looking-glass/client/renderers/egl/desktop.c

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/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
cahe terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "desktop.h"
#include "debug.h"
#include "utils.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include <stdlib.h>
#include <string.h>
struct EGL_Desktop
{
EGL_Texture * texture;
EGL_Shader * shader; // the active shader
EGL_Model * model;
// shader instances
EGL_Shader * shader_generic;
EGL_Shader * shader_yuv;
// uniforms
GLint uDesktopPos;
// internals
enum EGL_PixelFormat pixFmt;
unsigned int width, height;
size_t frameSize;
const uint8_t * data;
bool update;
};
static const char vertex_shader[] = "\
#version 300 es\n\
\
layout(location = 0) in vec3 vertexPosition_modelspace;\
layout(location = 1) in vec2 vertexUV;\
\
uniform vec4 position;\
\
out highp vec2 uv;\
\
void main()\
{\
gl_Position.xyz = vertexPosition_modelspace; \
gl_Position.w = 1.0; \
gl_Position.x -= position.x; \
gl_Position.y -= position.y; \
gl_Position.x *= position.z; \
gl_Position.y *= position.w; \
\
uv = vertexUV;\
}\
";
static const char frag_generic[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
color = texture(sampler1, uv);\
}\
";
static const char frag_yuv[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
uniform sampler2D sampler2;\
uniform sampler2D sampler3;\
\
void main()\
{\
highp vec4 yuv = vec4(\
texture(sampler1, uv).r,\
texture(sampler2, uv).r,\
texture(sampler3, uv).r,\
1.0\
);\
\
highp mat4 yuv_to_rgb = mat4(\
1.0, 0.0 , 1.402, -0.701,\
1.0, -0.344, -0.714, 0.529,\
1.0, 1.772, 0.0 , -0.886,\
1.0, 1.0 , 1.0 , 1.0\
);\
\
color = yuv * yuv_to_rgb;\
}\
";
bool egl_desktop_init(EGL_Desktop ** desktop)
{
*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
if (!*desktop)
{
DEBUG_ERROR("Failed to malloc EGL_Desktop");
return false;
}
memset(*desktop, 0, sizeof(EGL_Desktop));
if (!egl_texture_init(&(*desktop)->texture))
{
DEBUG_ERROR("Failed to initialize the desktop texture");
return false;
}
if (!egl_shader_init(&(*desktop)->shader_generic))
{
DEBUG_ERROR("Failed to initialize the generic desktop shader");
return false;
}
if (!egl_shader_init(&(*desktop)->shader_yuv))
{
DEBUG_ERROR("Failed to initialize the yuv desktop shader");
return false;
}
if (!egl_shader_compile((*desktop)->shader_generic,
vertex_shader, sizeof(vertex_shader),
frag_generic , sizeof(frag_generic)))
{
DEBUG_ERROR("Failed to compile the generic desktop shader");
return false;
}
if (!egl_shader_compile((*desktop)->shader_yuv,
vertex_shader, sizeof(vertex_shader),
frag_yuv , sizeof(frag_yuv )))
{
DEBUG_ERROR("Failed to compile the yuv desktop shader");
return false;
}
if (!egl_model_init(&(*desktop)->model))
{
DEBUG_ERROR("Failed to initialize the desktop model");
return false;
}
egl_model_set_default((*desktop)->model);
egl_model_set_texture((*desktop)->model, (*desktop)->texture);
return true;
}
void egl_desktop_free(EGL_Desktop ** desktop)
{
if (!*desktop)
return;
egl_texture_free(&(*desktop)->texture );
egl_shader_free (&(*desktop)->shader_generic);
egl_shader_free (&(*desktop)->shader_yuv );
egl_model_free (&(*desktop)->model );
free(*desktop);
*desktop = NULL;
}
bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data)
{
if (sourceChanged)
{
switch(format.type)
{
case FRAME_TYPE_BGRA:
desktop->pixFmt = EGL_PF_BGRA;
desktop->shader = desktop->shader_generic;
desktop->frameSize = format.height * format.pitch;
break;
case FRAME_TYPE_RGBA:
desktop->pixFmt = EGL_PF_RGBA;
desktop->shader = desktop->shader_generic;
desktop->frameSize = format.height * format.pitch;
break;
case FRAME_TYPE_RGBA10:
desktop->pixFmt = EGL_PF_RGBA10;
desktop->shader = desktop->shader_generic;
desktop->frameSize = format.height * format.pitch;
break;
case FRAME_TYPE_YUV420:
desktop->pixFmt = EGL_PF_YUV420;
desktop->shader = desktop->shader_yuv;
desktop->frameSize = format.width * format.height * 3 / 2;
break;
default:
DEBUG_ERROR("Unsupported frame format");
return false;
}
desktop->width = format.width;
desktop->height = format.height;
}
desktop->data = data;
desktop->update = true;
return true;
}
bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
{
if (sourceChanged)
{
if (desktop->shader)
desktop->uDesktopPos = egl_shader_get_uniform_location(desktop->shader, "position");
if (!egl_texture_setup(
desktop->texture,
desktop->pixFmt,
desktop->width,
desktop->height,
desktop->frameSize,
true // streaming texture
))
{
DEBUG_ERROR("Failed to setup the desktop texture");
return false;
}
}
if (!desktop->update)
return true;
if (!egl_texture_update(desktop->texture, desktop->data))
{
DEBUG_ERROR("Failed to update the desktop texture");
return false;
}
desktop->update = false;
return true;
}
void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY)
{
if (!desktop->shader)
return;
egl_shader_use(desktop->shader);
glUniform4f(desktop->uDesktopPos, x, y, scaleX, scaleY);
egl_model_render(desktop->model);
}