looking-glass/client/renderers/EGL/postprocess.c
2021-08-30 18:21:54 +10:00

405 lines
9.5 KiB
C

/**
* Looking Glass
* Copyright © 2017-2021 The Looking Glass Authors
* https://looking-glass.io
*
* 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 "postprocess.h"
#include "filters.h"
#include "app.h"
#include "cimgui.h"
#include <dirent.h>
#include <errno.h>
#include <unistd.h>
#include <stdatomic.h>
#include <sys/stat.h>
#include "common/debug.h"
#include "common/array.h"
#include "common/paths.h"
#include "common/stringlist.h"
#include "common/stringutils.h"
#include "common/vector.h"
static const EGL_FilterOps * EGL_Filters[] =
{
&egl_filterDownscaleOps,
&egl_filterFFXFSR1Ops,
&egl_filterFFXCASOps
};
struct EGL_PostProcess
{
Vector filters;
GLuint output;
unsigned int outputX, outputY;
_Atomic(bool) modified;
EGL_Model * model;
StringList presets;
char * presetDir;
int activePreset;
char presetEdit[128];
};
void egl_postProcessEarlyInit(void)
{
for(int i = 0; i < ARRAY_LENGTH(EGL_Filters); ++i)
EGL_Filters[i]->earlyInit();
}
static void loadPresetList(struct EGL_PostProcess * this)
{
DIR * dir = NULL;
alloc_sprintf(&this->presetDir, "%s/presets", lgConfigDir());
if (!this->presetDir)
{
DEBUG_ERROR("Failed to allocate memory for presets");
return;
}
if (mkdir(this->presetDir, S_IRWXU) < 0 && errno != EEXIST)
{
DEBUG_ERROR("Failed to create presets directory: %s", this->presetDir);
goto fail;
}
dir = opendir(this->presetDir);
if (!dir)
{
DEBUG_ERROR("Failed to open presets directory: %s", this->presetDir);
goto fail;
}
this->presets = stringlist_new(true);
if (!this->presets)
{
DEBUG_ERROR("Failed to allocate memory for preset list");
goto fail;
}
struct dirent * entry;
while ((entry = readdir(dir)) != NULL)
{
if (entry->d_type != DT_REG)
continue;
DEBUG_INFO("Found preset: %s", entry->d_name);
char * name = strdup(entry->d_name);
if (!name)
{
DEBUG_ERROR("Failed to allocate memory");
goto fail;
}
stringlist_push(this->presets, name);
}
closedir(dir);
this->activePreset = -1;
return;
fail:
free(this->presetDir);
this->presetDir = NULL;
if (dir)
closedir(dir);
if (this->presets)
stringlist_free(&this->presets);
}
static void createPreset(struct EGL_PostProcess * this)
{
DEBUG_INFO("Create preset: %s", this->presetEdit);
this->activePreset = stringlist_push(this->presets, strdup(this->presetEdit));
}
static bool presetsUI(struct EGL_PostProcess * this)
{
if (!this->presets)
return false;
bool redraw = false;
const char * active = "<none>";
if (this->activePreset >= 0)
active = stringlist_at(this->presets, this->activePreset);
if (igBeginCombo("Preset name", active, 0))
{
for (unsigned i = 0; i < stringlist_count(this->presets); ++i)
{
bool selected = i == this->activePreset;
if (igSelectableBool(stringlist_at(this->presets, i), selected, 0, (ImVec2) { 0.0f, 0.0f }))
this->activePreset = i;
if (selected)
igSetItemDefaultFocus();
}
igEndCombo();
}
if (igButton("Load preset", (ImVec2) { 0.0f, 0.0f }) && this->activePreset >= 0)
DEBUG_INFO("Loading preset: %s", stringlist_at(this->presets, this->activePreset));
igSameLine(0.0f, -1.0f);
if (igButton("Save preset", (ImVec2) { 0.0f, 0.0f }) && this->activePreset >= 0)
DEBUG_INFO("Saving preset: %s", stringlist_at(this->presets, this->activePreset));
if (igIsItemHovered(ImGuiHoveredFlags_None) && this->activePreset >= 0)
igSetTooltip("This will overwrite the preset named: %s",
stringlist_at(this->presets, this->activePreset));
igSameLine(0.0f, -1.0f);
if (igButton("Create preset", (ImVec2) { 0.0f, 0.0f }))
{
this->presetEdit[0] = '\0';
igOpenPopup("Create preset", ImGuiPopupFlags_None);
}
if (igBeginPopupModal("Create preset", NULL, ImGuiWindowFlags_AlwaysAutoResize))
{
igText("Enter a name for the new preset:");
if (!igIsAnyItemActive())
igSetKeyboardFocusHere(0);
if (igInputText("##name", this->presetEdit, sizeof(this->presetEdit),
ImGuiInputTextFlags_EnterReturnsTrue, NULL, NULL))
{
createPreset(this);
igCloseCurrentPopup();
}
if (igButton("Create", (ImVec2) { 0.0f, 0.0f }))
{
createPreset(this);
igCloseCurrentPopup();
}
igSameLine(0.0f, -1.0f);
if (igButton("Cancel", (ImVec2) { 0.0f, 0.0f }))
igCloseCurrentPopup();
igEndPopup();
}
return redraw;
}
static void drawDropTarget(void)
{
igPushStyleColorVec4(ImGuiCol_Separator, (ImVec4) { 1.0f, 1.0f, 0.0f, 1.0f });
igSeparator();
igPopStyleColor(1);
}
static void configUI(void * opaque, int * id)
{
struct EGL_PostProcess * this = opaque;
bool redraw = false;
redraw |= presetsUI(this);
static size_t mouseIdx = -1;
static bool moving = false;
static size_t moveIdx = 0;
bool doMove = false;
ImVec2 window, pos;
igGetWindowPos(&window);
igGetMousePos(&pos);
EGL_Filter ** filters = vector_data(&this->filters);
size_t count = vector_size(&this->filters);
for (size_t i = 0; i < count; ++i)
{
EGL_Filter * filter = filters[i];
if (moving && mouseIdx < moveIdx && i == mouseIdx)
drawDropTarget();
igPushIDPtr(filter);
bool draw = igCollapsingHeaderBoolPtr(filter->ops.name, NULL, 0);
if (igIsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
mouseIdx = i;
bool active = igIsItemActive();
if (draw)
redraw |= egl_filterImguiConfig(filter);
igPopID();
if (moving)
{
if (!igIsMouseDragging(ImGuiMouseButton_Left, -1.0f))
{
moving = false;
doMove = true;
}
}
else
if (active && igIsMouseDragging(ImGuiMouseButton_Left, -1.0f))
{
moveIdx = mouseIdx;
moving = true;
}
if (moving && mouseIdx > moveIdx && i == mouseIdx)
drawDropTarget();
}
if (moving)
{
igSetMouseCursor(ImGuiMouseCursor_Hand);
igSetTooltip(filters[moveIdx]->ops.name);
}
if (doMove)
{
EGL_Filter * tmp = filters[moveIdx];
if (mouseIdx > moveIdx) // moving down
memmove(filters + moveIdx, filters + moveIdx + 1, (mouseIdx - moveIdx) * sizeof(EGL_Filter *));
else // moving up
memmove(filters + mouseIdx + 1, filters + mouseIdx, (moveIdx - mouseIdx) * sizeof(EGL_Filter *));
filters[mouseIdx] = tmp;
}
if (redraw)
{
atomic_store(&this->modified, true);
app_invalidateWindow(false);
}
}
bool egl_postProcessInit(EGL_PostProcess ** pp)
{
EGL_PostProcess * this = calloc(1, sizeof(*this));
if (!this)
{
DEBUG_ERROR("Failed to allocate memory");
return false;
}
if (!vector_create(&this->filters, sizeof(EGL_Filter *), ARRAY_LENGTH(EGL_Filters)))
{
DEBUG_ERROR("Failed to allocate the filter list");
goto error_this;
}
if (!egl_modelInit(&this->model))
{
DEBUG_ERROR("Failed to initialize the model");
goto error_filters;
}
egl_modelSetDefault(this->model, false);
loadPresetList(this);
app_overlayConfigRegisterTab("EGL Filters", configUI, this);
*pp = this;
return true;
error_filters:
vector_destroy(&this->filters);
error_this:
free(this);
return false;
}
void egl_postProcessFree(EGL_PostProcess ** pp)
{
if (!*pp)
return;
EGL_PostProcess * this = *pp;
EGL_Filter ** filter;
vector_forEachRef(filter, &this->filters)
egl_filterFree(filter);
vector_destroy(&this->filters);
free(this->presetDir);
if (this->presets)
stringlist_free(&this->presets);
egl_modelFree(&this->model);
free(this);
*pp = NULL;
}
bool egl_postProcessAdd(EGL_PostProcess * this, const EGL_FilterOps * ops)
{
EGL_Filter * filter;
if (!egl_filterInit(ops, &filter))
return false;
vector_push(&this->filters, &filter);
return true;
}
bool egl_postProcessConfigModified(EGL_PostProcess * this)
{
return atomic_load(&this->modified);
}
bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
unsigned int targetX, unsigned int targetY)
{
EGL_Filter * lastFilter = NULL;
unsigned int sizeX, sizeY;
GLuint texture;
if (egl_textureGet(tex, &texture, &sizeX, &sizeY) != EGL_TEX_STATUS_OK)
return false;
atomic_store(&this->modified, false);
EGL_Filter * filter;
vector_forEach(filter, &this->filters)
{
egl_filterSetOutputResHint(filter, targetX, targetY);
egl_filterSetup(filter, tex->format.pixFmt, sizeX, sizeY);
if (!egl_filterPrepare(filter))
continue;
texture = egl_filterRun(filter, this->model, texture);
egl_filterGetOutputRes(filter, &sizeX, &sizeY);
if (lastFilter)
egl_filterRelease(lastFilter);
lastFilter = filter;
}
this->output = texture;
this->outputX = sizeX;
this->outputY = sizeY;
return true;
}
GLuint egl_postProcessGetOutput(EGL_PostProcess * this,
unsigned int * outputX, unsigned int * outputY)
{
*outputX = this->outputX;
*outputY = this->outputY;
return this->output;
}