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

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/*
Looking Glass - KVM FrameRelay (KVMFR) Client
2019-02-22 11:16:14 +00:00
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
the 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
*/
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#include "interface/renderer.h"
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#include "common/debug.h"
#include "common/option.h"
#include "common/sysinfo.h"
#include "common/time.h"
#include "common/locking.h"
#include "util.h"
#include "dynamic/fonts.h"
#include <EGL/egl.h>
#if defined(SDL_VIDEO_DRIVER_WAYLAND)
#include <wayland-egl.h>
#endif
#include <assert.h>
#include <string.h>
#include "app.h"
#include "egl_dynprocs.h"
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#include "model.h"
#include "shader.h"
#include "desktop.h"
#include "cursor.h"
#include "fps.h"
#include "splash.h"
#include "alert.h"
#define SPLASH_FADE_TIME 1000000
#define ALERT_TIMEOUT 2000000
struct Options
{
bool vsync;
bool doubleBuffer;
};
struct Inst
{
bool dmaSupport;
LG_RendererParams params;
struct Options opt;
EGLNativeWindowType nativeWind;
EGLDisplay display;
EGLConfig configs;
EGLSurface surface;
EGLContext context, frameContext;
EGL_Desktop * desktop; // the desktop
EGL_Cursor * cursor; // the mouse cursor
EGL_FPS * fps; // the fps display
EGL_Splash * splash; // the splash screen
EGL_Alert * alert; // the alert display
LG_RendererFormat format;
bool formatValid;
bool start;
uint64_t waitFadeTime;
bool waitDone;
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bool showAlert;
uint64_t alertTimeout;
bool useCloseFlag;
bool closeFlag;
int width, height;
LG_RendererRect destRect;
LG_RendererRotate rotate; //client side rotation
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float translateX , translateY;
float scaleX , scaleY;
float splashRatio;
float screenScaleX, screenScaleY;
bool useNearest;
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bool cursorVisible;
int cursorX , cursorY;
float mouseWidth , mouseHeight;
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float mouseScaleX, mouseScaleY;
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const LG_Font * font;
LG_FontObj fontObj;
};
static struct Option egl_options[] =
{
{
.module = "egl",
.name = "vsync",
.description = "Enable vsync",
.type = OPTION_TYPE_BOOL,
.value.x_bool = false,
},
{
.module = "egl",
.name = "doubleBuffer",
.description = "Enable double buffering",
.type = OPTION_TYPE_BOOL,
.value.x_bool = false
},
{
.module = "egl",
.name = "multisample",
.description = "Enable Multisampling",
.type = OPTION_TYPE_BOOL,
.value.x_bool = true
},
{
.module = "egl",
.name = "nvGainMax",
.description = "The maximum night vision gain",
.type = OPTION_TYPE_INT,
.value.x_int = 1
},
{
.module = "egl",
.name = "nvGain",
.description = "The initial night vision gain at startup",
.type = OPTION_TYPE_INT,
.value.x_int = 0
},
{
.module = "egl",
.name = "cbMode",
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.description = "Color Blind Mode (0 = Off, 1 = Protanope, 2 = Deuteranope, 3 = Tritanope)",
.type = OPTION_TYPE_INT,
.value.x_int = 0
},
{0}
};
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void update_mouse_shape(struct Inst * this);
const char * egl_get_name(void)
{
return "EGL";
}
void egl_setup(void)
{
option_register(egl_options);
}
bool egl_create(void ** opaque, const LG_RendererParams params)
{
// Fail if running on Wayland so that OpenGL is used instead. Wayland-EGL
// is broken (https://github.com/gnif/LookingGlass/issues/306) and isn't
// fixable until SDL is dropped entirely. Until then, the OpenGL renderer
// "mostly works".
if (getenv("WAYLAND_DISPLAY"))
return false;
// check if EGL is even available
if (!eglQueryString(EGL_NO_DISPLAY, EGL_VERSION))
return false;
// create our local storage
*opaque = malloc(sizeof(struct Inst));
if (!*opaque)
{
DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct Inst));
return false;
}
memset(*opaque, 0, sizeof(struct Inst));
// safe off parameteres and init our default option values
struct Inst * this = (struct Inst *)*opaque;
memcpy(&this->params, &params, sizeof(LG_RendererParams));
this->opt.vsync = option_get_bool("egl", "vsync");
this->opt.doubleBuffer = option_get_bool("egl", "doubleBuffer");
this->translateX = 0;
this->translateY = 0;
this->scaleX = 1.0f;
this->scaleY = 1.0f;
this->screenScaleX = 1.0f;
this->screenScaleY = 1.0f;
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this->font = LG_Fonts[0];
if (!this->font->create(&this->fontObj, NULL, 16))
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{
DEBUG_ERROR("Failed to create a font instance");
return false;
}
return true;
}
bool egl_initialize(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
DEBUG_INFO("Double buffering is %s", this->opt.doubleBuffer ? "on" : "off");
return true;
}
void egl_deinitialize(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
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if (this->font && this->fontObj)
this->font->destroy(this->fontObj);
egl_desktop_free(&this->desktop);
egl_cursor_free (&this->cursor);
egl_fps_free (&this->fps );
egl_splash_free (&this->splash);
egl_alert_free (&this->alert );
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LG_LOCK_FREE(this->lock);
eglMakeCurrent(this->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (this->frameContext)
eglDestroyContext(this->display, this->frameContext);
if (this->context)
eglDestroyContext(this->display, this->context);
eglTerminate(this->display);
free(this);
}
bool egl_supports(void * opaque, LG_RendererSupport flag)
{
struct Inst * this = (struct Inst *)opaque;
switch(flag)
{
case LG_SUPPORTS_DMABUF:
return this->dmaSupport;
default:
return false;
}
}
void egl_on_restart(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
eglDestroyContext(this->display, this->frameContext);
this->frameContext = NULL;
this->start = false;
}
static void egl_calc_mouse_size(struct Inst * this)
{
if (!this->formatValid)
return;
int w, h;
switch(this->format.rotate)
{
case LG_ROTATE_0:
case LG_ROTATE_180:
this->mouseScaleX = 2.0f / this->format.width;
this->mouseScaleY = 2.0f / this->format.height;
w = this->format.width;
h = this->format.height;
break;
case LG_ROTATE_90:
case LG_ROTATE_270:
this->mouseScaleX = 2.0f / this->format.height;
this->mouseScaleY = 2.0f / this->format.width;
w = this->format.height;
h = this->format.width;
break;
default:
assert(!"unreachable");
}
switch((this->format.rotate + this->rotate) % LG_ROTATE_MAX)
{
case LG_ROTATE_0:
case LG_ROTATE_180:
egl_cursor_set_size(this->cursor,
(this->mouseWidth * (1.0f / w)) * this->scaleX,
(this->mouseHeight * (1.0f / h)) * this->scaleY
);
break;
case LG_ROTATE_90:
case LG_ROTATE_270:
egl_cursor_set_size(this->cursor,
(this->mouseWidth * (1.0f / w)) * this->scaleY,
(this->mouseHeight * (1.0f / h)) * this->scaleX
);
break;
}
}
static void egl_calc_mouse_state(struct Inst * this)
{
if (!this->formatValid)
return;
switch((this->format.rotate + this->rotate) % LG_ROTATE_MAX)
{
case LG_ROTATE_0:
case LG_ROTATE_180:
egl_cursor_set_state(
this->cursor,
this->cursorVisible,
(((float)this->cursorX * this->mouseScaleX) - 1.0f) * this->scaleX,
(((float)this->cursorY * this->mouseScaleY) - 1.0f) * this->scaleY
);
break;
case LG_ROTATE_90:
case LG_ROTATE_270:
egl_cursor_set_state(
this->cursor,
this->cursorVisible,
(((float)this->cursorX * this->mouseScaleX) - 1.0f) * this->scaleY,
(((float)this->cursorY * this->mouseScaleY) - 1.0f) * this->scaleX
);
break;
}
}
void egl_on_resize(void * opaque, const int width, const int height,
const LG_RendererRect destRect, LG_RendererRotate rotate)
{
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struct Inst * this = (struct Inst *)opaque;
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this->width = width;
this->height = height;
this->rotate = rotate;
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memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
glViewport(0, 0, width, height);
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if (destRect.valid)
{
this->translateX = 1.0f - (((destRect.w / 2) + destRect.x) * 2) / (float)width;
this->translateY = 1.0f - (((destRect.h / 2) + destRect.y) * 2) / (float)height;
this->scaleX = (float)destRect.w / (float)width;
this->scaleY = (float)destRect.h / (float)height;
}
egl_calc_mouse_size(this);
this->splashRatio = (float)width / (float)height;
this->screenScaleX = 1.0f / width;
this->screenScaleY = 1.0f / height;
egl_calc_mouse_state(this);
}
bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor,
const int width, const int height,
const int pitch, const uint8_t * data)
{
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struct Inst * this = (struct Inst *)opaque;
if (!egl_cursor_set_shape(this->cursor, cursor, width, height, pitch, data))
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{
DEBUG_ERROR("Failed to update the cursor shape");
return false;
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}
this->mouseWidth = width;
this->mouseHeight = height;
egl_calc_mouse_size(this);
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return true;
}
bool egl_on_mouse_event(void * opaque, const bool visible, const int x, const int y)
{
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struct Inst * this = (struct Inst *)opaque;
this->cursorVisible = visible;
this->cursorX = x;
this->cursorY = y;
egl_calc_mouse_state(this);
return true;
}
bool egl_on_frame_format(void * opaque, const LG_RendererFormat format, bool useDMA)
{
struct Inst * this = (struct Inst *)opaque;
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->formatValid = true;
/* this event runs in a second thread so we need to init it here */
if (!this->frameContext)
{
static EGLint attrs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
if (!(this->frameContext = eglCreateContext(this->display, this->configs, this->context, attrs)))
{
DEBUG_ERROR("Failed to create the frame context");
return false;
}
if (!eglMakeCurrent(this->display, EGL_NO_SURFACE, EGL_NO_SURFACE, this->frameContext))
{
DEBUG_ERROR("Failed to make the frame context current");
return false;
}
}
this->useNearest = this->width < format.width || this->height < format.height;
return egl_desktop_setup(this->desktop, format, useDMA);
}
bool egl_on_frame(void * opaque, const FrameBuffer * frame, int dmaFd)
{
struct Inst * this = (struct Inst *)opaque;
if (!egl_desktop_update(this->desktop, frame, dmaFd))
{
DEBUG_INFO("Failed to to update the desktop");
return false;
}
this->start = true;
return true;
}
void egl_on_alert(void * opaque, const LG_MsgAlert alert, const char * message, bool ** closeFlag)
{
struct Inst * this = (struct Inst *)opaque;
static const uint32_t colors[] =
{
0x0000CCCC, // LG_ALERT_INFO
0x00CC00CC, // LG_ALERT_SUCCESS
0xCC7F00CC, // LG_ALERT_WARNING
0xFF0000CC // LG_ALERT_ERROR
};
if (alert > LG_ALERT_ERROR || alert < 0)
{
DEBUG_ERROR("Invalid alert value");
return;
}
egl_alert_set_color(this->alert, colors[alert]);
egl_alert_set_text (this->alert, message );
if (closeFlag)
{
this->useCloseFlag = true;
*closeFlag = &this->closeFlag;
}
else
{
this->useCloseFlag = false;
this->alertTimeout = microtime() + ALERT_TIMEOUT;
}
this->showAlert = true;
}
bool egl_render_startup(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
this->nativeWind = app_getEGLNativeWindow();
if (!this->nativeWind)
return false;
this->display = app_getEGLDisplay();
if (this->display == EGL_NO_DISPLAY)
return false;
int maj, min;
if (!eglInitialize(this->display, &maj, &min))
{
DEBUG_ERROR("Unable to initialize EGL");
return false;
}
int maxSamples = 1;
if (option_get_bool("egl", "multisample"))
{
if (app_getProp(LG_DS_MAX_MULTISAMPLE, &maxSamples) && maxSamples > 1)
{
if (maxSamples > 4)
maxSamples = 4;
DEBUG_INFO("Multisampling enabled, max samples: %d", maxSamples);
}
}
EGLint attr[] =
{
EGL_BUFFER_SIZE , 32,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_SAMPLE_BUFFERS , maxSamples > 0 ? 1 : 0,
EGL_SAMPLES , maxSamples,
EGL_NONE
};
EGLint num_config;
if (!eglChooseConfig(this->display, attr, &this->configs, 1, &num_config))
{
DEBUG_ERROR("Failed to choose config (eglError: 0x%x)", eglGetError());
return false;
}
const EGLint surfattr[] =
{
EGL_RENDER_BUFFER, this->opt.doubleBuffer ? EGL_BACK_BUFFER : EGL_SINGLE_BUFFER,
EGL_NONE
};
this->surface = eglCreateWindowSurface(this->display, this->configs, this->nativeWind, surfattr);
if (this->surface == EGL_NO_SURFACE)
{
DEBUG_ERROR("Failed to create EGL surface (eglError: 0x%x)", eglGetError());
return false;
}
EGLint ctxattr[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
this->context = eglCreateContext(this->display, this->configs, EGL_NO_CONTEXT, ctxattr);
if (this->context == EGL_NO_CONTEXT)
{
DEBUG_ERROR("Failed to create EGL context (eglError: 0x%x)", eglGetError());
return false;
}
EGLint rb = 0;
eglQuerySurface(this->display, this->surface, EGL_RENDER_BUFFER, &rb);
switch(rb)
{
case EGL_SINGLE_BUFFER:
DEBUG_INFO("Single buffer mode");
break;
case EGL_BACK_BUFFER:
DEBUG_INFO("Back buffer mode");
break;
default:
DEBUG_WARN("Unknown render buffer mode: %d", rb);
break;
}
eglMakeCurrent(this->display, this->surface, this->surface, this->context);
const char *client_exts = eglQueryString(this->display, EGL_EXTENSIONS);
const char *vendor = (const char *)glGetString(GL_VENDOR);
DEBUG_INFO("EGL : %d.%d", maj, min);
DEBUG_INFO("Vendor : %s", vendor);
DEBUG_INFO("Renderer : %s", glGetString(GL_RENDERER));
DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
DEBUG_INFO("EGL APIs : %s", eglQueryString(this->display, EGL_CLIENT_APIS));
DEBUG_INFO("Extensions: %s", client_exts);
if (g_egl_dynProcs.glEGLImageTargetTexture2DOES)
{
if (strstr(client_exts, "EGL_EXT_image_dma_buf_import") != NULL)
{
/*
* As of version 455.45.01 NVidia started advertising support for this
* feature, however even on the latest version 460.27.04 this is still
* broken and does not work, until this is fixed and we have way to detect
* this early just disable dma for all NVIDIA devices.
*
* ref: https://forums.developer.nvidia.com/t/egl-ext-image-dma-buf-import-broken-egl-bad-alloc-with-tons-of-free-ram/165552
*/
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if (strstr(vendor, "NVIDIA") != NULL)
DEBUG_WARN("NVIDIA driver detected, ignoring broken DMA support");
else
this->dmaSupport = true;
}
}
else
{
DEBUG_INFO("glEGLImageTargetTexture2DOES unavilable, DMA support disabled");
}
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
if (!egl_desktop_init(&this->desktop, this->display))
{
DEBUG_ERROR("Failed to initialize the desktop");
return false;
}
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if (!egl_cursor_init(&this->cursor))
{
DEBUG_ERROR("Failed to initialize the cursor");
return false;
}
if (!egl_fps_init(&this->fps, this->font, this->fontObj))
{
DEBUG_ERROR("Failed to initialize the FPS display");
return false;
}
if (!egl_splash_init(&this->splash))
{
DEBUG_ERROR("Failed to initialize the splash screen");
return false;
}
if (!egl_alert_init(&this->alert, this->font, this->fontObj))
{
DEBUG_ERROR("Failed to initialize the alert display");
return false;
}
return true;
}
bool egl_render(void * opaque, LG_RendererRotate rotate)
{
struct Inst * this = (struct Inst *)opaque;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (this->start && egl_desktop_render(this->desktop,
this->translateX, this->translateY,
this->scaleX , this->scaleY ,
this->useNearest,
rotate))
{
if (!this->waitFadeTime)
{
if (!this->params.quickSplash)
this->waitFadeTime = microtime() + SPLASH_FADE_TIME;
else
this->waitDone = true;
}
egl_cursor_render(this->cursor,
(this->format.rotate + rotate) % LG_ROTATE_MAX);
}
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if (!this->waitDone)
{
float a = 1.0f;
if (!this->waitFadeTime)
a = 1.0f;
else
{
uint64_t t = microtime();
if (t > this->waitFadeTime)
this->waitDone = true;
else
{
uint64_t delta = this->waitFadeTime - t;
a = 1.0f / SPLASH_FADE_TIME * delta;
}
}
if (!this->waitDone)
egl_splash_render(this->splash, a, this->splashRatio);
}
else
{
if (!this->start)
egl_splash_render(this->splash, 1.0f, this->splashRatio);
}
if (this->showAlert)
{
bool close = false;
if (this->useCloseFlag)
close = this->closeFlag;
else if (this->alertTimeout < microtime())
close = true;
if (close)
this->showAlert = false;
else
egl_alert_render(this->alert, this->screenScaleX, this->screenScaleY);
}
egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
eglSwapBuffers(this->display, this->surface);
return true;
}
void egl_update_fps(void * opaque, const float avgUPS, const float avgFPS)
{
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struct Inst * this = (struct Inst *)opaque;
if (!this->params.showFPS)
return;
egl_fps_update(this->fps, avgUPS, avgFPS);
}
struct LG_Renderer LGR_EGL =
{
.get_name = egl_get_name,
.setup = egl_setup,
.create = egl_create,
.initialize = egl_initialize,
.deinitialize = egl_deinitialize,
.supports = egl_supports,
.on_restart = egl_on_restart,
.on_resize = egl_on_resize,
.on_mouse_shape = egl_on_mouse_shape,
.on_mouse_event = egl_on_mouse_event,
.on_frame_format = egl_on_frame_format,
.on_frame = egl_on_frame,
.on_alert = egl_on_alert,
.render_startup = egl_render_startup,
.render = egl_render,
.update_fps = egl_update_fps
};