/* 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 "common/locking.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; GLint uCBMode; }; struct EGL_Desktop { EGLDisplay * display; EGL_Texture * texture; struct DesktopShader * shader; // the active shader EGL_Model * model; // internals int width, height; // shader instances struct DesktopShader shader_generic; struct DesktopShader shader_yuv; // night vision KeybindHandle kbNV; int nvMax; int nvGain; // colorblind mode int cbMode; }; // 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" ); shader->uCBMode = egl_shader_get_uniform_location(shader->shader, "cbMode" ); return true; } bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display) { *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)) { 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_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); (*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" ); (*desktop)->cbMode = option_get_int("egl", "cbMode" ); 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; egl_texture_free(&(*desktop)->texture ); egl_shader_free (&(*desktop)->shader_generic.shader); egl_model_free (&(*desktop)->model ); app_release_keybind(&(*desktop)->kbNV); free(*desktop); *desktop = NULL; } bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format, bool useDMA) { 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, true, // streaming texture useDMA )) { DEBUG_ERROR("Failed to setup the desktop texture"); return false; } return true; } bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd) { 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)) 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"); } return true; } 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; 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); glUniform1i(shader->uCBMode, desktop->cbMode); egl_model_render(desktop->model); return true; }