[client] egl: moved desktop rendering into seperate unit

This commit is contained in:
Geoffrey McRae 2018-12-12 21:41:51 +11:00
parent b9f8f1a0ad
commit abfe3a9b4d
5 changed files with 334 additions and 234 deletions

View file

@ -63,6 +63,7 @@ set(SOURCES
renderers/egl/shader.c
renderers/egl/texture.c
renderers/egl/model.c
renderers/egl/desktop.c
renderers/egl/cursor.c
renderers/egl/fps.c
fonts/sdl.c

View file

@ -28,7 +28,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "egl/model.h"
#include "egl/shader.h"
#include "egl/progs.h"
#include "egl/desktop.h"
#include "egl/cursor.h"
#include "egl/fps.h"
@ -42,23 +42,6 @@ static struct Options defaultOptions =
.vsync = false
};
struct Models
{
struct EGL_Model * desktop;
};
struct Shaders
{
struct EGL_Shader * rgba;
struct EGL_Shader * bgra;
struct EGL_Shader * yuv;
};
struct Textures
{
struct EGL_Texture * desktop;
};
struct Inst
{
LG_RendererParams params;
@ -71,27 +54,18 @@ struct Inst
EGLSurface surface;
EGLContext context;
EGL_Cursor * cursor; // the mouse cursor
EGL_FPS * fps; // the fps display
struct Models models;
struct Shaders shaders;
struct Textures textures;
EGL_Desktop * desktop; // the desktop
EGL_Cursor * cursor; // the mouse cursor
EGL_FPS * fps; // the fps display
LG_RendererFormat format;
enum EGL_PixelFormat pixFmt;
EGL_Shader * shader;
bool sourceChanged;
size_t frameSize;
const uint8_t * data;
bool update;
int width, height;
LG_RendererRect destRect;
float translateX, translateY;
float scaleX , scaleY;
GLint uDesktopPos;
float mouseWidth , mouseHeight;
float mouseScaleX, mouseScaleY;
@ -157,14 +131,9 @@ void egl_deinitialize(void * opaque)
if (this->font && this->fontObj)
this->font->destroy(this->fontObj);
egl_cursor_free(&this->cursor);
egl_fps_free (&this->fps );
egl_model_free (&this->models .desktop );
egl_shader_free (&this->shaders .rgba );
egl_shader_free (&this->shaders .bgra );
egl_shader_free (&this->shaders .yuv );
egl_texture_free(&this->textures.desktop );
egl_desktop_free(&this->desktop);
egl_cursor_free (&this->cursor);
egl_fps_free (&this->fps );
free(this);
}
@ -231,7 +200,6 @@ bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const i
bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uint8_t * data)
{
struct Inst * this = (struct Inst *)opaque;
this->sourceChanged = (
this->sourceChanged ||
this->format.type != format.type ||
@ -241,46 +209,14 @@ bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uin
);
if (this->sourceChanged)
{
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
switch(format.type)
{
case FRAME_TYPE_BGRA:
this->pixFmt = EGL_PF_BGRA;
this->shader = this->shaders.bgra;
this->frameSize = format.height * format.pitch;
break;
case FRAME_TYPE_RGBA:
this->pixFmt = EGL_PF_RGBA;
this->shader = this->shaders.rgba;
this->frameSize = format.height * format.pitch;
break;
case FRAME_TYPE_RGBA10:
this->pixFmt = EGL_PF_RGBA10;
this->shader = this->shaders.rgba;
this->frameSize = format.height * format.pitch;
break;
case FRAME_TYPE_YUV420:
this->pixFmt = EGL_PF_YUV420;
this->shader = this->shaders.yuv;
this->frameSize = format.width * format.height * 3 / 2;
break;
default:
DEBUG_ERROR("Unsupported frame format");
return false;
}
this->uDesktopPos = egl_shader_get_uniform_location(this->shader, "position");
if (!egl_desktop_prepare_update(this->desktop, this->sourceChanged, format, data))
{
DEBUG_INFO("Failed to prepare to update the desktop");
return false;
}
this->data = data;
this->update = true;
return true;
}
@ -356,35 +292,14 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
if (!egl_shader_init(&this->shaders.rgba))
return false;
if (!egl_shader_init(&this->shaders.bgra))
return false;
if (!egl_shader_init(&this->shaders.yuv))
return false;
if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
return false;
if (!egl_shader_compile(this->shaders.bgra, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra)))
return false;
if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_yuv, sizeof(egl_fragment_shader_yuv)))
return false;
if (!egl_texture_init(&this->textures.desktop))
return false;
if (!egl_model_init(&this->models.desktop))
return false;
egl_model_set_default(this->models.desktop);
egl_model_set_texture(this->models.desktop, this->textures.desktop);
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
if (!egl_desktop_init(&this->desktop))
{
DEBUG_ERROR("Failed to initialize the desktop");
return false;
}
if (!egl_cursor_init(&this->cursor))
{
DEBUG_ERROR("Failed to initialize the cursor");
@ -407,42 +322,19 @@ bool egl_render(void * opaque, SDL_Window * window)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (this->shader)
{
egl_shader_use(this->shader);
glUniform4f(this->uDesktopPos, this->translateX, this->translateY, this->scaleX, this->scaleY);
egl_model_render(this->models.desktop);
}
egl_desktop_render(this->desktop, this->translateX, this->translateY, this->scaleX, this->scaleY);
egl_cursor_render(this->cursor);
egl_fps_render(this->fps, this->width, this->height);
eglSwapBuffers(this->display, this->surface);
// defer texture uploads until after the flip to avoid stalling
if (this->update)
if (!egl_desktop_perform_update(this->desktop, this->sourceChanged))
{
if (this->sourceChanged)
{
this->sourceChanged = false;
if (!egl_texture_setup(
this->textures.desktop,
this->pixFmt,
this->format.width,
this->format.height,
this->frameSize,
true
))
return false;
egl_model_set_shader(this->models.desktop, this->shader);
}
if (!egl_texture_update(this->textures.desktop, this->data))
return false;
this->update = false;
DEBUG_ERROR("Failed to perform the desktop update");
return false;
}
this->sourceChanged = false;
return true;
}

View file

@ -0,0 +1,278 @@
/*
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);
}

View file

@ -0,0 +1,33 @@
/*
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 "lg-renderer.h"
typedef struct EGL_Desktop EGL_Desktop;
bool egl_desktop_init(EGL_Desktop ** desktop);
void egl_desktop_free(EGL_Desktop ** desktop);
bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data);
bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged);
void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY);

View file

@ -1,104 +0,0 @@
/*
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
*/
#ifndef _EGL_PROGS_H
#define _EGL_PROGS_H
static const char egl_vertex_shader_desktop[] = "\
#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 egl_fragment_shader_rgba[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
color = texture(sampler1, uv);\
}\
";
static const char egl_fragment_shader_bgra[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
color = texture(sampler1, uv);\
}\
";
static const char egl_fragment_shader_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;\
}\
";
#endif