp(damage[i].y, 0, (int)this->height);
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const int x2 = clamp(damage[i].x + damage[i].w, 0, (int)this->width);
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const int y2 = clamp(damage[i].y + damage[i].h, 0, (int)this->height);
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if (x2 <= x1 || y2 <= y1)
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continue;
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output[count++] = (FrameDamageRect)
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{
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.x = x1,
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.y = this->height - y2,
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.width = x2 - x1,
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.height = y2 - y1,
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};
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}
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return rectsMergeOverlapping(output, count);
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}
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bool egl_hdrOverlayBegin(EGL_HDROverlay * this,
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const struct Rect * damage, int damageCount)
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{
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if (!this->configured || !atomic_load(&this->active))
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return false;
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this->renderPQ = atomic_load(&this->pq);
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this->renderReferenceWhiteLevel =
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atomic_load(&this->referenceWhiteLevel);
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egl_framebufferBind(this->framebuffer);
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egl_stateBlend(false);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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if (damageCount < 0)
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{
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egl_stateScissor(false);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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else
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{
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FrameDamageRect rects[damageCount];
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const int count = convertDamage(this, damage, damageCount, rects);
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egl_stateScissor(true);
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for (int i = 0; i < count; ++i)
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{
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glScissor(rects[i].x, rects[i].y,
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rects[i].width, rects[i].height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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egl_stateScissor(false);
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}
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return true;
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}
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void egl_hdrOverlayEnd(EGL_HDROverlay * this,
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const struct Rect * damage, int damageCount,
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EGL_Framebuffer * target)
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{
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if (target)
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egl_framebufferBind(target);
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else
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{
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egl_stateBindFramebuffer(0);
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egl_stateViewport(0, 0, this->width, this->height);
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}
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egl_uniform1i(this->uPQ, this->renderPQ);
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egl_uniform1f(this->uReferenceWhiteLevel,
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this->renderReferenceWhiteLevel);
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egl_stateBlend(true);
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egl_stateBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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if (damageCount < 0)
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{
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egl_stateScissor(false);
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egl_modelRender(this->model);
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}
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else
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{
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FrameDamageRect rects[damageCount];
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const int count = convertDamage(this, damage, damageCount, rects);
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egl_stateScissor(true);
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for (int i = 0; i < count; ++i)
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{
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glScissor(rects[i].x, rects[i].y,
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rects[i].width, rects[i].height);
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egl_modelRender(this->model);
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}
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egl_stateScissor(false);
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}
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egl_stateBlend(false);
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}
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