looking-glass/client/renderers/EGL/damage.c
Quantum 6472c28473 [client] egl: upload damage vertices with glBufferSubData
This avoids the issues surrounding glMapBuffer and glMapBufferRange in
OpenGL ES.
2021-07-18 15:55:27 +10:00

209 lines
5.5 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 "damage.h"
#include "common/debug.h"
#include "common/KVMFR.h"
#include "common/locking.h"
#include "app.h"
#include "shader.h"
#include <stdlib.h>
#include <string.h>
// these headers are auto generated by cmake
#include "damage.vert.h"
#include "damage.frag.h"
struct EGL_Damage
{
EGL_Shader * shader;
GLfloat transform[6];
GLuint buffers[2];
GLuint vao;
bool show;
KeybindHandle toggleHandle;
int width , height;
float translateX, translateY;
float scaleX , scaleY;
// uniforms
GLint uTransform;
};
void egl_damage_show_toggle(int key, void * opaque)
{
EGL_Damage * damage = opaque;
damage->show ^= true;
}
bool egl_damage_init(EGL_Damage ** damage)
{
*damage = (EGL_Damage *)malloc(sizeof(EGL_Damage));
if (!*damage)
{
DEBUG_ERROR("Failed to malloc EGL_Alert");
return false;
}
memset(*damage, 0, sizeof(EGL_Damage));
if (!egl_shader_init(&(*damage)->shader))
{
DEBUG_ERROR("Failed to initialize the damage shader");
return false;
}
if (!egl_shader_compile((*damage)->shader,
b_shader_damage_vert, b_shader_damage_vert_size,
b_shader_damage_frag, b_shader_damage_frag_size))
{
DEBUG_ERROR("Failed to compile the damage shader");
return false;
}
glGenVertexArrays(1, &(*damage)->vao);
glBindVertexArray((*damage)->vao);
glGenBuffers(2, (*damage)->buffers);
glBindBuffer(GL_ARRAY_BUFFER, (*damage)->buffers[0]);
glBufferData(GL_ARRAY_BUFFER, KVMFR_MAX_DAMAGE_RECTS * 8 * sizeof(GLfloat), NULL, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLushort indices[KVMFR_MAX_DAMAGE_RECTS * 6];
for (int i = 0; i < KVMFR_MAX_DAMAGE_RECTS; ++i)
{
indices[6 * i + 0] = 4 * i + 0;
indices[6 * i + 1] = 4 * i + 1;
indices[6 * i + 2] = 4 * i + 2;
indices[6 * i + 3] = 4 * i + 0;
indices[6 * i + 4] = 4 * i + 2;
indices[6 * i + 5] = 4 * i + 3;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (*damage)->buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof indices, indices, GL_STATIC_DRAW);
glBindVertexArray(0);
(*damage)->uTransform = egl_shader_get_uniform_location((*damage)->shader, "transform");
(*damage)->toggleHandle = app_registerKeybind(KEY_A, egl_damage_show_toggle, *damage, "Toggle damage display");
return true;
}
void egl_damage_free(EGL_Damage ** damage)
{
if (!*damage)
return;
app_releaseKeybind(&(*damage)->toggleHandle);
glDeleteVertexArrays(1, &(*damage)->vao);
glDeleteBuffers(2, (*damage)->buffers);
egl_shader_free(&(*damage)->shader);
free(*damage);
*damage = NULL;
}
static void update_matrix(EGL_Damage * damage)
{
damage->transform[0] = 2.0f * damage->scaleX / damage->width;
damage->transform[1] = 0.0f;
damage->transform[2] = 0.0f;
damage->transform[3] = -2.0f * damage->scaleY / damage->height;
damage->transform[4] = damage->translateX - damage->scaleX;
damage->transform[5] = damage->translateY + damage->scaleY;
}
void egl_damage_setup(EGL_Damage * damage, int width, int height)
{
damage->width = width;
damage->height = height;
update_matrix(damage);
}
void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
float scaleX, float scaleY)
{
damage->translateX = translateX;
damage->translateY = translateY;
damage->scaleX = scaleX;
damage->scaleY = scaleY;
update_matrix(damage);
}
inline static void rectToVertices(GLfloat * vertex, const FrameDamageRect * rect)
{
vertex[0] = rect->x;
vertex[1] = rect->y;
vertex[2] = rect->x + rect->width;
vertex[3] = rect->y;
vertex[4] = rect->x + rect->width;
vertex[5] = rect->y + rect->height;
vertex[6] = rect->x;
vertex[7] = rect->y + rect->height;
}
bool egl_damage_render(EGL_Damage * damage, const struct DesktopDamage * data)
{
if (!damage->show || !data)
return false;
int count = data->count;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
egl_shader_use(damage->shader);
glUniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform);
GLfloat vertices[KVMFR_MAX_DAMAGE_RECTS * 8];
if (count == 0)
{
FrameDamageRect full = {
.x = 0, .y = 0, .width = damage->width, .height = damage->height,
};
count = 1;
rectToVertices(vertices, &full);
}
else
{
for (int i = 0; i < count; ++i)
rectToVertices(vertices + i * 8, data->rects + i);
}
glBindBuffer(GL_ARRAY_BUFFER, damage->buffers[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, count * 8 * sizeof(GLfloat), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(damage->vao);
glDrawElements(GL_TRIANGLES, 6 * count, GL_UNSIGNED_SHORT, NULL);
glBindVertexArray(0);
glDisable(GL_BLEND);
return true;
}