Do tiled damage check in shader
parent
96e8c63042
commit
f0446aabbf
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@ -8,13 +8,41 @@ uniform int u_height;
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varying vec2 v_texture;
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bool is_damaged(vec2 pos)
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bool is_pixel_damaged(vec2 pos)
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{
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return texture2D(u_tex0, pos).rgb != texture2D(u_tex1, pos).rgb;
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}
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bool is_region_damaged(vec2 pos)
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{
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int x_correction = u_width - (u_width / 32) * 32;
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int y_correction = u_height - (u_height / 32) * 32;
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float x_scaling = float(u_width) / float(u_width - x_correction);
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float y_scaling = float(u_height) / float(u_height - y_correction);
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float x_pixel = 1.0 / float(u_width);
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float y_pixel = 1.0 / float(u_height);
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bool r = false;
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for (int y = -17; y < 17; ++y)
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for (int x = -17; x < 17; ++x) {
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float px = float(x) * x_pixel;
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float py = float(y) * y_pixel;
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float spx = x_scaling * (pos.x + px);
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float spy = y_scaling * (pos.y + py);
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if (is_pixel_damaged(vec2(spx, spy)))
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r = true;
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}
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return r;
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}
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void main()
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{
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float r = float(is_damaged(v_texture));
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float r = float(is_region_damaged(v_texture));
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gl_FragColor = vec4(r);
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}
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15
src/damage.c
15
src/damage.c
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@ -90,6 +90,21 @@ void damage_check_tile_row(struct pixman_region16* damage,
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void damage_check(struct pixman_region16* damage, const uint8_t* buffer,
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uint32_t width, uint32_t height, struct pixman_box16* hint)
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{
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uint32_t h = UDIV_UP(height, 32);
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uint32_t w = UDIV_UP(width, 32);
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for (uint32_t y = 0; y < h; ++y)
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for (uint32_t x = 0; x < w; ++x)
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if (buffer[x + y * w])
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pixman_region_union_rect(damage, damage,
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x * 32, y * 32, 32, 32);
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pixman_region_intersect_rect(damage, damage, 0, 0, width, height);
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return;
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uint32_t tiled_width = UDIV_UP(width, 32);
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uint8_t* row_buffer = malloc(tiled_width);
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assert(row_buffer);
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@ -484,6 +484,10 @@ static void on_damage_check_done(struct pixman_region16* damage, void* userdata)
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{
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struct wayvnc* self = userdata;
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uint32_t width = output_get_transformed_width(self->selected_output);
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uint32_t height = output_get_transformed_height(self->selected_output);
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damage_dump(stdout, damage, width, height, 32);
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if (pixman_region_not_empty(damage)) {
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struct pixman_box16* ext = pixman_region_extents(damage);
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uint32_t y = ext->y1;
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30
src/render.c
30
src/render.c
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@ -44,6 +44,7 @@ enum {
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};
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#define ARRAY_LEN(a) (sizeof(a) / sizeof((a)[0]))
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#define UDIV_UP(a, b) (((a) + (b) - 1) / (b))
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#define XSTR(s) STR(s)
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#define STR(s) #s
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@ -393,9 +394,13 @@ void renderer_swap(struct renderer* self)
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void render_frame(struct renderer* self)
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{
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uint32_t width = output_get_transformed_width(self->output);
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uint32_t height = output_get_transformed_height(self->output);
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renderer_swap(self);
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glBindFramebuffer(GL_FRAMEBUFFER, self->frame_fbo[self->frame_index].fbo);
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glViewport(0, 0, width, height);
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glUseProgram(self->frame_shader.program);
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@ -411,7 +416,11 @@ void render_frame(struct renderer* self)
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void render_damage(struct renderer* self)
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{
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uint32_t width = output_get_transformed_width(self->output);
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uint32_t height = output_get_transformed_height(self->output);
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glBindFramebuffer(GL_FRAMEBUFFER, self->damage_fbo.fbo);
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glViewport(0, 0, UDIV_UP(width, 32), UDIV_UP(height, 32));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, self->frame_fbo[self->frame_index].tex);
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@ -423,9 +432,6 @@ void render_damage(struct renderer* self)
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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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uint32_t width = output_get_transformed_width(self->output);
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uint32_t height = output_get_transformed_height(self->output);
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glUniform1i(self->damage_shader.u_width, width);
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glUniform1i(self->damage_shader.u_height, height);
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@ -479,8 +485,10 @@ int create_textured_fbo(struct renderer_fbo* dst, GLint format, uint32_t width,
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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GLuint fbo = 0;
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@ -577,7 +585,7 @@ int renderer_init(struct renderer* self, const struct output* output,
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if (create_textured_fbo(&self->frame_fbo[1], GL_RGBA, tf_width, tf_height) < 0)
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goto frame_fbo_failure_1;
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if (create_fbo(&self->damage_fbo, GL_R8_EXT, tf_width, tf_height) < 0)
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if (create_fbo(&self->damage_fbo, GL_R8_EXT, UDIV_UP(tf_width, 32), UDIV_UP(tf_height, 32)) < 0)
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goto damage_fbo_failure;
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glBindFramebuffer(GL_FRAMEBUFFER, self->frame_fbo[0].fbo);
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@ -761,6 +769,14 @@ 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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uint32_t width = output_get_transformed_width(self->output);
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GLint read_format, read_type;
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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &read_format);
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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &read_type);
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glReadPixels(0, y, UDIV_UP(width, 32), UDIV_UP(height, 32), read_format, read_type, dst);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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