/* Looking Glass - KVM FrameRelay (KVMFR) Client Copyright (C) 2017 Geoffrey McRae https://looking-glass.hostfission.com 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 "lg-renderer.h" #include "debug.h" #include "utils.h" #include "lg-fonts.h" #include #include #include "egl/model.h" #include "egl/shader.h" #include "egl/progs.h" #include "egl/cursor.h" struct Options { bool vsync; }; static struct Options defaultOptions = { .vsync = false }; struct Models { struct EGL_Model * desktop; struct EGL_Model * fps; }; struct Shaders { struct EGL_Shader * rgba; struct EGL_Shader * bgra; struct EGL_Shader * yuv; struct EGL_Shader * fps; }; struct Textures { struct EGL_Texture * desktop; struct EGL_Texture * fps; }; struct Inst { LG_RendererParams params; struct Options opt; Display * xDisplay; Window xWindow; EGLDisplay display; EGLConfig configs; EGLSurface surface; EGLContext context; EGL_Cursor * cursor; // the mouse cursor struct Models models; struct Shaders shaders; struct Textures textures; LG_RendererFormat format; enum EGL_PixelFormat pixFmt; EGL_Shader * shader; bool sourceChanged; size_t frameSize; const uint8_t * data; bool update; int width, height; LG_RendererRect destRect; float translateX, translateY; float scaleX , scaleY; GLint uDesktopPos; float mouseWidth , mouseHeight; float mouseScaleX, mouseScaleY; const LG_Font * font; LG_FontObj fontObj; bool fpsReady; float fpsWidth, fpsHeight; GLint uFPSScreen, uFPSSize; }; void update_mouse_shape(struct Inst * this); const char * egl_get_name() { return "EGL"; } bool egl_create(void ** opaque, const LG_RendererParams params) { // create our local storage *opaque = malloc(sizeof(struct Inst)); if (!*opaque) { DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct Inst)); return false; } memset(*opaque, 0, sizeof(struct Inst)); // safe off parameteres and init our default option values struct Inst * this = (struct Inst *)*opaque; memcpy(&this->params, ¶ms , sizeof(LG_RendererParams)); memcpy(&this->opt , &defaultOptions, sizeof(struct Options )); this->translateX = 0; this->translateY = 0; this->scaleX = 1.0f; this->scaleY = 1.0f; this->font = LG_Fonts[0]; if (!this->font->create(&this->fontObj, NULL, 14)) { DEBUG_ERROR("Failed to create a font instance"); return false; } return true; } bool egl_initialize(void * opaque, Uint32 * sdlFlags) { *sdlFlags = SDL_WINDOW_OPENGL; SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER , 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS , 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES , 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); return true; } void egl_deinitialize(void * opaque) { struct Inst * this = (struct Inst *)opaque; if (this->font && this->fontObj) this->font->destroy(this->fontObj); egl_cursor_free(&this->cursor); egl_model_free (&this->models .desktop ); egl_model_free (&this->models .fps ); egl_shader_free (&this->shaders .rgba ); egl_shader_free (&this->shaders .bgra ); egl_shader_free (&this->shaders .yuv ); egl_shader_free (&this->shaders .fps ); egl_texture_free(&this->textures.desktop ); egl_texture_free(&this->textures.fps ); free(this); } void egl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect) { struct Inst * this = (struct Inst *)opaque; this->width = width; this->height = height; memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect)); glViewport(0, 0, width, height); if (destRect.valid) { this->translateX = 1.0f - (((destRect.w / 2) + destRect.x) * 2) / (float)width; this->translateY = 1.0f - (((destRect.h / 2) + destRect.y) * 2) / (float)height; this->scaleX = (float)destRect.w / (float)width; this->scaleY = (float)destRect.h / (float)height; } this->mouseScaleX = 2.0f / this->format.width ; this->mouseScaleY = 2.0f / this->format.height; egl_cursor_set_size(this->cursor, (this->mouseWidth * (1.0f / this->format.width )) * this->scaleX, (this->mouseHeight * (1.0f / this->format.height)) * this->scaleY ); } bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data) { struct Inst * this = (struct Inst *)opaque; if (!egl_cursor_set_shape(this->cursor, cursor, width, height, pitch, data)) { DEBUG_ERROR("Failed to update the cursor shape"); return false; } this->mouseWidth = width; this->mouseHeight = height; egl_cursor_set_size(this->cursor, (this->mouseWidth * (1.0f / this->format.width )) * this->scaleX, (this->mouseHeight * (1.0f / this->format.height)) * this->scaleY ); return true; } bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const int y) { struct Inst * this = (struct Inst *)opaque; egl_cursor_set_state( this->cursor, visible, (((float)x * this->mouseScaleX) - 1.0f) * this->scaleX, (((float)y * this->mouseScaleY) - 1.0f) * this->scaleY ); return true; } bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uint8_t * data) { struct Inst * this = (struct Inst *)opaque; this->sourceChanged = ( this->sourceChanged || this->format.type != format.type || this->format.width != format.width || this->format.height != format.height || this->format.pitch != format.pitch ); if (this->sourceChanged) { memcpy(&this->format, &format, sizeof(LG_RendererFormat)); switch(format.type) { case FRAME_TYPE_BGRA: this->pixFmt = EGL_PF_BGRA; this->shader = this->shaders.bgra; this->frameSize = format.height * format.pitch; break; case FRAME_TYPE_RGBA: this->pixFmt = EGL_PF_RGBA; this->shader = this->shaders.rgba; this->frameSize = format.height * format.pitch; break; case FRAME_TYPE_RGBA10: this->pixFmt = EGL_PF_RGBA10; this->shader = this->shaders.rgba; this->frameSize = format.height * format.pitch; break; case FRAME_TYPE_YUV420: this->pixFmt = EGL_PF_YUV420; this->shader = this->shaders.yuv; this->frameSize = format.width * format.height * 3 / 2; break; default: DEBUG_ERROR("Unsupported frame format"); return false; } this->uDesktopPos = egl_shader_get_uniform_location(this->shader, "position"); } this->data = data; this->update = true; return true; } void egl_on_alert(void * opaque, const LG_RendererAlert alert, const char * message, bool ** closeFlag) { } bool egl_render_startup(void * opaque, SDL_Window * window) { struct Inst * this = (struct Inst *)opaque; SDL_SysWMinfo wminfo; SDL_VERSION(&wminfo.version); if (!SDL_GetWindowWMInfo(window, &wminfo)) { DEBUG_ERROR("SDL_GetWindowWMInfo failed"); return false; } this->xDisplay = wminfo.info.x11.display; this->xWindow = wminfo.info.x11.window; this->display = eglGetDisplay((EGLNativeDisplayType)this->xDisplay); if (this->display == EGL_NO_DISPLAY) { DEBUG_ERROR("eglGetDisplay failed"); return false; } if (!eglInitialize(this->display, NULL, NULL)) { DEBUG_ERROR("Unable to initialize EGL"); return false; } EGLint attr[] = { EGL_BUFFER_SIZE , 16, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE }; EGLint num_config; if (!eglChooseConfig(this->display, attr, &this->configs, 1, &num_config)) { DEBUG_ERROR("Failed to choose config (eglError: 0x%x)", eglGetError()); return false; } this->surface = eglCreateWindowSurface(this->display, this->configs, this->xWindow, NULL); if (this->surface == EGL_NO_SURFACE) { DEBUG_ERROR("Failed to create EGL surface (eglError: 0x%x)", eglGetError()); return false; } EGLint ctxattr[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; this->context = eglCreateContext(this->display, this->configs, EGL_NO_CONTEXT, ctxattr); if (this->context == EGL_NO_CONTEXT) { DEBUG_ERROR("Failed to create EGL context (eglError: 0x%x)", eglGetError()); return false; } eglMakeCurrent(this->display, this->surface, this->surface, this->context); DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR )); DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER)); DEBUG_INFO("Version : %s", glGetString(GL_VERSION )); static const GLfloat square[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; static const GLfloat uvs[] = { 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; if (!egl_shader_init(&this->shaders.rgba)) return false; if (!egl_shader_init(&this->shaders.bgra)) return false; if (!egl_shader_init(&this->shaders.yuv)) return false; if (!egl_shader_init(&this->shaders.fps)) return false; if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba))) return false; if (!egl_shader_compile(this->shaders.bgra, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra))) return false; if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_yuv, sizeof(egl_fragment_shader_yuv))) return false; if (!egl_shader_compile(this->shaders.fps, egl_vertex_shader_fps, sizeof(egl_vertex_shader_fps), egl_fragment_shader_fps, sizeof(egl_fragment_shader_fps))) return false; this->uFPSSize = egl_shader_get_uniform_location(this->shaders.fps , "size" ); this->uFPSScreen = egl_shader_get_uniform_location(this->shaders.fps , "screen" ); if (!egl_texture_init(&this->textures.desktop)) return false; if (!egl_texture_init(&this->textures.fps)) return false; if (!egl_model_init(&this->models.desktop)) return false; if (!egl_model_init(&this->models.fps)) return false; egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat)); egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat)); egl_model_set_texture (this->models.desktop, this->textures.desktop); egl_model_set_verticies(this->models.fps, square, sizeof(square) / sizeof(GLfloat)); egl_model_set_uvs (this->models.fps, uvs , sizeof(uvs ) / sizeof(GLfloat)); egl_model_set_texture (this->models.fps, this->textures.fps); eglSwapInterval(this->display, this->opt.vsync ? 1 : 0); if (!egl_cursor_init(&this->cursor)) { DEBUG_ERROR("Failed to initialize the cursor"); return false; } return true; } bool egl_render(void * opaque, SDL_Window * window) { struct Inst * this = (struct Inst *)opaque; glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); if (this->shader) { egl_shader_use(this->shader); glUniform4f(this->uDesktopPos, this->translateX, this->translateY, this->scaleX, this->scaleY); egl_model_render(this->models.desktop); } egl_cursor_render(this->cursor); if (this->fpsReady) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); egl_shader_use(this->shaders.fps); glUniform2f(this->uFPSScreen, this->width , this->height ); glUniform2f(this->uFPSSize , this->fpsWidth, this->fpsHeight); egl_model_render(this->models.fps); glDisable(GL_BLEND); } eglSwapBuffers(this->display, this->surface); // defer texture uploads until after the flip to avoid stalling if (this->update) { if (this->sourceChanged) { this->sourceChanged = false; if (!egl_texture_setup( this->textures.desktop, this->pixFmt, this->format.width, this->format.height, this->frameSize, true )) return false; egl_model_set_shader(this->models.desktop, this->shader); } if (!egl_texture_update(this->textures.desktop, this->data)) return false; this->update = false; } return true; } void egl_update_fps(void * opaque, const float avgFPS, const float renderFPS) { struct Inst * this = (struct Inst *)opaque; if (!this->params.showFPS) return; char str[128]; snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS); LG_FontBitmap * bmp = this->font->render(this->fontObj, 0xffffff00, str); if (!bmp) { DEBUG_ERROR("Failed to render FPS text"); return; } egl_texture_setup( this->textures.fps, EGL_PF_BGRA, bmp->width , bmp->height, bmp->width * bmp->height * bmp->bpp, false ); egl_texture_update ( this->textures.fps, bmp->pixels ); this->fpsWidth = bmp->width; this->fpsHeight = bmp->height; this->fpsReady = true; this->font->release(this->fontObj, bmp); } static void handle_opt_vsync(void * opaque, const char *value) { struct Inst * this = (struct Inst *)opaque; if (!this) return; this->opt.vsync = LG_RendererValueToBool(value); } static LG_RendererOpt egl_options[] = { { .name = "vsync", .desc ="Enable or disable vsync [default: enabled]", .validator = LG_RendererValidatorBool, .handler = handle_opt_vsync } }; struct LG_Renderer LGR_EGL = { .create = egl_create, .get_name = egl_get_name, .options = egl_options, .option_count = LGR_OPTION_COUNT(egl_options), .initialize = egl_initialize, .deinitialize = egl_deinitialize, .on_resize = egl_on_resize, .on_mouse_shape = egl_on_mouse_shape, .on_mouse_event = egl_on_mouse_event, .on_frame_event = egl_on_frame_event, .on_alert = egl_on_alert, .render_startup = egl_render_startup, .render = egl_render, .update_fps = egl_update_fps };