mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +00:00
1b58f2592c
This saves a lot of GPU power for partial updates. Running testufo with lanczos downscaling and FSR upscaling consumed over 90 W, but with this commit, consumed only 75 W.
449 lines
12 KiB
C
449 lines
12 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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#include "postprocess.h"
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#include "filters.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 uTextureSize;
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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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GLuint sampler;
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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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EGL_PostProcess * pp;
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_Atomic(bool) processFrame;
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};
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// forwards
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void toggleNV(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, "desktopSize");
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shader->uTextureSize = egl_shaderGetUniform(shader->shader, "textureSize");
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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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EGL_Desktop * 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_ = desktop;
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desktop->egl = egl;
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desktop->display = display;
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if (!egl_textureInit(&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, toggleNV, desktop,
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"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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if (!egl_postProcessInit(&desktop->pp))
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{
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DEBUG_ERROR("Failed to initialize the post process manager");
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return false;
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}
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egl_postProcessAdd(desktop->pp, &egl_filterDownscaleOps);
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egl_postProcessAdd(desktop->pp, &egl_filterFFXCASOps );
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egl_postProcessAdd(desktop->pp, &egl_filterFFXFSR1Ops );
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return true;
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}
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void toggleNV(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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egl_postProcessFree(&(*desktop)->pp);
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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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glGenSamplers(1, &desktop->sampler);
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glSamplerParameteri(desktop->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(desktop->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(desktop->sampler, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
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glSamplerParameteri(desktop->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
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return true;
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}
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bool egl_desktopUpdate(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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{
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atomic_store(&desktop->processFrame, true);
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return true;
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}
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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->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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if (egl_textureUpdateFromFrame(desktop->texture, frame,
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damageRects, damageRectsCount))
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{
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atomic_store(&desktop->processFrame, true);
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return true;
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}
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return false;
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}
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void egl_desktopResize(EGL_Desktop * desktop, int width, int height)
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{
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atomic_store(&desktop->processFrame, true);
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}
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bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
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unsigned int outputHeight, 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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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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if (atomic_exchange(&desktop->processFrame, false) ||
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egl_postProcessConfigModified(desktop->pp))
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egl_postProcessRun(desktop->pp, desktop->texture, desktop->mesh,
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desktop->width, desktop->height, outputWidth, outputHeight);
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unsigned int finalSizeX, finalSizeY;
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GLuint texture = egl_postProcessGetOutput(desktop->pp,
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&finalSizeX, &finalSizeY);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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egl_resetViewport(desktop->egl);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindSampler(0, desktop->sampler);
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if (finalSizeX > desktop->width || finalSizeY > desktop->height)
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scaleType = EGL_DESKTOP_DOWNSCALE;
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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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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_2I,
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.location = shader->uTextureSize,
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.i = { finalSizeX, finalSizeY },
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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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