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Author SHA1 Message Date
wheaney a109b5e897 GNOME 45 WIP 2024-03-27 13:38:13 -07:00
wheaney 8ba4f790c0 Shader almost complete 2024-03-27 10:55:50 -07:00
wheaney 4f80efdf75 Working barebones shared and data transfer 2024-03-20 22:01:18 -07:00
wheaney 47294824b9 GNOME extensions - WIP 2024-03-14 15:27:57 -07:00
3 changed files with 458 additions and 0 deletions

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#version 330 core
uniform bool enabled;
uniform bool show_banner;
uniform sampler2D uDesktopTexture;
uniform mat4 imu_quat_data;
uniform vec4 look_ahead_cfg;
uniform float display_zoom;
uniform float display_north_offset;
uniform float lens_distance_ratio;
uniform bool sbs_enabled;
uniform bool sbs_content;
uniform bool sbs_mode_stretched;
uniform bool custom_banner_enabled;
uniform float stage_aspect_ratio;
uniform float display_aspect_ratio;
uniform float half_fov_z_rads;
uniform float half_fov_y_rads;
uniform float screen_distance;
uniform float frametime;
float look_ahead_ms_cap = 45.0;
vec4 quatMul(vec4 q1, vec4 q2) {
vec3 u = vec3(q1.x, q1.y, q1.z);
float s = q1.w;
vec3 v = vec3(q2.x, q2.y, q2.z);
float t = q2.w;
return vec4(s*v + t*u + cross(u, v), s*t - dot(u, v));
}
vec4 quatConj(vec4 q) {
return vec4(-q.x, -q.y, -q.z, q.w);
}
vec3 applyQuaternionToVector(vec4 q, vec3 v) {
vec4 p = quatMul(quatMul(q, vec4(v, 0)), quatConj(q));
return p.xyz;
}
const int day_in_seconds = 24 * 60 * 60;
vec3 applyLookAhead(
in vec3 position,
in vec3 velocity,
in vec3 accel,
in float t,
in float t_squared) {
return position + velocity * t + 0.5 * accel * t_squared;
}
vec3 rateOfChange(
in vec3 v1,
in vec3 v2,
in float delta_time) {
return (v1 - v2) / delta_time;
}
bool isKeepaliveRecent(
in vec4 currentDate,
in vec4 keepAliveDate) {
float _174 = currentDate.w + float(day_in_seconds);
float _176 = _174 - keepAliveDate.w;
float _178 = mod(_176, float(day_in_seconds));
float _179 = abs(_178);
bool _181 = _179 <= 5.00000000e+00;
return _181;
}
void PS_IMU_Transform(vec4 pos, vec2 texcoord, out vec4 color) {
float texcoord_x_min = 0.0;
float texcoord_x_max = 1.0;
float lens_y_offset = 0.0;
float lens_z_offset = 0.0;
float aspect_ratio = stage_aspect_ratio;
if (enabled && sbs_enabled) {
bool right_display = texcoord.x > 0.5;
aspect_ratio /= 2;
lens_y_offset = lens_distance_ratio / 3;
if (right_display) lens_y_offset = -lens_y_offset;
if (sbs_content) {
// source video is SBS, left-half of the screen goes to the left lens, right-half to the right lens
if (right_display)
texcoord_x_min = 0.5;
else
texcoord_x_max = 0.5;
}
if (!sbs_mode_stretched) {
// if the content isn't stretched, assume it's centered in the middle 50% of the screen
texcoord_x_min = max(0.25, texcoord_x_min);
texcoord_x_max = min(0.75, texcoord_x_max);
}
// translate the texcoord respresenting the current lens's half of the screen to a full-screen texcoord
texcoord.x = (texcoord.x - (right_display ? 0.5 : 0.0)) * 2;
}
if (!enabled || show_banner) {
// vec2 banner_size = vec2(800.0 / ReShade::ScreenSize.x, 200.0 / ReShade::ScreenSize.y); // Assuming ScreenWidth and ScreenHeight are defined
// if (show_banner &&
// texcoord.x >= banner_position.x - banner_size.x / 2 &&
// texcoord.x <= banner_position.x + banner_size.x / 2 &&
// texcoord.y >= banner_position.y - banner_size.y / 2 &&
// texcoord.y <= banner_position.y + banner_size.y / 2)
// {
// vec2 banner_texcoord = (texcoord - (banner_position - banner_size / 2)) / banner_size;
// if (custom_banner_enabled) {
// color = tex2D(customBannerSampler, banner_texcoord);
// } else {
// color = tex2D(calibratingSampler, banner_texcoord);
// }
// } else {
// adjust texcoord back to the range that describes where the content is displayed
float texcoord_width = texcoord_x_max - texcoord_x_min;
texcoord.x = texcoord.x * texcoord_width + texcoord_x_min;
color = texture2D(uDesktopTexture, texcoord);
// }
} else {
float lens_fov_z_offset_rads = atan(lens_z_offset/screen_distance);
float fov_z_pos = tan(half_fov_z_rads - lens_fov_z_offset_rads) * screen_distance;
float fov_z_neg = -tan(half_fov_z_rads + lens_fov_z_offset_rads) * screen_distance;
float fov_z_width = fov_z_pos - fov_z_neg;
float lens_fov_y_offset_rads = atan(lens_y_offset/screen_distance);
float fov_y_pos = tan(half_fov_y_rads - lens_fov_y_offset_rads) * screen_distance;
float fov_y_neg = -tan(half_fov_y_rads + lens_fov_y_offset_rads) * screen_distance;
float fov_y_width = fov_y_pos - fov_y_neg;
float vec_x = screen_distance;
float vec_y = -texcoord.x * fov_y_width + fov_y_pos;
float vec_z = -texcoord.y * fov_z_width + fov_z_pos;
vec3 texcoord_vector = vec3(vec_x, vec_y, vec_z);
vec3 lens_vector = vec3(lens_distance_ratio, lens_y_offset, lens_z_offset);
// then rotate the vector using each of the snapshots provided
vec3 rotated_vector_t0 = applyQuaternionToVector(imu_quat_data[0], texcoord_vector);
vec3 rotated_vector_t1 = applyQuaternionToVector(imu_quat_data[1], texcoord_vector);
vec3 rotated_vector_t2 = applyQuaternionToVector(imu_quat_data[2], texcoord_vector);
vec3 rotated_lens_vector = applyQuaternionToVector(imu_quat_data[0], lens_vector);
// compute the two velocities (units/ms) as change in the 3 rotation snapshots
float delta_time_t0 = imu_quat_data[3].x - imu_quat_data[3].y;
vec3 velocity_t0 = rateOfChange(rotated_vector_t0, rotated_vector_t1, delta_time_t0);
vec3 velocity_t1 = rateOfChange(rotated_vector_t1, rotated_vector_t2, imu_quat_data[3].y - imu_quat_data[3].z);
// and then the acceleration (units/ms^2) as the change in velocities
vec3 accel_t0 = rateOfChange(velocity_t0, velocity_t1, delta_time_t0);
// allows for the bottom and top of the screen to have different look-ahead values
float look_ahead_scanline_adjust = texcoord.y * look_ahead_cfg.z;
// use the 4th value of the look-ahead config to cap the look-ahead value
float look_ahead_ms = min(min(look_ahead_cfg.x + frametime * look_ahead_cfg.y, look_ahead_cfg.w), look_ahead_ms_cap) + look_ahead_scanline_adjust;
float look_ahead_ms_squared = pow(look_ahead_ms, 2);
// apply most recent velocity and acceleration to most recent position to get a predicted position
vec3 res = applyLookAhead(rotated_vector_t0, velocity_t0, accel_t0, look_ahead_ms, look_ahead_ms_squared);
bool looking_behind = res.x < 0.0;
// divide all values by x to scale the magnitude so x is exactly 1, and multiply by the final display distance
// so the vector is pointing at a coordinate on the screen
float display_distance = (sbs_enabled ? display_north_offset : 1.0) - rotated_lens_vector.x;
res *= display_distance/res.x;
// adjust x and y by how much our lens moved from its original offset
res += rotated_lens_vector - lens_vector;
// deconstruct the rotated and scaled vector back to a texcoord (just inverse operations of the first conversion
// above)
texcoord.x = (fov_y_pos - res.y) / fov_y_width;
texcoord.y = (fov_z_pos - res.z) / fov_z_width;
// apply the screen offsets now
float texcoord_width = texcoord_x_max - texcoord_x_min;
texcoord.x = texcoord.x * texcoord_width + texcoord_x_min;
if (looking_behind || texcoord.x < texcoord_x_min || texcoord.y < 0.0 || texcoord.x > texcoord_x_max || texcoord.y > 1.0 || texcoord.x <= 0.005 && texcoord.y <= 0.005) {
color = vec4(0, 0, 0, 1);
} else {
color = texture2D(uDesktopTexture, texcoord);
}
}
}

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import Gio from 'gi://Gio';
import GLib from 'gi://GLib';
import GObject from 'gi://GObject';
import Shell from 'gi://Shell';
import Meta from 'gi://Meta';
import ExtensionUtils from 'gi://ExtensionUtils';
import Main from 'gi://Main';
import PanelMenu from 'gi://PanelMenu';
const UINT8_SIZE = 1;
const BOOL_SIZE = UINT8_SIZE;
const UINT_SIZE = 4;
const FLOAT_SIZE = 4;
const DATA_VIEW_INFO_OFFSET_INDEX = 0;
const DATA_VIEW_INFO_SIZE_INDEX = 1;
const DATA_VIEW_INFO_COUNT_INDEX = 2;
// computes the end offset, exclusive
function dataViewEnd(dataViewInfo) {
return dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX] + dataViewInfo[DATA_VIEW_INFO_SIZE_INDEX] * dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX];
}
// the driver should be using the same data layout version
const DATA_LAYOUT_VERSION = 1;
// DataView info: [offset, size, count]
const VERSION = [0, UINT8_SIZE, 1];
const ENABLED = [dataViewEnd(VERSION), BOOL_SIZE, 1];
const EPOCH_SEC = [dataViewEnd(ENABLED), UINT_SIZE, 1];
const LOOK_AHEAD_CFG = [dataViewEnd(EPOCH_SEC), FLOAT_SIZE, 4];
const DISPLAY_RES = [dataViewEnd(LOOK_AHEAD_CFG), UINT_SIZE, 2];
const DISPLAY_FOV = [dataViewEnd(DISPLAY_RES), FLOAT_SIZE, 1];
const DISPLAY_ZOOM = [dataViewEnd(DISPLAY_FOV), FLOAT_SIZE, 1];
const DISPLAY_NORTH_OFFSET = [dataViewEnd(DISPLAY_ZOOM), FLOAT_SIZE, 1];
const LENS_DISTANCE_RATIO = [dataViewEnd(DISPLAY_NORTH_OFFSET), FLOAT_SIZE, 1];
const SBS_ENABLED = [dataViewEnd(LENS_DISTANCE_RATIO), BOOL_SIZE, 1];
const SBS_CONTENT = [dataViewEnd(SBS_ENABLED), BOOL_SIZE, 1];
const SBS_MODE_STRETCHED = [dataViewEnd(SBS_CONTENT), BOOL_SIZE, 1];
const CUSTOM_BANNER_ENABLED = [dataViewEnd(SBS_MODE_STRETCHED), BOOL_SIZE, 1];
const IMU_QUAT_DATA = [dataViewEnd(CUSTOM_BANNER_ENABLED), FLOAT_SIZE, 16];
// cached after first retrieval
const shaderUniformLocations = {
'enabled': null,
'show_banner': null,
'imu_quat_data': null,
'look_ahead_cfg': null,
'stage_aspect_ratio': null,
'display_aspect_ratio': null,
'display_zoom': null,
'display_north_offset': null,
'lens_distance_ratio': null,
'sbs_enabled': null,
'sbs_content': null,
'sbs_mode_stretched': null,
'custom_banner_enabled': null,
'half_fov_z_rads': null,
'half_fov_y_rads': null,
'screen_distance': null,
'frametime': null
};
function dataViewUint8(dataView, dataViewInfo) {
return dataView.getUint8(dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX]);
}
function dataViewUint(dataView, dataViewInfo) {
return dataView.getUint32(dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX], true);
}
function dataViewUintArray(dataView, dataViewInfo) {
const uintArray = []
let offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
for (let i = 0; i < dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX]; i++) {
uintArray.push(dataView.getUint32(offset, true));
offset += UINT_SIZE;
}
return uintArray;
}
function dataViewFloat(dataView, dataViewInfo) {
return dataView.getFloat32(dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX], true);
}
function dataViewFloatArray(dataView, dataViewInfo) {
const floatArray = []
let offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
for (let i = 0; i < dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX]; i++) {
floatArray.push(dataView.getFloat32(offset, true));
offset += FLOAT_SIZE;
}
return floatArray;
}
function getShaderSource(path) {
const file = Gio.file_new_for_path(path);
const data = file.load_contents(null);
// version string helps with linting, but GNOME extension doesn't like it, so remove it if it's there
return data[1].toString().replace(/^#version .*$/gm, '') + '\n';
}
function transferUniformBoolean(effect, locationName, dataView, dataViewInfo) {
// GLSL bool is a float under the hood, evaluates false if 0 or 0.0, true otherwise
effect.set_uniform_float(locationName, 1, [dataViewUint8(dataView, dataViewInfo)]);
}
function setUniformFloat(effect, locationName, dataViewInfo, value) {
effect.set_uniform_float(shaderUniformLocations[locationName], dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX], value);
}
function transferUniformFloat(effect, locationName, dataView, dataViewInfo) {
setUniformFloat(effect, locationName, dataViewInfo, dataViewFloatArray(dataView, dataViewInfo));
}
function setSingleFloat(effect, locationName, value) {
effect.set_uniform_float(shaderUniformLocations[locationName], 1, [value]);
}
function setUniformMatrix(effect, locationName, components, dataView, dataViewInfo) {
const numValues = dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX];
if (numValues / components !== components) {
throw new Error('Invalid matrix size');
}
const floatArray = [].fill(0, 0, numValues);
let offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
for (let i = 0; i < numValues; i++) {
// GLSL uses column-major order, so we need to transpose the matrix
const row = i % components;
const column = Math.floor(i / components);
floatArray[row * components + column] = dataView.getFloat32(offset, true);
offset += FLOAT_SIZE;
}
effect.set_uniform_matrix(shaderUniformLocations[locationName], true, components, floatArray);
}
function getEpochSec() {
return Math.floor(Date.now() / 1000);
}
function degreeToRadian(degree) {
return degree * Math.PI / 180;
}
// most uniforms don't change frequently, this function should be called periodically
function setIntermittentUniformVariables() {
const dataView = this._dataView;
const version = dataViewUint8(dataView, VERSION);
const date = dataViewUint(dataView, EPOCH_SEC);
const validKeepalive = Math.abs(getEpochSec() - date) < 5;
const imuData = dataViewFloatArray(dataView, IMU_QUAT_DATA);
const imuResetState = imuData[0] === 0.0 && imuData[1] === 0.0 && imuData[2] === 0.0 && imuData[3] === 1.0;
const enabled = dataViewUint8(dataView, ENABLED) !== 0 && version === DATA_LAYOUT_VERSION && validKeepalive && !imuResetState;
if (enabled) {
const displayRes = dataViewUintArray(dataView, DISPLAY_RES);
const displayFov = dataViewFloat(dataView, DISPLAY_FOV);
const lensDistanceRatio = dataViewFloat(dataView, LENS_DISTANCE_RATIO);
// compute these values once, they only change when the XR device changes
const displayAspectRatio = displayRes[0] / displayRes[1];
const stageAspectRatio = global.stage.get_width() / global.stage.get_height();
const diagToVertRatio = Math.sqrt(Math.pow(stageAspectRatio, 2) + 1);
const halfFovZRads = degreeToRadian(displayFov / diagToVertRatio) / 2;
const halfFovYRads = halfFovZRads * stageAspectRatio;
const screenDistance = 1.0 - lensDistanceRatio;
// all these values are transferred directly, unmodified from the driver
transferUniformFloat(this, 'look_ahead_cfg', dataView, LOOK_AHEAD_CFG);
transferUniformFloat(this, 'display_zoom', dataView, DISPLAY_ZOOM);
transferUniformFloat(this, 'display_north_offset', dataView, DISPLAY_NORTH_OFFSET);
transferUniformFloat(this, 'lens_distance_ratio', dataView, LENS_DISTANCE_RATIO);
transferUniformBoolean(this, 'sbs_enabled', dataView, SBS_ENABLED);
transferUniformBoolean(this, 'sbs_content', dataView, SBS_CONTENT);
transferUniformBoolean(this, 'sbs_mode_stretched', dataView, SBS_MODE_STRETCHED);
transferUniformBoolean(this, 'custom_banner_enabled', dataView, CUSTOM_BANNER_ENABLED);
// computed values with no dataViewInfo, so we set these manually
setSingleFloat(this, 'show_banner', imuResetState);
setSingleFloat(this, 'stage_aspect_ratio', stageAspectRatio);
setSingleFloat(this, 'display_aspect_ratio', displayAspectRatio);
setSingleFloat(this, 'half_fov_z_rads', halfFovZRads);
setSingleFloat(this, 'half_fov_y_rads', halfFovYRads);
setSingleFloat(this, 'screen_distance', screenDistance);
setSingleFloat(this, 'frametime', this._frametime);
}
setSingleFloat(this, 'enabled', enabled);
}
export default class ExampleExtension extends Extension {
enable() {
var XREffect = GObject.registerClass({}, class XREffect extends Shell.GLSLEffect {
vfunc_build_pipeline() {
const shaderPath = GLib.getenv('BREEZY_GNOME_SHADER_PATH');
const code = getShaderSource(shaderPath);
const main = 'PS_IMU_Transform(vec4(0, 0, 0, 0), cogl_tex_coord_in[0].xy, cogl_color_out);';
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, code, main, false);
this._frametime = 10; // 100 FPS
}
vfunc_paint_target(node, paintContext) {
if (!this._initialized) {
this._shared_mem_file = Gio.file_new_for_path("/dev/shm/imu_data");
}
const data = this._shared_mem_file.load_contents(null);
if (data[0]) {
const buffer = new Uint8Array(data[1]).buffer;
this._dataView = new DataView(buffer);
var repaintNeeded = false;
if (!this._initialized) {
this.set_uniform_float(this.get_uniform_location('uDesktopTexture'), 1, [0]);
// iterate over shaderUniformLocations keys and set the uniform locations
for (let key in shaderUniformLocations) {
shaderUniformLocations[key] = this.get_uniform_location(key);
}
this.setIntermittentUniformVariables = setIntermittentUniformVariables.bind(this);
this.setIntermittentUniformVariables();
GLib.timeout_add(GLib.PRIORITY_DEFAULT, this._frametime, () => {
repaintNeeded = true;
this.queue_repaint();
return GLib.SOURCE_CONTINUE;
});
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 250, (() => {
this.setIntermittentUniformVariables();
return GLib.SOURCE_CONTINUE;
}).bind(this));
Meta.CursorTracker.get_for_display(global.display).set_pointer_visible(true);
this._initialized = true;
}
setUniformMatrix(this, 'imu_quat_data', 4, this._dataView, IMU_QUAT_DATA);
// if (repaintNeeded) {
super.vfunc_paint_target(node, paintContext);
// }
}
}
});
global.stage.add_effect(new XREffect());
}
disable() {
}
}
function init() {
return new Extension();
}

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{
"uuid": "breezydesktop@org.xronlinux",
"name": "Breezy GNOME",
"description": "XR virtual desktop for Linux.",
"shell-version": [
"45", "46"
],
"url": "https://github.com/wheaney/breezy-desktop"
}