wlbg: lazy rendering

This commit is contained in:
LordMZTE 2023-10-28 12:28:17 +02:00
parent ac28a775b8
commit bd0ac1cfe8
Signed by: LordMZTE
GPG key ID: B64802DC33A64FF6
2 changed files with 25 additions and 4 deletions

View file

@ -13,6 +13,7 @@ main_shader_program: c_uint,
bg_bufs: std.MultiArrayList(BgBuf),
time: i64,
cursor_positions: [][2]c_int,
should_redraw: []bool,
const Gfx = @This();
@ -67,6 +68,10 @@ pub fn init(egl_dpy: c.EGLDisplay, output_info: []const OutputInfo) !Gfx {
errdefer std.heap.c_allocator.free(cursor_positions);
@memset(cursor_positions, .{ 0, 0 });
const should_redraw = try std.heap.c_allocator.alloc(bool, output_info.len);
errdefer std.heap.c_allocator.free(should_redraw);
@memset(should_redraw, true);
var bg_bufs = std.MultiArrayList(BgBuf){};
errdefer bg_bufs.deinit(std.heap.c_allocator);
@ -132,6 +137,7 @@ pub fn init(egl_dpy: c.EGLDisplay, output_info: []const OutputInfo) !Gfx {
.bg_bufs = bg_bufs,
.time = 0,
.cursor_positions = cursor_positions,
.should_redraw = should_redraw,
};
}
@ -143,6 +149,11 @@ pub fn deinit(self: *Gfx) void {
self.bg_bufs.deinit(std.heap.c_allocator);
c.glDeleteProgram(self.bg_shader_program);
c.glDeleteProgram(self.main_shader_program);
std.heap.c_allocator.free(self.cursor_positions);
std.heap.c_allocator.free(self.should_redraw);
self.* = undefined;
}
@ -158,24 +169,34 @@ pub fn draw(
c.glBindFramebuffer(c.GL_FRAMEBUFFER, 0); // use default framebuffer
c.glUseProgram(self.main_shader_program);
for (self.cursor_positions, infos, outputs) |*pos, inf, outp| {
for (self.cursor_positions, self.should_redraw, infos, outputs) |*pos, *redraw, inf, outp| {
const target = if (pointer_state.surface == outp.surface)
.{ pointer_state.x, pointer_state.y }
else
.{ @divTrunc(inf.width, 2), @divTrunc(inf.height, 2) };
pos[0] = @intFromFloat(std.math.lerp(
const new_x: c_int = @intFromFloat(std.math.lerp(
@as(f32, @floatFromInt(pos[0])),
@as(f32, @floatFromInt(target[0])),
std.math.clamp(@as(f32, @floatFromInt(dt)) / 1000.0, 0.0, 1.0),
));
pos[1] = @intFromFloat(std.math.lerp(
const new_y: c_int = @intFromFloat(std.math.lerp(
@as(f32, @floatFromInt(pos[1])),
@as(f32, @floatFromInt(target[1])),
std.math.clamp(@as(f32, @floatFromInt(dt)) / 1000.0, 0.0, 1.0),
));
if (new_x != pos[0] or new_y != pos[1])
redraw.* = true;
pos[0] = new_x;
pos[1] = new_y;
}
if (!self.should_redraw[output_idx])
return;
self.should_redraw[output_idx] = false;
const vertices = [_]f32{
-1.0, -1.0, 0.0, 0.0, 0.0,
1.0, -1.0, 0.0, 1.0, 0.0,
@ -230,7 +251,6 @@ pub fn drawBackground(
base_off: [2]i32,
rand: f32,
) !void {
std.log.info("draw bg", .{});
// There's just about a 0% chance this works properly when monitors have different resolutions,
// but I can't even begin thinking about that.
const xoff = @as(f32, @floatFromInt(info.x - base_off[0])) / @as(f32, @floatFromInt(info.width));

View file

@ -291,6 +291,7 @@ fn renderBackgroundCb(
loop.stop();
return .disarm;
};
@memset(data.?.gfx.should_redraw, true);
}
return .rearm;