/* 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 #include #include "egl_model.h" #include "egl_shader.h" #include "egl_shader_progs.h" struct Options { bool vsync; }; static struct Options defaultOptions = { .vsync = true }; struct Models { struct EGL_Model * desktop; struct EGL_Model * mouse; }; struct Shaders { struct EGL_Shader * rgba; struct EGL_Shader * bgra; struct EGL_Shader * yuv; struct EGL_Shader * mouse_bgra; struct EGL_Shader * mouse_mask; }; struct Textures { struct EGL_Texture * desktop; struct EGL_Texture * mouse; }; struct Inst { LG_RendererParams params; struct Options opt; Display * xDisplay; Window xWindow; EGLDisplay display; EGLConfig configs; EGLSurface surface; EGLContext context; 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 screenW, screenH; bool mouseVisible; float mouseX, mouseY, mouseW, mouseH; float mouseScaleX, mouseScaleY; EGL_Shader * mouseShader; GLint mouseUniformLoc; LG_Lock mouseLock; LG_RendererCursor mouseCursor; int mouseWidth; int mouseHeight; int mousePitch; uint8_t * mouseData; size_t mouseDataSize; bool mouseUpdate; }; 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 )); LG_LOCK_INIT(this->mouseLock); 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; egl_model_free (&this->models .desktop); egl_model_free (&this->models .mouse ); egl_shader_free (&this->shaders .rgba ); egl_shader_free (&this->shaders .bgra ); egl_shader_free (&this->shaders .yuv ); egl_shader_free (&this->shaders .mouse_bgra); egl_shader_free (&this->shaders .mouse_mask); egl_texture_free(&this->textures.desktop); egl_texture_free(&this->textures.mouse ); LG_LOCK_FREE(this->mouseLock); if (this->mouseData) free(this->mouseData); 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->screenW = width; this->screenH = height; glViewport(0, 0, width, height); this->mouseScaleX = 2.0f / width ; this->mouseScaleY = 2.0f / height; this->mouseW = this->mouseWidth * (1.0f / this->screenW); this->mouseH = this->mouseHeight * (1.0f / this->screenH); } 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; LG_LOCK(this->mouseLock); this->mouseCursor = cursor; this->mouseWidth = width; this->mouseHeight = height; this->mousePitch = pitch; this->mouseW = this->mouseWidth * (1.0f / this->screenW); this->mouseH = this->mouseHeight * (1.0f / this->screenH); const size_t size = height * pitch; if (size > this->mouseDataSize) { if (this->mouseData) free(this->mouseData); this->mouseData = (uint8_t *)malloc(size); this->mouseDataSize = size; } memcpy(this->mouseData, data, size); this->mouseUpdate = true; LG_UNLOCK(this->mouseLock); return true; } bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const int y) { struct Inst * this = (struct Inst *)opaque; this->mouseVisible = visible; this->mouseX = ((float)x * this->mouseScaleX) - 1.0f; this->mouseY = ((float)y * this->mouseScaleY) - 1.0f; 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_ARGB: this->pixFmt = EGL_PF_RGBA; 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: return false; } } 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.mouse_bgra)) return false; if (!egl_shader_init(&this->shaders.mouse_mask)) return false; if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba))) return false; if (!egl_shader_compile(this->shaders.bgra, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra))) return false; if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_yuv , sizeof(egl_fragment_shader_yuv ))) return false; if (!egl_shader_compile(this->shaders.mouse_bgra, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra))) return false; if (!egl_shader_compile(this->shaders.mouse_mask, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_mask, sizeof(egl_fragment_shader_mask))) return false; if (!egl_texture_init(&this->textures.desktop)) return false; if (!egl_texture_init(&this->textures.mouse)) return false; if (!egl_model_init(&this->models.desktop)) return false; if (!egl_model_init(&this->models.mouse)) 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.mouse, square , sizeof(square) / sizeof(GLfloat)); egl_model_set_uvs (this->models.mouse, uvs , sizeof(uvs ) / sizeof(GLfloat)); egl_model_set_texture (this->models.mouse, this->textures.mouse); eglSwapInterval(this->display, this->opt.vsync ? 1 : 0); glEnable (GL_BLEND); glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); return true; } bool egl_render(void * opaque, SDL_Window * window) { struct Inst * this = (struct Inst *)opaque; 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; } if (this->mouseUpdate) update_mouse_shape(this); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); egl_model_render(this->models.desktop); if (this->mouseVisible) { egl_shader_use(this->mouseShader); glUniform4f(this->mouseUniformLoc, this->mouseX, this->mouseY, this->mouseW, this->mouseH); egl_model_render(this->models.mouse); } eglSwapBuffers(this->display, this->surface); return true; } void update_mouse_shape(struct Inst * this) { LG_LOCK(this->mouseLock); this->mouseUpdate = false; const LG_RendererCursor cursor = this->mouseCursor; const int width = this->mouseWidth; const int height = this->mouseHeight; //const int pitch = this->mousePitch; const uint8_t * data = this->mouseData; // tmp buffer for masked colour uint32_t tmp[width * height]; switch(cursor) { case LG_CURSOR_MASKED_COLOR: { for(int i = 0; i < width * height; ++i) { const uint32_t c = ((uint32_t *)data)[i]; tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000); } data = (uint8_t *)tmp; // fall through to LG_CURSOR_COLOR // // technically we should also create an XOR texture from the data but this // usage seems very rare in modern software. } case LG_CURSOR_COLOR: { egl_texture_setup( this->textures.mouse, EGL_PF_BGRA, width, height, width * height * 4, false ); this->mouseShader = this->shaders.mouse_bgra; egl_texture_update(this->textures.mouse, data); egl_model_set_shader(this->models.mouse, this->mouseShader); this->mouseUniformLoc = egl_shader_get_uniform_location(this->mouseShader, "mouse"); break; } case LG_CURSOR_MONOCHROME: { #if 0 const int hheight = height / 2; uint32_t d[width * height]; for(int y = 0; y < hheight; ++y) for(int x = 0; x < width; ++x) { const uint8_t * srcAnd = data + (pitch * y) + (x / 8); const uint8_t * srcXor = srcAnd + pitch * hheight; const uint8_t mask = 0x80 >> (x % 8); const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000; const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000; d[y * width + x ] = andMask; d[y * width + x + width * hheight] = xorMask; } #endif /*TODO : convert this into a pixel shader glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); glPixelStorei(GL_UNPACK_ROW_LENGTH, width); glTexImage2D ( GL_TEXTURE_2D, 0 , GL_RGBA, width , height , 0 , GL_RGBA, GL_UNSIGNED_BYTE, d ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); this->mousePos.w = width; this->mousePos.h = hheight; glNewList(this->mouseList, GL_COMPILE); glEnable(GL_COLOR_LOGIC_OP); glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); glLogicOp(GL_AND); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 ); glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 ); glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight); glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight); glEnd(); glLogicOp(GL_XOR); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 ); glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 ); glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight); glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_COLOR_LOGIC_OP); glEndList(); */ break; } } this->mouseUpdate = true; LG_UNLOCK(this->mouseLock); } 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 };