LookingGlass/client/renderers/EGL/egl.c
Geoffrey McRae 3585e02993 [client] egl: add options for maximum NV level and initial level
Adds options:

 * egl:nvGain
 * egl:nvGainMax

Fixes #153
2019-05-23 16:33:40 +10:00

530 lines
13 KiB
C

/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
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 "interface/renderer.h"
#include "common/debug.h"
#include "common/option.h"
#include "utils.h"
#include "dynamic/fonts.h"
#include <SDL2/SDL_syswm.h>
#include <SDL2/SDL_egl.h>
#if defined(SDL_VIDEO_DRIVER_WAYLAND)
#include <wayland-egl.h>
#endif
#include "model.h"
#include "shader.h"
#include "desktop.h"
#include "cursor.h"
#include "fps.h"
#include "splash.h"
#include "alert.h"
#define SPLASH_FADE_TIME 1000000
#define ALERT_TIMEOUT 2000000
struct Options
{
bool vsync;
};
struct Inst
{
LG_RendererParams params;
struct Options opt;
EGLNativeDisplayType nativeDisp;
EGLNativeWindowType nativeWind;
EGLDisplay display;
EGLConfig configs;
EGLSurface surface;
EGLContext context;
EGL_Desktop * desktop; // the desktop
EGL_Cursor * cursor; // the mouse cursor
EGL_FPS * fps; // the fps display
EGL_Splash * splash; // the splash screen
EGL_Alert * alert; // the alert display
LG_RendererFormat format;
bool sourceChanged;
uint64_t waitFadeTime;
bool waitDone;
bool showAlert;
uint64_t alertTimeout;
bool useCloseFlag;
bool closeFlag;
int width, height;
LG_RendererRect destRect;
float translateX , translateY;
float scaleX , scaleY;
float splashRatio;
float screenScaleX, screenScaleY;
bool useNearest;
float mouseWidth , mouseHeight;
float mouseScaleX, mouseScaleY;
const LG_Font * font;
LG_FontObj fontObj;
};
static struct Option egl_options[] =
{
{
.module = "egl",
.name = "vsync",
.description = "Enable vsync",
.type = OPTION_TYPE_BOOL,
.value.x_bool = false
},
{
.module = "egl",
.name = "nvGainMax",
.description = "The maximum night vision gain",
.type = OPTION_TYPE_INT,
.value.x_int = 1
},
{
.module = "egl",
.name = "nvGain",
.description = "The initial night vision gain at startup",
.type = OPTION_TYPE_INT,
.value.x_int = 0
},
{0}
};
void update_mouse_shape(struct Inst * this);
const char * egl_get_name()
{
return "EGL";
}
void egl_setup()
{
option_register(egl_options);
}
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, &params, sizeof(LG_RendererParams));
this->opt.vsync = option_get_bool("egl", "vsync");
this->translateX = 0;
this->translateY = 0;
this->scaleX = 1.0f;
this->scaleY = 1.0f;
this->screenScaleX = 1.0f;
this->screenScaleY = 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_desktop_free(&this->desktop);
egl_cursor_free (&this->cursor);
egl_fps_free (&this->fps );
egl_splash_free (&this->splash);
egl_alert_free (&this->alert );
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
);
this->splashRatio = (float)width / (float)height;
this->screenScaleX = 1.0f / width;
this->screenScaleY = 1.0f / height;
}
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));
this->useNearest = this->width < format.width || this->height < format.height;
if (!egl_desktop_prepare_update(this->desktop, this->sourceChanged, format, data))
{
DEBUG_INFO("Failed to prepare to update the desktop");
return false;
}
if (!this->waitFadeTime)
this->waitFadeTime = microtime() + SPLASH_FADE_TIME;
return true;
}
void egl_on_alert(void * opaque, const LG_MsgAlert alert, const char * message, bool ** closeFlag)
{
struct Inst * this = (struct Inst *)opaque;
static const uint32_t colors[] =
{
0x0000CCCC, // LG_ALERT_INFO
0x00CC00CC, // LG_ALERT_SUCCESS
0xCC7F00CC, // LG_ALERT_WARNING
0xFF0000CC // LG_ALERT_ERROR
};
if (alert > LG_ALERT_ERROR || alert < 0)
{
DEBUG_ERROR("Invalid alert value");
return;
}
egl_alert_set_color(this->alert, colors[alert]);
egl_alert_set_text (this->alert, message );
if (closeFlag)
{
this->useCloseFlag = true;
*closeFlag = &this->closeFlag;
}
else
{
this->useCloseFlag = false;
this->alertTimeout = microtime() + ALERT_TIMEOUT;
}
this->showAlert = true;
}
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;
}
switch(wminfo.subsystem)
{
case SDL_SYSWM_X11:
{
this->nativeDisp = (EGLNativeDisplayType)wminfo.info.x11.display;
this->nativeWind = (EGLNativeWindowType)wminfo.info.x11.window;
break;
}
#if defined(SDL_VIDEO_DRIVER_WAYLAND)
case SDL_SYSWM_WAYLAND:
{
int width, height;
SDL_GetWindowSize(window, &width, &height);
this->nativeDisp = (EGLNativeDisplayType)wminfo.info.wl.display;
this->nativeWind = (EGLNativeWindowType)wl_egl_window_create(wminfo.info.wl.surface, width, height);
break;
}
#endif
default:
DEBUG_ERROR("Unsupported subsystem");
return false;
}
this->display = eglGetDisplay(this->nativeDisp);
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_SAMPLE_BUFFERS , 1,
EGL_SAMPLES , 8,
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->nativeWind, 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 ));
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
if (!egl_desktop_init(&this->desktop))
{
DEBUG_ERROR("Failed to initialize the desktop");
return false;
}
if (!egl_cursor_init(&this->cursor))
{
DEBUG_ERROR("Failed to initialize the cursor");
return false;
}
if (!egl_fps_init(&this->fps, this->font, this->fontObj))
{
DEBUG_ERROR("Failed to initialize the FPS display");
return false;
}
if (!egl_splash_init(&this->splash))
{
DEBUG_ERROR("Failed to initialize the splash screen");
return false;
}
if (!egl_alert_init(&this->alert, this->font, this->fontObj))
{
DEBUG_ERROR("Failed to initialize the alert display");
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);
egl_desktop_render(this->desktop, this->translateX, this->translateY, this->scaleX, this->scaleY, this->useNearest);
egl_cursor_render(this->cursor);
if (!this->waitDone)
{
float a = 1.0f;
if (!this->waitFadeTime)
a = 1.0f;
else
{
uint64_t t = microtime();
if (t > this->waitFadeTime)
this->waitDone = true;
else
{
uint64_t delta = this->waitFadeTime - t;
a = 1.0f / SPLASH_FADE_TIME * delta;
}
}
if (!this->waitDone)
egl_splash_render(this->splash, a, this->splashRatio);
}
if (this->showAlert)
{
bool close = false;
if (this->useCloseFlag)
close = this->closeFlag;
else if (this->alertTimeout < microtime())
close = true;
if (close)
this->showAlert = false;
else
egl_alert_render(this->alert, this->screenScaleX, this->screenScaleY);
}
egl_fps_render(this->fps, this->screenScaleX, this->screenScaleY);
eglSwapBuffers(this->display, this->surface);
// defer texture uploads until after the flip to avoid stalling
if (!egl_desktop_perform_update(this->desktop, this->sourceChanged))
{
DEBUG_ERROR("Failed to perform the desktop update");
return false;
}
this->sourceChanged = false;
return true;
}
void egl_update_fps(void * opaque, const float avgUPS, const float avgFPS)
{
struct Inst * this = (struct Inst *)opaque;
if (!this->params.showFPS)
return;
egl_fps_update(this->fps, avgUPS, avgFPS);
}
struct LG_Renderer LGR_EGL =
{
.get_name = egl_get_name,
.setup = egl_setup,
.create = egl_create,
.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
};