2018-12-12 10:41:51 +00:00
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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2021-01-15 01:40:59 +00:00
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Copyright (C) 2017-2021 Geoffrey McRae <geoff@hostfission.com>
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2018-12-12 10:41:51 +00:00
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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cahe terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "desktop.h"
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2019-04-11 01:12:59 +00:00
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#include "common/debug.h"
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2019-05-23 06:32:18 +00:00
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#include "common/option.h"
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2020-01-17 03:35:08 +00:00
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#include "common/locking.h"
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2018-12-12 10:41:51 +00:00
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2021-01-25 15:33:28 +00:00
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#include "app.h"
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2018-12-12 10:41:51 +00:00
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <stdlib.h>
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#include <string.h>
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2019-03-28 03:59:54 +00:00
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// these headers are auto generated by cmake
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#include "desktop.vert.h"
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#include "desktop_rgb.frag.h"
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2019-05-22 01:36:18 +00:00
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struct DesktopShader
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2018-12-12 10:41:51 +00:00
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{
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2019-05-22 01:36:18 +00:00
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EGL_Shader * shader;
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2018-12-12 10:41:51 +00:00
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GLint uDesktopPos;
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2019-04-19 01:23:51 +00:00
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GLint uDesktopSize;
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2021-01-15 01:40:59 +00:00
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GLint uRotate;
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2019-04-19 01:23:51 +00:00
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GLint uNearest;
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2019-03-28 13:15:14 +00:00
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GLint uNV, uNVGain;
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2020-11-08 19:59:54 +00:00
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GLint uCBMode;
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2019-05-22 01:36:18 +00:00
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};
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struct EGL_Desktop
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{
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2020-10-29 15:32:25 +00:00
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EGLDisplay * display;
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2020-05-21 01:44:56 +00:00
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2019-05-22 01:36:18 +00:00
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EGL_Texture * texture;
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struct DesktopShader * shader; // the active shader
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EGL_Model * model;
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2020-05-21 01:44:56 +00:00
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// internals
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2021-01-15 01:40:59 +00:00
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int width, height;
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LG_RendererRotate rotate;
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2020-05-21 01:44:56 +00:00
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2019-05-22 01:36:18 +00:00
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// shader instances
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struct DesktopShader shader_generic;
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2018-12-12 10:41:51 +00:00
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2019-03-28 13:15:14 +00:00
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// night vision
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2021-01-25 15:33:28 +00:00
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int nvMax;
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int nvGain;
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2020-11-08 19:59:54 +00:00
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// colorblind mode
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2021-01-25 15:33:28 +00:00
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int cbMode;
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2018-12-12 10:41:51 +00:00
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};
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2019-03-28 13:15:14 +00:00
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// forwards
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void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque);
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2019-05-22 01:36:18 +00:00
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static bool egl_init_desktop_shader(
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struct DesktopShader * shader,
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const char * vertex_code , size_t vertex_size,
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const char * fragment_code, size_t fragment_size
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)
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{
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if (!egl_shader_init(&shader->shader))
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return false;
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if (!egl_shader_compile(shader->shader,
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vertex_code , vertex_size,
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fragment_code, fragment_size))
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{
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return false;
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}
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shader->uDesktopPos = egl_shader_get_uniform_location(shader->shader, "position");
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shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" );
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2021-01-15 01:40:59 +00:00
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shader->uRotate = egl_shader_get_uniform_location(shader->shader, "rotate" );
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2019-05-22 01:36:18 +00:00
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shader->uNearest = egl_shader_get_uniform_location(shader->shader, "nearest" );
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shader->uNV = egl_shader_get_uniform_location(shader->shader, "nv" );
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shader->uNVGain = egl_shader_get_uniform_location(shader->shader, "nvGain" );
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2020-11-08 19:59:54 +00:00
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shader->uCBMode = egl_shader_get_uniform_location(shader->shader, "cbMode" );
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2019-05-22 01:36:18 +00:00
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return true;
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}
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2020-10-29 15:32:25 +00:00
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bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display)
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2018-12-12 10:41:51 +00:00
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{
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*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
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if (!*desktop)
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{
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DEBUG_ERROR("Failed to malloc EGL_Desktop");
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return false;
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}
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memset(*desktop, 0, sizeof(EGL_Desktop));
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2020-10-29 15:32:25 +00:00
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(*desktop)->display = display;
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2018-12-12 10:41:51 +00:00
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2020-10-29 15:32:25 +00:00
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if (!egl_texture_init(&(*desktop)->texture, display))
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2018-12-12 10:41:51 +00:00
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{
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DEBUG_ERROR("Failed to initialize the desktop texture");
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return false;
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}
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2019-05-22 01:36:18 +00:00
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if (!egl_init_desktop_shader(
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&(*desktop)->shader_generic,
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b_shader_desktop_vert , b_shader_desktop_vert_size,
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b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
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2018-12-12 10:41:51 +00:00
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{
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DEBUG_ERROR("Failed to initialize the generic desktop shader");
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return false;
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}
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if (!egl_model_init(&(*desktop)->model))
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{
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DEBUG_ERROR("Failed to initialize the desktop model");
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return false;
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}
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egl_model_set_default((*desktop)->model);
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egl_model_set_texture((*desktop)->model, (*desktop)->texture);
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2021-01-25 15:33:28 +00:00
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app_registerKeybind(KEY_N, egl_desktop_toggle_nv, *desktop);
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2019-03-28 13:15:14 +00:00
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2019-05-23 06:32:18 +00:00
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(*desktop)->nvMax = option_get_int("egl", "nvGainMax");
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(*desktop)->nvGain = option_get_int("egl", "nvGain" );
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2020-11-08 19:59:54 +00:00
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(*desktop)->cbMode = option_get_int("egl", "cbMode" );
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2019-05-23 06:32:18 +00:00
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2018-12-12 10:41:51 +00:00
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return true;
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}
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2019-03-28 13:15:14 +00:00
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void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque)
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{
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EGL_Desktop * desktop = (EGL_Desktop *)opaque;
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2019-05-23 06:32:18 +00:00
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if (desktop->nvGain++ == desktop->nvMax)
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2019-03-28 13:15:14 +00:00
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desktop->nvGain = 0;
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2019-03-30 01:26:06 +00:00
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2019-03-30 13:08:52 +00:00
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if (desktop->nvGain == 0) app_alert(LG_ALERT_INFO, "NV Disabled");
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else if (desktop->nvGain == 1) app_alert(LG_ALERT_INFO, "NV Enabled");
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else app_alert(LG_ALERT_INFO, "NV Gain + %d", desktop->nvGain - 1);
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2019-03-28 13:15:14 +00:00
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}
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2018-12-12 10:41:51 +00:00
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void egl_desktop_free(EGL_Desktop ** desktop)
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{
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if (!*desktop)
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return;
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2019-05-22 01:36:18 +00:00
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egl_texture_free(&(*desktop)->texture );
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egl_shader_free (&(*desktop)->shader_generic.shader);
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egl_model_free (&(*desktop)->model );
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2018-12-12 10:41:51 +00:00
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free(*desktop);
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*desktop = NULL;
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}
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2020-10-29 15:32:25 +00:00
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bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format, bool useDMA)
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2018-12-12 10:41:51 +00:00
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{
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2020-10-12 08:43:29 +00:00
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enum EGL_PixelFormat pixFmt;
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switch(format.type)
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2018-12-12 10:41:51 +00:00
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{
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2020-10-12 08:43:29 +00:00
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case FRAME_TYPE_BGRA:
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pixFmt = EGL_PF_BGRA;
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desktop->shader = &desktop->shader_generic;
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break;
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case FRAME_TYPE_RGBA:
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pixFmt = EGL_PF_RGBA;
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desktop->shader = &desktop->shader_generic;
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break;
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case FRAME_TYPE_RGBA10:
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pixFmt = EGL_PF_RGBA10;
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desktop->shader = &desktop->shader_generic;
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break;
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case FRAME_TYPE_RGBA16F:
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pixFmt = EGL_PF_RGBA16F;
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desktop->shader = &desktop->shader_generic;
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break;
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default:
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DEBUG_ERROR("Unsupported frame format");
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2020-05-21 01:44:56 +00:00
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return false;
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2018-12-12 10:41:51 +00:00
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}
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2020-10-12 08:43:29 +00:00
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desktop->width = format.width;
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desktop->height = format.height;
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if (!egl_texture_setup(
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desktop->texture,
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pixFmt,
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format.width,
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format.height,
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format.pitch,
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2020-10-29 15:32:25 +00:00
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true, // streaming texture
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useDMA
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2020-10-12 08:43:29 +00:00
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))
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{
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DEBUG_ERROR("Failed to setup the desktop texture");
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return false;
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}
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return true;
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}
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2020-10-29 15:32:25 +00:00
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bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd)
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2020-10-12 08:43:29 +00:00
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{
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2020-10-29 15:32:25 +00:00
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if (dmaFd >= 0)
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{
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if (!egl_texture_update_from_dma(desktop->texture, frame, dmaFd))
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return false;
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}
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else
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{
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if (!egl_texture_update_from_frame(desktop->texture, frame))
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return false;
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}
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2020-05-21 01:44:56 +00:00
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enum EGL_TexStatus status;
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if ((status = egl_texture_process(desktop->texture)) != EGL_TEX_STATUS_OK)
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2018-12-12 10:41:51 +00:00
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{
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2020-05-21 01:44:56 +00:00
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if (status != EGL_TEX_STATUS_NOTREADY)
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DEBUG_ERROR("Failed to process the desktop texture");
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2018-12-12 10:41:51 +00:00
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}
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2020-05-21 01:44:56 +00:00
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return true;
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2018-12-12 10:41:51 +00:00
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}
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2021-01-18 15:44:56 +00:00
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bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
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const float scaleX, const float scaleY, const bool nearest,
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LG_RendererRotate rotate)
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2018-12-12 10:41:51 +00:00
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{
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if (!desktop->shader)
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2019-06-12 12:36:00 +00:00
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return false;
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2021-01-18 17:26:59 +00:00
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bool useNearest = nearest;
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if (!nearest)
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{
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switch(rotate)
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{
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case LG_ROTATE_90:
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case LG_ROTATE_270:
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if (scaleX < 1.0f || scaleY < 1.0f)
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useNearest = true;
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break;
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default:
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break;
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}
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}
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2019-05-22 01:36:18 +00:00
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const struct DesktopShader * shader = desktop->shader;
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egl_shader_use(shader->shader);
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glUniform4f(shader->uDesktopPos , x, y, scaleX, scaleY);
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2021-01-18 15:44:56 +00:00
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glUniform1i(shader->uRotate , rotate);
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2021-01-18 17:26:59 +00:00
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glUniform1i(shader->uNearest , useNearest ? 1 : 0);
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2019-05-22 01:36:18 +00:00
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glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);
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2019-04-19 01:23:51 +00:00
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2019-03-28 13:15:14 +00:00
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if (desktop->nvGain)
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{
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2019-05-22 01:36:18 +00:00
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glUniform1i(shader->uNV, 1);
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glUniform1f(shader->uNVGain, (float)desktop->nvGain);
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2019-03-28 13:15:14 +00:00
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}
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else
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2019-05-22 01:36:18 +00:00
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glUniform1i(shader->uNV, 0);
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2019-03-28 13:15:14 +00:00
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2020-11-08 19:59:54 +00:00
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glUniform1i(shader->uCBMode, desktop->cbMode);
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2018-12-12 10:41:51 +00:00
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egl_model_render(desktop->model);
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2019-06-12 12:36:00 +00:00
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return true;
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2020-01-17 03:35:08 +00:00
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}
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