mirror of
https://github.com/gnif/LookingGlass.git
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ceff9dca9b
This avoids duplicating the entire array of filters.
252 lines
5.7 KiB
C
252 lines
5.7 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2021 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 "postprocess.h"
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#include "filters.h"
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#include "app.h"
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#include "cimgui.h"
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#include <stdatomic.h>
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#include "common/debug.h"
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#include "common/array.h"
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#include "common/vector.h"
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static const EGL_FilterOps * EGL_Filters[] =
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{
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&egl_filterDownscaleOps,
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&egl_filterFFXFSR1Ops,
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&egl_filterFFXCASOps
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};
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struct EGL_PostProcess
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{
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Vector * filters;
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GLuint output;
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unsigned int outputX, outputY;
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_Atomic(bool) modified;
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EGL_Model * model;
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};
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void egl_postProcessEarlyInit(void)
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{
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for(int i = 0; i < ARRAY_LENGTH(EGL_Filters); ++i)
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EGL_Filters[i]->earlyInit();
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}
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static void drawDropTarget(void)
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{
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igPushStyleColorVec4(ImGuiCol_Separator, (ImVec4) { 1.0f, 1.0f, 0.0f, 1.0f });
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igSeparator();
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igPopStyleColor(1);
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}
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static void configUI(void * opaque, int * id)
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{
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struct EGL_PostProcess * this = opaque;
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bool redraw = false;
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static size_t mouseIdx = -1;
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static bool moving = false;
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static size_t moveIdx = 0;
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bool doMove = false;
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ImVec2 window, pos;
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igGetWindowPos(&window);
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igGetMousePos(&pos);
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EGL_Filter ** filters = vector_data(this->filters);
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size_t count = vector_size(this->filters);
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for (size_t i = 0; i < count; ++i)
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{
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EGL_Filter * filter = filters[i];
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if (moving && mouseIdx < moveIdx && i == mouseIdx)
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drawDropTarget();
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igPushIDPtr(filter);
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bool draw = igCollapsingHeaderBoolPtr(filter->ops.name, NULL, 0);
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if (igIsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
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mouseIdx = i;
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bool active = igIsItemActive();
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if (draw)
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redraw |= egl_filterImguiConfig(filter);
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igPopID();
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if (moving)
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{
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if (!igIsMouseDragging(ImGuiMouseButton_Left, -1.0f))
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{
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moving = false;
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doMove = true;
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}
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}
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else
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if (active && igIsMouseDragging(ImGuiMouseButton_Left, -1.0f))
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{
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moveIdx = mouseIdx;
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moving = true;
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}
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if (moving && mouseIdx > moveIdx && i == mouseIdx)
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drawDropTarget();
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}
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if (moving)
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{
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igSetMouseCursor(ImGuiMouseCursor_Hand);
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igSetTooltip(filters[moveIdx]->ops.name);
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}
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if (doMove)
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{
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EGL_Filter * tmp = filters[moveIdx];
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if (mouseIdx > moveIdx) // moving down
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memmove(filters + moveIdx, filters + moveIdx + 1, (mouseIdx - moveIdx) * sizeof(EGL_Filter *));
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else // moving up
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memmove(filters + mouseIdx + 1, filters + mouseIdx, (moveIdx - mouseIdx) * sizeof(EGL_Filter *));
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filters[mouseIdx] = tmp;
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}
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if (redraw)
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{
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atomic_store(&this->modified, true);
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app_invalidateWindow(false);
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}
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}
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bool egl_postProcessInit(EGL_PostProcess ** pp)
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{
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EGL_PostProcess * this = calloc(1, sizeof(*this));
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if (!this)
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{
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DEBUG_ERROR("Failed to allocate memory");
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return false;
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}
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this->filters = vector_create(sizeof(EGL_Filter *), ARRAY_LENGTH(EGL_Filters));
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if (!this->filters)
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{
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DEBUG_ERROR("Failed to allocate the filter list");
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goto error_this;
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}
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if (!egl_modelInit(&this->model))
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{
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DEBUG_ERROR("Failed to initialize the model");
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goto error_filters;
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}
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egl_modelSetDefault(this->model, false);
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app_overlayConfigRegisterTab("EGL Filters", configUI, this);
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*pp = this;
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return true;
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error_filters:
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vector_free(this->filters);
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error_this:
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free(this);
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return false;
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}
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void egl_postProcessFree(EGL_PostProcess ** pp)
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{
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if (!*pp)
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return;
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EGL_PostProcess * this = *pp;
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if (this->filters)
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{
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EGL_Filter ** filter;
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vector_forEachRef(filter, this->filters)
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egl_filterFree(filter);
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vector_free(this->filters);
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}
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egl_modelFree(&this->model);
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free(this);
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*pp = NULL;
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}
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bool egl_postProcessAdd(EGL_PostProcess * this, const EGL_FilterOps * ops)
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{
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EGL_Filter * filter;
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if (!egl_filterInit(ops, &filter))
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return false;
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vector_push(this->filters, &filter);
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return true;
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}
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bool egl_postProcessConfigModified(EGL_PostProcess * this)
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{
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return atomic_load(&this->modified);
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}
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bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
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unsigned int targetX, unsigned int targetY)
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{
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EGL_Filter * lastFilter = NULL;
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unsigned int sizeX, sizeY;
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GLuint texture;
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if (egl_textureGet(tex, &texture, &sizeX, &sizeY) != EGL_TEX_STATUS_OK)
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return false;
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atomic_store(&this->modified, false);
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EGL_Filter * filter;
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vector_forEach(filter, this->filters)
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{
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egl_filterSetOutputResHint(filter, targetX, targetY);
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egl_filterSetup(filter, tex->format.pixFmt, sizeX, sizeY);
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if (!egl_filterPrepare(filter))
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continue;
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texture = egl_filterRun(filter, this->model, texture);
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egl_filterGetOutputRes(filter, &sizeX, &sizeY);
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if (lastFilter)
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egl_filterRelease(lastFilter);
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lastFilter = filter;
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}
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this->output = texture;
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this->outputX = sizeX;
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this->outputY = sizeY;
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return true;
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}
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GLuint egl_postProcessGetOutput(EGL_PostProcess * this,
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unsigned int * outputX, unsigned int * outputY)
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{
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*outputX = this->outputX;
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*outputY = this->outputY;
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return this->output;
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}
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