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LookingGlass/client/renderers/EGL/hdr_overlay.c
Geoffrey McRae 8fbe3e7454
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[repos] lgprotocol: import shared protocol definitions
Add LGProtocol as a pinned submodule and consume its KVMFR protocol
definitions throughout the client, host, IDD, OBS, and profiler.

Keep Looking Glass framebuffer helpers local while removing duplicated
protocol headers and migrating users to KVMFR-scoped types.
2026-09-01 20:58:25 +10:00

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