[egl] initial commit of new modern OpenGL ES renderer

This commit is contained in:
Geoffrey McRae 2018-09-22 16:26:10 +10:00
parent f75e2fe8db
commit 26434f7baf
8 changed files with 880 additions and 1 deletions

View file

@ -12,6 +12,7 @@ pkg_check_modules(PKGCONFIG REQUIRED
SDL2_ttf
gl
glu
egl
spice-protocol
fontconfig
x11
@ -50,11 +51,15 @@ set(SOURCES
main.c
lg-renderer.c
ll.c
utils.c
spice/rsa.c
spice/spice.c
decoders/null.c
decoders/yuv420.c
renderers/opengl.c
renderers/egl.c
renderers/egl_shader.c
renderers/egl_model.c
)
add_executable(looking-glass-client ${SOURCES})

291
client/renderers/egl.c Normal file
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@ -0,0 +1,291 @@
/*
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
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
*/
#include "lg-renderer.h"
#include "debug.h"
#include <SDL2/SDL_syswm.h>
#include <SDL2/SDL_egl.h>
#include "egl_model.h"
#include "egl_shader.h"
struct Options
{
};
static struct Options defaultOptions =
{
};
struct Models
{
struct EGL_Model * desktop;
};
struct Shaders
{
struct EGL_Shader * desktop;
};
struct Inst
{
LG_RendererParams params;
struct Options opt;
Display * xDisplay;
Window xWindow;
EGLDisplay display;
EGLConfig configs;
EGLSurface surface;
EGLContext context;
struct Models models;
struct Shaders shaders;
LG_RendererFormat format;
size_t frameSize;
const uint8_t * data;
bool update;
};
const char * egl_get_name()
{
return "EGL";
}
bool egl_create(void ** opaque, const LG_RendererParams params)
{
// 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));
memcpy(&this->opt , &defaultOptions, sizeof(struct Options ));
return true;
}
bool egl_initialize(void * opaque, Uint32 * sdlFlags)
{
*sdlFlags = SDL_WINDOW_OPENGL;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER , 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS , 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES , 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
return true;
}
void egl_deinitialize(void * opaque)
{
struct Inst * this = (struct Inst *)opaque;
egl_model_free (&this->models .desktop);
egl_shader_free(&this->shaders.desktop);
free(this);
}
void egl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
{
glViewport(0, 0, width, height);
}
bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
{
return true;
}
bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const int y)
{
return true;
}
bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uint8_t * data)
{
struct Inst * this = (struct Inst *)opaque;
if (format.type != FRAME_TYPE_ARGB)
return false;
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->frameSize = format.height * format.pitch;
this->data = data;
this->update = true;
return true;
}
void egl_on_alert(void * opaque, const LG_RendererAlert alert, const char * message, bool ** closeFlag)
{
}
bool egl_render_startup(void * opaque, SDL_Window * window)
{
struct Inst * this = (struct Inst *)opaque;
SDL_SysWMinfo wminfo;
SDL_VERSION(&wminfo.version);
if (!SDL_GetWindowWMInfo(window, &wminfo))
{
DEBUG_ERROR("SDL_GetWindowWMInfo failed");
return false;
}
this->xDisplay = wminfo.info.x11.display;
this->xWindow = wminfo.info.x11.window;
this->display = eglGetDisplay((EGLNativeDisplayType)this->xDisplay);
if (this->display == EGL_NO_DISPLAY)
{
DEBUG_ERROR("eglGetDisplay failed");
return false;
}
if (!eglInitialize(this->display, NULL, NULL))
{
DEBUG_ERROR("Unable to initialize EGL");
return false;
}
EGLint attr[] =
{
EGL_BUFFER_SIZE, 16,
EGL_RENDERABLE_TYPE,
EGL_OPENGL_ES2_BIT,
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;
}
this->surface = eglCreateWindowSurface(this->display, this->configs, this->xWindow, NULL);
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;
}
eglMakeCurrent(this->display, this->surface, this->surface, this->context);
DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
static const GLfloat desktop[] =
{
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f
};
static const GLfloat uvs[] =
{
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
if (!egl_shader_init(&this->shaders.desktop) ) return false;
if (!egl_shader_load(this->shaders.desktop, "test.vs", "test.fs")) return false;
if (!egl_model_init(&this->models.desktop) ) return false;
egl_model_set_verticies(this->models.desktop, desktop, sizeof(desktop) / sizeof(GLfloat));
egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_shader (this->models.desktop, this->shaders.desktop);
return true;
}
bool egl_render(void * opaque, SDL_Window * window)
{
struct Inst * this = (struct Inst *)opaque;
if (this->update)
{
if (!egl_model_is_streaming(this->models.desktop))
egl_model_init_streaming(
this->models.desktop,
this->format.width,
this->format.height,
this->frameSize
);
egl_model_stream_buffer(
this->models.desktop,
this->data,
this->frameSize
);
this->update = false;
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
egl_model_render(this->models.desktop);
eglSwapBuffers(this->display, this->surface);
return true;
}
static LG_RendererOpt egl_options[] =
{
};
struct LG_Renderer LGR_EGL =
{
.create = egl_create,
.get_name = egl_get_name,
.options = egl_options,
.option_count = LGR_OPTION_COUNT(egl_options),
.initialize = egl_initialize,
.deinitialize = egl_deinitialize,
.on_resize = egl_on_resize,
.on_mouse_shape = egl_on_mouse_shape,
.on_mouse_event = egl_on_mouse_event,
.on_frame_event = egl_on_frame_event,
.on_alert = egl_on_alert,
.render_startup = egl_render_startup,
.render = egl_render
};

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@ -0,0 +1,237 @@
/*
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
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
*/
#include "egl_model.h"
#include "egl_shader.h"
#include "debug.h"
#include "utils.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <SDL2/SDL_egl.h>
struct EGL_Model
{
bool hasVertexBuffer;
GLuint vertexBuffer;
GLsizei vertexCount;
bool hasUVBuffer;
GLuint uvBuffer;
EGL_Shader * shader;
bool hasTexture;
GLuint texture;
bool hasPBO, pboUpdate;
GLuint pbo[2];
int pboIndex;
size_t pboWidth, pboHeight;
};
bool egl_model_init(EGL_Model ** model)
{
*model = (EGL_Model *)malloc(sizeof(EGL_Model));
if (!*model)
{
DEBUG_ERROR("Failed to malloc EGL_Model");
return false;
}
memset(*model, 0, sizeof(EGL_Model));
return true;
}
void egl_model_free(EGL_Model ** model)
{
if (!*model)
return;
if ((*model)->hasVertexBuffer)
glDeleteBuffers(1, &(*model)->vertexBuffer);
if ((*model)->hasUVBuffer)
glDeleteBuffers(1, &(*model)->uvBuffer);
if ((*model)->hasTexture)
glDeleteTextures(1, &(*model)->texture);
if ((*model)->hasPBO)
glDeleteBuffers(2, (*model)->pbo);
free(*model);
*model = NULL;
}
bool egl_model_init_streaming(EGL_Model * model, size_t width, size_t height, size_t bufferSize)
{
model->pboWidth = width;
model->pboHeight = height;
glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
if (!model->hasPBO)
glGenBuffers(2, model->pbo);
for(int i = 0; i < 2; ++i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[i]);
glBufferData(
GL_PIXEL_UNPACK_BUFFER,
bufferSize,
NULL,
GL_STREAM_DRAW
);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
model->hasPBO = true;
return true;
}
bool egl_model_is_streaming(EGL_Model * model)
{
return model->hasPBO;
}
bool egl_model_stream_buffer(EGL_Model * model, const uint8_t * buffer, size_t bufferSize)
{
if (++model->pboIndex == 2)
model->pboIndex = 0;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[model->pboIndex]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, 0, GL_STREAM_DRAW);
GLubyte * ptr = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
if (!ptr)
{
DEBUG_ERROR("Failed to map the buffer");
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
return false;
}
memcpy(ptr, buffer, bufferSize);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
model->pboUpdate = true;
return true;
}
void egl_model_set_verticies(EGL_Model * model, const GLfloat * verticies, const size_t count)
{
if (model->hasVertexBuffer)
glDeleteBuffers(1, &model->vertexBuffer);
glGenBuffers(1, &model->vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, model->vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * count, verticies, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
model->hasVertexBuffer = true;
model->vertexCount = count / 3;
}
void egl_model_set_uvs(EGL_Model * model, const GLfloat * uvs, const size_t count)
{
if (model->hasUVBuffer)
glDeleteBuffers(1, &model->uvBuffer);
glGenBuffers(1, &model->uvBuffer);
glBindBuffer(GL_ARRAY_BUFFER, model->uvBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * count, uvs, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
model->hasUVBuffer = true;
}
void egl_model_render(EGL_Model * model)
{
if (!model->hasVertexBuffer)
{
DEBUG_ERROR("Model has no verticies");
return;
}
if (model->shader)
egl_shader_use(model->shader);
GLuint location = 0;
glEnableVertexAttribArray(location);
glBindBuffer(GL_ARRAY_BUFFER, model->vertexBuffer);
glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
if (model->hasUVBuffer)
{
++location;
glEnableVertexAttribArray(location);
glBindBuffer(GL_ARRAY_BUFFER, model->uvBuffer);
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
}
if (model->hasTexture)
glBindTexture(GL_TEXTURE_2D, model->texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, model->vertexCount);
if (model->hasTexture)
glBindTexture(GL_TEXTURE_2D, 0);
while(location > 0)
glDisableVertexAttribArray(location--);
glDisableVertexAttribArray(0);
if (model->shader)
glUseProgram(0);
if (model->pboUpdate)
{
glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model));
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[model->pboIndex]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, model->pboWidth, model->pboHeight, GL_RGBA, GL_UNSIGNED_BYTE, 0);
model->pboUpdate = false;
}
}
void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader)
{
model->shader = shader;
}
GLuint egl_model_get_texture_id(EGL_Model * model)
{
if (model->hasTexture)
return model->texture;
glGenTextures(1, &model->texture);
model->hasTexture = true;
return model->texture;
}

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@ -0,0 +1,41 @@
/*
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
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
*/
#pragma once
#include <stdbool.h>
#include "egl_shader.h"
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
typedef struct EGL_Model EGL_Model;
bool egl_model_init(EGL_Model ** model);
void egl_model_free(EGL_Model ** model);
bool egl_model_init_streaming(EGL_Model * model, size_t width, size_t height, size_t bufferSize);
bool egl_model_is_streaming (EGL_Model * model);
bool egl_model_stream_buffer (EGL_Model * model, const uint8_t * buffer, size_t bufferSize);
void egl_model_set_verticies (EGL_Model * model, const GLfloat * verticies, const size_t count);
void egl_model_set_uvs (EGL_Model * model, const GLfloat * uvs , const size_t count);
void egl_model_set_shader (EGL_Model * model, EGL_Shader * shader);
GLuint egl_model_get_texture_id(EGL_Model * model);
void egl_model_render(EGL_Model * model);

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@ -0,0 +1,196 @@
/*
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
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
*/
#include "egl_shader.h"
#include "debug.h"
#include "utils.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <SDL2/SDL_egl.h>
struct EGL_Shader
{
bool hasShader;
GLuint shader;
};
bool egl_shader_init(EGL_Shader ** shader)
{
*shader = (EGL_Shader *)malloc(sizeof(EGL_Shader));
if (!*shader)
{
DEBUG_ERROR("Failed to malloc EGL_Shader");
return false;
}
memset(*shader, 0, sizeof(EGL_Shader));
return true;
}
void egl_shader_free(EGL_Shader ** shader)
{
if (!*shader)
return;
if ((*shader)->hasShader)
glDeleteProgram((*shader)->shader);
free(*shader);
*shader = NULL;
}
bool egl_shader_load(EGL_Shader * shader, const char * vertex_file, const char * fragment_file)
{
char * vertex_code, * fragment_code;
size_t vertex_size, fragment_size;
if (!file_get_contents(vertex_file, &vertex_code, &vertex_size))
{
DEBUG_ERROR("Failed to read vertex shader");
return false;
}
DEBUG_INFO("Loaded vertex shader: %s", vertex_file);
if (!file_get_contents(fragment_file, &fragment_code, &fragment_size))
{
DEBUG_ERROR("Failed to read fragment shader");
free(vertex_code);
return false;
}
DEBUG_INFO("Loaded fragment shader: %s", fragment_file);
bool ret = egl_shader_compile(shader, vertex_code, vertex_size, fragment_code, fragment_size);
free(vertex_code);
free(fragment_code);
return ret;
}
bool egl_shader_compile(EGL_Shader * shader, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size)
{
if (shader->hasShader)
{
glDeleteProgram(shader->shader);
shader->hasShader = false;
}
GLint length;
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
length = vertex_size;
glShaderSource(vertexShader, 1, (const char**)&vertex_code, &length);
glCompileShader(vertexShader);
GLint result = GL_FALSE;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
DEBUG_ERROR("Failed to compile vertex shader");
int logLength;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
char *log = malloc(logLength + 1);
glGetShaderInfoLog(vertexShader, logLength, NULL, log);
log[logLength] = 0;
DEBUG_ERROR("%s", log);
free(log);
}
glDeleteShader(vertexShader);
return false;
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
length = fragment_size;
glShaderSource(fragmentShader, 1, (const char**)&fragment_code, &length);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
DEBUG_ERROR("Failed to compile fragment shader");
int logLength;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
char *log = malloc(logLength + 1);
glGetShaderInfoLog(fragmentShader, logLength, NULL, log);
log[logLength] = 0;
DEBUG_ERROR("%s", log);
free(log);
}
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader );
return false;
}
shader->shader = glCreateProgram();
glAttachShader(shader->shader, vertexShader );
glAttachShader(shader->shader, fragmentShader);
glLinkProgram(shader->shader);
glGetProgramiv(shader->shader, GL_LINK_STATUS, &result);
if (result == GL_FALSE)
{
DEBUG_ERROR("Failed to link shader program");
int logLength;
glGetProgramiv(shader->shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
char *log = malloc(logLength + 1);
glGetProgramInfoLog(shader->shader, logLength, NULL, log);
log[logLength] = 0;
DEBUG_ERROR("%s", log);
free(log);
}
glDetachShader(shader->shader, vertexShader );
glDetachShader(shader->shader, fragmentShader);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader );
glDeleteProgram(shader->shader );
return false;
}
glDetachShader(shader->shader, vertexShader );
glDetachShader(shader->shader, fragmentShader);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader );
shader->hasShader = true;
return true;
}
void egl_shader_use(EGL_Shader * shader)
{
if (shader->hasShader)
glUseProgram(shader->shader);
else
DEBUG_ERROR("Shader program has not been compiled");
}

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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
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
*/
#pragma once
#include <stdbool.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
typedef struct EGL_Shader EGL_Shader;
bool egl_shader_init(EGL_Shader ** shader);
void egl_shader_free(EGL_Shader ** shader);
bool egl_shader_load (EGL_Shader * model, const char * vertex_file, const char * fragment_file);
bool egl_shader_compile(EGL_Shader * model, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size);
void egl_shader_use (EGL_Shader * shader);

70
client/utils.c Normal file
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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
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
*/
#include "utils.h"
#include "debug.h"
#include <stdlib.h>
#include <stdio.h>
bool file_get_contents(const char * filename, char ** buffer, size_t * length)
{
FILE * fh = fopen(filename, "r");
if (!fh)
{
DEBUG_ERROR("Failed to open the file: %s", filename);
return false;
}
if (fseek(fh, 0, SEEK_END) != 0)
{
DEBUG_ERROR("Failed to seek");
fclose(fh);
return false;
}
long fsize = ftell(fh);
if (fseek(fh, 0, SEEK_SET) != 0)
{
DEBUG_ERROR("Failed to seek");
fclose(fh);
return false;
}
*buffer = malloc(fsize + 1);
if (!*buffer)
{
DEBUG_ERROR("Failed to allocate buffer of %lu bytes", fsize + 1);
fclose(fh);
return false;
}
if (fread(*buffer, 1, fsize, fh) != fsize)
{
DEBUG_ERROR("Failed to read the entire file");
fclose(fh);
free(*buffer);
return false;
}
fclose(fh);
buffer[fsize] = 0;
*length = fsize;
return true;
}

View file

@ -21,6 +21,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include <time.h>
#include <stdint.h>
#include <stdbool.h>
static inline uint64_t microtime()
{
@ -91,4 +92,8 @@ static inline int32_t decode_s_golomb(const uint8_t * const base, size_t * const
{
const uint32_t g = decode_u_golomb(base, offset);
return (g & 0x1) ? (g + 1) / 2 : -(g / 2);
}
}
// reads the specified file into a new buffer
// the callee must free the buffer
bool file_get_contents(const char * filename, char ** buffer, size_t * length);