/* 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 "debug.h" #include "utils.h" #include "texture.h" #include "shader.h" #include "model.h" #include #include struct EGL_Desktop { EGL_Texture * texture; EGL_Shader * shader; // the active shader EGL_Model * model; // shader instances EGL_Shader * shader_generic; EGL_Shader * shader_yuv; // uniforms GLint uDesktopPos; // internals enum EGL_PixelFormat pixFmt; unsigned int width, height; unsigned int pitch; const uint8_t * data; bool update; }; static const char vertex_shader[] = "\ #version 300 es\n\ \ layout(location = 0) in vec3 vertexPosition_modelspace;\ layout(location = 1) in vec2 vertexUV;\ \ uniform vec4 position;\ \ out highp vec2 uv;\ \ void main()\ {\ gl_Position.xyz = vertexPosition_modelspace; \ gl_Position.w = 1.0; \ gl_Position.x -= position.x; \ gl_Position.y -= position.y; \ gl_Position.x *= position.z; \ gl_Position.y *= position.w; \ \ uv = vertexUV;\ }\ "; static const char frag_generic[] = "\ #version 300 es\n\ \ in highp vec2 uv;\ out highp vec4 color;\ \ uniform sampler2D sampler1;\ \ void main()\ {\ color = texture(sampler1, uv);\ }\ "; static const char frag_yuv[] = "\ #version 300 es\n\ \ in highp vec2 uv;\ out highp vec4 color;\ \ uniform sampler2D sampler1;\ uniform sampler2D sampler2;\ uniform sampler2D sampler3;\ \ void main()\ {\ highp vec4 yuv = vec4(\ texture(sampler1, uv).r,\ texture(sampler2, uv).r,\ texture(sampler3, uv).r,\ 1.0\ );\ \ highp mat4 yuv_to_rgb = mat4(\ 1.0, 0.0 , 1.402, -0.701,\ 1.0, -0.344, -0.714, 0.529,\ 1.0, 1.772, 0.0 , -0.886,\ 1.0, 1.0 , 1.0 , 1.0\ );\ \ color = yuv * yuv_to_rgb;\ }\ "; 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_shader_init(&(*desktop)->shader_generic)) { DEBUG_ERROR("Failed to initialize the generic desktop shader"); return false; } if (!egl_shader_init(&(*desktop)->shader_yuv)) { DEBUG_ERROR("Failed to initialize the yuv desktop shader"); return false; } if (!egl_shader_compile((*desktop)->shader_generic, vertex_shader, sizeof(vertex_shader), frag_generic , sizeof(frag_generic))) { DEBUG_ERROR("Failed to compile the generic desktop shader"); return false; } if (!egl_shader_compile((*desktop)->shader_yuv, vertex_shader, sizeof(vertex_shader), frag_yuv , sizeof(frag_yuv ))) { DEBUG_ERROR("Failed to compile 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); return true; } void egl_desktop_free(EGL_Desktop ** desktop) { if (!*desktop) return; egl_texture_free(&(*desktop)->texture ); egl_shader_free (&(*desktop)->shader_generic); egl_shader_free (&(*desktop)->shader_yuv ); egl_model_free (&(*desktop)->model ); free(*desktop); *desktop = NULL; } bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data) { if (sourceChanged) { 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"); return false; } desktop->width = format.width; desktop->height = format.height; desktop->pitch = format.pitch; } desktop->data = data; desktop->update = true; return true; } bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged) { if (sourceChanged) { if (desktop->shader) desktop->uDesktopPos = egl_shader_get_uniform_location(desktop->shader, "position"); 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"); return false; } } if (!desktop->update) return true; if (!egl_texture_update(desktop->texture, desktop->data)) { DEBUG_ERROR("Failed to update the desktop texture"); return false; } desktop->update = false; return true; } void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY) { if (!desktop->shader) return; egl_shader_use(desktop->shader); glUniform4f(desktop->uDesktopPos, x, y, scaleX, scaleY); egl_model_render(desktop->model); }