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https://github.com/LizardByte/Sunshine.git
synced 2025-02-28 12:40:33 +00:00
Fix multi-monitor setup with KMSgrab
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4ca2c0e740
commit
d73a4a38e5
@ -69,6 +69,13 @@ frame_buf_t frame_buf_t::make(std::size_t count) {
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return frame_buf;
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}
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void frame_buf_t::copy(int id, int texture, int offset_x, int offset_y, int width, int height) {
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gl::ctx.BindFramebuffer(GL_FRAMEBUFFER, (*this)[id]);
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gl::ctx.ReadBuffer(GL_COLOR_ATTACHMENT0 + id);
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gl::ctx.BindTexture(GL_TEXTURE_2D, texture);
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gl::ctx.CopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, offset_x, offset_y, width, height);
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}
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std::string shader_t::err_str() {
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int length;
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ctx.GetShaderiv(handle(), GL_INFO_LOG_LENGTH, &length);
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@ -730,18 +737,36 @@ void sws_t::load_ram(platf::img_t &img) {
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gl::ctx.TexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, img.width, img.height, GL_BGRA, GL_UNSIGNED_BYTE, img.data);
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}
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void sws_t::load_vram(cursor_t &img, int offset_x, int offset_y, int texture) {
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void sws_t::load_vram(img_descriptor_t &img, int offset_x, int offset_y, int texture) {
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// When only a sub-part of the image must be encoded...
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const bool copy = offset_x || offset_y || img.sd.width != in_width || img.sd.height != in_height;
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if(copy) {
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auto framebuf = gl::frame_buf_t::make(1);
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framebuf.bind(&texture, &texture + 1);
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loaded_texture = tex[0];
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framebuf.copy(0, loaded_texture, offset_x, offset_y, in_width, in_height);
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}
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else {
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loaded_texture = texture;
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}
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if(img.data) {
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loaded_texture = tex[0];
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GLenum attachment = GL_COLOR_ATTACHMENT0;
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gl::ctx.BindTexture(GL_TEXTURE_2D, texture);
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gl::ctx.BindFramebuffer(GL_FRAMEBUFFER, cursor_framebuffer[0]);
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gl::ctx.DrawBuffers(1, &attachment);
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gl::ctx.UseProgram(program[2].handle());
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gl::ctx.Viewport(offset_x, offset_y, in_width, in_height);
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gl::ctx.DrawArrays(GL_TRIANGLES, 0, 3);
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// When a copy has already been made...
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if(!copy) {
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gl::ctx.BindTexture(GL_TEXTURE_2D, texture);
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gl::ctx.DrawBuffers(1, &attachment);
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gl::ctx.Viewport(0, 0, in_width, in_height);
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gl::ctx.DrawArrays(GL_TRIANGLES, 0, 3);
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loaded_texture = tex[0];
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}
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gl::ctx.BindTexture(GL_TEXTURE_2D, tex[1]);
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if(serial != img.serial) {
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@ -770,9 +795,6 @@ void sws_t::load_vram(cursor_t &img, int offset_x, int offset_y, int texture) {
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gl::ctx.BindTexture(GL_TEXTURE_2D, 0);
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gl::ctx.BindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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else {
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loaded_texture = texture;
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}
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}
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int sws_t::convert(nv12_t &nv12) {
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@ -80,6 +80,11 @@ public:
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++x;
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});
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}
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/**
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* Copies a part of the framebuffer to texture
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*/
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void copy(int id, int texture, int offset_x, int offset_y, int width, int height);
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};
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class shader_t {
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@ -275,7 +280,7 @@ public:
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int convert(nv12_t &nv12);
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void load_ram(platf::img_t &img);
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void load_vram(cursor_t &img, int offset_x, int offset_y, int texture);
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void load_vram(img_descriptor_t &img, int offset_x, int offset_y, int texture);
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void set_colorspace(std::uint32_t colorspace, std::uint32_t color_range);
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@ -285,6 +290,7 @@ public:
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// The cursor image will be blended into this framebuffer
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gl::frame_buf_t cursor_framebuffer;
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gl::frame_buf_t copy_framebuffer;
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// Y - shader, UV - shader, Cursor - shader
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gl::program_t program[3];
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