/* Looking Glass - KVM FrameRelay (KVMFR) Client Copyright (C) 2017-2019 Geoffrey McRae https://looking-glass.hostfission.com This program is free software; you can redistribute it and/or modify it under cahe 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 "utils.h" #include "texture.h" #include "shader.h" #include "model.h" #include #include #include "interface/app.h" // these headers are auto generated by cmake #include "desktop.vert.h" #include "desktop_rgb.frag.h" #include "desktop_yuv.frag.h" struct DesktopShader { EGL_Shader * shader; GLint uDesktopPos; GLint uDesktopSize; GLint uNearest; GLint uNV, uNVGain; }; struct EGL_Desktop { EGL_Texture * texture; struct DesktopShader * shader; // the active shader EGL_Model * model; // shader instances struct DesktopShader shader_generic; struct DesktopShader shader_yuv; // internals LG_Lock updateLock; enum EGL_PixelFormat pixFmt; unsigned int width, height; unsigned int pitch; const FrameBuffer * frame; bool update; // night vision KeybindHandle kbNV; int nvMax; int nvGain; }; // forwards void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque); static bool egl_init_desktop_shader( struct DesktopShader * shader, const char * vertex_code , size_t vertex_size, const char * fragment_code, size_t fragment_size ) { if (!egl_shader_init(&shader->shader)) return false; if (!egl_shader_compile(shader->shader, vertex_code , vertex_size, fragment_code, fragment_size)) { return false; } shader->uDesktopPos = egl_shader_get_uniform_location(shader->shader, "position"); shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" ); shader->uNearest = egl_shader_get_uniform_location(shader->shader, "nearest" ); shader->uNV = egl_shader_get_uniform_location(shader->shader, "nv" ); shader->uNVGain = egl_shader_get_uniform_location(shader->shader, "nvGain" ); return true; } bool egl_desktop_init(EGL_Desktop ** desktop) { *desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop)); if (!*desktop) { DEBUG_ERROR("Failed to malloc EGL_Desktop"); return false; } memset(*desktop, 0, sizeof(EGL_Desktop)); if (!egl_texture_init(&(*desktop)->texture)) { DEBUG_ERROR("Failed to initialize the desktop texture"); return false; } if (!egl_init_desktop_shader( &(*desktop)->shader_generic, 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_init_desktop_shader( &(*desktop)->shader_yuv, b_shader_desktop_vert , b_shader_desktop_vert_size, b_shader_desktop_yuv_frag, b_shader_desktop_yuv_frag_size)) { DEBUG_ERROR("Failed to initialize the yuv desktop shader"); return false; } if (!egl_model_init(&(*desktop)->model)) { DEBUG_ERROR("Failed to initialize the desktop model"); return false; } egl_model_set_default((*desktop)->model); egl_model_set_texture((*desktop)->model, (*desktop)->texture); LG_LOCK_INIT((*desktop)->updateLock); (*desktop)->kbNV = app_register_keybind(SDL_SCANCODE_N, egl_desktop_toggle_nv, *desktop); (*desktop)->nvMax = option_get_int("egl", "nvGainMax"); (*desktop)->nvGain = option_get_int("egl", "nvGain" ); return true; } void egl_desktop_toggle_nv(SDL_Scancode 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); } void egl_desktop_free(EGL_Desktop ** desktop) { if (!*desktop) return; LG_LOCK_FREE((*desktop)->updateLock); egl_texture_free(&(*desktop)->texture ); egl_shader_free (&(*desktop)->shader_generic.shader); egl_shader_free (&(*desktop)->shader_yuv.shader ); egl_model_free (&(*desktop)->model ); app_release_keybind(&(*desktop)->kbNV); free(*desktop); *desktop = NULL; } bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const FrameBuffer * frame) { if (sourceChanged) { LG_LOCK(desktop->updateLock); switch(format.type) { case FRAME_TYPE_BGRA: desktop->pixFmt = EGL_PF_BGRA; desktop->shader = &desktop->shader_generic; break; case FRAME_TYPE_RGBA: desktop->pixFmt = EGL_PF_RGBA; desktop->shader = &desktop->shader_generic; break; case FRAME_TYPE_RGBA10: desktop->pixFmt = EGL_PF_RGBA10; desktop->shader = &desktop->shader_generic; break; case FRAME_TYPE_YUV420: desktop->pixFmt = EGL_PF_YUV420; desktop->shader = &desktop->shader_yuv; break; default: DEBUG_ERROR("Unsupported frame format"); LG_UNLOCK(desktop->updateLock); return false; } desktop->width = format.width; desktop->height = format.height; desktop->pitch = format.pitch; desktop->frame = frame; desktop->update = true; /* defer the actual update as the format has changed and we need to issue GL commands first */ LG_UNLOCK(desktop->updateLock); return true; } /* update the texture now */ return egl_texture_update_from_frame(desktop->texture, frame); } void egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged) { if (sourceChanged) { LG_LOCK(desktop->updateLock); if (!egl_texture_setup( desktop->texture, desktop->pixFmt, desktop->width, desktop->height, desktop->pitch, true // streaming texture )) { DEBUG_ERROR("Failed to setup the desktop texture"); LG_UNLOCK(desktop->updateLock); return; } LG_UNLOCK(desktop->updateLock); } if (desktop->update) { desktop->update = false; egl_texture_update_from_frame(desktop->texture, desktop->frame); } } bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY, const bool nearest) { if (!desktop->shader) return false; if (egl_texture_process(desktop->texture) != EGL_TEX_STATUS_OK) return false; const struct DesktopShader * shader = desktop->shader; egl_shader_use(shader->shader); glUniform4f(shader->uDesktopPos , x, y, scaleX, scaleY); glUniform1i(shader->uNearest , nearest ? 1 : 0); glUniform2f(shader->uDesktopSize, desktop->width, desktop->height); if (desktop->nvGain) { glUniform1i(shader->uNV, 1); glUniform1f(shader->uNVGain, (float)desktop->nvGain); } else glUniform1i(shader->uNV, 0); egl_model_render(desktop->model); return true; }