Reusing cached EGLImages while the frame format has changed will result
in visual artifacts. We should instead destroy the EGLImages and let
them be recreated.
Instead of duplicating the #defines from the shader into the C code,
this commit adds a custom CMake rule that exports all the #defines
from a shader into a C header.
This commit fixes the issues with the meaning of useNearest being flipped
by removing the variable and use enumerations.
We define an enumeration EGL_DesktopScaleType to express the type of scaling
needed to be performed: no scaling, upscaling, or downscaling. This is
updated when either the frame size or the viewport size changes.
Previously, we only updated the useNearest when the frame size changes.
The desktop shader can now support an enumeration of scaling algorithms,
although only nearest and linear are currently implemented.
Like before, nearest is used when not scaling or upscaling, and linear is
used when downscaling.
The Wayland display server is getting unwieldy due to the sheer size.
To make it easier to edit in the future, I split it into many components
based on logical boundaries.
This is enabled on default. Specify wayland:warpSupport=no to disable it,
which may be useful on certain compositors that do not warp when the
pointer is confined.
This commit implements support for LG_DS_WARP_SURFACE, as well as a warp
routine based on cursor confines.
This may not necessarily work for all compositors. As such, the old cursor
routines are still kept, and used when wm.warpSupport is set to false.
This commit converts the output of ds->getProp(LG_DS_WARP_SUPPORT) to
an enum containing three items:
* LG_DS_WARP_NONE: warp is not supported at all
* LG_DS_WARP_SURFACE: warp is possible, but only inside the window
* LG_DS_WARP_SCREEN: warp is possible anywhere on the screen
LG_DS_WARP_NONE corresponds to the old false return value, and
LG_DS_WARP_SCREEN corresponds to the old true return value.
LG_DS_WARP_SURFACE is designed for Wayland, where warping is possible,
but only in our window. In this case, since we cannot warp outside
the window, we can warp the cursor to the edge when we attempt to exit.
If the cursor leaves, the normal leave routine gets called, and the
cursor disappears. If the cursor does not end up leaving, we grab it
again.
This makes dealing with window manager shortcuts that overlap with guest
keys more pleasant, while retaining the previous functionality for users
who prefer it.
For instance, previously, using Alt+Tab (or $mod as Alt in i3/sway
movement commands) would result in the guest retaining Alt as pressed.
When the guest regained focus, it would continue thinking Alt is
pressed, leading to accidentally triggering obscure shortcuts. One had
to remember to press Alt again to "unstick" things, which was
suboptimal.
This commit forces the DMA'd memory to be copied into the texture in
the EGL on_frame handler. This avoids tearing when the LG host inevitably
updates the underlying memory. We need an additional copy inside the GPU,
but this is cheap compared to copying from system memory.
We could have used logic to lock the memory buffer, but that would require
performing DMA on every frame, which wastes memory bandwidth. This
manifests as reduced frame rate when moving the mouse compared to the
non-DMA implementation.
We also keep multiple EGLImages, one for each DMA fd, to avoid issues
with the OpenGL driver.
This new implementation uses a special mimetype to tag data copied from
the guest, instead of using flags. This should make it easier to
implement asynchronous transfers in the future. Also, it's simpler to
understand and less error-prone.
The pid is included in the mimetype in order to distinguish between
different instances of looking glass: you might want to copy between
two different VMs, for example.
This commit adds a new option, win:autoScreensaver, which when set to yes,
automatically disables the screensaver when requested by an application
running in the guest, and enables it when the application no longer wants
it disabled.
This is useful when doing media playback in the guest.
It appears that the keyboard should only be grabbed if the client is
focused and the cursor is in the view. However, the relevant logic was
missing from core_setCursorInView, and the keyboard was never actually
grabbed.
This commit adds the call to g_state.ds->grabKeyboard(), allowing grabbing
to work.
Before, if you want to see the FPS, you need to close the client and
restart it with the -k switch to see the FPS. This is annoying.
This PR introduces a new keybind, ScrollLock+D, which, when pressed,
toggles the display of the FPS.
This is implemented for both EGL and OpenGL backends.
egl_help_set_text and egl_help_render were both accessing bmp->help from
different threads. This creates a race condition in which if the help text
is quickly toggled on and off, it stays on.
This has been fixed with an atomic exchange.
This should prevent the looking-glass-client window from having an alpha
channel. On Wayland, the alpha channel is used to compose the window onto
the desktop, so the wallpaper would bleed through unless set to complete
opaque.
We worked around this by using constant alpha for rendering, but it was
not sustainable. Instead, we should just ask for 24-bit context.
One of the major issues with the old tracking code is a data race
between the cursor thread updating g_cursor.guest and the
app_handleMouseBasic function. Specifically, the latter may have
sent mouse input via spice that has not been processed by the guest
and updated g_cursor.guest, but the guest may overwrite g_cursor.guest
to a previous state before the input is processed. This causes some
movements to be doubled. Eventually, the cursor positions will
synchronize, but this nevertheless causes a lot of jitter.
In this commit, we introduce a new field g_cursor.projected, which
is unambiguously the position of the cursor after taking into account
all the input already sent via spice. This is synced up to the guest
cursor upon entering the window and when the host restarts. Afterwards,
all mouse movements will be based on this position. This eliminates
all cursor jitter as far as I could tell.
Also, the cursor is now synced to the host position when exiting
capture mode.
A downside of this commit is that if the 1:1 movement patch is not
correctly applied, the cursor position would be wildly off instead
of simply jittering, but that is an unsupported configuration and
should not matter.
Also unsupported is when an application in guest moves the cursor
programmatically and bypassing spice. When using those applications,
capture mode must be on. Before this commit, we try to move the guest
cursor back to where it should be, but it's inherently fragile and
may lead to scenarios such as wild movements in first-person shooters.
We used to test for the EGL_KHR_platform_base and EGL_EXT_platform_base,
but those only really signal the availability of eglGetPlatformDisplay(EXT)
functions, not whether the constant EGL_PLATFORM_WAYLAND_KHR or
EGL_PLATFORM_WAYLAND_EXT is accepted by their respective functions.
Instead, we switch to test for the extensions that tells us whether the
Wayland platform is supported.
Using a macro ENABLE_OPENGL just like ENABLE_EGL to optionally remove
OpenGL implementation code. This is mostly because on Wayland it's just
a rehash of the EGL code (as EGL is the only way to create OpenGL
contexts on Wayland).
`$DISPLAY` will be set even in a Wayland session, which causes LG to
initialize itself under Xwayland unless it is explicitly compiled with
`-DENABLE_X11=OFF`.
We could add a Wayland check within the X11 backend, but reordering the
code-generated array seems like a better solution.
We ask for 32-bit colour buffer when creating the EGL context. On Wayland,
this sometimes give contexts with alpha channels, resulting in unwanted
transparency. So we clear the alpha channel in the desktop shader.
We also switch to using constant alpha for blending the splash, which
avoids more alpha issues.
As the window manager may change our mode to full screen without our
request we must ask the ds backend for the current state when we want to
toggle the mode.
When input:grabKeyboardOnFocus=no, exiting capture mode should ungrab
the keyboard. Otherwise, focusing the window doesn't grab the keyboard,
but toggling capture mode would leave the keyboard stuck in a grabbed
state until defocused.
This effectively reverts 4bceaf5.
Upstream ticket: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4180
Commit 941c651 makes working around the hang in LG itself not as
annoying as before.
In the future, we can bypass this entire issue by implementing our own
swapchain and listening to frame callbacks ourselves.
While a compositor will never send us 0-delta motion events, they can
still end up as 0-deltas post-projection, consuming QEMU buffer space
for no reason.
This should help with mouse skipping issues.
Before this, copying rich text ends up with a lot of funky behaviour,
for example:
* copying text from Discord shows up as HTML unless pasted into a text
editor first
* copying text from Firefox shows up as the single letter h
This commit fixes all the above issues.
Due to the change in logic, we now use the first text format offered
instead of the last, which is almost certainly the preferred form.
Doing this gets us proper Unicode support, or Unicode characters would
end up as escapes of the form \uXXXX (this is used in the fallback
forms for applications without UTF-8 support).
If the renderer fails to start it sets the run state to stopped, having
lgInit where it was causes this to be reset to running triggering
invalid usage of g_state.lgmp.
Under some circumstances, Looking Glass can hang when SIGINT'd, for
instance, if it's stuck waiting on spice I/O that won't complete because
the guest is misbehaving.
This commit provides an escape hatch for such cases, so one doesn't have
to reach for `kill -9 $(pidof looking-glass-client)`.
We are forced to use accelerated movement in regular mode as that is how the
host machine cursor moves and we want the cursors to line up (since Wayland
cannot do warps). To avoid a change in sensitivity when toggling capture
mode on/off, we should use accelerated deltas for capture mode as well,
unless the user explicitly asks for raw input with input:rawMouse.
It does not make sense to accumulate fractional error in non-capture mode
as you know exactly where the cursor is supposed to be, at least on Wayland.
On Wayland, we base movements on the current guest position and desired
target position, and the accumulated errors only skew our movements.
Build failed with _FORTIFY_SOURCE enabled because the compiler couldn't
ensure the switch statements didn't hit the default arm and thus wouldn't
define the variables. Adding a statically failing assert makes sure that
all code paths either define the variables or fail early.
$ cd client
$ env CFLAGS='-O1 -D_FORTIFY_SOURCE=1' cmake -B build/
$ make -C build
[...]
client/renderers/EGL/egl.c: In function ‘egl_calc_mouse_size’:
client/renderers/EGL/egl.c:299:36: error: ‘h’ may be used uninitialized in this function [-Werror=maybe-uninitialized]
299 | (this->mouseHeight * (1.0f / h)) * this->scaleY
| ~~~~~~^~~~
When using the meta resize feautre the cursor is over the client window,
and as such the application continues to receive motion events. This
causes the window size to spaz out.