mirror of
https://github.com/gnif/LookingGlass.git
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383 lines
9.9 KiB
C
383 lines
9.9 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 "common/array.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 "cimgui.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 uDesktopSize;
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GLint uScaleAlgo;
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GLint 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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EGL * egl;
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EGLDisplay * display;
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EGL_Texture * texture;
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struct DesktopShader shader;
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EGL_DesktopRects * mesh;
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CountedBuffer * matrix;
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// internals
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int width, height;
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LG_RendererRotate rotate;
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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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bool useDMA;
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LG_RendererFormat format;
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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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static bool egl_initDesktopShader(
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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_shaderInit(&shader->shader))
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return false;
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if (!egl_shaderCompile(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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shader->uTransform = egl_shaderGetUniform(shader->shader, "transform");
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shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "size" );
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shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo");
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shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
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shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
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return true;
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}
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bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop, EGLDisplay * display,
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bool useDMA, int maxRects)
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{
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*desktop = (EGL_Desktop *)calloc(1, 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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(*desktop)->egl = egl;
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(*desktop)->display = display;
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if (!egl_textureInit(egl, &(*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_initDesktopShader(
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&(*desktop)->shader,
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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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(*desktop)->matrix = countedBufferNew(6 * sizeof(GLfloat));
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if (!(*desktop)->matrix)
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{
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DEBUG_ERROR("Failed to allocate the desktop matrix buffer");
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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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(*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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(*desktop)->useDMA = useDMA;
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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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app_invalidateWindow(true);
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}
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bool egl_desktopScaleValidate(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_desktopFree(EGL_Desktop ** desktop)
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{
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if (!*desktop)
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return;
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egl_textureFree (&(*desktop)->texture );
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egl_shaderFree (&(*desktop)->shader.shader);
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egl_desktopRectsFree(&(*desktop)->mesh );
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countedBufferRelease(&(*desktop)->matrix );
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free(*desktop);
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*desktop = NULL;
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}
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static const char * algorithmNames[EGL_SCALE_MAX] = {
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[EGL_SCALE_AUTO] = "Automatic (downscale: linear, upscale: nearest)",
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[EGL_SCALE_NEAREST] = "Nearest",
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[EGL_SCALE_LINEAR] = "Linear",
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};
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void egl_desktopConfigUI(EGL_Desktop * desktop)
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{
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igText("Scale algorithm:");
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igPushItemWidth(igGetWindowWidth() - igGetStyle()->WindowPadding.x * 2);
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if (igBeginCombo("##scale", algorithmNames[desktop->scaleAlgo], 0))
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{
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for (int i = 0; i < EGL_SCALE_MAX; ++i)
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{
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bool selected = i == desktop->scaleAlgo;
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if (igSelectableBool(algorithmNames[i], selected, 0, (ImVec2) { 0.0f, 0.0f }))
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desktop->scaleAlgo = i;
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if (selected)
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igSetItemDefaultFocus();
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}
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igEndCombo();
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}
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igPopItemWidth();
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igText("Night vision mode:");
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igSameLine(0.0f, -1.0f);
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igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() - igGetStyle()->WindowPadding.x);
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const char * format;
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switch (desktop->nvGain)
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{
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case 0: format = "off"; break;
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case 1: format = "on"; break;
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default: format = "gain: %d";
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}
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igSliderInt("##nvgain", &desktop->nvGain, 0, desktop->nvMax, format, 0);
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igPopItemWidth();
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}
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bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
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{
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memcpy(&desktop->format, &format, sizeof(LG_RendererFormat));
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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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break;
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case FRAME_TYPE_RGBA:
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pixFmt = EGL_PF_RGBA;
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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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break;
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case FRAME_TYPE_RGBA16F:
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pixFmt = EGL_PF_RGBA16F;
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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_textureSetup(
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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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const FrameDamageRect * damageRects, int damageRectsCount)
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{
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if (desktop->useDMA && dmaFd >= 0)
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{
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if (egl_textureUpdateFromDMA(desktop->texture, frame, dmaFd))
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return true;
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DEBUG_WARN("DMA update failed, disabling DMABUF imports");
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desktop->useDMA = false;
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egl_textureFree(&desktop->texture);
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if (!egl_textureInit(desktop->egl, &desktop->texture, desktop->display,
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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_desktopSetup(desktop, desktop->format))
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return false;
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}
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return egl_textureUpdateFromFrame(desktop->texture, frame, damageRects, damageRectsCount);
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}
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bool egl_desktopRender(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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enum EGL_TexStatus status;
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if ((status = egl_textureProcess(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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egl_desktopRectsMatrix((float *)desktop->matrix->data,
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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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egl_textureBind(desktop->texture);
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const struct DesktopShader * shader = &desktop->shader;
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EGL_Uniform uniforms[] =
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{
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{
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.type = EGL_UNIFORM_TYPE_1I,
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.location = shader->uScaleAlgo,
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.i = { scaleAlgo },
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},
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{
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.type = EGL_UNIFORM_TYPE_2F,
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.location = shader->uDesktopSize,
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.f = { desktop->width, desktop->height },
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},
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{
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.type = EGL_UNIFORM_TYPE_M3x2FV,
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.location = shader->uTransform,
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.m.transpose = GL_FALSE,
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.m.v = desktop->matrix
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},
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{
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.type = EGL_UNIFORM_TYPE_1F,
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.location = shader->uNVGain,
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.f = { (float)desktop->nvGain }
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},
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{
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.type = EGL_UNIFORM_TYPE_1I,
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.location = shader->uCBMode,
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.f = { desktop->cbMode }
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}
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};
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egl_shaderSetUniforms(shader->shader, uniforms, ARRAY_LENGTH(uniforms));
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egl_shaderUse(shader->shader);
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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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