Files
valw/src/zoom/gl.rs
T

259 lines
8.7 KiB
Rust

//! OpenGL ES 3 through EGL on a Wayland surface: just enough to show the
//! frozen frame zoomed in.
use anyhow::{Context, Result, anyhow};
use glow::HasContext;
use khronos_egl as egl;
use wayland_client::{Connection, Proxy, protocol::wl_surface::WlSurface};
use super::view::View;
use crate::frame::Bgrx;
type Egl = egl::DynamicInstance<egl::EGL1_5>;
/// `EGL_PLATFORM_WAYLAND_KHR`.
const PLATFORM_WAYLAND: egl::Enum = 0x31D8;
const VERTEX: &str = "#version 300 es
// One triangle that covers the screen.
void main() {
vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
}
";
const FRAGMENT: &str = "#version 300 es
precision highp float;
uniform sampler2D frame;
uniform float scale;
// The frame pixel at the screen's top-left.
uniform vec2 origin;
// Centre and radius in screen px; radius 0 means off.
uniform vec3 flashlight;
out vec4 color;
void main() {
ivec2 size = textureSize(frame, 0);
// gl_FragCoord starts at the bottom-left; the frame at the top-left.
vec2 screen = vec2(gl_FragCoord.x, float(size.y) - gl_FragCoord.y);
ivec2 texel = clamp(ivec2(floor(origin + screen / scale)), ivec2(0), size - 1);
// The texture holds the frame's B, G, R, X bytes.
vec3 rgb = texelFetch(frame, texel, 0).bgr;
if (flashlight.z > 0.0) {
float d = distance(screen, flashlight.xy);
rgb *= mix(1.0, 0.25, smoothstep(flashlight.z - 1.5, flashlight.z + 1.5, d));
}
color = vec4(rgb, 1.0);
}
";
/// Loads libEGL and opens the compositor's EGL display.
fn open(conn: &Connection) -> Result<(Egl, egl::Display)> {
let lib =
unsafe { libloading::Library::new("libEGL.so.1") }.context("could not load libEGL.so.1")?;
let egl = unsafe { Egl::load_required_from(lib) }
.map_err(|e| anyhow!("libEGL.so.1 has no EGL 1.5: {e}"))?;
let display = unsafe {
egl.get_platform_display(
PLATFORM_WAYLAND,
conn.backend().display_ptr().cast(),
&[egl::ATTRIB_NONE],
)
}
.context("no EGL display for the Wayland connection")?;
egl.initialize(display)
.context("could not initialise EGL")?;
Ok((egl, display))
}
fn config(egl: &Egl, display: egl::Display) -> Result<egl::Config> {
#[rustfmt::skip]
let attributes = [
egl::SURFACE_TYPE, egl::WINDOW_BIT,
egl::RENDERABLE_TYPE, egl::OPENGL_ES3_BIT,
egl::RED_SIZE, 8, egl::GREEN_SIZE, 8, egl::BLUE_SIZE, 8,
egl::NONE,
];
egl.choose_first_config(display, &attributes)
.context("eglChooseConfig failed")?
.context("no EGL config for OpenGL ES 3 windows")
}
/// The EGL vendor, if a window config for OpenGL ES 3 exists.
pub fn probe(conn: &Connection) -> Result<String> {
let (egl, display) = open(conn)?;
let result = config(&egl, display).map(|_| {
egl.query_string(Some(display), egl::VENDOR)
.map(|v| v.to_string_lossy().into_owned())
.unwrap_or_else(|_| "unknown vendor".into())
});
let _ = egl.terminate(display);
result
}
/// Draws the frozen frame on one surface.
pub struct Renderer {
gl: glow::Context,
scale: glow::UniformLocation,
origin: glow::UniformLocation,
flashlight: glow::UniformLocation,
egl: Egl,
display: egl::Display,
context: egl::Context,
surface: egl::Surface,
// Destroyed after the EGL surface that draws into it.
_window: wayland_egl::WlEglSurface,
}
impl Renderer {
/// A GL surface of `size` buffer px on `surface`, showing `frame`.
pub fn new(
conn: &Connection,
surface: &WlSurface,
size: (u32, u32),
frame: &Bgrx,
) -> Result<Renderer> {
let (egl, display) = open(conn)?;
egl.bind_api(egl::OPENGL_ES_API)
.context("no OpenGL ES in EGL")?;
let config = config(&egl, display)?;
let context = egl
.create_context(
display,
config,
None,
&[egl::CONTEXT_MAJOR_VERSION, 3, egl::NONE],
)
.context("could not create an OpenGL ES 3 context")?;
let window = wayland_egl::WlEglSurface::new(surface.id(), size.0 as i32, size.1 as i32)
.context("could not create a wl_egl_window")?;
let egl_surface = unsafe {
egl.create_window_surface(display, config, window.ptr() as egl::NativeWindowType, None)
}
.context("could not create the EGL window surface")?;
egl.make_current(display, Some(egl_surface), Some(egl_surface), Some(context))
.context("eglMakeCurrent failed")?;
// valw paces drawing with frame callbacks; swaps must not block.
egl.swap_interval(display, 0)
.context("eglSwapInterval failed")?;
let gl = unsafe {
glow::Context::from_loader_function(|name| {
egl.get_proc_address(name)
.map_or(std::ptr::null(), |f| f as *const _)
})
};
let (scale, origin, flashlight) = unsafe { setup(&gl, size, frame)? };
Ok(Renderer {
gl,
scale,
origin,
flashlight,
egl,
display,
context,
surface: egl_surface,
_window: window,
})
}
/// Draws `view` and swaps (which commits the surface).
pub fn draw(&self, view: &View, flashlight: Option<(f64, f64, f64)>) -> Result<()> {
let (x, y, r) = flashlight.unwrap_or_default();
unsafe {
self.gl.uniform_1_f32(Some(&self.scale), view.scale as f32);
self.gl.uniform_2_f32(
Some(&self.origin),
view.origin.0 as f32,
view.origin.1 as f32,
);
self.gl
.uniform_3_f32(Some(&self.flashlight), x as f32, y as f32, r as f32);
self.gl.draw_arrays(glow::TRIANGLES, 0, 3);
}
self.egl
.swap_buffers(self.display, self.surface)
.context("eglSwapBuffers failed")
}
}
impl Drop for Renderer {
fn drop(&mut self) {
let _ = self.egl.make_current(self.display, None, None, None);
let _ = self.egl.destroy_surface(self.display, self.surface);
let _ = self.egl.destroy_context(self.display, self.context);
let _ = self.egl.terminate(self.display);
}
}
/// Compiles the program, uploads the frame and returns the uniforms.
unsafe fn setup(
gl: &glow::Context,
size: (u32, u32),
frame: &Bgrx,
) -> Result<(
glow::UniformLocation,
glow::UniformLocation,
glow::UniformLocation,
)> {
unsafe {
tracing::info!("zoom renderer: {}", gl.get_parameter_string(glow::RENDERER));
let program = gl.create_program().map_err(|e| anyhow!(e))?;
for (kind, source) in [
(glow::VERTEX_SHADER, VERTEX),
(glow::FRAGMENT_SHADER, FRAGMENT),
] {
let shader = gl.create_shader(kind).map_err(|e| anyhow!(e))?;
gl.shader_source(shader, source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
anyhow::bail!("shader: {}", gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
}
gl.link_program(program);
if !gl.get_program_link_status(program) {
anyhow::bail!("program: {}", gl.get_program_info_log(program));
}
gl.use_program(Some(program));
// GLES 3 needs a bound vertex array even without attributes.
let vao = gl.create_vertex_array().map_err(|e| anyhow!(e))?;
gl.bind_vertex_array(Some(vao));
let texture = gl.create_texture().map_err(|e| anyhow!(e))?;
gl.bind_texture(glow::TEXTURE_2D, Some(texture));
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MIN_FILTER,
glow::NEAREST as i32,
);
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MAG_FILTER,
glow::NEAREST as i32,
);
gl.tex_image_2d(
glow::TEXTURE_2D,
0,
glow::RGBA8 as i32,
frame.width() as i32,
frame.height() as i32,
0,
glow::RGBA,
glow::UNSIGNED_BYTE,
glow::PixelUnpackData::Slice(Some(frame.as_raw())),
);
gl.viewport(0, 0, size.0 as i32, size.1 as i32);
let uniform = |name: &str| {
gl.get_uniform_location(program, name)
.with_context(|| format!("no uniform {name}"))
};
gl.uniform_1_i32(uniform("frame").ok().as_ref(), 0);
Ok((
uniform("scale")?,
uniform("origin")?,
uniform("flashlight")?,
))
}
}