LookingGlass/client/renderers/egl.c

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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 "lg-renderer.h"
#include "debug.h"
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#include "utils.h"
#include <SDL2/SDL_syswm.h>
#include <SDL2/SDL_egl.h>
#include "egl_model.h"
#include "egl_shader.h"
#include "egl_shader_progs.h"
struct Options
{
bool vsync;
};
static struct Options defaultOptions =
{
.vsync = true
};
struct Models
{
struct EGL_Model * desktop;
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struct EGL_Model * mouse;
};
struct Shaders
{
struct EGL_Shader * rgba;
struct EGL_Shader * bgra;
struct EGL_Shader * yuv;
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struct EGL_Shader * mouse_rgba;
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struct EGL_Shader * mouse_mask;
};
struct Textures
{
struct EGL_Texture * desktop;
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struct EGL_Texture * mouse;
};
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;
struct Textures textures;
LG_RendererFormat format;
enum EGL_PixelFormat pixFmt;
EGL_Shader * shader;
bool sourceChanged;
size_t frameSize;
const uint8_t * data;
bool update;
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int screenW, screenH;
bool mouseVisible;
float mouseX, mouseY, mouseW, mouseH;
float mouseScaleX, mouseScaleY;
EGL_Shader * mouseShader;
GLint mouseUniformLoc;
LG_Lock mouseLock;
LG_RendererCursor mouseCursor;
int mouseWidth;
int mouseHeight;
int mousePitch;
uint8_t * mouseData;
size_t mouseDataSize;
bool mouseUpdate;
};
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void update_mouse_shape(struct Inst * this);
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 ));
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LG_LOCK_INIT(this->mouseLock);
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);
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egl_model_free (&this->models .mouse );
egl_shader_free (&this->shaders .rgba );
egl_shader_free (&this->shaders .bgra );
egl_shader_free (&this->shaders .yuv );
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egl_shader_free (&this->shaders .mouse_rgba);
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egl_shader_free (&this->shaders .mouse_mask);
egl_texture_free(&this->textures.desktop);
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egl_texture_free(&this->textures.mouse );
LG_LOCK_FREE(this->mouseLock);
if (this->mouseData)
free(this->mouseData);
free(this);
}
void egl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
{
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struct Inst * this = (struct Inst *)opaque;
this->screenW = width;
this->screenH = height;
glViewport(0, 0, width, height);
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this->mouseScaleX = 2.0f / width ;
this->mouseScaleY = 2.0f / height;
this->mouseW = this->mouseWidth * (1.0f / this->screenW);
this->mouseH = this->mouseHeight * (1.0f / this->screenH);
}
bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
{
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struct Inst * this = (struct Inst *)opaque;
LG_LOCK(this->mouseLock);
this->mouseCursor = cursor;
this->mouseWidth = width;
this->mouseHeight = height;
this->mousePitch = pitch;
this->mouseW = this->mouseWidth * (1.0f / this->screenW);
this->mouseH = this->mouseHeight * (1.0f / this->screenH);
const size_t size = height * pitch;
if (size > this->mouseDataSize)
{
if (this->mouseData)
free(this->mouseData);
this->mouseData = (uint8_t *)malloc(size);
this->mouseDataSize = size;
}
memcpy(this->mouseData, data, size);
this->mouseUpdate = true;
LG_UNLOCK(this->mouseLock);
return true;
}
bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const int y)
{
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struct Inst * this = (struct Inst *)opaque;
this->mouseVisible = visible;
this->mouseX = ((float)x * this->mouseScaleX) - 1.0f;
this->mouseY = ((float)y * this->mouseScaleY) - 1.0f;
return true;
}
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 ||
this->format.width != format.width ||
this->format.height != format.height ||
this->format.pitch != format.pitch
);
if (this->sourceChanged)
{
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
switch(format.type)
{
case FRAME_TYPE_ARGB:
this->pixFmt = EGL_PF_RGBA;
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:
return false;
}
}
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 ));
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static const GLfloat square[] =
{
-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
};
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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;
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if (!egl_shader_init(&this->shaders.mouse_rgba))
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return false;
if (!egl_shader_init(&this->shaders.mouse_mask))
return false;
if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
return false;
if (!egl_shader_compile(this->shaders.bgra, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra)))
return false;
if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_yuv , sizeof(egl_fragment_shader_yuv )))
return false;
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if (!egl_shader_compile(this->shaders.mouse_rgba, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
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return false;
if (!egl_shader_compile(this->shaders.mouse_mask, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_mask, sizeof(egl_fragment_shader_mask)))
return false;
if (!egl_texture_init(&this->textures.desktop))
return false;
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if (!egl_texture_init(&this->textures.mouse))
return false;
if (!egl_model_init(&this->models.desktop))
return false;
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if (!egl_model_init(&this->models.mouse))
return false;
egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat));
egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_texture (this->models.desktop, this->textures.desktop);
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egl_model_set_verticies(this->models.mouse, square , sizeof(square) / sizeof(GLfloat));
egl_model_set_uvs (this->models.mouse, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_texture (this->models.mouse, this->textures.mouse);
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
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glEnable (GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
return true;
}
bool egl_render(void * opaque, SDL_Window * window)
{
struct Inst * this = (struct Inst *)opaque;
if (this->update)
{
if (this->sourceChanged)
{
this->sourceChanged = false;
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if (!egl_texture_setup(
this->textures.desktop,
this->pixFmt,
this->format.width,
this->format.height,
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this->frameSize,
true
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))
return false;
egl_model_set_shader(this->models.desktop, this->shader);
}
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if (!egl_texture_update(this->textures.desktop, this->data))
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return false;
this->update = false;
}
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if (this->mouseUpdate)
update_mouse_shape(this);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
egl_model_render(this->models.desktop);
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if (this->mouseVisible)
{
egl_shader_use(this->mouseShader);
glUniform4f(this->mouseUniformLoc, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
egl_model_render(this->models.mouse);
}
eglSwapBuffers(this->display, this->surface);
return true;
}
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void update_mouse_shape(struct Inst * this)
{
LG_LOCK(this->mouseLock);
this->mouseUpdate = false;
const LG_RendererCursor cursor = this->mouseCursor;
const int width = this->mouseWidth;
const int height = this->mouseHeight;
//const int pitch = this->mousePitch;
const uint8_t * data = this->mouseData;
// tmp buffer for masked colour
uint32_t tmp[width * height];
switch(cursor)
{
case LG_CURSOR_MASKED_COLOR:
{
for(int i = 0; i < width * height; ++i)
{
const uint32_t c = ((uint32_t *)data)[i];
tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000);
}
data = (uint8_t *)tmp;
// fall through to LG_CURSOR_COLOR
//
// technically we should also create an XOR texture from the data but this
// usage seems very rare in modern software.
}
case LG_CURSOR_COLOR:
{
egl_texture_setup(
this->textures.mouse,
EGL_PF_BGRA,
width,
height,
width * height * 4,
false
);
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this->mouseShader = this->shaders.mouse_rgba;
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egl_texture_update(this->textures.mouse, data);
egl_model_set_shader(this->models.mouse, this->mouseShader);
this->mouseUniformLoc = egl_shader_get_uniform_location(this->mouseShader, "mouse");
break;
}
case LG_CURSOR_MONOCHROME:
{
#if 0
const int hheight = height / 2;
uint32_t d[width * height];
for(int y = 0; y < hheight; ++y)
for(int x = 0; x < width; ++x)
{
const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
const uint8_t * srcXor = srcAnd + pitch * hheight;
const uint8_t mask = 0x80 >> (x % 8);
const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
d[y * width + x ] = andMask;
d[y * width + x + width * hheight] = xorMask;
}
#endif
/*TODO : convert this into a pixel shader
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glTexImage2D
(
GL_TEXTURE_2D,
0 ,
GL_RGBA,
width ,
height ,
0 ,
GL_RGBA,
GL_UNSIGNED_BYTE,
d
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->mousePos.w = width;
this->mousePos.h = hheight;
glNewList(this->mouseList, GL_COMPILE);
glEnable(GL_COLOR_LOGIC_OP);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glLogicOp(GL_AND);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
glEnd();
glLogicOp(GL_XOR);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_COLOR_LOGIC_OP);
glEndList();
*/
break;
}
}
this->mouseUpdate = true;
LG_UNLOCK(this->mouseLock);
}
static void handle_opt_vsync(void * opaque, const char *value)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return;
this->opt.vsync = LG_RendererValueToBool(value);
}
static LG_RendererOpt egl_options[] =
{
{
.name = "vsync",
.desc ="Enable or disable vsync [default: enabled]",
.validator = LG_RendererValidatorBool,
.handler = handle_opt_vsync
}
};
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
};