looking-glass/client/renderers/EGL/desktop.c
Quantum 51b9cd4e5a [all] copyright: use unicode copyright sign ©
This is done for consistency with the license strings in appstrings.c.
2021-08-04 21:16:35 +10:00

337 lines
8.9 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 "desktop.h"
#include "common/debug.h"
#include "common/option.h"
#include "common/locking.h"
#include "app.h"
#include "texture.h"
#include "shader.h"
#include "desktop_rects.h"
#include <stdlib.h>
#include <string.h>
// these headers are auto generated by cmake
#include "desktop.vert.h"
#include "desktop_rgb.frag.h"
#include "desktop_rgb.def.h"
struct DesktopShader
{
EGL_Shader * shader;
GLint uTransform;
GLint uUVScale;
GLint uDesktopSize;
GLint uScaleAlgo;
GLint uNV, uNVGain;
GLint uCBMode;
};
struct EGL_Desktop
{
EGLDisplay * display;
EGL_Texture * texture;
struct DesktopShader * shader; // the active shader
EGL_DesktopRects * mesh;
// internals
int width, height;
LG_RendererRotate rotate;
// shader instances
struct DesktopShader shader_generic;
// scale algorithm
int scaleAlgo;
// night vision
int nvMax;
int nvGain;
// colorblind mode
int cbMode;
};
// forwards
void egl_desktop_toggle_nv(int key, void * opaque);
void egl_desktop_toggle_scale_algo(int key, void * opaque);
static bool egl_init_desktop_shader(
struct DesktopShader * shader,
const char * vertex_code , size_t vertex_size,
const char * fragment_code, size_t fragment_size
)
{
if (!egl_shader_init(&shader->shader))
return false;
if (!egl_shader_compile(shader->shader,
vertex_code , vertex_size,
fragment_code, fragment_size))
{
return false;
}
egl_shader_associate_textures(shader->shader, 1);
shader->uTransform = egl_shader_get_uniform_location(shader->shader, "transform");
shader->uUVScale = egl_shader_get_uniform_location(shader->shader, "uvScale" );
shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" );
shader->uScaleAlgo = egl_shader_get_uniform_location(shader->shader, "scaleAlgo");
shader->uNV = egl_shader_get_uniform_location(shader->shader, "nv" );
shader->uNVGain = egl_shader_get_uniform_location(shader->shader, "nvGain" );
shader->uCBMode = egl_shader_get_uniform_location(shader->shader, "cbMode" );
return true;
}
bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA, int maxRects)
{
*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
if (!*desktop)
{
DEBUG_ERROR("Failed to malloc EGL_Desktop");
return false;
}
memset(*desktop, 0, sizeof(EGL_Desktop));
(*desktop)->display = display;
if (!egl_texture_init(&(*desktop)->texture, display,
useDMA ? EGL_TEXTYPE_DMABUF : EGL_TEXTYPE_FRAMEBUFFER, true))
{
DEBUG_ERROR("Failed to initialize the desktop texture");
return false;
}
if (!egl_init_desktop_shader(
&(*desktop)->shader_generic,
b_shader_desktop_vert , b_shader_desktop_vert_size,
b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
{
DEBUG_ERROR("Failed to initialize the generic desktop shader");
return false;
}
if (!egl_desktopRectsInit(&(*desktop)->mesh, maxRects))
{
DEBUG_ERROR("Failed to initialize the desktop mesh");
return false;
}
app_registerKeybind(KEY_N, egl_desktop_toggle_nv, *desktop, "Toggle night vision mode");
app_registerKeybind(KEY_S, egl_desktop_toggle_scale_algo, *desktop, "Toggle scale algorithm");
(*desktop)->nvMax = option_get_int("egl", "nvGainMax");
(*desktop)->nvGain = option_get_int("egl", "nvGain" );
(*desktop)->cbMode = option_get_int("egl", "cbMode" );
(*desktop)->scaleAlgo = option_get_int("egl", "scale" );
return true;
}
void egl_desktop_toggle_nv(int key, void * opaque)
{
EGL_Desktop * desktop = (EGL_Desktop *)opaque;
if (desktop->nvGain++ == desktop->nvMax)
desktop->nvGain = 0;
if (desktop->nvGain == 0) app_alert(LG_ALERT_INFO, "NV Disabled");
else if (desktop->nvGain == 1) app_alert(LG_ALERT_INFO, "NV Enabled");
else app_alert(LG_ALERT_INFO, "NV Gain + %d", desktop->nvGain - 1);
}
static const char * egl_desktop_scale_algo_name(int algorithm)
{
switch (algorithm)
{
case EGL_SCALE_AUTO:
return "Automatic (downscale: linear, upscale: nearest)";
case EGL_SCALE_NEAREST:
return "Nearest";
case EGL_SCALE_LINEAR:
return "Linear";
default:
return "(unknown)";
}
}
bool egl_desktop_scale_validate(struct Option * opt, const char ** error)
{
if (opt->value.x_int >= 0 && opt->value.x_int < EGL_SCALE_MAX)
return true;
*error = "Invalid scale algorithm number";
return false;
}
void egl_desktop_toggle_scale_algo(int key, void * opaque)
{
EGL_Desktop * desktop = (EGL_Desktop *)opaque;
if (++desktop->scaleAlgo == EGL_SCALE_MAX)
desktop->scaleAlgo = 0;
app_alert(LG_ALERT_INFO, "Scale Algorithm %d: %s", desktop->scaleAlgo,
egl_desktop_scale_algo_name(desktop->scaleAlgo));
}
void egl_desktop_free(EGL_Desktop ** desktop)
{
if (!*desktop)
return;
egl_texture_free (&(*desktop)->texture );
egl_shader_free (&(*desktop)->shader_generic.shader);
egl_desktopRectsFree(&(*desktop)->mesh );
free(*desktop);
*desktop = NULL;
}
bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format)
{
enum EGL_PixelFormat pixFmt;
switch(format.type)
{
case FRAME_TYPE_BGRA:
pixFmt = EGL_PF_BGRA;
desktop->shader = &desktop->shader_generic;
break;
case FRAME_TYPE_RGBA:
pixFmt = EGL_PF_RGBA;
desktop->shader = &desktop->shader_generic;
break;
case FRAME_TYPE_RGBA10:
pixFmt = EGL_PF_RGBA10;
desktop->shader = &desktop->shader_generic;
break;
case FRAME_TYPE_RGBA16F:
pixFmt = EGL_PF_RGBA16F;
desktop->shader = &desktop->shader_generic;
break;
default:
DEBUG_ERROR("Unsupported frame format");
return false;
}
desktop->width = format.width;
desktop->height = format.height;
if (!egl_texture_setup(
desktop->texture,
pixFmt,
format.width,
format.height,
format.pitch
))
{
DEBUG_ERROR("Failed to setup the desktop texture");
return false;
}
return true;
}
bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd)
{
if (dmaFd >= 0)
{
if (!egl_texture_update_from_dma(desktop->texture, frame, dmaFd))
return false;
}
else
{
if (!egl_texture_update_from_frame(desktop->texture, frame))
return false;
}
return true;
}
bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
LG_RendererRotate rotate, const struct DamageRects * rects)
{
if (!desktop->shader)
return false;
enum EGL_TexStatus status;
if ((status = egl_texture_process(desktop->texture)) != EGL_TEX_STATUS_OK)
{
if (status != EGL_TEX_STATUS_NOTREADY)
DEBUG_ERROR("Failed to process the desktop texture");
}
int scaleAlgo = EGL_SCALE_NEAREST;
switch (desktop->scaleAlgo)
{
case EGL_SCALE_AUTO:
switch (scaleType)
{
case EGL_DESKTOP_NOSCALE:
case EGL_DESKTOP_UPSCALE:
scaleAlgo = EGL_SCALE_NEAREST;
break;
case EGL_DESKTOP_DOWNSCALE:
scaleAlgo = EGL_SCALE_LINEAR;
break;
}
break;
default:
scaleAlgo = desktop->scaleAlgo;
}
float matrix[6];
egl_desktopRectsMatrix(matrix, desktop->width, desktop->height, x, y, scaleX, scaleY, rotate);
egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height);
const struct DesktopShader * shader = desktop->shader;
egl_shader_use(shader->shader);
glUniform1i(shader->uScaleAlgo , scaleAlgo);
glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);
glUniform2f(shader->uUVScale , 1.0f / desktop->width, 1.0f / desktop->height);
glUniformMatrix3x2fv(shader->uTransform, 1, GL_FALSE, matrix);
if (desktop->nvGain)
{
glUniform1i(shader->uNV, 1);
glUniform1f(shader->uNVGain, (float)desktop->nvGain);
}
else
glUniform1i(shader->uNV, 0);
glUniform1i(shader->uCBMode, desktop->cbMode);
egl_texture_bind(desktop->texture);
egl_desktopRectsRender(desktop->mesh);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}