breezy-desktop/gnome/breezydesktop@org.xronlinux/extension.js

262 lines
10 KiB
JavaScript

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();
}