LookingGlass/client/renderers/EGL/desktop.c

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/**
* 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 "common/array.h"
#include "app.h"
#include "texture.h"
#include "shader.h"
#include "desktop_rects.h"
#include "cimgui.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"
#include "basic.vert.h"
#include "ffx_cas.frag.h"
struct DesktopShader
{
EGL_Shader * shader;
GLint uTransform;
GLint uDesktopSize;
GLint uTextureScale;
GLint uScaleAlgo;
GLint uNVGain;
GLint uCBMode;
};
struct EGL_Desktop
{
EGL * egl;
EGLDisplay * display;
EGL_Texture * texture;
struct DesktopShader shader;
EGL_DesktopRects * mesh;
CountedBuffer * matrix;
// internals
int width, height;
LG_RendererRotate rotate;
// scale algorithm
int scaleAlgo;
// night vision
int nvMax;
int nvGain;
// colorblind mode
int cbMode;
bool useDMA;
LG_RendererFormat format;
EGL_Shader * ffxCAS;
bool enableCAS;
PostProcessHandle ffxCASHandle;
EGL_Uniform ffxUniform;
};
// forwards
void egl_desktop_toggle_nv(int key, void * opaque);
static bool egl_initDesktopShader(
struct DesktopShader * shader,
const char * vertex_code , size_t vertex_size,
const char * fragment_code, size_t fragment_size
)
{
if (!egl_shaderInit(&shader->shader))
return false;
if (!egl_shaderCompile(shader->shader,
vertex_code , vertex_size,
fragment_code, fragment_size))
{
return false;
}
shader->uTransform = egl_shaderGetUniform(shader->shader, "transform" );
shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "size" );
shader->uTextureScale = egl_shaderGetUniform(shader->shader, "textureScale");
shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo" );
shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
return true;
}
static void setupFilters(EGL_Desktop * desktop)
{
desktop->ffxCASHandle =
egl_textureAddFilter(desktop->texture, desktop->ffxCAS, 1.0f, false);
}
bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop_, EGLDisplay * display,
bool useDMA, int maxRects)
{
EGL_Desktop * desktop = (EGL_Desktop *)calloc(1, sizeof(EGL_Desktop));
if (!desktop)
{
DEBUG_ERROR("Failed to malloc EGL_Desktop");
return false;
}
*desktop_ = desktop;
desktop->egl = egl;
desktop->display = display;
if (!egl_textureInit(egl, &desktop->texture, display,
useDMA ? EGL_TEXTYPE_DMABUF : EGL_TEXTYPE_FRAMEBUFFER, true))
{
DEBUG_ERROR("Failed to initialize the desktop texture");
return false;
}
if (!egl_initDesktopShader(
&desktop->shader,
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;
}
desktop->matrix = countedBufferNew(6 * sizeof(GLfloat));
if (!desktop->matrix)
{
DEBUG_ERROR("Failed to allocate the desktop matrix buffer");
return false;
}
app_registerKeybind(KEY_N, egl_desktop_toggle_nv, desktop,
"Toggle night vision mode");
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" );
desktop->useDMA = useDMA;
egl_shaderInit(&desktop->ffxCAS);
egl_shaderCompile(desktop->ffxCAS,
b_shader_basic_vert , b_shader_basic_vert_size,
b_shader_ffx_cas_frag, b_shader_ffx_cas_frag_size);
desktop->ffxUniform.type = EGL_UNIFORM_TYPE_1F;
desktop->ffxUniform.location =
egl_shaderGetUniform(desktop->ffxCAS, "uSharpness");
desktop->ffxUniform.f[0] = 0.0f;
setupFilters(desktop);
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);
app_invalidateWindow(true);
}
bool egl_desktopScaleValidate(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_desktopFree(EGL_Desktop ** desktop)
{
if (!*desktop)
return;
egl_textureFree (&(*desktop)->texture );
egl_shaderFree (&(*desktop)->shader.shader);
egl_desktopRectsFree(&(*desktop)->mesh );
countedBufferRelease(&(*desktop)->matrix );
egl_shaderFree(&(*desktop)->ffxCAS);
free(*desktop);
*desktop = NULL;
}
static const char * algorithmNames[EGL_SCALE_MAX] = {
[EGL_SCALE_AUTO] = "Automatic (downscale: linear, upscale: nearest)",
[EGL_SCALE_NEAREST] = "Nearest",
[EGL_SCALE_LINEAR] = "Linear",
};
void egl_desktopConfigUI(EGL_Desktop * desktop)
{
igText("Scale algorithm:");
igPushItemWidth(igGetWindowWidth() - igGetStyle()->WindowPadding.x * 2);
if (igBeginCombo("##scale", algorithmNames[desktop->scaleAlgo], 0))
{
for (int i = 0; i < EGL_SCALE_MAX; ++i)
{
bool selected = i == desktop->scaleAlgo;
if (igSelectableBool(algorithmNames[i], selected, 0, (ImVec2) { 0.0f, 0.0f }))
desktop->scaleAlgo = i;
if (selected)
igSetItemDefaultFocus();
}
igEndCombo();
}
igPopItemWidth();
igText("Night vision mode:");
igSameLine(0.0f, -1.0f);
igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() - igGetStyle()->WindowPadding.x);
const char * format;
switch (desktop->nvGain)
{
case 0: format = "off"; break;
case 1: format = "on"; break;
default: format = "gain: %d";
}
igSliderInt("##nvgain", &desktop->nvGain, 0, desktop->nvMax, format, 0);
igPopItemWidth();
bool cas = desktop->enableCAS;
igCheckbox("AMD FidelityFX CAS", &cas);
if (cas != desktop->enableCAS)
{
desktop->enableCAS = cas;
egl_textureEnableFilter(desktop->ffxCASHandle, cas);
}
float sharpness = desktop->ffxUniform.f[0];
igText("Sharpness:");
igSameLine(0.0f, -1.0f);
igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() - igGetStyle()->WindowPadding.x);
igSliderFloat("##casSharpness", &sharpness, 0.0f, 1.0f, NULL, 0);
igPopItemWidth();
if (sharpness != desktop->ffxUniform.f[0])
{
desktop->ffxUniform.f[0] = sharpness;
egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxUniform, 1);
}
}
bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
{
memcpy(&desktop->format, &format, sizeof(LG_RendererFormat));
enum EGL_PixelFormat pixFmt;
switch(format.type)
{
case FRAME_TYPE_BGRA:
pixFmt = EGL_PF_BGRA;
break;
case FRAME_TYPE_RGBA:
pixFmt = EGL_PF_RGBA;
break;
case FRAME_TYPE_RGBA10:
pixFmt = EGL_PF_RGBA10;
break;
case FRAME_TYPE_RGBA16F:
pixFmt = EGL_PF_RGBA16F;
break;
default:
DEBUG_ERROR("Unsupported frame format");
return false;
}
desktop->width = format.width;
desktop->height = format.height;
if (!egl_textureSetup(
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,
const FrameDamageRect * damageRects, int damageRectsCount)
{
if (desktop->useDMA && dmaFd >= 0)
{
if (egl_textureUpdateFromDMA(desktop->texture, frame, dmaFd))
return true;
DEBUG_WARN("DMA update failed, disabling DMABUF imports");
desktop->useDMA = false;
egl_textureFree(&desktop->texture);
if (!egl_textureInit(desktop->egl, &desktop->texture, desktop->display,
EGL_TEXTYPE_FRAMEBUFFER, true))
{
DEBUG_ERROR("Failed to initialize the desktop texture");
return false;
}
setupFilters(desktop);
if (!egl_desktopSetup(desktop, desktop->format))
return false;
}
return egl_textureUpdateFromFrame(desktop->texture, frame, damageRects, damageRectsCount);
}
bool egl_desktopRender(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)
{
enum EGL_TexStatus status;
if ((status = egl_textureProcess(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;
}
egl_desktopRectsMatrix((float *)desktop->matrix->data,
desktop->width, desktop->height, x, y, scaleX, scaleY, rotate);
egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height);
egl_textureBind(desktop->texture);
const struct DesktopShader * shader = &desktop->shader;
EGL_Uniform uniforms[] =
{
{
.type = EGL_UNIFORM_TYPE_1I,
.location = shader->uScaleAlgo,
.i = { scaleAlgo },
},
{
.type = EGL_UNIFORM_TYPE_2F,
.location = shader->uDesktopSize,
.f = { desktop->width, desktop->height },
},
{
.type = EGL_UNIFORM_TYPE_1F,
.location = shader->uTextureScale,
.f = { egl_textureGetScale(desktop->texture) },
},
{
.type = EGL_UNIFORM_TYPE_M3x2FV,
.location = shader->uTransform,
.m.transpose = GL_FALSE,
.m.v = desktop->matrix
},
{
.type = EGL_UNIFORM_TYPE_1F,
.location = shader->uNVGain,
.f = { (float)desktop->nvGain }
},
{
.type = EGL_UNIFORM_TYPE_1I,
.location = shader->uCBMode,
.f = { desktop->cbMode }
}
};
egl_shaderSetUniforms(shader->shader, uniforms, ARRAY_LENGTH(uniforms));
egl_shaderUse(shader->shader);
egl_desktopRectsRender(desktop->mesh);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}