Files
LookingGlass/client/renderers/EGL/effect.c
Geoffrey McRae e3616ed4b9 [client] egl: add cached uniforms and multipass effects
Replace the per-frame uniform list with stable, name-cached handles that
retain their values across shader recompilation. Track dirty uniforms so
only changed values are uploaded, reducing redundant GL calls and buffer
management.

Add a reusable effect-pass pipeline with per-pass shaders, samplers,
formats, resolutions, and intermediate render targets. This makes
external effects easier to integrate and supports arbitrary multipass
chains.

Migrate the desktop, cursor, damage, 24-bit, downscale, CAS, and FSR
rendering paths to the new APIs. Also ensure framebuffer objects are
released correctly.
2026-07-17 21:05:47 +10:00

232 lines
5.4 KiB
C

/**
* Looking Glass
* Copyright © 2017-2026 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 "effect.h"
#include "filter.h"
#include "framebuffer.h"
#include "texture.h"
#include "common/debug.h"
#include <stdlib.h>
struct EGL_EffectPass
{
EGL_Shader * shader;
EGL_Framebuffer * framebuffer;
GLuint sampler;
EGL_Uniform * uTransform;
EGL_Uniform * uDesktopSize;
GLenum minFilter;
GLenum magFilter;
GLenum wrapS;
GLenum wrapT;
bool enabled;
bool configured;
enum EGL_PixelFormat pixFmt;
unsigned int width;
unsigned int height;
struct EGL_EffectPass * next;
};
struct EGL_Effect
{
EGL_EffectPass * passes;
EGL_EffectPass * passesTail;
};
bool egl_effectInit(EGL_Effect ** effect)
{
*effect = calloc(1, sizeof(**effect));
if (!*effect)
{
DEBUG_ERROR("Failed to allocate EGL effect");
return false;
}
return true;
}
void egl_effectFree(EGL_Effect ** effect)
{
if (!*effect)
return;
EGL_EffectPass * pass = (*effect)->passes;
while(pass)
{
EGL_EffectPass * next = pass->next;
glDeleteSamplers(1, &pass->sampler);
egl_framebufferFree(&pass->framebuffer);
free(pass);
pass = next;
}
free(*effect);
*effect = NULL;
}
void egl_effectPassSetShader(EGL_EffectPass * pass, EGL_Shader * shader)
{
if (pass->shader == shader)
return;
pass->shader = shader;
if (!shader)
{
pass->uTransform = NULL;
pass->uDesktopSize = NULL;
return;
}
pass->uTransform = egl_shaderGetUniform(shader, "transform");
pass->uDesktopSize = egl_shaderGetUniform(shader, "desktopSize");
egl_shaderAssocTextures(shader, 1);
}
bool egl_effectAddPass(EGL_Effect * effect, EGL_Shader * shader,
EGL_EffectPass ** result)
{
EGL_EffectPass * pass = calloc(1, sizeof(*pass));
if (!pass)
{
DEBUG_ERROR("Failed to allocate EGL effect pass");
return false;
}
if (!egl_framebufferInit(&pass->framebuffer))
{
free(pass);
return false;
}
glGenSamplers(1, &pass->sampler);
glSamplerParameteri(pass->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(pass->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(pass->sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(pass->sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
pass->minFilter = GL_LINEAR;
pass->magFilter = GL_LINEAR;
pass->wrapS = GL_CLAMP_TO_EDGE;
pass->wrapT = GL_CLAMP_TO_EDGE;
pass->enabled = true;
egl_effectPassSetShader(pass, shader);
if (effect->passesTail)
effect->passesTail->next = pass;
else
effect->passes = pass;
effect->passesTail = pass;
if (result)
*result = pass;
return true;
}
void egl_effectPassSetEnabled(EGL_EffectPass * pass, bool enabled)
{
pass->enabled = enabled;
}
void egl_effectPassSetFilter(EGL_EffectPass * pass, GLenum minFilter,
GLenum magFilter)
{
if (pass->minFilter != minFilter)
{
glSamplerParameteri(pass->sampler, GL_TEXTURE_MIN_FILTER, minFilter);
pass->minFilter = minFilter;
}
if (pass->magFilter != magFilter)
{
glSamplerParameteri(pass->sampler, GL_TEXTURE_MAG_FILTER, magFilter);
pass->magFilter = magFilter;
}
}
void egl_effectPassSetWrap(EGL_EffectPass * pass, GLenum wrapS, GLenum wrapT)
{
if (pass->wrapS != wrapS)
{
glSamplerParameteri(pass->sampler, GL_TEXTURE_WRAP_S, wrapS);
pass->wrapS = wrapS;
}
if (pass->wrapT != wrapT)
{
glSamplerParameteri(pass->sampler, GL_TEXTURE_WRAP_T, wrapT);
pass->wrapT = wrapT;
}
}
bool egl_effectPassSetup(EGL_EffectPass * pass, enum EGL_PixelFormat pixFmt,
unsigned int width, unsigned int height)
{
if (pass->configured && pass->pixFmt == pixFmt &&
pass->width == width && pass->height == height)
return true;
if (!egl_framebufferSetup(pass->framebuffer, pixFmt, width, height))
return false;
pass->pixFmt = pixFmt;
pass->width = width;
pass->height = height;
pass->configured = true;
return true;
}
EGL_Texture * egl_effectRun(EGL_Effect * effect, EGL_FilterRects * rects,
EGL_Texture * texture)
{
for(EGL_EffectPass * pass = effect->passes; pass; pass = pass->next)
{
if (!pass->enabled)
continue;
if (!pass->configured || !pass->shader)
{
DEBUG_ERROR("Attempted to run an unconfigured EGL effect pass");
return NULL;
}
egl_framebufferBind(pass->framebuffer);
glActiveTexture(GL_TEXTURE0);
egl_textureBind(texture);
glBindSampler(0, pass->sampler);
egl_uniformMatrix3x2fv(pass->uTransform, 1, GL_FALSE, rects->matrix);
egl_uniform2f(pass->uDesktopSize, rects->width, rects->height);
egl_shaderUse(pass->shader);
egl_desktopRectsRender(rects->rects);
texture = egl_framebufferGetTexture(pass->framebuffer);
}
return texture;
}