LookingGlass/client/renderers/EGL/desktop.c
Geoffrey McRae b92e547d91 [client] egl: force the use of nearest if needed
As the screen output rotation can be changed on the fly, if it has been
rotated to 90 or 270 the nearest flag will be incorrect, so we perform
this check here and override the provided value.
2021-01-19 04:26:59 +11:00

290 lines
7.3 KiB
C

/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017-2021 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
cahe 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 "common/debug.h"
#include "common/option.h"
#include "common/locking.h"
#include "texture.h"
#include "shader.h"
#include "model.h"
#include <stdlib.h>
#include <string.h>
#include "interface/app.h"
// these headers are auto generated by cmake
#include "desktop.vert.h"
#include "desktop_rgb.frag.h"
struct DesktopShader
{
EGL_Shader * shader;
GLint uDesktopPos;
GLint uDesktopSize;
GLint uRotate;
GLint uNearest;
GLint uNV, uNVGain;
GLint uCBMode;
};
struct EGL_Desktop
{
EGLDisplay * display;
EGL_Texture * texture;
struct DesktopShader * shader; // the active shader
EGL_Model * model;
// internals
int width, height;
LG_RendererRotate rotate;
// shader instances
struct DesktopShader shader_generic;
// night vision
KeybindHandle kbNV;
int nvMax;
int nvGain;
// colorblind mode
int cbMode;
};
// forwards
void egl_desktop_toggle_nv(SDL_Scancode key, void * opaque);
static bool egl_init_desktop_shader(
struct DesktopShader * shader,
const char * vertex_code , size_t vertex_size,
const char * fragment_code, size_t fragment_size
)
{
if (!egl_shader_init(&shader->shader))
return false;
if (!egl_shader_compile(shader->shader,
vertex_code , vertex_size,
fragment_code, fragment_size))
{
return false;
}
shader->uDesktopPos = egl_shader_get_uniform_location(shader->shader, "position");
shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" );
shader->uRotate = egl_shader_get_uniform_location(shader->shader, "rotate" );
shader->uNearest = egl_shader_get_uniform_location(shader->shader, "nearest" );
shader->uNV = egl_shader_get_uniform_location(shader->shader, "nv" );
shader->uNVGain = egl_shader_get_uniform_location(shader->shader, "nvGain" );
shader->uCBMode = egl_shader_get_uniform_location(shader->shader, "cbMode" );
return true;
}
bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display)
{
*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
if (!*desktop)
{
DEBUG_ERROR("Failed to malloc EGL_Desktop");
return false;
}
memset(*desktop, 0, sizeof(EGL_Desktop));
(*desktop)->display = display;
if (!egl_texture_init(&(*desktop)->texture, display))
{
DEBUG_ERROR("Failed to initialize the desktop texture");
return false;
}
if (!egl_init_desktop_shader(
&(*desktop)->shader_generic,
b_shader_desktop_vert , b_shader_desktop_vert_size,
b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
{
DEBUG_ERROR("Failed to initialize the generic desktop shader");
return false;
}
if (!egl_model_init(&(*desktop)->model))
{
DEBUG_ERROR("Failed to initialize the desktop model");
return false;
}
egl_model_set_default((*desktop)->model);
egl_model_set_texture((*desktop)->model, (*desktop)->texture);
(*desktop)->kbNV = app_register_keybind(SDL_SCANCODE_N, egl_desktop_toggle_nv, *desktop);
(*desktop)->nvMax = option_get_int("egl", "nvGainMax");
(*desktop)->nvGain = option_get_int("egl", "nvGain" );
(*desktop)->cbMode = option_get_int("egl", "cbMode" );
return true;
}
void egl_desktop_toggle_nv(SDL_Scancode 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);
}
void egl_desktop_free(EGL_Desktop ** desktop)
{
if (!*desktop)
return;
egl_texture_free(&(*desktop)->texture );
egl_shader_free (&(*desktop)->shader_generic.shader);
egl_model_free (&(*desktop)->model );
app_release_keybind(&(*desktop)->kbNV);
free(*desktop);
*desktop = NULL;
}
bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format, bool useDMA)
{
enum EGL_PixelFormat pixFmt;
switch(format.type)
{
case FRAME_TYPE_BGRA:
pixFmt = EGL_PF_BGRA;
desktop->shader = &desktop->shader_generic;
break;
case FRAME_TYPE_RGBA:
pixFmt = EGL_PF_RGBA;
desktop->shader = &desktop->shader_generic;
break;
case FRAME_TYPE_RGBA10:
pixFmt = EGL_PF_RGBA10;
desktop->shader = &desktop->shader_generic;
break;
case FRAME_TYPE_RGBA16F:
pixFmt = EGL_PF_RGBA16F;
desktop->shader = &desktop->shader_generic;
break;
default:
DEBUG_ERROR("Unsupported frame format");
return false;
}
desktop->width = format.width;
desktop->height = format.height;
if (!egl_texture_setup(
desktop->texture,
pixFmt,
format.width,
format.height,
format.pitch,
true, // streaming texture
useDMA
))
{
DEBUG_ERROR("Failed to setup the desktop texture");
return false;
}
return true;
}
bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd)
{
if (dmaFd >= 0)
{
if (!egl_texture_update_from_dma(desktop->texture, frame, dmaFd))
return false;
}
else
{
if (!egl_texture_update_from_frame(desktop->texture, frame))
return false;
}
enum EGL_TexStatus status;
if ((status = egl_texture_process(desktop->texture)) != EGL_TEX_STATUS_OK)
{
if (status != EGL_TEX_STATUS_NOTREADY)
DEBUG_ERROR("Failed to process the desktop texture");
}
return true;
}
bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
const float scaleX, const float scaleY, const bool nearest,
LG_RendererRotate rotate)
{
if (!desktop->shader)
return false;
bool useNearest = nearest;
if (!nearest)
{
switch(rotate)
{
case LG_ROTATE_90:
case LG_ROTATE_270:
if (scaleX < 1.0f || scaleY < 1.0f)
useNearest = true;
break;
default:
break;
}
}
const struct DesktopShader * shader = desktop->shader;
egl_shader_use(shader->shader);
glUniform4f(shader->uDesktopPos , x, y, scaleX, scaleY);
glUniform1i(shader->uRotate , rotate);
glUniform1i(shader->uNearest , useNearest ? 1 : 0);
glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);
if (desktop->nvGain)
{
glUniform1i(shader->uNV, 1);
glUniform1f(shader->uNVGain, (float)desktop->nvGain);
}
else
glUniform1i(shader->uNV, 0);
glUniform1i(shader->uCBMode, desktop->cbMode);
egl_model_render(desktop->model);
return true;
}