/** * 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_rects.h" #include "common/debug.h" #include "common/KVMFR.h" #include "common/locking.h" #include #include #include #include #include "util.h" struct EGL_DesktopRects { GLuint buffers[2]; GLuint vao; int count; int maxCount; }; bool egl_desktopRectsInit(EGL_DesktopRects ** rects_, int maxCount) { EGL_DesktopRects * rects = malloc(sizeof(EGL_DesktopRects)); if (!rects) { DEBUG_ERROR("Failed to malloc EGL_DesktopRects"); return false; } *rects_ = rects; memset(rects, 0, sizeof(EGL_DesktopRects)); glGenVertexArrays(1, &rects->vao); glBindVertexArray(rects->vao); glGenBuffers(2, rects->buffers); glBindBuffer(GL_ARRAY_BUFFER, rects->buffers[0]); glBufferData(GL_ARRAY_BUFFER, maxCount * 8 * sizeof(GLfloat), NULL, GL_STREAM_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, 0); GLushort indices[maxCount * 6]; for (int i = 0; i < maxCount; ++i) { indices[6 * i + 0] = 4 * i + 0; indices[6 * i + 1] = 4 * i + 1; indices[6 * i + 2] = 4 * i + 2; indices[6 * i + 3] = 4 * i + 0; indices[6 * i + 4] = 4 * i + 2; indices[6 * i + 5] = 4 * i + 3; } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rects->buffers[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof indices, indices, GL_STATIC_DRAW); glBindVertexArray(0); rects->count = 0; rects->maxCount = maxCount; return true; } void egl_desktopRectsFree(EGL_DesktopRects ** rects_) { EGL_DesktopRects * rects = *rects_; if (!rects) return; glDeleteVertexArrays(1, &rects->vao); glDeleteBuffers(2, rects->buffers); free(rects); *rects_ = NULL; } inline static void rectToVertices(GLfloat * vertex, const FrameDamageRect * rect) { vertex[0] = rect->x; vertex[1] = rect->y; vertex[2] = rect->x + rect->width; vertex[3] = rect->y; vertex[4] = rect->x + rect->width; vertex[5] = rect->y + rect->height; vertex[6] = rect->x; vertex[7] = rect->y + rect->height; } void egl_desktopRectsUpdate(EGL_DesktopRects * rects, const struct DamageRects * data, int width, int height) { GLfloat vertices[(!data || data->count < 0 ? 1 : data->count) * 8]; if (!data || data->count < 0) { FrameDamageRect full = { .x = 0, .y = 0, .width = width, .height = height, }; rects->count = 1; rectToVertices(vertices, &full); } else { rects->count = data->count; DEBUG_ASSERT(rects->count <= rects->maxCount); for (int i = 0; i < rects->count; ++i) rectToVertices(vertices + i * 8, data->rects + i); } glBindBuffer(GL_ARRAY_BUFFER, rects->buffers[0]); glBufferSubData(GL_ARRAY_BUFFER, 0, rects->count * 8 * sizeof(GLfloat), vertices); glBindBuffer(GL_ARRAY_BUFFER, 0); } static void desktopToGLSpace(double matrix[6], int width, int height, double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate) { switch (rotate) { case LG_ROTATE_0: matrix[0] = 2.0 * scaleX / width; matrix[1] = 0.0; matrix[2] = 0.0; matrix[3] = -2.0 * scaleY / height; matrix[4] = translateX - scaleX; matrix[5] = translateY + scaleY; return; case LG_ROTATE_90: matrix[0] = 0.0; matrix[1] = -2.0 * scaleY / width; matrix[2] = -2.0 * scaleX / height; matrix[3] = 0.0; matrix[4] = translateX + scaleX; matrix[5] = translateY + scaleY; return; case LG_ROTATE_180: matrix[0] = -2.0 * scaleX / width; matrix[1] = 0.0; matrix[2] = 0.0; matrix[3] = 2.0 * scaleY / height; matrix[4] = translateX + scaleX; matrix[5] = translateY - scaleY; return; case LG_ROTATE_270: matrix[0] = 0.0; matrix[1] = 2.0 * scaleY / width; matrix[2] = 2.0 * scaleX / height; matrix[3] = 0.0; matrix[4] = translateX - scaleX; matrix[5] = translateY - scaleY; } } void egl_desktopRectsMatrix(float matrix[6], int width, int height, float translateX, float translateY, float scaleX, float scaleY, LG_RendererRotate rotate) { double temp[6]; desktopToGLSpace(temp, width, height, translateX, translateY, scaleX, scaleY, rotate); for (int i = 0; i < 6; ++i) matrix[i] = temp[i]; } void egl_desktopToScreenMatrix(double matrix[6], int frameWidth, int frameHeight, double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate, double windowWidth, double windowHeight) { desktopToGLSpace(matrix, frameWidth, frameHeight, translateX, translateY, scaleX, scaleY, rotate); double hw = windowWidth / 2; double hh = windowHeight / 2; matrix[0] *= hw; matrix[1] *= hh; matrix[2] *= hw; matrix[3] *= hh; matrix[4] = matrix[4] * hw + hw; matrix[5] = matrix[5] * hh + hh; } inline static void matrixMultiply(const double matrix[6], double * nx, double * ny, double x, double y) { *nx = matrix[0] * x + matrix[2] * y + matrix[4]; *ny = matrix[1] * x + matrix[3] * y + matrix[5]; } struct Rect egl_desktopToScreen(const double matrix[6], const struct FrameDamageRect * rect) { double x1, y1, x2, y2; matrixMultiply(matrix, &x1, &y1, rect->x, rect->y); matrixMultiply(matrix, &x2, &y2, rect->x + rect->width, rect->y + rect->height); int x3 = min(x1, x2); int y3 = min(y1, y2); return (struct Rect) { .x = x3, .y = y3, .w = ceil(max(x1, x2)) - x3, .h = ceil(max(y1, y2)) - y3, }; } void egl_screenToDesktopMatrix(double matrix[6], int frameWidth, int frameHeight, double translateX, double translateY, double scaleX, double scaleY, LG_RendererRotate rotate, double windowWidth, double windowHeight) { double inverted[6] = {0}; egl_desktopToScreenMatrix(inverted, frameWidth, frameHeight, translateX, translateY, scaleX, scaleY, rotate, windowWidth, windowHeight); double det = inverted[0] * inverted[3] - inverted[1] * inverted[2]; matrix[0] = inverted[3] / det; matrix[1] = -inverted[1] / det; matrix[2] = -inverted[2] / det; matrix[3] = inverted[0] / det; matrix[4] = (inverted[2] * inverted[5] - inverted[3] * inverted[4]) / det; matrix[5] = (inverted[1] * inverted[4] - inverted[0] * inverted[5]) / det; } bool egl_screenToDesktop(struct FrameDamageRect * output, const double matrix[6], const struct Rect * rect, int width, int height) { double x1, y1, x2, y2; matrixMultiply(matrix, &x1, &y1, rect->x, rect->y); matrixMultiply(matrix, &x2, &y2, rect->x + rect->w, rect->y + rect->h); int x3 = min(x1, x2); int y3 = min(y1, y2); int x4 = ceil(max(x1, x2)); int y4 = ceil(max(y1, y2)); if (x4 < 0 || y4 < 0 || x3 >= width || y3 >= height) return false; output->x = max(x3, 0); output->y = max(y3, 0); output->width = min(width, x4) - output->x; output->height = min(height, y4) - output->y; return true; } void egl_desktopRectsRender(EGL_DesktopRects * rects) { if (!rects->count) return; glBindVertexArray(rects->vao); glDrawElements(GL_TRIANGLES, 6 * rects->count, GL_UNSIGNED_SHORT, NULL); glBindVertexArray(0); }