LookingGlass/client/renderers/EGL/egl.c
Geoffrey McRae 60a58d4d8d [client] all: make it possible to signal full window invalidation
Now that we are drawing with damage rects, when the window is hidden and
then exposed the window may not get fully redrawn. This provides
`app_invalidateWindow` for the display server backend to call when the
screen needs a full redraw.
2021-07-25 15:29:29 +10:00

942 lines
24 KiB
C

/**
* Looking Glass
* Copyright (C) 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 "interface/renderer.h"
#include "common/debug.h"
#include "common/KVMFR.h"
#include "common/option.h"
#include "common/sysinfo.h"
#include "common/time.h"
#include "common/locking.h"
#include "app.h"
#include "util.h"
#include <EGL/egl.h>
#include <GLES3/gl32.h>
#include "cimgui.h"
#include "generator/output/cimgui_impl.h"
#include <assert.h>
#include <math.h>
#include <string.h>
#include "app.h"
#include "egl_dynprocs.h"
#include "model.h"
#include "shader.h"
#include "damage.h"
#include "desktop.h"
#include "cursor.h"
#include "splash.h"
#define SPLASH_FADE_TIME 1000000
struct Options
{
bool vsync;
bool doubleBuffer;
};
struct Inst
{
bool dmaSupport;
LG_RendererParams params;
struct Options opt;
EGLNativeWindowType nativeWind;
EGLDisplay display;
EGLConfig configs;
EGLSurface surface;
EGLContext context, frameContext;
EGL_Desktop * desktop; // the desktop
EGL_Cursor * cursor; // the mouse cursor
EGL_Splash * splash; // the splash screen
EGL_Damage * damage; // the damage display
bool imgui; // if imgui was initialized
LG_RendererFormat format;
bool formatValid;
bool start;
uint64_t waitFadeTime;
bool waitDone;
int width, height;
float uiScale;
LG_RendererRect destRect;
LG_RendererRotate rotate; //client side rotation
float translateX , translateY;
float scaleX , scaleY;
float splashRatio;
float screenScaleX, screenScaleY;
int viewportWidth, viewportHeight;
enum EGL_DesktopScaleType scaleType;
bool cursorVisible;
int cursorX , cursorY;
float mouseWidth , mouseHeight;
float mouseScaleX, mouseScaleY;
bool showDamage;
struct CursorState cursorLast;
bool hadOverlay;
_Atomic(struct DesktopDamage *) desktopDamage;
};
static struct Option egl_options[] =
{
{
.module = "egl",
.name = "vsync",
.description = "Enable vsync",
.type = OPTION_TYPE_BOOL,
.value.x_bool = false,
},
{
.module = "egl",
.name = "doubleBuffer",
.description = "Enable double buffering",
.type = OPTION_TYPE_BOOL,
.value.x_bool = false
},
{
.module = "egl",
.name = "multisample",
.description = "Enable Multisampling",
.type = OPTION_TYPE_BOOL,
.value.x_bool = true
},
{
.module = "egl",
.name = "nvGainMax",
.description = "The maximum night vision gain",
.type = OPTION_TYPE_INT,
.value.x_int = 1
},
{
.module = "egl",
.name = "nvGain",
.description = "The initial night vision gain at startup",
.type = OPTION_TYPE_INT,
.value.x_int = 0
},
{
.module = "egl",
.name = "cbMode",
.description = "Color Blind Mode (0 = Off, 1 = Protanope, 2 = Deuteranope, 3 = Tritanope)",
.type = OPTION_TYPE_INT,
.value.x_int = 0
},
{
.module = "egl",
.name = "scale",
.description = "Set the scale algorithm (0 = auto, 1 = nearest, 2 = linear)",
.type = OPTION_TYPE_INT,
.validator = egl_desktop_scale_validate,
.value.x_int = 0
},
{
.module = "egl",
.name = "debug",
.description = "Enable debug output",
.type = OPTION_TYPE_BOOL,
.value.x_bool = false
},
{0}
};
void update_mouse_shape(struct Inst * this);
const char * egl_get_name(void)
{
return "EGL";
}
void egl_setup(void)
{
option_register(egl_options);
}
bool egl_create(void ** opaque, const LG_RendererParams params, bool * needsOpenGL)
{
// check if EGL is even available
if (!eglQueryString(EGL_NO_DISPLAY, EGL_VERSION))
return false;
// create our local storage
*opaque = calloc(1, sizeof(struct Inst));
if (!*opaque)
{
DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct Inst));
return false;
}
// safe off parameteres and init our default option values
struct Inst * this = (struct Inst *)*opaque;
memcpy(&this->params, &params, sizeof(LG_RendererParams));
this->opt.vsync = option_get_bool("egl", "vsync");
this->opt.doubleBuffer = option_get_bool("egl", "doubleBuffer");
this->translateX = 0;
this->translateY = 0;
this->scaleX = 1.0f;
this->scaleY = 1.0f;
this->screenScaleX = 1.0f;
this->screenScaleY = 1.0f;
this->uiScale = 1.0;
atomic_init(&this->desktopDamage, NULL);
*needsOpenGL = false;
return true;
}
bool egl_initialize(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
DEBUG_INFO("Double buffering is %s", this->opt.doubleBuffer ? "on" : "off");
return true;
}
void egl_deinitialize(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
if (this->imgui)
ImGui_ImplOpenGL3_Shutdown();
egl_desktop_free(&this->desktop);
egl_cursor_free (&this->cursor);
egl_splash_free (&this->splash);
egl_damage_free (&this->damage);
LG_LOCK_FREE(this->lock);
eglMakeCurrent(this->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (this->frameContext)
eglDestroyContext(this->display, this->frameContext);
if (this->context)
eglDestroyContext(this->display, this->context);
eglTerminate(this->display);
free(this);
}
bool egl_supports(void * opaque, LG_RendererSupport flag)
{
struct Inst * this = (struct Inst *)opaque;
switch(flag)
{
case LG_SUPPORTS_DMABUF:
return this->dmaSupport;
default:
return false;
}
}
void egl_on_restart(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
eglDestroyContext(this->display, this->frameContext);
this->frameContext = NULL;
this->start = false;
}
static void egl_calc_mouse_size(struct Inst * this)
{
if (!this->formatValid)
return;
int w = 0, h = 0;
switch(this->format.rotate)
{
case LG_ROTATE_0:
case LG_ROTATE_180:
this->mouseScaleX = 2.0f / this->format.width;
this->mouseScaleY = 2.0f / this->format.height;
w = this->format.width;
h = this->format.height;
break;
case LG_ROTATE_90:
case LG_ROTATE_270:
this->mouseScaleX = 2.0f / this->format.height;
this->mouseScaleY = 2.0f / this->format.width;
w = this->format.height;
h = this->format.width;
break;
default:
assert(!"unreachable");
}
switch((this->format.rotate + this->rotate) % LG_ROTATE_MAX)
{
case LG_ROTATE_0:
case LG_ROTATE_180:
egl_cursor_set_size(this->cursor,
(this->mouseWidth * (1.0f / w)) * this->scaleX,
(this->mouseHeight * (1.0f / h)) * this->scaleY
);
break;
case LG_ROTATE_90:
case LG_ROTATE_270:
egl_cursor_set_size(this->cursor,
(this->mouseWidth * (1.0f / w)) * this->scaleY,
(this->mouseHeight * (1.0f / h)) * this->scaleX
);
break;
}
}
static void egl_calc_mouse_state(struct Inst * this)
{
if (!this->formatValid)
return;
switch((this->format.rotate + this->rotate) % LG_ROTATE_MAX)
{
case LG_ROTATE_0:
case LG_ROTATE_180:
egl_cursor_set_state(
this->cursor,
this->cursorVisible,
(((float)this->cursorX * this->mouseScaleX) - 1.0f) * this->scaleX,
(((float)this->cursorY * this->mouseScaleY) - 1.0f) * this->scaleY
);
break;
case LG_ROTATE_90:
case LG_ROTATE_270:
egl_cursor_set_state(
this->cursor,
this->cursorVisible,
(((float)this->cursorX * this->mouseScaleX) - 1.0f) * this->scaleY,
(((float)this->cursorY * this->mouseScaleY) - 1.0f) * this->scaleX
);
break;
}
}
static void egl_update_scale_type(struct Inst * this)
{
int width = 0, height = 0;
switch (this->rotate)
{
case LG_ROTATE_0:
case LG_ROTATE_180:
width = this->format.width;
height = this->format.height;
break;
case LG_ROTATE_90:
case LG_ROTATE_270:
width = this->format.height;
height = this->format.width;
break;
}
if (width == this->viewportWidth || height == this->viewportHeight)
this->scaleType = EGL_DESKTOP_NOSCALE;
else if (width > this->viewportWidth || height > this->viewportHeight)
this->scaleType = EGL_DESKTOP_DOWNSCALE;
else
this->scaleType = EGL_DESKTOP_UPSCALE;
}
void egl_on_resize(void * opaque, const int width, const int height, const double scale,
const LG_RendererRect destRect, LG_RendererRotate rotate)
{
struct Inst * this = (struct Inst *)opaque;
this->width = width * scale;
this->height = height * scale;
this->uiScale = (float) scale;
this->rotate = rotate;
this->destRect.x = destRect.x * scale;
this->destRect.y = destRect.y * scale;
this->destRect.w = destRect.w * scale;
this->destRect.h = destRect.h * scale;
glViewport(0, 0, this->width, this->height);
if (destRect.valid)
{
this->translateX = 1.0f - (((this->destRect.w / 2) + this->destRect.x) * 2) / (float)this->width;
this->translateY = 1.0f - (((this->destRect.h / 2) + this->destRect.y) * 2) / (float)this->height;
this->scaleX = (float)this->destRect.w / (float)this->width;
this->scaleY = (float)this->destRect.h / (float)this->height;
this->viewportWidth = this->destRect.w;
this->viewportHeight = this->destRect.h;
}
egl_update_scale_type(this);
egl_calc_mouse_size(this);
this->splashRatio = (float)width / (float)height;
this->screenScaleX = 1.0f / this->width;
this->screenScaleY = 1.0f / this->height;
egl_calc_mouse_state(this);
struct DesktopDamage * damage = malloc(sizeof(struct DesktopDamage));
if (!damage)
{
DEBUG_FATAL("Out of memory");
abort();
}
damage->count = 0;
free(atomic_exchange(&this->desktopDamage, damage));
// this is needed to refresh the font atlas texture
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplOpenGL3_NewFrame();
egl_damage_resize(this->damage, this->translateX, this->translateY, this->scaleX, this->scaleY);
}
bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor,
const int width, const int height,
const int pitch, const uint8_t * data)
{
struct Inst * this = (struct Inst *)opaque;
if (!egl_cursor_set_shape(this->cursor, cursor, width, height, pitch, data))
{
DEBUG_ERROR("Failed to update the cursor shape");
return false;
}
this->mouseWidth = width;
this->mouseHeight = height;
egl_calc_mouse_size(this);
return true;
}
bool egl_on_mouse_event(void * opaque, const bool visible, const int x, const int y)
{
struct Inst * this = (struct Inst *)opaque;
this->cursorVisible = visible;
this->cursorX = x;
this->cursorY = y;
egl_calc_mouse_state(this);
return true;
}
bool egl_on_frame_format(void * opaque, const LG_RendererFormat format, bool useDMA)
{
struct Inst * this = (struct Inst *)opaque;
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->formatValid = true;
/* this event runs in a second thread so we need to init it here */
if (!this->frameContext)
{
static EGLint attrs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
if (!(this->frameContext = eglCreateContext(this->display, this->configs, this->context, attrs)))
{
DEBUG_ERROR("Failed to create the frame context");
return false;
}
if (!eglMakeCurrent(this->display, EGL_NO_SURFACE, EGL_NO_SURFACE, this->frameContext))
{
DEBUG_ERROR("Failed to make the frame context current");
return false;
}
}
egl_update_scale_type(this);
egl_damage_setup(this->damage, format.width, format.height);
return egl_desktop_setup(this->desktop, format, useDMA);
}
bool egl_on_frame(void * opaque, const FrameBuffer * frame, int dmaFd,
const FrameDamageRect * damageRects, int damageRectsCount)
{
struct Inst * this = (struct Inst *)opaque;
if (!egl_desktop_update(this->desktop, frame, dmaFd))
{
DEBUG_INFO("Failed to to update the desktop");
return false;
}
this->start = true;
struct DesktopDamage * damage = malloc(sizeof(struct DesktopDamage));
if (!damage)
{
DEBUG_FATAL("Out of memory");
abort();
}
damage->count = damageRectsCount;
memcpy(damage->rects, damageRects, damageRectsCount * sizeof(FrameDamageRect));
free(atomic_exchange(&this->desktopDamage, damage));
return true;
}
static void debugCallback(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length, const GLchar * message,
const void * userParam)
{
enum DebugLevel level = DEBUG_LEVEL_FIXME;
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH:
level = DEBUG_LEVEL_ERROR;
break;
case GL_DEBUG_SEVERITY_MEDIUM:
level = DEBUG_LEVEL_WARN;
break;
case GL_DEBUG_SEVERITY_LOW:
case GL_DEBUG_SEVERITY_NOTIFICATION:
level = DEBUG_LEVEL_INFO;
break;
}
const char * sourceName = "unknown";
switch (source)
{
case GL_DEBUG_SOURCE_API:
sourceName = "OpenGL API";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
sourceName = "window system";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER:
sourceName = "shader compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY:
sourceName = "third party";
break;
case GL_DEBUG_SOURCE_APPLICATION:
sourceName = "application";
break;
case GL_DEBUG_SOURCE_OTHER:
sourceName = "other";
break;
}
const char * typeName = "unknown";
switch (type)
{
case GL_DEBUG_TYPE_ERROR:
typeName = "error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
typeName = "deprecated behaviour";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
typeName = "undefined behaviour";
break;
case GL_DEBUG_TYPE_PORTABILITY:
typeName = "portability";
break;
case GL_DEBUG_TYPE_PERFORMANCE:
typeName = "performance";
break;
case GL_DEBUG_TYPE_MARKER:
typeName = "marker";
break;
case GL_DEBUG_TYPE_PUSH_GROUP:
typeName = "group pushing";
break;
case GL_DEBUG_TYPE_POP_GROUP:
typeName = "group popping";
break;
case GL_DEBUG_TYPE_OTHER:
typeName = "other";
break;
}
DEBUG_PRINT(level, "GL message (source: %s, type: %s): %s", sourceName, typeName, message);
}
bool egl_render_startup(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
this->nativeWind = app_getEGLNativeWindow();
if (!this->nativeWind)
return false;
this->display = app_getEGLDisplay();
if (this->display == EGL_NO_DISPLAY)
return false;
int maj, min;
if (!eglInitialize(this->display, &maj, &min))
{
DEBUG_ERROR("Unable to initialize EGL");
return false;
}
int maxSamples = 1;
if (option_get_bool("egl", "multisample"))
{
if (app_getProp(LG_DS_MAX_MULTISAMPLE, &maxSamples) && maxSamples > 1)
{
if (maxSamples > 4)
maxSamples = 4;
DEBUG_INFO("Multisampling enabled, max samples: %d", maxSamples);
}
}
EGLint attr[] =
{
EGL_BUFFER_SIZE , 24,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_SAMPLE_BUFFERS , maxSamples > 0 ? 1 : 0,
EGL_SAMPLES , maxSamples,
EGL_NONE
};
EGLint num_config;
if (!eglChooseConfig(this->display, attr, &this->configs, 1, &num_config))
{
DEBUG_ERROR("Failed to choose config (eglError: 0x%x)", eglGetError());
return false;
}
const EGLint surfattr[] =
{
EGL_RENDER_BUFFER, this->opt.doubleBuffer ? EGL_BACK_BUFFER : EGL_SINGLE_BUFFER,
EGL_NONE
};
this->surface = eglCreateWindowSurface(this->display, this->configs, this->nativeWind, surfattr);
if (this->surface == EGL_NO_SURFACE)
{
DEBUG_ERROR("Failed to create EGL surface (eglError: 0x%x)", eglGetError());
return false;
}
bool debugContext = option_get_bool("egl", "debug");
EGLint ctxattr[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_CONTEXT_OPENGL_DEBUG , debugContext ? EGL_TRUE : EGL_FALSE,
EGL_NONE
};
this->context = eglCreateContext(this->display, this->configs, EGL_NO_CONTEXT, ctxattr);
if (this->context == EGL_NO_CONTEXT)
{
DEBUG_ERROR("Failed to create EGL context (eglError: 0x%x)", eglGetError());
return false;
}
EGLint rb = 0;
eglQuerySurface(this->display, this->surface, EGL_RENDER_BUFFER, &rb);
switch(rb)
{
case EGL_SINGLE_BUFFER:
DEBUG_INFO("Single buffer mode");
break;
case EGL_BACK_BUFFER:
DEBUG_INFO("Back buffer mode");
break;
default:
DEBUG_WARN("Unknown render buffer mode: %d", rb);
break;
}
eglMakeCurrent(this->display, this->surface, this->surface, this->context);
const char *client_exts = eglQueryString(this->display, EGL_EXTENSIONS);
const char *gl_exts = (const char *)glGetString(GL_EXTENSIONS);
const char *vendor = (const char *)glGetString(GL_VENDOR);
DEBUG_INFO("EGL : %d.%d", maj, min);
DEBUG_INFO("Vendor : %s", vendor);
DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
DEBUG_INFO("EGL APIs: %s", eglQueryString(this->display, EGL_CLIENT_APIS));
DEBUG_INFO("EGL Exts: %s", client_exts);
DEBUG_INFO("GL Exts : %s", gl_exts);
GLint esMaj, esMin;
glGetIntegerv(GL_MAJOR_VERSION, &esMaj);
glGetIntegerv(GL_MINOR_VERSION, &esMin);
if (!util_hasGLExt(gl_exts, "GL_EXT_buffer_storage"))
{
DEBUG_ERROR("GL_EXT_buffer_storage is needed to use EGL backend");
return false;
}
if (!util_hasGLExt(gl_exts, "GL_EXT_texture_format_BGRA8888"))
{
DEBUG_ERROR("GL_EXT_texture_format_BGRA8888 is needed to use EGL backend");
return false;
}
if (g_egl_dynProcs.glEGLImageTargetTexture2DOES)
{
if (util_hasGLExt(client_exts, "EGL_EXT_image_dma_buf_import"))
{
/*
* As of version 455.45.01 NVidia started advertising support for this
* feature, however even on the latest version 460.27.04 this is still
* broken and does not work, until this is fixed and we have way to detect
* this early just disable dma for all NVIDIA devices.
*
* ref: https://forums.developer.nvidia.com/t/egl-ext-image-dma-buf-import-broken-egl-bad-alloc-with-tons-of-free-ram/165552
*/
if (strstr(vendor, "NVIDIA") != NULL)
DEBUG_WARN("NVIDIA driver detected, ignoring broken DMA support");
else
this->dmaSupport = true;
}
}
else
{
DEBUG_INFO("glEGLImageTargetTexture2DOES unavilable, DMA support disabled");
}
if (debugContext)
{
if ((esMaj > 3 || (esMaj == 3 && esMin >= 2)) && g_egl_dynProcs.glDebugMessageCallback)
{
g_egl_dynProcs.glDebugMessageCallback(debugCallback, NULL);
DEBUG_INFO("Using debug message callback from OpenGL ES 3.2+");
}
else if (util_hasGLExt(gl_exts, "GL_KHR_debug") && g_egl_dynProcs.glDebugMessageCallbackKHR)
{
g_egl_dynProcs.glDebugMessageCallbackKHR(debugCallback, NULL);
DEBUG_INFO("Using debug message callback from GL_KHR_debug");
}
else
DEBUG_INFO("Debug message callback not supported");
}
else
DEBUG_INFO("Debug messages disabled, enable with egl:debug=true");
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
if (!egl_desktop_init(&this->desktop, this->display))
{
DEBUG_ERROR("Failed to initialize the desktop");
return false;
}
if (!egl_cursor_init(&this->cursor))
{
DEBUG_ERROR("Failed to initialize the cursor");
return false;
}
if (!egl_splash_init(&this->splash))
{
DEBUG_ERROR("Failed to initialize the splash screen");
return false;
}
if (!egl_damage_init(&this->damage))
{
DEBUG_ERROR("Failed to initialize the damage display");
return false;
}
if (!ImGui_ImplOpenGL3_Init("#version 300 es"))
{
DEBUG_ERROR("Failed to initialize ImGui");
return false;
}
this->imgui = true;
return true;
}
bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFrame,
const bool invalidateWindow)
{
struct Inst * this = (struct Inst *)opaque;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
bool hasOverlay = false;
struct CursorState cursorState = { .visible = false };
struct DesktopDamage * desktopDamage = NULL;
if (this->start)
{
desktopDamage = atomic_exchange(&this->desktopDamage, NULL);
if (egl_desktop_render(this->desktop,
this->translateX, this->translateY,
this->scaleX , this->scaleY ,
this->scaleType , rotate))
{
if (!this->waitFadeTime)
{
if (!this->params.quickSplash)
this->waitFadeTime = microtime() + SPLASH_FADE_TIME;
else
this->waitDone = true;
}
cursorState = egl_cursor_render(this->cursor,
(this->format.rotate + rotate) % LG_ROTATE_MAX,
this->width, this->height);
}
else
desktopDamage->count = 0;
}
if (!this->waitDone)
{
float a = 1.0f;
if (!this->waitFadeTime)
a = 1.0f;
else
{
uint64_t t = microtime();
if (t > this->waitFadeTime)
this->waitDone = true;
else
{
uint64_t delta = this->waitFadeTime - t;
a = 1.0f / SPLASH_FADE_TIME * delta;
}
}
if (!this->waitDone)
{
egl_splash_render(this->splash, a, this->splashRatio);
hasOverlay = true;
}
}
else if (!this->start)
{
egl_splash_render(this->splash, 1.0f, this->splashRatio);
hasOverlay = true;
}
hasOverlay |= egl_damage_render(this->damage, newFrame ? desktopDamage : NULL);
hasOverlay |= invalidateWindow;
struct Rect damage[KVMFR_MAX_DAMAGE_RECTS + MAX_OVERLAY_RECTS + 2];
int damageIdx = app_renderOverlay(damage, MAX_OVERLAY_RECTS);
switch (damageIdx)
{
case 0: // no overlay
break;
case -1: // full damage
hasOverlay = true;
// fallthrough
default:
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplOpenGL3_RenderDrawData(igGetDrawData());
for (int i = 0; i < damageIdx; ++i)
damage[i].y = this->height - damage[i].y - damage[i].h;
}
if (!hasOverlay && !this->hadOverlay)
{
if (this->cursorLast.visible)
damage[damageIdx++] = this->cursorLast.rect;
if (cursorState.visible)
damage[damageIdx++] = cursorState.rect;
this->cursorLast = cursorState;
if (desktopDamage)
{
if (desktopDamage->count == 0)
// Zero damage count means invalidating entire window.
damageIdx = 0;
else
{
double scaleX = (double) this->destRect.w / this->format.width;
double scaleY = (double) this->destRect.h / this->format.height;
for (int i = 0; i < desktopDamage->count; ++i)
{
FrameDamageRect rect = desktopDamage->rects[i];
int x1 = (int) (rect.x * scaleX);
int y1 = (int) (rect.y * scaleY);
int x2 = (int) ceil((rect.x + rect.width) * scaleX);
int y2 = (int) ceil((rect.y + rect.height) * scaleY);
damage[damageIdx++] = (struct Rect) {
.x = this->destRect.x + x1,
.y = this->height - (this->destRect.y + y2),
.w = x2 - x1,
.h = y2 - y1,
};
}
}
}
}
else
damageIdx = 0;
this->hadOverlay = hasOverlay;
free(desktopDamage);
app_eglSwapBuffers(this->display, this->surface, damage, damageIdx);
return true;
}
struct LG_Renderer LGR_EGL =
{
.get_name = egl_get_name,
.setup = egl_setup,
.create = egl_create,
.initialize = egl_initialize,
.deinitialize = egl_deinitialize,
.supports = egl_supports,
.on_restart = egl_on_restart,
.on_resize = egl_on_resize,
.on_mouse_shape = egl_on_mouse_shape,
.on_mouse_event = egl_on_mouse_event,
.on_frame_format = egl_on_frame_format,
.on_frame = egl_on_frame,
.render_startup = egl_render_startup,
.render = egl_render
};