LookingGlass/client/renderers/EGL/postprocess.c
Quantum 99761b195f [client] egl: switch postprocessing filters to use vectors
This will allow them to be reordered much more easily.
2021-08-22 21:36:13 +10:00

191 lines
4.2 KiB
C

/**
* Looking Glass
* Copyright © 2017-2021 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 "postprocess.h"
#include "filters.h"
#include "app.h"
#include "cimgui.h"
#include <stdatomic.h>
#include "common/debug.h"
#include "common/array.h"
#include "common/vector.h"
static const EGL_FilterOps * EGL_Filters[] =
{
&egl_filterDownscaleOps,
&egl_filterFFXFSR1Ops,
&egl_filterFFXCASOps
};
struct EGL_PostProcess
{
Vector * filters;
GLuint output;
unsigned int outputX, outputY;
_Atomic(bool) modified;
EGL_Model * model;
};
void egl_postProcessEarlyInit(void)
{
for(int i = 0; i < ARRAY_LENGTH(EGL_Filters); ++i)
EGL_Filters[i]->earlyInit();
}
static void configUI(void * opaque, int * id)
{
struct EGL_PostProcess * this = opaque;
bool redraw = false;
EGL_Filter * filter;
vector_forEach(filter, this->filters)
{
igPushIDInt(++*id);
if (igCollapsingHeaderBoolPtr(filter->ops.name, NULL, 0))
redraw |= egl_filterImguiConfig(filter);
igPopID();
}
if (redraw)
{
atomic_store(&this->modified, true);
app_invalidateWindow(false);
}
}
bool egl_postProcessInit(EGL_PostProcess ** pp)
{
EGL_PostProcess * this = calloc(1, sizeof(*this));
if (!this)
{
DEBUG_ERROR("Failed to allocate memory");
return false;
}
this->filters = vector_create(sizeof(EGL_Filter *), ARRAY_LENGTH(EGL_Filters));
if (!this->filters)
{
DEBUG_ERROR("Failed to allocate the filter list");
goto error_this;
}
if (!egl_modelInit(&this->model))
{
DEBUG_ERROR("Failed to initialize the model");
goto error_filters;
}
egl_modelSetDefault(this->model, false);
app_overlayConfigRegisterTab("EGL Filters", configUI, this);
*pp = this;
return true;
error_filters:
vector_free(this->filters);
error_this:
free(this);
return false;
}
void egl_postProcessFree(EGL_PostProcess ** pp)
{
if (!*pp)
return;
EGL_PostProcess * this = *pp;
if (this->filters)
{
EGL_Filter ** filter;
vector_forEachRef(filter, this->filters)
egl_filterFree(filter);
vector_free(this->filters);
}
egl_modelFree(&this->model);
free(this);
*pp = NULL;
}
bool egl_postProcessAdd(EGL_PostProcess * this, const EGL_FilterOps * ops)
{
EGL_Filter * filter;
if (!egl_filterInit(ops, &filter))
return false;
vector_push(this->filters, &filter);
return true;
}
bool egl_postProcessConfigModified(EGL_PostProcess * this)
{
return atomic_load(&this->modified);
}
bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
unsigned int targetX, unsigned int targetY)
{
EGL_Filter * lastFilter = NULL;
unsigned int sizeX, sizeY;
GLuint texture;
if (egl_textureGet(tex, &texture, &sizeX, &sizeY) != EGL_TEX_STATUS_OK)
return false;
atomic_store(&this->modified, false);
EGL_Filter * filter;
vector_forEach(filter, this->filters)
{
egl_filterSetOutputResHint(filter, targetX, targetY);
egl_filterSetup(filter, tex->format.pixFmt, sizeX, sizeY);
if (!egl_filterPrepare(filter))
continue;
texture = egl_filterRun(filter, this->model, texture);
egl_filterGetOutputRes(filter, &sizeX, &sizeY);
if (lastFilter)
egl_filterRelease(lastFilter);
lastFilter = filter;
}
this->output = texture;
this->outputX = sizeX;
this->outputY = sizeY;
return true;
}
GLuint egl_postProcessGetOutput(EGL_PostProcess * this,
unsigned int * outputX, unsigned int * outputY)
{
*outputX = this->outputX;
*outputY = this->outputY;
return this->output;
}