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51b9cd4e5a
This is done for consistency with the license strings in appstrings.c.
338 lines
8.9 KiB
C
338 lines
8.9 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "desktop.h"
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#include "common/debug.h"
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#include "common/option.h"
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#include "common/locking.h"
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#include "app.h"
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#include "texture.h"
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#include "shader.h"
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#include "desktop_rects.h"
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#include <stdlib.h>
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#include <string.h>
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// these headers are auto generated by cmake
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#include "desktop.vert.h"
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#include "desktop_rgb.frag.h"
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#include "desktop_rgb.def.h"
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struct DesktopShader
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{
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EGL_Shader * shader;
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GLint uTransform;
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GLint uUVScale;
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GLint uDesktopSize;
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GLint uScaleAlgo;
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GLint uNV, uNVGain;
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GLint uCBMode;
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};
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struct EGL_Desktop
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{
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EGLDisplay * display;
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EGL_Texture * texture;
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struct DesktopShader * shader; // the active shader
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EGL_DesktopRects * mesh;
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// internals
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int width, height;
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LG_RendererRotate rotate;
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// shader instances
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struct DesktopShader shader_generic;
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// scale algorithm
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int scaleAlgo;
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// night vision
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int nvMax;
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int nvGain;
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// colorblind mode
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int cbMode;
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};
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// forwards
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void egl_desktop_toggle_nv(int key, void * opaque);
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void egl_desktop_toggle_scale_algo(int key, void * opaque);
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static bool egl_init_desktop_shader(
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struct DesktopShader * shader,
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const char * vertex_code , size_t vertex_size,
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const char * fragment_code, size_t fragment_size
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)
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{
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if (!egl_shader_init(&shader->shader))
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return false;
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if (!egl_shader_compile(shader->shader,
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vertex_code , vertex_size,
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fragment_code, fragment_size))
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{
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return false;
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}
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egl_shader_associate_textures(shader->shader, 1);
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shader->uTransform = egl_shader_get_uniform_location(shader->shader, "transform");
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shader->uUVScale = egl_shader_get_uniform_location(shader->shader, "uvScale" );
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shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" );
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shader->uScaleAlgo = egl_shader_get_uniform_location(shader->shader, "scaleAlgo");
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shader->uNV = egl_shader_get_uniform_location(shader->shader, "nv" );
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shader->uNVGain = egl_shader_get_uniform_location(shader->shader, "nvGain" );
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shader->uCBMode = egl_shader_get_uniform_location(shader->shader, "cbMode" );
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return true;
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}
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bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA, int maxRects)
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{
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*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
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if (!*desktop)
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{
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DEBUG_ERROR("Failed to malloc EGL_Desktop");
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return false;
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}
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memset(*desktop, 0, sizeof(EGL_Desktop));
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(*desktop)->display = display;
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if (!egl_texture_init(&(*desktop)->texture, display,
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useDMA ? EGL_TEXTYPE_DMABUF : EGL_TEXTYPE_FRAMEBUFFER, true))
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{
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DEBUG_ERROR("Failed to initialize the desktop texture");
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return false;
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}
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if (!egl_init_desktop_shader(
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&(*desktop)->shader_generic,
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b_shader_desktop_vert , b_shader_desktop_vert_size,
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b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
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{
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DEBUG_ERROR("Failed to initialize the generic desktop shader");
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return false;
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}
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if (!egl_desktopRectsInit(&(*desktop)->mesh, maxRects))
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{
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DEBUG_ERROR("Failed to initialize the desktop mesh");
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return false;
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}
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app_registerKeybind(KEY_N, egl_desktop_toggle_nv, *desktop, "Toggle night vision mode");
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app_registerKeybind(KEY_S, egl_desktop_toggle_scale_algo, *desktop, "Toggle scale algorithm");
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(*desktop)->nvMax = option_get_int("egl", "nvGainMax");
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(*desktop)->nvGain = option_get_int("egl", "nvGain" );
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(*desktop)->cbMode = option_get_int("egl", "cbMode" );
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(*desktop)->scaleAlgo = option_get_int("egl", "scale" );
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return true;
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}
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void egl_desktop_toggle_nv(int key, void * opaque)
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{
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EGL_Desktop * desktop = (EGL_Desktop *)opaque;
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if (desktop->nvGain++ == desktop->nvMax)
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desktop->nvGain = 0;
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if (desktop->nvGain == 0) app_alert(LG_ALERT_INFO, "NV Disabled");
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else if (desktop->nvGain == 1) app_alert(LG_ALERT_INFO, "NV Enabled");
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else app_alert(LG_ALERT_INFO, "NV Gain + %d", desktop->nvGain - 1);
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}
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static const char * egl_desktop_scale_algo_name(int algorithm)
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{
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switch (algorithm)
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{
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case EGL_SCALE_AUTO:
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return "Automatic (downscale: linear, upscale: nearest)";
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case EGL_SCALE_NEAREST:
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return "Nearest";
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case EGL_SCALE_LINEAR:
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return "Linear";
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default:
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return "(unknown)";
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}
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}
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bool egl_desktop_scale_validate(struct Option * opt, const char ** error)
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{
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if (opt->value.x_int >= 0 && opt->value.x_int < EGL_SCALE_MAX)
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return true;
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*error = "Invalid scale algorithm number";
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return false;
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}
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void egl_desktop_toggle_scale_algo(int key, void * opaque)
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{
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EGL_Desktop * desktop = (EGL_Desktop *)opaque;
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if (++desktop->scaleAlgo == EGL_SCALE_MAX)
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desktop->scaleAlgo = 0;
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app_alert(LG_ALERT_INFO, "Scale Algorithm %d: %s", desktop->scaleAlgo,
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egl_desktop_scale_algo_name(desktop->scaleAlgo));
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}
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void egl_desktop_free(EGL_Desktop ** desktop)
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{
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if (!*desktop)
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return;
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egl_texture_free (&(*desktop)->texture );
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egl_shader_free (&(*desktop)->shader_generic.shader);
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egl_desktopRectsFree(&(*desktop)->mesh );
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free(*desktop);
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*desktop = NULL;
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}
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bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format)
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{
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enum EGL_PixelFormat pixFmt;
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switch(format.type)
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{
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case FRAME_TYPE_BGRA:
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pixFmt = EGL_PF_BGRA;
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desktop->shader = &desktop->shader_generic;
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break;
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case FRAME_TYPE_RGBA:
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pixFmt = EGL_PF_RGBA;
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desktop->shader = &desktop->shader_generic;
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break;
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case FRAME_TYPE_RGBA10:
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pixFmt = EGL_PF_RGBA10;
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desktop->shader = &desktop->shader_generic;
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break;
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case FRAME_TYPE_RGBA16F:
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pixFmt = EGL_PF_RGBA16F;
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desktop->shader = &desktop->shader_generic;
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break;
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default:
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DEBUG_ERROR("Unsupported frame format");
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return false;
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}
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desktop->width = format.width;
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desktop->height = format.height;
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if (!egl_texture_setup(
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desktop->texture,
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pixFmt,
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format.width,
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format.height,
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format.pitch
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))
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{
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DEBUG_ERROR("Failed to setup the desktop texture");
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return false;
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}
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return true;
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}
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bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd)
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{
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if (dmaFd >= 0)
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{
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if (!egl_texture_update_from_dma(desktop->texture, frame, dmaFd))
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return false;
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}
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else
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{
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if (!egl_texture_update_from_frame(desktop->texture, frame))
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return false;
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}
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return true;
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}
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bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
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const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
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LG_RendererRotate rotate, const struct DamageRects * rects)
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{
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if (!desktop->shader)
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return false;
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enum EGL_TexStatus status;
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if ((status = egl_texture_process(desktop->texture)) != EGL_TEX_STATUS_OK)
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{
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if (status != EGL_TEX_STATUS_NOTREADY)
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DEBUG_ERROR("Failed to process the desktop texture");
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}
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int scaleAlgo = EGL_SCALE_NEAREST;
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switch (desktop->scaleAlgo)
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{
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case EGL_SCALE_AUTO:
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switch (scaleType)
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{
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case EGL_DESKTOP_NOSCALE:
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case EGL_DESKTOP_UPSCALE:
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scaleAlgo = EGL_SCALE_NEAREST;
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break;
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case EGL_DESKTOP_DOWNSCALE:
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scaleAlgo = EGL_SCALE_LINEAR;
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break;
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}
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break;
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default:
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scaleAlgo = desktop->scaleAlgo;
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}
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float matrix[6];
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egl_desktopRectsMatrix(matrix, desktop->width, desktop->height, x, y, scaleX, scaleY, rotate);
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egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height);
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const struct DesktopShader * shader = desktop->shader;
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egl_shader_use(shader->shader);
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glUniform1i(shader->uScaleAlgo , scaleAlgo);
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glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);
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glUniform2f(shader->uUVScale , 1.0f / desktop->width, 1.0f / desktop->height);
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glUniformMatrix3x2fv(shader->uTransform, 1, GL_FALSE, matrix);
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if (desktop->nvGain)
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{
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glUniform1i(shader->uNV, 1);
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glUniform1f(shader->uNVGain, (float)desktop->nvGain);
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}
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else
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glUniform1i(shader->uNV, 0);
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glUniform1i(shader->uCBMode, desktop->cbMode);
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egl_texture_bind(desktop->texture);
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egl_desktopRectsRender(desktop->mesh);
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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