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

285 lines
7.2 KiB
C

/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017-2021 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 "common/debug.h"
#include "common/option.h"
#include "common/locking.h"
#include "app.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include <stdlib.h>
#include <string.h>
// these headers are auto generated by cmake
#include "desktop.vert.h"
#include "desktop_rgb.frag.h"
struct DesktopShader
{
EGL_Shader * shader;
GLint uDesktopPos;
GLint uDesktopSize;
GLint uRotate;
GLint uNearest;
GLint uNV, uNVGain;
GLint uCBMode;
};
struct EGL_Desktop
{
EGLDisplay * display;
EGL_Texture * texture;
struct DesktopShader * shader; // the active shader
EGL_Model * model;
// internals
int width, height;
LG_RendererRotate rotate;
// shader instances
struct DesktopShader shader_generic;
// night vision
int nvMax;
int nvGain;
// colorblind mode
int cbMode;
};
// forwards
void egl_desktop_toggle_nv(SDL_Scancode 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;
}
shader->uDesktopPos = egl_shader_get_uniform_location(shader->shader, "position");
shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" );
shader->uRotate = egl_shader_get_uniform_location(shader->shader, "rotate" );
shader->uNearest = egl_shader_get_uniform_location(shader->shader, "nearest" );
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)
{
*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))
{
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_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);
app_registerKeybind(KEY_N, egl_desktop_toggle_nv, *desktop);
(*desktop)->nvMax = option_get_int("egl", "nvGainMax");
(*desktop)->nvGain = option_get_int("egl", "nvGain" );
(*desktop)->cbMode = option_get_int("egl", "cbMode" );
return true;
}
void egl_desktop_toggle_nv(SDL_Scancode 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);
}
void egl_desktop_free(EGL_Desktop ** desktop)
{
if (!*desktop)
return;
egl_texture_free(&(*desktop)->texture );
egl_shader_free (&(*desktop)->shader_generic.shader);
egl_model_free (&(*desktop)->model );
free(*desktop);
*desktop = NULL;
}
bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format, bool useDMA)
{
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,
true, // streaming texture
useDMA
))
{
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;
}
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");
}
return true;
}
bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
const float scaleX, const float scaleY, const bool nearest,
LG_RendererRotate rotate)
{
if (!desktop->shader)
return false;
bool useNearest = nearest;
if (!nearest)
{
switch(rotate)
{
case LG_ROTATE_90:
case LG_ROTATE_270:
if (scaleX < 1.0f || scaleY < 1.0f)
useNearest = true;
break;
default:
break;
}
}
const struct DesktopShader * shader = desktop->shader;
egl_shader_use(shader->shader);
glUniform4f(shader->uDesktopPos , x, y, scaleX, scaleY);
glUniform1i(shader->uRotate , rotate);
glUniform1i(shader->uNearest , useNearest ? 1 : 0);
glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);
if (desktop->nvGain)
{
glUniform1i(shader->uNV, 1);
glUniform1f(shader->uNVGain, (float)desktop->nvGain);
}
else
glUniform1i(shader->uNV, 0);
glUniform1i(shader->uCBMode, desktop->cbMode);
egl_model_render(desktop->model);
return true;
}