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Diffstat (limited to 'src/capture/xcomposite.c')
-rw-r--r--src/capture/xcomposite.c77
1 files changed, 54 insertions, 23 deletions
diff --git a/src/capture/xcomposite.c b/src/capture/xcomposite.c
index dbe841d..73da951 100644
--- a/src/capture/xcomposite.c
+++ b/src/capture/xcomposite.c
@@ -57,8 +57,8 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
/* TODO: Do these in tick, and allow error if follow_focused */
XWindowAttributes attr;
- if(!XGetWindowAttributes(self->params.egl->x11.dpy, self->params.window, &attr) && !self->params.follow_focused) {
- fprintf(stderr, "gsr error: gsr_capture_xcomposite_start failed: invalid window id: %lu\n", self->params.window);
+ if(!XGetWindowAttributes(self->params.egl->x11.dpy, self->window, &attr) && !self->params.follow_focused) {
+ fprintf(stderr, "gsr error: gsr_capture_xcomposite_start failed: invalid window id: %lu\n", self->window);
return -1;
}
@@ -69,7 +69,7 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
XSelectInput(self->params.egl->x11.dpy, DefaultRootWindow(self->params.egl->x11.dpy), PropertyChangeMask);
// TODO: Get select and add these on top of it and then restore at the end. Also do the same in other xcomposite
- XSelectInput(self->params.egl->x11.dpy, self->params.window, StructureNotifyMask | ExposureMask);
+ XSelectInput(self->params.egl->x11.dpy, self->window, StructureNotifyMask | ExposureMask);
if(!self->params.egl->eglExportDMABUFImageQueryMESA) {
fprintf(stderr, "gsr error: gsr_capture_xcomposite_start: could not find eglExportDMABUFImageQueryMESA\n");
@@ -83,8 +83,13 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
/* Disable vsync */
self->params.egl->eglSwapInterval(self->params.egl->egl_display, 0);
- if(window_texture_init(&self->window_texture, self->params.egl->x11.dpy, self->params.window, self->params.egl) != 0 && !self->params.follow_focused) {
- fprintf(stderr, "gsr error: gsr_capture_xcomposite_start: failed to get window texture for window %ld\n", self->params.window);
+ if(window_texture_init(&self->window_texture, self->params.egl->x11.dpy, self->window, self->params.egl) != 0 && !self->params.follow_focused) {
+ fprintf(stderr, "gsr error: gsr_capture_xcomposite_start: failed to get window texture for window %ld\n", self->window);
+ return -1;
+ }
+
+ if(gsr_cursor_init(&self->cursor, self->params.egl, self->params.egl->x11.dpy) != 0) {
+ gsr_capture_xcomposite_stop(self, video_codec_context);
return -1;
}
@@ -115,14 +120,9 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
}
void gsr_capture_xcomposite_stop(gsr_capture_xcomposite *self, AVCodecContext *video_codec_context) {
+ (void)video_codec_context;
window_texture_deinit(&self->window_texture);
-
- if(video_codec_context->hw_device_ctx)
- av_buffer_unref(&video_codec_context->hw_device_ctx);
- if(video_codec_context->hw_frames_ctx)
- av_buffer_unref(&video_codec_context->hw_frames_ctx);
-
- gsr_capture_base_stop(&self->base, self->params.egl);
+ gsr_cursor_deinit(&self->cursor);
}
void gsr_capture_xcomposite_tick(gsr_capture_xcomposite *self, AVCodecContext *video_codec_context) {
@@ -168,6 +168,8 @@ void gsr_capture_xcomposite_tick(gsr_capture_xcomposite *self, AVCodecContext *v
break;
}
}
+
+ gsr_cursor_update(&self->cursor, &self->xev);
}
if(self->params.follow_focused && !self->follow_focused_initialized) {
@@ -194,17 +196,6 @@ void gsr_capture_xcomposite_tick(gsr_capture_xcomposite *self, AVCodecContext *v
window_texture_deinit(&self->window_texture);
window_texture_init(&self->window_texture, self->params.egl->x11.dpy, self->window, self->params.egl); // TODO: Do not do the below window_texture_on_resize after this
-
- self->texture_size.x = 0;
- self->texture_size.y = 0;
-
- self->params.egl->glBindTexture(GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&self->window_texture));
- self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &self->texture_size.x);
- self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &self->texture_size.y);
- self->params.egl->glBindTexture(GL_TEXTURE_2D, 0);
-
- self->texture_size.x = min_int(video_codec_context->width, max_int(2, even_number_ceil(self->texture_size.x)));
- self->texture_size.y = min_int(video_codec_context->height, max_int(2, even_number_ceil(self->texture_size.y)));
}
}
@@ -252,11 +243,51 @@ int gsr_capture_xcomposite_capture(gsr_capture_xcomposite *self, AVFrame *frame)
const int target_x = max_int(0, frame->width / 2 - self->texture_size.x / 2);
const int target_y = max_int(0, frame->height / 2 - self->texture_size.y / 2);
+ // TODO: Can we do this a better way than to call it every capture?
+ gsr_cursor_tick(&self->cursor, self->window);
+
+ const vec2i cursor_pos = {
+ target_x + self->cursor.position.x - self->cursor.hotspot.x,
+ target_y + self->cursor.position.y - self->cursor.hotspot.y
+ };
+
+ const bool cursor_completely_inside_window =
+ cursor_pos.x >= target_x &&
+ cursor_pos.x <= target_x + self->texture_size.x &&
+ cursor_pos.y >= target_y &&
+ cursor_pos.y <= target_y + self->texture_size.x;
+
+ const bool cursor_inside_window =
+ cursor_pos.x + self->cursor.size.x >= target_x &&
+ cursor_pos.x <= target_x + self->texture_size.x &&
+ cursor_pos.y + self->cursor.size.y >= target_y &&
+ cursor_pos.y <= target_y + self->texture_size.x;
+
+ if(self->clear_next_frame) {
+ self->clear_next_frame = false;
+ gsr_color_conversion_clear(&self->base.color_conversion);
+ }
+
+ /*
+ We dont draw the cursor if it's outside the window but if it's partially inside the window then the cursor area that is outside the window
+ will not get overdrawn the next frame causing a cursor trail to be visible since we dont clear the background.
+ To fix this we detect if the cursor is partially inside the window and clear the background only in that case.
+ */
+ if(!cursor_completely_inside_window && cursor_inside_window)
+ self->clear_next_frame = true;
+
gsr_color_conversion_draw(&self->base.color_conversion, window_texture_get_opengl_texture_id(&self->window_texture),
(vec2i){target_x, target_y}, self->texture_size,
(vec2i){0, 0}, self->texture_size,
0.0f, false);
+ if(cursor_inside_window) {
+ gsr_color_conversion_draw(&self->base.color_conversion, self->cursor.texture_id,
+ cursor_pos, self->cursor.size,
+ (vec2i){0, 0}, self->cursor.size,
+ 0.0f, false);
+ }
+
self->params.egl->eglSwapBuffers(self->params.egl->egl_display, self->params.egl->egl_surface);
//self->params.egl->glFlush();
//self->params.egl->glFinish();