Files
LookingGlass/client/renderers/EGL/desktop.c
Geoffrey McRae 79b031f061 [client] egl: compose native PQ output in linear light
Decode PQ/BT.2020 desktop pixels into an FP16 linear scRGB target before
compositing the color cursor, ImGui, damage overlay, and letterboxing.
Encode the damaged result to PQ once at the surface boundary. Keep logical
AND/XOR cursor masks in the encoded domain.

This preserves premultiplied cursor edges, prevents encoded-domain
blending, uses the Wayland output reference white for local overlays, and
keeps guest cursor white and display calibration independent from frame
SDR white. It also corrects HDR-to-SDR absolute luminance scaling, gamut
matrices, black handling, and buffer-age repair for the extra pass.

Suppress overlays when their conversion framebuffer is unavailable rather
than allowing unconverted sRGB draws into an HDR target.

Use named transfer constants for cursor shader state. Convert clipped
surface rectangles explicitly before using the frame-damage merge helper,
which avoids mixing its unsigned type with the EGL surface rectangle type.

Only advertise native PQ when the FP16 composition target is available.
SDR and native scRGB retain their direct single-pass paths.
2026-07-19 17:49:18 +10:00

647 lines
18 KiB
C

/**
* Looking Glass
* Copyright © 2017-2026 The Looking Glass Authors
* https://looking-glass.io
*
* 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 "desktop.h"
#include "state.h"
#include "framebuffer.h"
#include "common/debug.h"
#include "common/option.h"
#include "common/locking.h"
#include "app.h"
#include "texture.h"
#include "shader.h"
#include "desktop_rects.h"
#include "cimgui.h"
#include <stdlib.h>
#include <string.h>
// these headers are auto generated by cmake
#include "desktop.vert.h"
#include "desktop_rgb.frag.h"
#include "desktop_rgb.def.h"
#include "postprocess.h"
#include "filters.h"
struct DesktopShader
{
EGL_Shader * shader;
EGL_Uniform * uTransform;
EGL_Uniform * uDesktopSize;
EGL_Uniform * uScaleAlgo;
EGL_Uniform * uNVGain;
EGL_Uniform * uCBMode;
EGL_Uniform * uIsHDR;
EGL_Uniform * uMapHDRtoSDR;
EGL_Uniform * uMapHDRGain;
EGL_Uniform * uMapHDRContentPeak;
EGL_Uniform * uMapHDRPQ;
EGL_Uniform * uOutputHDRLinear;
};
struct EGL_Desktop
{
EGL * egl;
EGLDisplay * display;
EGL_Texture * texture;
struct DesktopShader dmaShader, shader;
EGL_DesktopRects * mesh;
GLfloat matrix[6];
// internals
int width, height;
bool hdr;
bool hdrPQ;
LG_RendererRotate rotate;
bool useSpice;
int spiceWidth, spiceHeight;
EGL_Texture * spiceTexture;
// scale algorithm
int scaleAlgo;
// night vision
int nvMax;
int nvGain;
// colorblind mode
int cbMode;
bool useDMA;
LG_RendererFormat format;
// map HDR content to SDR
bool mapHDRtoSDR;
bool nativeHDR;
bool linearComposition;
int peakLuminance;
int maxCLL;
EGL_PostProcess * pp;
_Atomic(bool) processFrame;
};
// forwards
void toggleNV(int key, void * opaque);
static bool egl_initDesktopShader(
struct DesktopShader * shader,
const char * vertex_code , size_t vertex_size,
const char * fragment_code, size_t fragment_size,
bool useDMA
)
{
if (!egl_shaderInit(&shader->shader))
return false;
if (!egl_shaderCompile(shader->shader,
vertex_code , vertex_size,
fragment_code, fragment_size,
useDMA, NULL))
{
return false;
}
shader->uDesktopSize =
egl_shaderGetUniform(shader->shader, "desktopSize");
shader->uTransform =
egl_shaderGetUniform(shader->shader, "transform");
shader->uScaleAlgo =
egl_shaderGetUniform(shader->shader, "scaleAlgo");
shader->uNVGain =
egl_shaderGetUniform(shader->shader, "nvGain");
shader->uCBMode =
egl_shaderGetUniform(shader->shader, "cbMode");
shader->uIsHDR =
egl_shaderGetUniform(shader->shader, "isHDR");
shader->uMapHDRtoSDR =
egl_shaderGetUniform(shader->shader, "mapHDRtoSDR");
shader->uMapHDRGain =
egl_shaderGetUniform(shader->shader, "mapHDRGain");
shader->uMapHDRContentPeak =
egl_shaderGetUniform(shader->shader, "mapHDRContentPeak");
shader->uMapHDRPQ =
egl_shaderGetUniform(shader->shader, "mapHDRPQ");
shader->uOutputHDRLinear =
egl_shaderGetUniform(shader->shader, "outputHDRLinear");
return true;
}
bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop_, EGLDisplay * display,
bool useDMA, int maxRects)
{
EGL_Desktop * desktop = calloc(1, sizeof(EGL_Desktop));
if (!desktop)
{
DEBUG_ERROR("Failed to malloc EGL_Desktop");
return false;
}
*desktop_ = desktop;
desktop->egl = egl;
desktop->display = display;
if (!egl_textureInit(&desktop->texture, display,
useDMA ? EGL_TEXTYPE_DMABUF : EGL_TEXTYPE_FRAMEBUFFER))
{
DEBUG_ERROR("Failed to initialize the desktop texture");
return false;
}
if (!egl_desktopRectsInit(&desktop->mesh, maxRects))
{
DEBUG_ERROR("Failed to initialize the desktop mesh");
return false;
}
if (!egl_initDesktopShader(
&desktop->shader,
b_shader_desktop_vert , b_shader_desktop_vert_size,
b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size,
false))
{
DEBUG_ERROR("Failed to initialize the desktop shader");
return false;
}
if (useDMA)
if (!egl_initDesktopShader(
&desktop->dmaShader,
b_shader_desktop_vert , b_shader_desktop_vert_size,
b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size,
true))
{
DEBUG_ERROR("Failed to initialize the desktop DMA shader");
return false;
}
app_registerKeybind(0, 'N', toggleNV, desktop,
"Toggle night vision mode");
desktop->nvMax = option_get_int("egl", "nvGainMax");
desktop->nvGain = option_get_int("egl", "nvGain" );
desktop->cbMode = option_get_int("egl", "cbMode" );
desktop->scaleAlgo = option_get_int("egl", "scale" );
desktop->useDMA = useDMA;
desktop->mapHDRtoSDR = option_get_bool("egl", "mapHDRtoSDR" );
desktop->peakLuminance = option_get_int ("egl", "peakLuminance");
desktop->maxCLL = option_get_int ("egl", "maxCLL" );
if (!egl_postProcessInit(&desktop->pp))
{
DEBUG_ERROR("Failed to initialize the post process manager");
return false;
}
// this MUST be first
egl_postProcessAdd(desktop->pp, &egl_filter24bitOps);
egl_postProcessAdd(desktop->pp, &egl_filterDownscaleOps);
egl_postProcessAdd(desktop->pp, &egl_filterFFXCASOps );
egl_postProcessAdd(desktop->pp, &egl_filterFFXFSR1Ops );
egl_postProcessAdd(desktop->pp, &egl_filterGLSLOps );
return true;
}
void toggleNV(int 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);
app_invalidateWindow(true);
}
bool egl_desktopScaleValidate(struct Option * opt, const char ** error)
{
if (opt->value.x_int >= 0 && opt->value.x_int < EGL_SCALE_MAX)
return true;
*error = "Invalid scale algorithm number";
return false;
}
void egl_desktopFree(EGL_Desktop ** desktop)
{
if (!*desktop)
return;
egl_textureFree (&(*desktop)->texture );
egl_textureFree (&(*desktop)->spiceTexture );
egl_shaderFree (&(*desktop)->shader .shader);
egl_shaderFree (&(*desktop)->dmaShader.shader);
egl_desktopRectsFree(&(*desktop)->mesh );
egl_postProcessFree(&(*desktop)->pp);
free(*desktop);
*desktop = NULL;
}
static const char * algorithmNames[EGL_SCALE_MAX] = {
[EGL_SCALE_AUTO] = "Automatic (downscale: linear, upscale: nearest)",
[EGL_SCALE_NEAREST] = "Nearest",
[EGL_SCALE_LINEAR] = "Linear",
};
void egl_desktopConfigUI(EGL_Desktop * desktop)
{
igText("Scale algorithm:");
igPushItemWidth(igGetWindowWidth() - igGetStyle()->WindowPadding.x * 2);
if (igBeginCombo("##scale", algorithmNames[desktop->scaleAlgo], 0))
{
for (int i = 0; i < EGL_SCALE_MAX; ++i)
{
bool selected = i == desktop->scaleAlgo;
if (igSelectable_Bool(algorithmNames[i], selected, 0,
(ImVec2) { 0.0f, 0.0f }))
desktop->scaleAlgo = i;
if (selected)
igSetItemDefaultFocus();
}
igEndCombo();
}
igPopItemWidth();
igText("Night vision mode:");
igSameLine(0.0f, -1.0f);
igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() - igGetStyle()->WindowPadding.x);
const char * format;
switch (desktop->nvGain)
{
case 0: format = "off"; break;
case 1: format = "on"; break;
default: format = "gain: %d";
}
igSliderInt("##nvgain", &desktop->nvGain, 0, desktop->nvMax, format, 0);
igPopItemWidth();
bool mapHDRtoSDR = desktop->mapHDRtoSDR;
int peakLuminance = desktop->peakLuminance;
int maxCLL = desktop->maxCLL;
igSeparator();
igCheckbox("Map HDR content to SDR", &mapHDRtoSDR);
igSliderInt("Peak Luminance", &peakLuminance, 1, 10000,
"%d nits",
ImGuiInputTextFlags_CharsDecimal);
igSliderInt("Max content light level", &maxCLL, 1, 10000,
"%d nits", ImGuiInputTextFlags_CharsDecimal);
if (mapHDRtoSDR != desktop->mapHDRtoSDR ||
peakLuminance != desktop->peakLuminance ||
maxCLL != desktop->maxCLL)
{
desktop->mapHDRtoSDR = mapHDRtoSDR;
desktop->peakLuminance = max(1, peakLuminance);
desktop->maxCLL = max(1, maxCLL);
app_invalidateWindow(true);
}
}
bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
{
memcpy(&desktop->format, &format, sizeof(LG_RendererFormat));
enum EGL_PixelFormat pixFmt;
switch(format.type)
{
case FRAME_TYPE_BGRA:
pixFmt = EGL_PF_BGRA;
break;
case FRAME_TYPE_RGBA:
pixFmt = EGL_PF_RGBA;
break;
case FRAME_TYPE_RGBA10:
pixFmt = EGL_PF_RGBA10;
break;
case FRAME_TYPE_RGBA16F:
pixFmt = EGL_PF_RGBA16F;
break;
case FRAME_TYPE_BGR_32:
pixFmt = EGL_PF_BGR_32;
break;
case FRAME_TYPE_RGB_24:
pixFmt = EGL_PF_RGB_24;
break;
default:
DEBUG_ERROR("Unsupported frame format");
return false;
}
desktop->width = format.frameWidth;
desktop->height = format.frameHeight;
desktop->hdr = format.hdr;
desktop->hdrPQ = format.hdrPQ;
if (!egl_textureSetup(
desktop->texture,
pixFmt,
desktop->format.dataWidth,
desktop->format.dataHeight,
desktop->format.stride,
desktop->format.pitch
))
{
DEBUG_ERROR("Failed to setup the desktop texture");
return false;
}
return true;
}
bool egl_desktopUpdate(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd,
const FrameDamageRect * damageRects, int damageRectsCount)
{
if (likely(desktop->useDMA && dmaFd >= 0))
{
if (likely(egl_textureUpdateFromDMA(desktop->texture, frame, dmaFd)))
{
atomic_store(&desktop->processFrame, true);
return true;
}
DEBUG_WARN("DMA update failed, disabling DMABUF imports");
const char * vendor = (const char *)glGetString(GL_VENDOR);
if (strstr(vendor, "NVIDIA"))
{
DEBUG_WARN("NVIDIA's DMABUF support is incomplete, please direct your complaints to NVIDIA");
DEBUG_WARN("This is not a bug in Looking Glass");
}
desktop->useDMA = false;
const char * gl_exts = (const char *)glGetString(GL_EXTENSIONS);
if (!util_hasGLExt(gl_exts, "GL_EXT_buffer_storage"))
{
DEBUG_ERROR("GL_EXT_buffer_storage is needed to use EGL backend");
return false;
}
egl_textureFree(&desktop->texture);
if (!egl_textureInit(&desktop->texture, desktop->display,
EGL_TEXTYPE_FRAMEBUFFER))
{
DEBUG_ERROR("Failed to initialize the desktop texture");
return false;
}
if (!egl_desktopSetup(desktop, desktop->format))
return false;
}
if (likely(egl_textureUpdateFromFrame(desktop->texture, frame,
damageRects, damageRectsCount)))
{
atomic_store(&desktop->processFrame, true);
return true;
}
return false;
}
void egl_desktopResize(EGL_Desktop * desktop, int width, int height)
{
atomic_store(&desktop->processFrame, true);
}
bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
unsigned int outputHeight, const float x, const float y,
const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
LG_RendererRotate rotate, const struct DamageRects * rects,
bool * fullFrame, EGL_Framebuffer * target)
{
EGL_Texture * tex;
int width, height;
bool dma;
if (unlikely(desktop->useSpice))
{
tex = desktop->spiceTexture;
width = desktop->spiceWidth;
height = desktop->spiceHeight;
dma = false;
}
else
{
tex = desktop->texture;
width = desktop->width;
height = desktop->height;
dma = desktop->useDMA;
}
if (unlikely(outputWidth == 0 || outputHeight == 0))
DEBUG_FATAL("outputWidth || outputHeight == 0");
enum EGL_TexStatus status;
if (unlikely((status = egl_textureProcess(tex)) != EGL_TEX_STATUS_OK))
{
if (status != EGL_TEX_STATUS_NOTREADY)
DEBUG_ERROR("Failed to process the desktop texture");
}
int scaleAlgo = EGL_SCALE_NEAREST;
egl_desktopRectsMatrix(desktop->matrix,
width, height, x, y, scaleX, scaleY, rotate);
egl_desktopRectsUpdate(desktop->mesh, rects, width, height);
*fullFrame = false;
const bool hdr = desktop->hdr && !desktop->useSpice;
const bool processFrame = atomic_exchange(&desktop->processFrame, false) ||
egl_postProcessConfigModified(desktop->pp);
if (processFrame &&
egl_postProcessRun(desktop->pp, tex, desktop->mesh,
width, height, outputWidth, outputHeight, dma,
hdr && desktop->hdrPQ) &&
egl_postProcessNeedsFullFrame(desktop->pp))
{
/* The filter output may have changed everywhere, but this only applies to
* the render that actually evaluated the filter. */
egl_desktopRectsUpdate(desktop->mesh, NULL, width, height);
*fullFrame = true;
}
unsigned int finalSizeX, finalSizeY;
EGL_Texture * texture = egl_postProcessGetOutput(desktop->pp,
&finalSizeX, &finalSizeY);
if (unlikely(!texture))
{
texture = tex;
finalSizeX = width;
finalSizeY = height;
}
if (target)
egl_framebufferBind(target);
else
{
egl_stateBindFramebuffer(0);
egl_resetViewport(desktop->egl);
}
egl_textureBind(texture);
if (finalSizeX > width || finalSizeY > height)
scaleType = EGL_DESKTOP_DOWNSCALE;
switch (desktop->scaleAlgo)
{
case EGL_SCALE_AUTO:
switch (scaleType)
{
case EGL_DESKTOP_UPSCALE:
scaleAlgo = EGL_SCALE_NEAREST;
break;
case EGL_DESKTOP_NOSCALE:
case EGL_DESKTOP_DOWNSCALE:
scaleAlgo = EGL_SCALE_LINEAR;
break;
}
break;
default:
scaleAlgo = desktop->scaleAlgo;
}
const struct DesktopShader * shader =
desktop->useDMA && texture == desktop->texture ?
&desktop->dmaShader : &desktop->shader;
/* PQ is normalized to 10000 nits, while scRGB defines 1.0 as 80 nits.
* Convert either encoding into values relative to the selected SDR peak. */
const float mapHDRGain = (desktop->hdrPQ ? 10000.0f : 80.0f) /
desktop->peakLuminance;
const float mapHDRContentPeak =
(float)desktop->maxCLL / desktop->peakLuminance;
egl_uniform1i (shader->uScaleAlgo , scaleAlgo);
egl_uniform2f (shader->uDesktopSize , width, height);
egl_uniformMatrix3x2fv(shader->uTransform ,
1, GL_FALSE, desktop->matrix);
egl_uniform1f (shader->uNVGain , desktop->nvGain);
egl_uniform1i (shader->uCBMode , desktop->cbMode);
egl_uniform1i (shader->uIsHDR , hdr);
egl_uniform1i (shader->uMapHDRtoSDR ,
desktop->mapHDRtoSDR && !desktop->nativeHDR);
egl_uniform1f (shader->uMapHDRGain , mapHDRGain);
egl_uniform1f (shader->uMapHDRContentPeak, mapHDRContentPeak);
egl_uniform1i (shader->uMapHDRPQ , desktop->hdrPQ);
egl_uniform1i (shader->uOutputHDRLinear ,
desktop->linearComposition);
egl_shaderUse(shader->shader);
egl_desktopRectsRender(desktop->mesh);
return true;
}
void egl_desktopSetNativeHDR(EGL_Desktop * desktop, bool nativeHDR,
bool linearComposition)
{
desktop->nativeHDR = nativeHDR;
desktop->linearComposition = nativeHDR && linearComposition;
}
void egl_desktopGetHDRMapping(EGL_Desktop * desktop, bool * enabled,
float * gain, float * contentPeak)
{
*enabled = desktop->hdr && !desktop->useSpice &&
desktop->mapHDRtoSDR && !desktop->nativeHDR;
*gain = (desktop->hdrPQ ? 10000.0f : 80.0f) /
desktop->peakLuminance;
*contentPeak = (float)desktop->maxCLL / desktop->peakLuminance;
}
void egl_desktopSpiceConfigure(EGL_Desktop * desktop, int width, int height)
{
if (!desktop->spiceTexture)
if (!egl_textureInit(&desktop->spiceTexture, desktop->display,
EGL_TEXTYPE_BUFFER_MAP))
{
DEBUG_ERROR("Failed to initialize the spice desktop texture");
return;
}
if (!egl_textureSetup(
desktop->spiceTexture,
EGL_PF_BGRA,
width,
height,
width,
width * 4
))
{
DEBUG_ERROR("Failed to setup the spice desktop texture");
return;
}
desktop->spiceWidth = width;
desktop->spiceHeight = height;
}
void egl_desktopSpiceDrawFill(EGL_Desktop * desktop, int x, int y, int width,
int height, uint32_t color)
{
/* this is a fairly hacky way to do this, but since it's only for the fallback
* spice display it's not really an issue */
uint32_t line[width];
for(int x = 0; x < width; ++x)
line[x] = color;
for(int dy = 0; dy < height; ++dy)
egl_textureUpdateRect(desktop->spiceTexture,
x, y + dy, width, 1, width, sizeof(line), (uint8_t *)line, false);
atomic_store(&desktop->processFrame, true);
}
void egl_desktopSpiceDrawBitmap(EGL_Desktop * desktop, int x, int y, int width,
int height, int stride, uint8_t * data, bool topDown)
{
egl_textureUpdateRect(desktop->spiceTexture,
x, y, width, height, width, stride, data, topDown);
atomic_store(&desktop->processFrame, true);
}
void egl_desktopSpiceShow(EGL_Desktop * desktop, bool show)
{
desktop->useSpice = show;
atomic_store(&desktop->processFrame, true);
}