mirror of
https://github.com/gnif/LookingGlass.git
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ba6f26393f
This commit fixes the issues with the meaning of useNearest being flipped by removing the variable and use enumerations. We define an enumeration EGL_DesktopScaleType to express the type of scaling needed to be performed: no scaling, upscaling, or downscaling. This is updated when either the frame size or the viewport size changes. Previously, we only updated the useNearest when the frame size changes. The desktop shader can now support an enumeration of scaling algorithms, although only nearest and linear are currently implemented. Like before, nearest is used when not scaling or upscaling, and linear is used when downscaling.
286 lines
7.2 KiB
C
286 lines
7.2 KiB
C
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017-2021 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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cahe terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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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 "model.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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#define LG_SCALE_NEAREST 0
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#define LG_SCALE_LINEAR 1
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struct DesktopShader
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{
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EGL_Shader * shader;
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GLint uDesktopPos;
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GLint uDesktopSize;
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GLint uRotate;
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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_Model * model;
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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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// 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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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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shader->uDesktopPos = egl_shader_get_uniform_location(shader->shader, "position" );
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shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" );
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shader->uRotate = egl_shader_get_uniform_location(shader->shader, "rotate" );
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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)
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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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{
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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_model_init(&(*desktop)->model))
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{
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DEBUG_ERROR("Failed to initialize the desktop model");
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return false;
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}
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egl_model_set_default((*desktop)->model);
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egl_model_set_texture((*desktop)->model, (*desktop)->texture);
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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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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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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_model_free (&(*desktop)->model );
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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, bool useDMA)
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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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true, // streaming texture
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useDMA
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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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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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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)
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{
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if (!desktop->shader)
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return false;
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int scaleAlgo;
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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 = LG_SCALE_NEAREST;
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break;
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case EGL_DESKTOP_DOWNSCALE:
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scaleAlgo = LG_SCALE_LINEAR;
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break;
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}
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const struct DesktopShader * shader = desktop->shader;
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egl_shader_use(shader->shader);
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glUniform4f(shader->uDesktopPos , x, y, scaleX, scaleY);
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glUniform1i(shader->uRotate , rotate);
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glUniform1i(shader->uScaleAlgo , scaleAlgo);
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glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);
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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_model_render(desktop->model);
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return true;
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}
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