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"
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#include "debug.h"
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#include "utils.h"
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#include "lg-fonts.h"
#include <SDL2/SDL_syswm.h>
#include <SDL2/SDL_egl.h>
#include "egl/model.h"
#include "egl/shader.h"
#include "egl/progs.h"
struct Options
{
bool vsync;
};
static struct Options defaultOptions =
{
.vsync = false
};
struct Models
{
struct EGL_Model * desktop;
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struct EGL_Model * mouse;
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struct EGL_Model * fps;
};
struct Shaders
{
struct EGL_Shader * rgba;
struct EGL_Shader * bgra;
struct EGL_Shader * yuv;
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struct EGL_Shader * mouse;
struct EGL_Shader * mouse_mono;
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struct EGL_Shader * fps;
};
struct Textures
{
struct EGL_Texture * desktop;
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struct EGL_Texture * mouse;
struct EGL_Texture * mouse_mono;
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struct EGL_Texture * fps;
};
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 width, height;
LG_RendererRect destRect;
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float translateX, translateY;
float scaleX , scaleY;
GLint uDesktopPos;
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bool mouseVisible;
float mouseX, mouseY, mouseW, mouseH;
float mouseScaleX, mouseScaleY;
GLint uMousePos, uMousePosMono;
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LG_Lock mouseLock;
LG_RendererCursor mouseCursor;
int mouseWidth;
int mouseHeight;
int mousePitch;
uint8_t * mouseData;
size_t mouseDataSize;
bool mouseUpdate;
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const LG_Font * font;
LG_FontObj fontObj;
bool fpsReady;
float fpsWidth, fpsHeight;
GLint uFPSScreen, uFPSSize;
};
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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);
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this->translateX = 0;
this->translateY = 0;
this->scaleX = 1.0f;
this->scaleY = 1.0f;
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this->font = LG_Fonts[0];
if (!this->font->create(&this->fontObj, NULL, 14))
{
DEBUG_ERROR("Failed to create a font instance");
return false;
}
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;
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if (this->font && this->fontObj)
this->font->destroy(this->fontObj);
egl_model_free (&this->models .desktop );
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egl_model_free (&this->models .mouse );
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egl_model_free (&this->models .fps );
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egl_shader_free (&this->shaders .rgba );
egl_shader_free (&this->shaders .bgra );
egl_shader_free (&this->shaders .yuv );
egl_shader_free (&this->shaders .mouse );
egl_shader_free (&this->shaders .mouse_mono);
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egl_shader_free (&this->shaders .fps );
egl_texture_free(&this->textures.desktop );
egl_texture_free(&this->textures.mouse );
egl_texture_free(&this->textures.mouse_mono);
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egl_texture_free(&this->textures.fps );
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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;
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this->width = width;
this->height = height;
memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
glViewport(0, 0, width, height);
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if (destRect.valid)
{
this->translateX = 1.0f - (((destRect.w / 2) + destRect.x) * 2) / (float)width;
this->translateY = 1.0f - (((destRect.h / 2) + destRect.y) * 2) / (float)height;
this->scaleX = (float)destRect.w / (float)width;
this->scaleY = (float)destRect.h / (float)height;
}
this->mouseScaleX = 2.0f / this->format.width ;
this->mouseScaleY = 2.0f / this->format.height;
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this->mouseW = (this->mouseWidth * (1.0f / this->format.width )) * this->scaleX;
this->mouseH = (this->mouseHeight * (1.0f / this->format.height)) * this->scaleY;
}
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 = (cursor == LG_CURSOR_MONOCHROME ? height / 2 : height);
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this->mousePitch = pitch;
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this->mouseW = (this->mouseWidth * (1.0f / this->format.width )) * this->scaleX;
this->mouseH = (this->mouseHeight * (1.0f / this->format.height)) * this->scaleY;
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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;
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this->mouseX = (((float)x * this->mouseScaleX) - 1.0f) * this->scaleX;
this->mouseY = (((float)y * this->mouseScaleY) - 1.0f) * this->scaleY;
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_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;
}
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this->uDesktopPos = egl_shader_get_uniform_location(this->shader, "position");
}
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;
if (!egl_shader_init(&this->shaders.mouse))
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return false;
if (!egl_shader_init(&this->shaders.mouse_mono))
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return false;
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if (!egl_shader_init(&this->shaders.fps))
return false;
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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)))
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return false;
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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)))
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return false;
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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)))
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return false;
if (!egl_shader_compile(this->shaders.mouse, 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_mono, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_mouse_mono, sizeof(egl_fragment_shader_mouse_mono)))
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return false;
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if (!egl_shader_compile(this->shaders.fps, egl_vertex_shader_fps, sizeof(egl_vertex_shader_fps), egl_fragment_shader_fps, sizeof(egl_fragment_shader_fps)))
return false;
this->uMousePos = egl_shader_get_uniform_location(this->shaders.mouse , "mouse" );
this->uMousePosMono = egl_shader_get_uniform_location(this->shaders.mouse_mono, "mouse" );
this->uFPSSize = egl_shader_get_uniform_location(this->shaders.fps , "size" );
this->uFPSScreen = egl_shader_get_uniform_location(this->shaders.fps , "screen" );
if (!egl_texture_init(&this->textures.desktop))
return false;
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if (!egl_texture_init(&this->textures.mouse))
return false;
if (!egl_texture_init(&this->textures.mouse_mono))
return false;
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if (!egl_texture_init(&this->textures.fps))
return false;
if (!egl_model_init(&this->models.desktop))
return false;
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if (!egl_model_init(&this->models.mouse))
return false;
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if (!egl_model_init(&this->models.fps))
return false;
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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_verticies(this->models.fps, square, sizeof(square) / sizeof(GLfloat));
egl_model_set_uvs (this->models.fps, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_texture (this->models.fps, this->textures.fps);
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eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
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return true;
}
bool egl_render(void * opaque, SDL_Window * window)
{
struct Inst * this = (struct Inst *)opaque;
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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);
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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);
}
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if (this->mouseVisible)
{
egl_shader_use(this->shaders.mouse);
glUniform4f(this->uMousePos, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
if (this->mouseCursor == LG_CURSOR_MONOCHROME)
{
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
egl_model_set_texture(this->models.mouse, this->textures.mouse);
egl_model_render(this->models.mouse);
egl_shader_use(this->shaders.mouse_mono);
glUniform4f(this->uMousePosMono, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_model_set_texture(this->models.mouse, this->textures.mouse_mono);
egl_model_render(this->models.mouse);
glDisable(GL_BLEND);
}
else
{
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
egl_model_render(this->models.mouse);
glDisable(GL_BLEND);
}
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}
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if (this->fpsReady)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
egl_shader_use(this->shaders.fps);
glUniform2f(this->uFPSScreen, this->width , this->height );
glUniform2f(this->uFPSSize , this->fpsWidth, this->fpsHeight);
egl_model_render(this->models.fps);
glDisable(GL_BLEND);
}
eglSwapBuffers(this->display, this->surface);
// defer texture uploads until after the flip to avoid stalling
if (this->update)
{
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;
}
return true;
}
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void egl_update_fps(void * opaque, const float avgFPS, const float renderFPS)
{
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struct Inst * this = (struct Inst *)opaque;
if (!this->params.showFPS)
return;
char str[128];
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
LG_FontBitmap * bmp = this->font->render(this->fontObj, 0xffffff00, str);
if (!bmp)
{
DEBUG_ERROR("Failed to render FPS text");
return;
}
egl_texture_setup(
this->textures.fps,
EGL_PF_BGRA,
bmp->width ,
bmp->height,
bmp->width * bmp->height * bmp->bpp,
false
);
egl_texture_update
(
this->textures.fps,
bmp->pixels
);
this->fpsWidth = bmp->width;
this->fpsHeight = bmp->height;
this->fpsReady = true;
this->font->release(this->fontObj, bmp);
}
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void update_mouse_shape(struct Inst * this)
{
LG_LOCK(this->mouseLock);
this->mouseUpdate = false;
LG_RendererCursor cursor = this->mouseCursor;
int width = this->mouseWidth;
int height = this->mouseHeight;
int pitch = this->mousePitch;
const uint8_t * data = this->mouseData;
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// 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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egl_texture_update(this->textures.mouse, data);
egl_model_set_texture(this->models.mouse, this->textures.mouse);
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break;
}
case LG_CURSOR_MONOCHROME:
{
uint32_t and[width * height];
uint32_t xor[width * height];
for(int y = 0; y < height; ++y)
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for(int x = 0; x < width; ++x)
{
const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
const uint8_t * srcXor = srcAnd + pitch * height;
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const uint8_t mask = 0x80 >> (x % 8);
const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
and[y * width + x] = andMask;
xor[y * width + x] = xorMask;
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}
egl_texture_setup(this->textures.mouse , EGL_PF_BGRA, width, height, width * height * 4, false);
egl_texture_setup(this->textures.mouse_mono, EGL_PF_BGRA, width, height, width * height * 4, false);
egl_texture_update(this->textures.mouse , (uint8_t *)and);
egl_texture_update(this->textures.mouse_mono, (uint8_t *)xor);
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break;
}
}
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,
.update_fps = egl_update_fps
};