mirror of
https://github.com/gnif/LookingGlass.git
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565 lines
16 KiB
C
565 lines
16 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 "desktop.h"
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#include "common/debug.h"
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#include "common/option.h"
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#include "common/locking.h"
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#include "common/array.h"
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#include "app.h"
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#include "texture.h"
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#include "shader.h"
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#include "desktop_rects.h"
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#include "cimgui.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 "desktop.vert.h"
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#include "desktop_rgb.frag.h"
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#include "desktop_rgb.def.h"
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#include "basic.vert.h"
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#include "ffx_cas.frag.h"
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#include "ffx_fsr1_easu.frag.h"
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#include "ffx_fsr1_rcas.frag.h"
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struct DesktopShader
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{
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EGL_Shader * shader;
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GLint uTransform;
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GLint uDesktopSize;
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GLint uTextureSize;
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GLint uScaleAlgo;
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GLint uNVGain;
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GLint uCBMode;
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};
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struct EGL_Desktop
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{
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EGL * egl;
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EGLDisplay * display;
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EGL_Texture * texture;
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struct DesktopShader shader;
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EGL_DesktopRects * mesh;
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CountedBuffer * matrix;
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// internals
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int width, height;
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LG_RendererRotate rotate;
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bool upscale;
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// scale algorithm
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int scaleAlgo;
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// night vision
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int nvMax;
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int nvGain;
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// colorblind mode
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int cbMode;
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bool useDMA;
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LG_RendererFormat format;
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EGL_Shader * ffxFSR1[2];
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bool ffxFSR1Enable;
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PostProcessHandle ffxFSR1Handle[2];
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EGL_Uniform ffxFSR1Uniform;
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EGL_Shader * ffxCAS;
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bool ffxCASEnable;
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PostProcessHandle ffxCASHandle;
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EGL_Uniform ffxCASUniform;
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};
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// forwards
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void toggleNV(int key, void * opaque);
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static bool egl_initDesktopShader(
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struct DesktopShader * shader,
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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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{
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if (!egl_shaderInit(&shader->shader))
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return false;
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if (!egl_shaderCompile(shader->shader,
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vertex_code , vertex_size,
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fragment_code, fragment_size))
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{
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return false;
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}
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shader->uTransform = egl_shaderGetUniform(shader->shader, "transform" );
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shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "desktopSize");
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shader->uTextureSize = egl_shaderGetUniform(shader->shader, "textureSize");
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shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo" );
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shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
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shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
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return true;
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}
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static void setupFilters(EGL_Desktop * desktop)
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{
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desktop->ffxFSR1Handle[0] =
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egl_textureAddFilter(desktop->texture, desktop->ffxFSR1[0],
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desktop->ffxFSR1Enable);
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desktop->ffxFSR1Handle[1] =
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egl_textureAddFilter(desktop->texture, desktop->ffxFSR1[1],
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desktop->ffxFSR1Enable);
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desktop->ffxCASHandle =
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egl_textureAddFilter(desktop->texture, desktop->ffxCAS,
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desktop->ffxCASEnable);
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}
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bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop_, EGLDisplay * display,
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bool useDMA, int maxRects)
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{
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EGL_Desktop * desktop = (EGL_Desktop *)calloc(1, sizeof(EGL_Desktop));
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if (!desktop)
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{
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DEBUG_ERROR("Failed to malloc EGL_Desktop");
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return false;
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}
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*desktop_ = desktop;
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desktop->egl = egl;
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desktop->display = display;
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if (!egl_textureInit(egl, &desktop->texture, display,
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useDMA ? EGL_TEXTYPE_DMABUF : EGL_TEXTYPE_FRAMEBUFFER, true))
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{
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DEBUG_ERROR("Failed to initialize the desktop texture");
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return false;
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}
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if (!egl_initDesktopShader(
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&desktop->shader,
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b_shader_desktop_vert , b_shader_desktop_vert_size,
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b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
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{
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DEBUG_ERROR("Failed to initialize the generic desktop shader");
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return false;
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}
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if (!egl_desktopRectsInit(&desktop->mesh, maxRects))
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{
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DEBUG_ERROR("Failed to initialize the desktop mesh");
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return false;
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}
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desktop->matrix = countedBufferNew(6 * sizeof(GLfloat));
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if (!desktop->matrix)
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{
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DEBUG_ERROR("Failed to allocate the desktop matrix buffer");
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return false;
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}
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app_registerKeybind(KEY_N, toggleNV, desktop,
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"Toggle night vision mode");
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desktop->nvMax = option_get_int("egl", "nvGainMax");
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desktop->nvGain = option_get_int("egl", "nvGain" );
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desktop->cbMode = option_get_int("egl", "cbMode" );
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desktop->scaleAlgo = option_get_int("egl", "scale" );
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desktop->useDMA = useDMA;
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// AMD FidelidyFX FSR
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egl_shaderInit(&desktop->ffxFSR1[0]);
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egl_shaderCompile(desktop->ffxFSR1[0],
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b_shader_basic_vert , b_shader_basic_vert_size,
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b_shader_ffx_fsr1_easu_frag, b_shader_ffx_fsr1_easu_frag_size);
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egl_shaderInit(&desktop->ffxFSR1[1]);
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egl_shaderCompile(desktop->ffxFSR1[1],
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b_shader_basic_vert , b_shader_basic_vert_size,
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b_shader_ffx_fsr1_rcas_frag, b_shader_ffx_fsr1_rcas_frag_size);
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desktop->ffxFSR1Enable = option_get_bool("eglFilter", "ffxFSR");
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desktop->ffxFSR1Uniform.type = EGL_UNIFORM_TYPE_1F;
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desktop->ffxFSR1Uniform.location =
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egl_shaderGetUniform(desktop->ffxFSR1[1], "uSharpness");
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desktop->ffxFSR1Uniform.f[0] =
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option_get_float("eglFilter", "ffxFSRSharpness");
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egl_shaderSetUniforms(desktop->ffxFSR1[1], &desktop->ffxFSR1Uniform, 1);
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// AMD FidelidyFX CAS
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egl_shaderInit(&desktop->ffxCAS);
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egl_shaderCompile(desktop->ffxCAS,
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b_shader_basic_vert , b_shader_basic_vert_size,
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b_shader_ffx_cas_frag, b_shader_ffx_cas_frag_size);
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desktop->ffxCASEnable = option_get_bool("eglFilter", "ffxCAS");
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desktop->ffxCASUniform.type = EGL_UNIFORM_TYPE_1F;
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desktop->ffxCASUniform.location =
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egl_shaderGetUniform(desktop->ffxCAS, "uSharpness");
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desktop->ffxCASUniform.f[0] =
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option_get_float("eglFilter", "ffxCASSharpness");
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egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxCASUniform, 1);
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setupFilters(desktop);
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return true;
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}
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void toggleNV(int key, void * opaque)
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{
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EGL_Desktop * desktop = (EGL_Desktop *)opaque;
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if (desktop->nvGain++ == desktop->nvMax)
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desktop->nvGain = 0;
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if (desktop->nvGain == 0) app_alert(LG_ALERT_INFO, "NV Disabled");
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else if (desktop->nvGain == 1) app_alert(LG_ALERT_INFO, "NV Enabled");
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else app_alert(LG_ALERT_INFO, "NV Gain + %d", desktop->nvGain - 1);
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app_invalidateWindow(true);
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}
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bool egl_desktopScaleValidate(struct Option * opt, const char ** error)
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{
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if (opt->value.x_int >= 0 && opt->value.x_int < EGL_SCALE_MAX)
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return true;
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*error = "Invalid scale algorithm number";
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return false;
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}
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void egl_desktopFree(EGL_Desktop ** desktop)
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{
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if (!*desktop)
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return;
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egl_textureFree (&(*desktop)->texture );
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egl_shaderFree (&(*desktop)->shader.shader);
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egl_desktopRectsFree(&(*desktop)->mesh );
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countedBufferRelease(&(*desktop)->matrix );
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egl_shaderFree(&(*desktop)->ffxFSR1[0]);
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egl_shaderFree(&(*desktop)->ffxFSR1[1]);
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egl_shaderFree(&(*desktop)->ffxCAS);
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free(*desktop);
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*desktop = NULL;
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}
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static const char * algorithmNames[EGL_SCALE_MAX] = {
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[EGL_SCALE_AUTO] = "Automatic (downscale: linear, upscale: nearest)",
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[EGL_SCALE_NEAREST] = "Nearest",
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[EGL_SCALE_LINEAR] = "Linear",
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};
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void egl_desktopConfigUI(EGL_Desktop * desktop)
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{
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igText("Scale algorithm:");
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igPushItemWidth(igGetWindowWidth() - igGetStyle()->WindowPadding.x * 2);
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if (igBeginCombo("##scale", algorithmNames[desktop->scaleAlgo], 0))
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{
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for (int i = 0; i < EGL_SCALE_MAX; ++i)
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{
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bool selected = i == desktop->scaleAlgo;
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if (igSelectableBool(algorithmNames[i], selected, 0, (ImVec2) { 0.0f, 0.0f }))
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desktop->scaleAlgo = i;
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if (selected)
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igSetItemDefaultFocus();
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}
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igEndCombo();
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}
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igPopItemWidth();
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igText("Night vision mode:");
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igSameLine(0.0f, -1.0f);
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igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() - igGetStyle()->WindowPadding.x);
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const char * format;
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switch (desktop->nvGain)
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{
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case 0: format = "off"; break;
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case 1: format = "on"; break;
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default: format = "gain: %d";
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}
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igSliderInt("##nvgain", &desktop->nvGain, 0, desktop->nvMax, format, 0);
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igPopItemWidth();
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bool invalidateTex = false;
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// AMD FidelityFX FSR
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bool fsr1 = desktop->ffxFSR1Enable;
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igCheckbox("AMD FidelityFX FSR", &fsr1);
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if (fsr1 != desktop->ffxFSR1Enable)
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{
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desktop->ffxFSR1Enable = fsr1;
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egl_textureEnableFilter(desktop->ffxFSR1Handle[0],
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fsr1 && desktop->upscale);
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egl_textureEnableFilter(desktop->ffxFSR1Handle[1],
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fsr1 && desktop->upscale);
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invalidateTex = true;
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}
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float fsr1Sharpness = desktop->ffxFSR1Uniform.f[0];
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igText("Sharpness:");
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igSameLine(0.0f, -1.0f);
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igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() -
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igGetStyle()->WindowPadding.x);
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igSliderFloat("##fsr1Sharpness", &fsr1Sharpness, 0.0f, 1.0f, NULL, 0);
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igPopItemWidth();
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if (fsr1Sharpness != desktop->ffxFSR1Uniform.f[0])
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{
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// enable FSR1 if the sharpness was changed
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if (!fsr1)
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{
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fsr1 = true;
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desktop->ffxFSR1Enable = fsr1;
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egl_textureEnableFilter(desktop->ffxFSR1Handle[0],
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fsr1 && desktop->upscale);
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egl_textureEnableFilter(desktop->ffxFSR1Handle[1],
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fsr1 && desktop->upscale);
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}
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desktop->ffxFSR1Uniform.f[0] = fsr1Sharpness;
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egl_shaderSetUniforms(desktop->ffxFSR1[1], &desktop->ffxFSR1Uniform, 1);
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invalidateTex = true;
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}
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// AMD FiedlityFX CAS
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bool cas = desktop->ffxCASEnable;
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igCheckbox("AMD FidelityFX CAS", &cas);
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if (cas != desktop->ffxCASEnable)
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{
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desktop->ffxCASEnable = cas;
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egl_textureEnableFilter(desktop->ffxCASHandle, cas);
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invalidateTex = true;
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}
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float casSharpness = desktop->ffxCASUniform.f[0];
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igText("Sharpness:");
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igSameLine(0.0f, -1.0f);
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igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() -
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igGetStyle()->WindowPadding.x);
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igSliderFloat("##casSharpness", &casSharpness, 0.0f, 1.0f, NULL, 0);
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igPopItemWidth();
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if (casSharpness != desktop->ffxCASUniform.f[0])
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{
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// enable CAS if the sharpness was changed
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if (!cas)
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{
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cas = true;
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desktop->ffxCASEnable = cas;
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egl_textureEnableFilter(desktop->ffxCASHandle, cas);
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}
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desktop->ffxCASUniform.f[0] = casSharpness;
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egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxCASUniform, 1);
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invalidateTex = true;
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}
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if (invalidateTex)
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{
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egl_textureInvalidate(desktop->texture);
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app_invalidateWindow(true);
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}
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}
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bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
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{
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memcpy(&desktop->format, &format, sizeof(LG_RendererFormat));
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enum EGL_PixelFormat pixFmt;
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switch(format.type)
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{
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case FRAME_TYPE_BGRA:
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pixFmt = EGL_PF_BGRA;
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break;
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case FRAME_TYPE_RGBA:
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pixFmt = EGL_PF_RGBA;
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break;
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case FRAME_TYPE_RGBA10:
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pixFmt = EGL_PF_RGBA10;
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break;
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case FRAME_TYPE_RGBA16F:
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pixFmt = EGL_PF_RGBA16F;
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break;
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default:
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DEBUG_ERROR("Unsupported frame format");
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return false;
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}
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desktop->width = format.width;
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desktop->height = format.height;
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if (!egl_textureSetup(
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desktop->texture,
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pixFmt,
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format.width,
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format.height,
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format.pitch
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))
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{
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DEBUG_ERROR("Failed to setup the desktop texture");
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return false;
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}
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return true;
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}
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bool egl_desktopUpdate(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd,
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const FrameDamageRect * damageRects, int damageRectsCount)
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{
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if (desktop->useDMA && dmaFd >= 0)
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{
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if (egl_textureUpdateFromDMA(desktop->texture, frame, dmaFd))
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return true;
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DEBUG_WARN("DMA update failed, disabling DMABUF imports");
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desktop->useDMA = false;
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egl_textureFree(&desktop->texture);
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if (!egl_textureInit(desktop->egl, &desktop->texture, desktop->display,
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EGL_TEXTYPE_FRAMEBUFFER, true))
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{
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DEBUG_ERROR("Failed to initialize the desktop texture");
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return false;
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}
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setupFilters(desktop);
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if (!egl_desktopSetup(desktop, desktop->format))
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return false;
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}
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return egl_textureUpdateFromFrame(desktop->texture, frame, damageRects, damageRectsCount);
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}
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void egl_desktopResize(EGL_Desktop * desktop, int width, int height)
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{
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if (width > desktop->width && height > desktop->height)
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{
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desktop->upscale = true;
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if (desktop->ffxFSR1Enable)
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{
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egl_textureEnableFilter(desktop->ffxFSR1Handle[0], true);
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egl_textureEnableFilter(desktop->ffxFSR1Handle[1], true);
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}
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egl_textureSetFilterRes(desktop->ffxFSR1Handle[0], width, height);
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egl_textureSetFilterRes(desktop->ffxFSR1Handle[1], width, height);
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egl_textureSetFilterRes(desktop->ffxCASHandle , width, height);
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}
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else
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{
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desktop->upscale = false;
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egl_textureEnableFilter(desktop->ffxFSR1Handle[0], false);
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egl_textureEnableFilter(desktop->ffxFSR1Handle[1], false);
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egl_textureSetFilterRes(desktop->ffxCASHandle, 0, 0);
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}
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}
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bool egl_desktopRender(EGL_Desktop * desktop, const float x, const float y,
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const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
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LG_RendererRotate rotate, const struct DamageRects * rects)
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{
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enum EGL_TexStatus status;
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if ((status = egl_textureProcess(desktop->texture)) != EGL_TEX_STATUS_OK)
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{
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if (status != EGL_TEX_STATUS_NOTREADY)
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DEBUG_ERROR("Failed to process the desktop texture");
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}
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int scaleAlgo = EGL_SCALE_NEAREST;
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switch (desktop->scaleAlgo)
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{
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case EGL_SCALE_AUTO:
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switch (scaleType)
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{
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case EGL_DESKTOP_NOSCALE:
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case EGL_DESKTOP_UPSCALE:
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scaleAlgo = EGL_SCALE_NEAREST;
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break;
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case EGL_DESKTOP_DOWNSCALE:
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scaleAlgo = EGL_SCALE_LINEAR;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
scaleAlgo = desktop->scaleAlgo;
|
|
}
|
|
|
|
struct Rect finalSize;
|
|
egl_textureBind(desktop->texture);
|
|
egl_textureGetFinalSize(desktop->texture, &finalSize);
|
|
|
|
egl_desktopRectsMatrix((float *)desktop->matrix->data,
|
|
desktop->width, desktop->height, x, y, scaleX, scaleY, rotate);
|
|
egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height);
|
|
|
|
const struct DesktopShader * shader = &desktop->shader;
|
|
EGL_Uniform uniforms[] =
|
|
{
|
|
{
|
|
.type = EGL_UNIFORM_TYPE_1I,
|
|
.location = shader->uScaleAlgo,
|
|
.i = { scaleAlgo },
|
|
},
|
|
{
|
|
.type = EGL_UNIFORM_TYPE_2F,
|
|
.location = shader->uDesktopSize,
|
|
.f = { desktop->width, desktop->height },
|
|
},
|
|
{
|
|
.type = EGL_UNIFORM_TYPE_2I,
|
|
.location = shader->uTextureSize,
|
|
.i = { finalSize.x, finalSize.y },
|
|
},
|
|
{
|
|
.type = EGL_UNIFORM_TYPE_M3x2FV,
|
|
.location = shader->uTransform,
|
|
.m.transpose = GL_FALSE,
|
|
.m.v = desktop->matrix
|
|
},
|
|
{
|
|
.type = EGL_UNIFORM_TYPE_1F,
|
|
.location = shader->uNVGain,
|
|
.f = { (float)desktop->nvGain }
|
|
},
|
|
{
|
|
.type = EGL_UNIFORM_TYPE_1I,
|
|
.location = shader->uCBMode,
|
|
.f = { desktop->cbMode }
|
|
}
|
|
};
|
|
|
|
egl_shaderSetUniforms(shader->shader, uniforms, ARRAY_LENGTH(uniforms));
|
|
egl_shaderUse(shader->shader);
|
|
egl_desktopRectsRender(desktop->mesh);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
return true;
|
|
}
|