renderer: Save previous rendered frame rather than previous imported frame
We can't keep dmabufs very long.shader-damage-experiments
parent
b5f1ff0898
commit
ae90348ece
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@ -32,7 +32,6 @@ enum renderer_input_type {
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struct renderer_fbo {
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GLuint rbo;
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GLuint fbo;
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GLuint tex;
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};
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struct renderer {
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@ -50,12 +49,9 @@ struct renderer {
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GLuint tex[2];
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int tex_index;
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GLenum tex_target;
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struct {
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GLuint program;
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GLint u_tex0;
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GLint u_tex1;
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GLint u_proj;
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} frame_shader;
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@ -63,7 +59,6 @@ struct renderer {
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GLuint program;
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GLint u_tex0;
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GLint u_tex1;
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GLint u_proj;
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} damage_shader;
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};
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@ -71,19 +66,17 @@ int renderer_init(struct renderer* self, const struct output* output,
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enum renderer_input_type input_type);
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void renderer_destroy(struct renderer* self);
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int renderer_import_dmabuf_frame(struct renderer* self, GLuint tex,
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struct dmabuf_frame* frame);
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int renderer_import_framebuffer(struct renderer* self, GLuint tex,
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const void* addr, uint32_t format,
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uint32_t width, uint32_t height,
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uint32_t stride);
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int render_dmabuf(struct renderer* self, struct dmabuf_frame* frame);
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int render_framebuffer(struct renderer* self, const void* addr, uint32_t format,
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uint32_t width, uint32_t height, uint32_t stride);
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/* Copy a horizontal stripe from the GL frame into a pixel buffer */
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void render_copy_pixels(struct renderer* self, void* dst, uint32_t y,
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void renderer_read_frame(struct renderer* self, void* dst, uint32_t y,
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uint32_t height);
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GLuint renderer_next_tex(struct renderer* self);
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GLuint renderer_last_tex(const struct renderer* self);
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void renderer_read_damage(struct renderer* self, void* dst, uint32_t y,
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uint32_t height);
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void renderer_swap_textures(struct renderer* self);
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void render(struct renderer* self);
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void render_damage(struct renderer* self);
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@ -0,0 +1,12 @@
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uniform mat2 u_proj;
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attribute vec2 pos;
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attribute vec2 texture;
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varying vec2 v_texture;
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void main()
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{
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v_texture = texture;
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gl_Position = vec4(u_proj * pos, 0, 1);
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}
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@ -1,13 +0,0 @@
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#extension GL_OES_EGL_image_external: require
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precision mediump float;
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uniform samplerExternalOES u_tex0;
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varying vec2 v_texture;
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void main()
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{
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float r = float(texture2D(u_tex0, v_texture).rgb != texture2D(u_tex1, v_texture).rgb);
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gl_FragColor = vec4(r);
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}
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14
src/main.c
14
src/main.c
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@ -516,10 +516,8 @@ void wayvnc_process_frame(struct wayvnc* self)
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struct nvnc_fb* fb = nvnc_fb_new(fb_width, fb_height, format);
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void* addr = nvnc_fb_get_addr(fb);
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GLuint tex = renderer_next_tex(&self->renderer);
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renderer_import_dmabuf_frame(&self->renderer, tex, frame);
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render(&self->renderer);
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render_copy_pixels(&self->renderer, addr, 0, fb_height);
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render_dmabuf(&self->renderer, frame);
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renderer_read_frame(&self->renderer, addr, 0, fb_height);
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wayvnc_update_vnc(self, fb);
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}
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@ -542,11 +540,9 @@ void wayvnc_process_screen(struct wayvnc* self)
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struct nvnc_fb* fb = nvnc_fb_new(fb_width, fb_height, renderer_format);
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void* addr = nvnc_fb_get_addr(fb);
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GLuint tex = renderer_next_tex(&self->renderer);
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renderer_import_framebuffer(&self->renderer, tex, pixels, frame_format,
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width, height, stride);
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render(&self->renderer);
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render_copy_pixels(&self->renderer, addr, 0, fb_height);
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render_framebuffer(&self->renderer, pixels, frame_format, width, height,
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stride);
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renderer_read_frame(&self->renderer, addr, 0, fb_height);
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wayvnc_update_vnc(self, fb);
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}
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153
src/render.c
153
src/render.c
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@ -348,27 +348,6 @@ fragment_failure:
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return rc;
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}
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GLuint renderer_next_tex(struct renderer* self)
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{
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GLuint tex = self->tex[self->tex_index];
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self->tex_index = (self->tex_index + 1) % ARRAY_LEN(self->tex);
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return tex;
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}
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GLuint renderer_current_tex(const struct renderer* self)
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{
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size_t len = ARRAY_LEN(self->tex);
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size_t index = (len + self->tex_index - 1) % len;
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return self->tex[index];
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}
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GLuint renderer_last_tex(const struct renderer* self)
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{
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size_t len = ARRAY_LEN(self->tex);
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size_t index = (len + self->tex_index - 2) % len;
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return self->tex[index];
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}
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void gl_clear(void)
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{
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glClearColor(0.0, 0.0, 0.0, 1.0);
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@ -407,24 +386,33 @@ void gl_draw(void)
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glDisableVertexAttribArray(1);
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}
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void render(struct renderer* self)
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void renderer_swap_textures(struct renderer* self)
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{
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self->tex_index ^= 1;
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GLuint tex = self->tex[self->tex_index];
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, tex, 0);
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assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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}
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void render_frame(struct renderer* self)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, self->frame_fbo.fbo);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(self->tex_target, renderer_current_tex(self));
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(self->tex_target, renderer_last_tex(self));
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renderer_swap_textures(self);
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glUseProgram(self->frame_shader.program);
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glUniform1i(self->frame_shader.u_tex0, 0);
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glUniform1i(self->frame_shader.u_tex1, 1);
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const float* proj = transforms[self->output->transform];
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glUniformMatrix2fv(self->frame_shader.u_proj, 1, GL_FALSE, proj);
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gl_draw();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void render_damage(struct renderer* self)
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@ -432,28 +420,24 @@ void render_damage(struct renderer* self)
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glBindFramebuffer(GL_FRAMEBUFFER, self->damage_fbo.fbo);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(self->tex_target, renderer_current_tex(self));
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glBindTexture(GL_TEXTURE_2D, self->tex[self->tex_index]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(self->tex_target, renderer_last_tex(self));
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glBindTexture(GL_TEXTURE_2D, self->tex[!self->tex_index]);
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glUseProgram(self->damage_shader.program);
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glUniform1i(self->damage_shader.u_tex0, 0);
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glUniform1i(self->damage_shader.u_tex1, 1);
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const float* proj = transforms[self->output->transform];
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glUniformMatrix2fv(self->damage_shader.u_proj, 1, GL_FALSE, proj);
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gl_draw();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void destroy_fbo(struct renderer_fbo* fbo)
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{
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glDeleteFramebuffers(1, &fbo->fbo);
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glDeleteRenderbuffers(1, &fbo->rbo);
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if (fbo->tex)
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glDeleteTextures(1, &fbo->tex);
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}
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int create_fbo(struct renderer_fbo* dst, GLint format, uint32_t width,
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@ -480,13 +464,12 @@ int create_fbo(struct renderer_fbo* dst, GLint format, uint32_t width,
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dst->fbo = fbo;
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dst->rbo = rbo;
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dst->tex = 0;
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return 0;
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}
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int create_textured_fbo(struct renderer_fbo* dst, GLint format, uint32_t width,
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uint32_t height)
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int create_textured_fbo(struct renderer_fbo* dst, uint32_t width,
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uint32_t height, GLuint tex)
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{
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GLuint rbo = 0;
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glGenRenderbuffers(1, &rbo);
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height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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GLuint tex = 0;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format,
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GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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GLuint fbo = 0;
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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@ -522,11 +496,23 @@ int create_textured_fbo(struct renderer_fbo* dst, GLint format, uint32_t width,
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dst->fbo = fbo;
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dst->rbo = rbo;
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dst->tex = tex;
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return 0;
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}
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GLuint create_texture_attachment(GLint format, uint32_t width, uint32_t height)
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{
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GLuint tex = 0;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format,
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GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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return tex;
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}
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void renderer_destroy(struct renderer* self)
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{
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glDeleteProgram(self->frame_shader.program);
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@ -592,13 +578,14 @@ int renderer_init(struct renderer* self, const struct output* output,
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if (gl_load_late_extensions() < 0)
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goto late_extension_failure;
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glGenTextures(ARRAY_LEN(self->tex), self->tex);
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uint32_t tf_width = output_get_transformed_width(output);
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uint32_t tf_height = output_get_transformed_height(output);
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if (create_textured_fbo(&self->frame_fbo, GL_RGBA, tf_width,
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tf_height) < 0)
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self->tex[0] = create_texture_attachment(GL_RGBA, tf_width, tf_height);
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self->tex[1] = create_texture_attachment(GL_RGBA, tf_width, tf_height);
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if (create_textured_fbo(&self->frame_fbo, tf_width, tf_height,
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self->tex[0]) < 0)
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goto frame_fbo_failure;
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if (create_fbo(&self->damage_fbo, GL_R8_EXT, tf_width, tf_height) < 0)
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@ -608,37 +595,26 @@ int renderer_init(struct renderer* self, const struct output* output,
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switch (input_type) {
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case RENDERER_INPUT_DMABUF:
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self->tex_target = GL_TEXTURE_EXTERNAL_OES;
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if (gl_compile_shader_program(&self->frame_shader.program,
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"dmabuf-vertex.glsl",
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"dmabuf-fragment.glsl") < 0)
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goto frame_shader_failure;
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if (gl_compile_shader_program(&self->damage_shader.program,
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"dmabuf-vertex.glsl",
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"dmabuf-damage-fragment.glsl") < 0)
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goto damage_shader_failure;
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break;
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case RENDERER_INPUT_FB:
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self->tex_target = GL_TEXTURE_2D;
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if (gl_compile_shader_program(&self->frame_shader.program,
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"texture-vertex.glsl",
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"texture-fragment.glsl") < 0)
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goto frame_shader_failure;
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if (gl_compile_shader_program(&self->damage_shader.program,
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"texture-vertex.glsl",
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"texture-damage-fragment.glsl") < 0)
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goto damage_shader_failure;
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break;
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}
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if (gl_compile_shader_program(&self->damage_shader.program,
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"damage-vertex.glsl",
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"damage-fragment.glsl") < 0)
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goto damage_shader_failure;
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self->frame_shader.u_tex0 =
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glGetUniformLocation(self->frame_shader.program, "u_tex0");
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self->frame_shader.u_tex1 =
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glGetUniformLocation(self->frame_shader.program, "u_tex1");
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self->frame_shader.u_proj =
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glGetUniformLocation(self->frame_shader.program, "u_proj");
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@ -646,8 +622,6 @@ int renderer_init(struct renderer* self, const struct output* output,
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glGetUniformLocation(self->damage_shader.program, "u_tex0");
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self->damage_shader.u_tex1 =
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glGetUniformLocation(self->damage_shader.program, "u_tex1");
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self->damage_shader.u_proj =
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glGetUniformLocation(self->damage_shader.program, "u_proj");
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self->output = output;
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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &self->read_format);
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@ -703,8 +677,7 @@ static void dmabuf_attr_append_planes(EGLint* dst, int* i,
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#undef APPEND_PLANE_ATTR
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}
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int renderer_import_dmabuf_frame(struct renderer* self, GLuint tex,
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struct dmabuf_frame* frame)
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int render_dmabuf(struct renderer* self, struct dmabuf_frame* frame)
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{
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int index = 0;
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EGLint attr[6 + 10 * 4 + 1];
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@ -724,22 +697,29 @@ int renderer_import_dmabuf_frame(struct renderer* self, GLuint tex,
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if (!image)
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return -1;
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GLuint tex = 0;
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glGenTextures(1, &tex);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, image);
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eglDestroyImageKHR(self->display, image);
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render_frame(self);
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
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glDeleteTextures(1, &tex);
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return 0;
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}
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int renderer_import_framebuffer(struct renderer* self, GLuint tex,
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const void* addr, uint32_t format,
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uint32_t width, uint32_t height,
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uint32_t stride)
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int render_framebuffer(struct renderer* self, const void* addr, uint32_t format,
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uint32_t width, uint32_t height, uint32_t stride)
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{
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GLuint tex = 0;
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glGenTextures(1, &tex);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex);
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@ -753,12 +733,15 @@ int renderer_import_framebuffer(struct renderer* self, GLuint tex,
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glGenerateMipmap(GL_TEXTURE_2D);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
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render_frame(self);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDeleteTextures(1, &tex);
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return 0;
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}
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void render_copy_pixels(struct renderer* self, void* dst, uint32_t y,
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void renderer_read_pixels(struct renderer* self, void* dst, uint32_t y,
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uint32_t height)
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{
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assert(y + height <= output_get_transformed_height(self->output));
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@ -771,3 +754,19 @@ void render_copy_pixels(struct renderer* self, void* dst, uint32_t y,
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glReadPixels(0, y, width, height, read_format, read_type, dst);
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}
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void renderer_read_frame(struct renderer* self, void* dst, uint32_t y,
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uint32_t height)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, self->frame_fbo.fbo);
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renderer_read_pixels(self, dst, y, height);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void renderer_read_damage(struct renderer* self, void* dst, uint32_t y,
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uint32_t height)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, self->damage_fbo.fbo);
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renderer_read_pixels(self, dst, y, height);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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