mirror of
https://github.com/gnif/LookingGlass.git
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e70cfd84fb
Instead of damaging the entire surface when rendering a cursor move, we can use the EGL_KHR_swap_buffers_with_damage extension to only damage the part of the window covered by the cursor. This should reduce the cursor movement latency on Wayland.
322 lines
8.6 KiB
C
322 lines
8.6 KiB
C
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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cahe terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "cursor.h"
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#include "common/debug.h"
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#include "common/locking.h"
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#include "common/option.h"
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <stdlib.h>
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#include <string.h>
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// these headers are auto generated by cmake
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#include "cursor.vert.h"
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#include "cursor_rgb.frag.h"
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#include "cursor_mono.frag.h"
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struct CursorTex
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{
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struct EGL_Texture * texture;
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struct EGL_Shader * shader;
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GLuint uMousePos;
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GLuint uRotate;
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GLuint uCBMode;
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};
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struct EGL_Cursor
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{
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LG_Lock lock;
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LG_RendererCursor type;
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int width;
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int height;
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int stride;
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uint8_t * data;
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size_t dataSize;
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bool update;
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// cursor state
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bool visible;
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float x, y, w, h;
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LG_RendererRotate rotate;
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int cbMode;
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struct CursorTex norm;
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struct CursorTex mono;
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struct EGL_Model * model;
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};
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static bool egl_cursor_tex_init(struct CursorTex * t,
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const char * vertex_code , size_t vertex_size,
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const char * fragment_code, size_t fragment_size)
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{
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if (!egl_texture_init(&t->texture, NULL))
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{
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DEBUG_ERROR("Failed to initialize the cursor texture");
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return false;
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}
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if (!egl_shader_init(&t->shader))
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{
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DEBUG_ERROR("Failed to initialize the cursor shader");
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return false;
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}
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if (!egl_shader_compile(t->shader,
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vertex_code, vertex_size, fragment_code, fragment_size))
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{
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DEBUG_ERROR("Failed to compile the cursor shader");
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return false;
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}
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t->uMousePos = egl_shader_get_uniform_location(t->shader, "mouse" );
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t->uRotate = egl_shader_get_uniform_location(t->shader, "rotate");
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t->uCBMode = egl_shader_get_uniform_location(t->shader, "cbMode");
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return true;
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}
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static inline void egl_cursor_tex_uniforms(EGL_Cursor * cursor, struct CursorTex * t, bool mono)
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{
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if (mono)
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{
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glUniform4f(t->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h / 2);
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glUniform1i(t->uRotate , cursor->rotate);
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glUniform1i(t->uCBMode , cursor->cbMode);
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}
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else
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{
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glUniform4f(t->uMousePos, cursor->x, cursor->y, cursor->w, cursor->h);
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glUniform1i(t->uRotate , cursor->rotate);
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glUniform1i(t->uCBMode , cursor->cbMode);
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}
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}
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static void egl_cursor_tex_free(struct CursorTex * t)
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{
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egl_texture_free(&t->texture);
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egl_shader_free (&t->shader );
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};
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bool egl_cursor_init(EGL_Cursor ** cursor)
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{
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*cursor = (EGL_Cursor *)malloc(sizeof(EGL_Cursor));
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if (!*cursor)
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{
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DEBUG_ERROR("Failed to malloc EGL_Cursor");
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return false;
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}
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memset(*cursor, 0, sizeof(EGL_Cursor));
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LG_LOCK_INIT((*cursor)->lock);
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if (!egl_cursor_tex_init(&(*cursor)->norm,
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b_shader_cursor_vert , b_shader_cursor_vert_size,
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b_shader_cursor_rgb_frag, b_shader_cursor_rgb_frag_size))
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return false;
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if (!egl_cursor_tex_init(&(*cursor)->mono,
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b_shader_cursor_vert , b_shader_cursor_vert_size,
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b_shader_cursor_mono_frag, b_shader_cursor_mono_frag_size))
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return false;
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if (!egl_model_init(&(*cursor)->model))
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{
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DEBUG_ERROR("Failed to initialize the cursor model");
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return false;
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}
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egl_model_set_default((*cursor)->model);
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(*cursor)->cbMode = option_get_int("egl", "cbMode");
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return true;
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}
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void egl_cursor_free(EGL_Cursor ** cursor)
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{
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if (!*cursor)
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return;
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LG_LOCK_FREE((*cursor)->lock);
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if ((*cursor)->data)
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free((*cursor)->data);
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egl_cursor_tex_free(&(*cursor)->norm);
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egl_cursor_tex_free(&(*cursor)->mono);
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egl_model_free(&(*cursor)->model);
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free(*cursor);
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*cursor = NULL;
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}
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bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type,
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const int width, const int height, const int stride, const uint8_t * data)
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{
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LG_LOCK(cursor->lock);
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cursor->type = type;
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cursor->width = width;
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cursor->height = (type == LG_CURSOR_MONOCHROME ? height / 2 : height);
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cursor->stride = stride;
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const size_t size = height * stride;
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if (size > cursor->dataSize)
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{
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if (cursor->data)
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free(cursor->data);
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cursor->data = (uint8_t *)malloc(size);
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if (!cursor->data)
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{
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DEBUG_ERROR("Failed to malloc buffer for cursor shape");
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return false;
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}
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cursor->dataSize = size;
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}
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memcpy(cursor->data, data, size);
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cursor->update = true;
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LG_UNLOCK(cursor->lock);
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return true;
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}
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void egl_cursor_set_size(EGL_Cursor * cursor, const float w, const float h)
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{
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cursor->w = w;
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cursor->h = h;
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}
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void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y)
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{
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cursor->visible = visible;
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cursor->x = x;
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cursor->y = y;
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}
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struct CursorState egl_cursor_get_state(EGL_Cursor * cursor, int width, int height) {
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return (struct CursorState) {
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.visible = cursor->visible,
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.rect.x = (cursor->x * width + width) / 2,
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.rect.y = (-cursor->y * height + height) / 2 - cursor->h * height,
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.rect.w = cursor->w * width + 2,
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.rect.h = cursor->h * height + 2,
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};
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}
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void egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate)
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{
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if (!cursor->visible)
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return;
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if (cursor->update)
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{
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LG_LOCK(cursor->lock);
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cursor->update = false;
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uint8_t * data = cursor->data;
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switch(cursor->type)
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{
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case LG_CURSOR_MASKED_COLOR:
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// fall through
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case LG_CURSOR_COLOR:
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{
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egl_texture_setup(cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->stride, false, false);
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egl_texture_update(cursor->norm.texture, data);
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egl_model_set_texture(cursor->model, cursor->norm.texture);
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break;
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}
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case LG_CURSOR_MONOCHROME:
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{
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uint32_t and[cursor->width * cursor->height];
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uint32_t xor[cursor->width * cursor->height];
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for(int y = 0; y < cursor->height; ++y)
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for(int x = 0; x < cursor->width; ++x)
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{
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const uint8_t * srcAnd = data + (cursor->stride * y) + (x / 8);
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const uint8_t * srcXor = srcAnd + cursor->stride * cursor->height;
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const uint8_t mask = 0x80 >> (x % 8);
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const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
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const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
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and[y * cursor->width + x] = andMask;
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xor[y * cursor->width + x] = xorMask;
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}
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egl_texture_setup (cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false, false);
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egl_texture_setup (cursor->mono.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4, false, false);
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egl_texture_update(cursor->norm.texture, (uint8_t *)and);
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egl_texture_update(cursor->mono.texture, (uint8_t *)xor);
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break;
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}
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}
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LG_UNLOCK(cursor->lock);
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}
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cursor->rotate = rotate;
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glEnable(GL_BLEND);
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switch(cursor->type)
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{
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case LG_CURSOR_MONOCHROME:
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{
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egl_shader_use(cursor->norm.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->norm, true);;
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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egl_model_set_texture(cursor->model, cursor->norm.texture);
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egl_model_render(cursor->model);
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egl_shader_use(cursor->mono.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->mono, true);;
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_set_texture(cursor->model, cursor->mono.texture);
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egl_model_render(cursor->model);
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break;
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}
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case LG_CURSOR_COLOR:
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{
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egl_shader_use(cursor->norm.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->norm, false);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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egl_model_render(cursor->model);
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break;
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}
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case LG_CURSOR_MASKED_COLOR:
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{
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egl_shader_use(cursor->mono.shader);
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egl_cursor_tex_uniforms(cursor, &cursor->mono, false);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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egl_model_render(cursor->model);
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break;
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}
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}
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glDisable(GL_BLEND);
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}
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