/** * 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.h" #include "common/debug.h" #include "common/option.h" #include "common/locking.h" #include "app.h" #include "texture.h" #include "shader.h" #include "desktop_rects.h" #include "cimgui.h" #include #include // these headers are auto generated by cmake #include "desktop.vert.h" #include "desktop_rgb.frag.h" #include "desktop_rgb.def.h" struct DesktopShader { EGL_Shader * shader; GLint uTransform; GLint uUVScale; GLint uDesktopSize; GLint uScaleAlgo; GLint uNV, uNVGain; GLint uCBMode; }; struct EGL_Desktop { EGLDisplay * display; EGL_Texture * texture; struct DesktopShader * shader; // the active shader EGL_DesktopRects * mesh; // internals int width, height; LG_RendererRotate rotate; // shader instances struct DesktopShader shader_generic; // scale algorithm int scaleAlgo; // night vision int nvMax; int nvGain; // colorblind mode int cbMode; }; // forwards void egl_desktop_toggle_nv(int 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; } egl_shader_associate_textures(shader->shader, 1); shader->uTransform = egl_shader_get_uniform_location(shader->shader, "transform"); shader->uUVScale = egl_shader_get_uniform_location(shader->shader, "uvScale" ); shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" ); shader->uScaleAlgo = egl_shader_get_uniform_location(shader->shader, "scaleAlgo"); shader->uNV = egl_shader_get_uniform_location(shader->shader, "nv" ); shader->uNVGain = egl_shader_get_uniform_location(shader->shader, "nvGain" ); shader->uCBMode = egl_shader_get_uniform_location(shader->shader, "cbMode" ); return true; } bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA, int maxRects) { *desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop)); if (!*desktop) { DEBUG_ERROR("Failed to malloc EGL_Desktop"); return false; } memset(*desktop, 0, sizeof(EGL_Desktop)); (*desktop)->display = display; if (!egl_texture_init(&(*desktop)->texture, display, useDMA ? EGL_TEXTYPE_DMABUF : EGL_TEXTYPE_FRAMEBUFFER, true)) { 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_desktopRectsInit(&(*desktop)->mesh, maxRects)) { DEBUG_ERROR("Failed to initialize the desktop mesh"); return false; } app_registerKeybind(KEY_N, egl_desktop_toggle_nv, *desktop, "Toggle night vision mode"); (*desktop)->nvMax = option_get_int("egl", "nvGainMax"); (*desktop)->nvGain = option_get_int("egl", "nvGain" ); (*desktop)->cbMode = option_get_int("egl", "cbMode" ); (*desktop)->scaleAlgo = option_get_int("egl", "scale" ); return true; } void egl_desktop_toggle_nv(int 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); app_invalidateWindow(true); } bool egl_desktop_scale_validate(struct Option * opt, const char ** error) { if (opt->value.x_int >= 0 && opt->value.x_int < EGL_SCALE_MAX) return true; *error = "Invalid scale algorithm number"; return false; } void egl_desktop_free(EGL_Desktop ** desktop) { if (!*desktop) return; egl_texture_free (&(*desktop)->texture ); egl_shader_free (&(*desktop)->shader_generic.shader); egl_desktopRectsFree(&(*desktop)->mesh ); free(*desktop); *desktop = NULL; } static const char * algorithmNames[EGL_SCALE_MAX] = { [EGL_SCALE_AUTO] = "Automatic (downscale: linear, upscale: nearest)", [EGL_SCALE_NEAREST] = "Nearest", [EGL_SCALE_LINEAR] = "Linear", }; void egl_desktop_config_ui(EGL_Desktop * desktop) { igText("Scale algorithm:"); igPushItemWidth(igGetWindowWidth() - igGetStyle()->WindowPadding.x * 2); if (igBeginCombo("##scale", algorithmNames[desktop->scaleAlgo], 0)) { for (int i = 0; i < EGL_SCALE_MAX; ++i) { bool selected = i == desktop->scaleAlgo; if (igSelectableBool(algorithmNames[i], selected, 0, (ImVec2) { 0.0f, 0.0f })) desktop->scaleAlgo = i; if (selected) igSetItemDefaultFocus(); } igEndCombo(); } igPopItemWidth(); igText("Night vision mode:"); igSameLine(0.0f, -1.0f); igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() - igGetStyle()->WindowPadding.x); const char * format; switch (desktop->nvGain) { case 0: format = "off"; break; case 1: format = "on"; break; default: format = "gain: %d"; } igSliderInt("##nvgain", &desktop->nvGain, 0, desktop->nvMax, format, 0); igPopItemWidth(); } bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format) { enum EGL_PixelFormat pixFmt; switch(format.type) { case FRAME_TYPE_BGRA: pixFmt = EGL_PF_BGRA; desktop->shader = &desktop->shader_generic; break; case FRAME_TYPE_RGBA: pixFmt = EGL_PF_RGBA; desktop->shader = &desktop->shader_generic; break; case FRAME_TYPE_RGBA10: pixFmt = EGL_PF_RGBA10; desktop->shader = &desktop->shader_generic; break; case FRAME_TYPE_RGBA16F: pixFmt = EGL_PF_RGBA16F; desktop->shader = &desktop->shader_generic; break; default: DEBUG_ERROR("Unsupported frame format"); return false; } desktop->width = format.width; desktop->height = format.height; if (!egl_texture_setup( desktop->texture, pixFmt, format.width, format.height, format.pitch )) { DEBUG_ERROR("Failed to setup the desktop texture"); return false; } return true; } bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd, const FrameDamageRect * damageRects, int damageRectsCount) { if (dmaFd >= 0) { if (!egl_texture_update_from_dma(desktop->texture, frame, dmaFd)) return false; } else { if (!egl_texture_update_from_frame(desktop->texture, frame, damageRects, damageRectsCount)) return false; } return true; } bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType, LG_RendererRotate rotate, const struct DamageRects * rects) { if (!desktop->shader) return false; enum EGL_TexStatus status; if ((status = egl_texture_process(desktop->texture)) != EGL_TEX_STATUS_OK) { if (status != EGL_TEX_STATUS_NOTREADY) DEBUG_ERROR("Failed to process the desktop texture"); } int scaleAlgo = EGL_SCALE_NEAREST; switch (desktop->scaleAlgo) { case EGL_SCALE_AUTO: switch (scaleType) { case EGL_DESKTOP_NOSCALE: case EGL_DESKTOP_UPSCALE: scaleAlgo = EGL_SCALE_NEAREST; break; case EGL_DESKTOP_DOWNSCALE: scaleAlgo = EGL_SCALE_LINEAR; break; } break; default: scaleAlgo = desktop->scaleAlgo; } float matrix[6]; egl_desktopRectsMatrix(matrix, desktop->width, desktop->height, x, y, scaleX, scaleY, rotate); egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height); const struct DesktopShader * shader = desktop->shader; egl_shader_use(shader->shader); glUniform1i(shader->uScaleAlgo , scaleAlgo); glUniform2f(shader->uDesktopSize, desktop->width, desktop->height); glUniform2f(shader->uUVScale , 1.0f / desktop->width, 1.0f / desktop->height); glUniformMatrix3x2fv(shader->uTransform, 1, GL_FALSE, matrix); if (desktop->nvGain) { glUniform1i(shader->uNV, 1); glUniform1f(shader->uNVGain, (float)desktop->nvGain); } else glUniform1i(shader->uNV, 0); glUniform1i(shader->uCBMode, desktop->cbMode); egl_texture_bind(desktop->texture); egl_desktopRectsRender(desktop->mesh); glBindTexture(GL_TEXTURE_2D, 0); return true; }