scrcpy/app/src/screen.c

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#include "screen.h"
#include <string.h>
#include <SDL2/SDL.h>
#include "common.h"
#include "compat.h"
#include "icon.xpm"
#include "lock_util.h"
#include "log.h"
#include "tiny_xpm.h"
#include "video_buffer.h"
#define DISPLAY_MARGINS 96
// get the window size in a struct size
static struct size
get_native_window_size(SDL_Window *window) {
int width;
int height;
SDL_GetWindowSize(window, &width, &height);
struct size size;
size.width = width;
size.height = height;
return size;
}
// get the windowed window size
static struct size
get_window_size(const struct screen *screen) {
if (screen->fullscreen) {
return screen->windowed_window_size;
}
return get_native_window_size(screen->window);
}
// set the window size to be applied when fullscreen is disabled
static void
set_window_size(struct screen *screen, struct size new_size) {
// setting the window size during fullscreen is implementation defined,
// so apply the resize only after fullscreen is disabled
if (screen->fullscreen) {
// SDL_SetWindowSize will be called when fullscreen will be disabled
screen->windowed_window_size = new_size;
} else {
SDL_SetWindowSize(screen->window, new_size.width, new_size.height);
}
}
// get the preferred display bounds (i.e. the screen bounds with some margins)
static bool
get_preferred_display_bounds(struct size *bounds) {
SDL_Rect rect;
#ifdef SCRCPY_SDL_HAS_GET_DISPLAY_USABLE_BOUNDS
# define GET_DISPLAY_BOUNDS(i, r) SDL_GetDisplayUsableBounds((i), (r))
#else
# define GET_DISPLAY_BOUNDS(i, r) SDL_GetDisplayBounds((i), (r))
#endif
if (GET_DISPLAY_BOUNDS(0, &rect)) {
LOGW("Could not get display usable bounds: %s", SDL_GetError());
return false;
}
bounds->width = MAX(0, rect.w - DISPLAY_MARGINS);
bounds->height = MAX(0, rect.h - DISPLAY_MARGINS);
return true;
}
// return the optimal size of the window, with the following constraints:
// - it attempts to keep at least one dimension of the current_size (i.e. it
// crops the black borders)
// - it keeps the aspect ratio
// - it scales down to make it fit in the display_size
static struct size
get_optimal_size(struct size current_size, struct size frame_size) {
if (frame_size.width == 0 || frame_size.height == 0) {
// avoid division by 0
return current_size;
}
struct size display_size;
// 32 bits because we need to multiply two 16 bits values
uint32_t w;
uint32_t h;
if (!get_preferred_display_bounds(&display_size)) {
// cannot get display bounds, do not constraint the size
w = current_size.width;
h = current_size.height;
} else {
w = MIN(current_size.width, display_size.width);
h = MIN(current_size.height, display_size.height);
}
bool keep_width = frame_size.width * h > frame_size.height * w;
if (keep_width) {
// remove black borders on top and bottom
h = frame_size.height * w / frame_size.width;
} else {
// remove black borders on left and right (or none at all if it already
// fits)
w = frame_size.width * h / frame_size.height;
}
// w and h must fit into 16 bits
SDL_assert_release(w < 0x10000 && h < 0x10000);
return (struct size) {w, h};
}
// same as get_optimal_size(), but read the current size from the window
static inline struct size
get_optimal_window_size(const struct screen *screen, struct size frame_size) {
struct size current_size = get_window_size(screen);
return get_optimal_size(current_size, frame_size);
}
// initially, there is no current size, so use the frame size as current size
static inline struct size
get_initial_optimal_size(struct size frame_size) {
return get_optimal_size(frame_size, frame_size);
}
void
screen_init(struct screen *screen) {
*screen = (struct screen) SCREEN_INITIALIZER;
}
static inline SDL_Texture *
create_texture(SDL_Renderer *renderer, struct size frame_size) {
return SDL_CreateTexture(renderer, SDL_PIXELFORMAT_YV12,
SDL_TEXTUREACCESS_STREAMING,
frame_size.width, frame_size.height);
}
bool
screen_init_rendering(struct screen *screen, const char *device_name,
struct size frame_size, bool always_on_top) {
screen->frame_size = frame_size;
struct size window_size = get_initial_optimal_size(frame_size);
uint32_t window_flags = SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE;
#ifdef HIDPI_SUPPORT
window_flags |= SDL_WINDOW_ALLOW_HIGHDPI;
#endif
if (always_on_top) {
#ifdef SCRCPY_SDL_HAS_WINDOW_ALWAYS_ON_TOP
window_flags |= SDL_WINDOW_ALWAYS_ON_TOP;
#else
LOGW("The 'always on top' flag is not available "
"(compile with SDL >= 2.0.5 to enable it)");
#endif
}
screen->window = SDL_CreateWindow(device_name, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
window_size.width, window_size.height,
window_flags);
if (!screen->window) {
LOGC("Could not create window: %s", SDL_GetError());
return false;
}
screen->renderer = SDL_CreateRenderer(screen->window, -1,
SDL_RENDERER_ACCELERATED);
if (!screen->renderer) {
LOGC("Could not create renderer: %s", SDL_GetError());
screen_destroy(screen);
return false;
}
if (SDL_RenderSetLogicalSize(screen->renderer, frame_size.width,
frame_size.height)) {
LOGE("Could not set renderer logical size: %s", SDL_GetError());
screen_destroy(screen);
return false;
}
SDL_Surface *icon = read_xpm(icon_xpm);
if (icon) {
SDL_SetWindowIcon(screen->window, icon);
SDL_FreeSurface(icon);
} else {
LOGW("Could not load icon");
}
LOGI("Initial texture: %" PRIu16 "x%" PRIu16, frame_size.width,
frame_size.height);
screen->texture = create_texture(screen->renderer, frame_size);
if (!screen->texture) {
LOGC("Could not create texture: %s", SDL_GetError());
screen_destroy(screen);
return false;
}
return true;
}
void
screen_show_window(struct screen *screen) {
Improve startup time On startup, the client has to: 1. listen on a port 2. push and start the server to the device 3. wait for the server to connect (accept) 4. read device name and size 5. initialize SDL 6. initialize the window and renderer 7. show the window From the execution of the app_process command to start the server on the device, to the execution of the java main method, it takes ~800ms. As a consequence, step 3 also takes ~800ms on the client. Once complete, the client initializes SDL, which takes ~500ms. These two expensive actions are executed sequentially: HOST DEVICE listen on port | | push/start the server |----------------->|| app_process loads the jar accept the connection . ^ || . | || . | WASTE || . | OF || . | TIME || . | || . | || . v X execution of our java main connection accepted |<-----------------| connect to the host init SDL || | || ,----------------| send frames || |,---------------| || ||,--------------| || |||,-------------| || ||||,------------| init window/renderer | |||||,-----------| display frames |<++++++-----------| (many frames skipped) The rationale for step 3 occuring before step 5 is that initializing SDL replaces the SIGTERM handler to receive the event in the event loop, so pressing Ctrl+C during step 5 would not work (since it blocks the event loop). But this is not so important; let's parallelize the SDL initialization with the app_process execution (we'll just add a timeout to the connection): HOST DEVICE listen on port | | push/start the server |----------------->||app_process loads the jar init SDL || || || || || || || || || || || || accept the connection . || . X execution of our java main connection accepted |<-----------------| connect to the host init window/renderer | | display frames |<-----------------| send frames |<-----------------| In addition, show the window only once the first frame is available to avoid flickering (opening a black window for 100~200ms). Note: the window and renderer are initialized after the connection is accepted because they use the device information received from the device.
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SDL_ShowWindow(screen->window);
}
void
screen_destroy(struct screen *screen) {
if (screen->texture) {
SDL_DestroyTexture(screen->texture);
}
if (screen->renderer) {
SDL_DestroyRenderer(screen->renderer);
}
if (screen->window) {
SDL_DestroyWindow(screen->window);
}
}
// recreate the texture and resize the window if the frame size has changed
static bool
prepare_for_frame(struct screen *screen, struct size new_frame_size) {
if (screen->frame_size.width != new_frame_size.width
|| screen->frame_size.height != new_frame_size.height) {
if (SDL_RenderSetLogicalSize(screen->renderer, new_frame_size.width,
new_frame_size.height)) {
LOGE("Could not set renderer logical size: %s", SDL_GetError());
return false;
}
// frame dimension changed, destroy texture
SDL_DestroyTexture(screen->texture);
struct size current_size = get_window_size(screen);
struct size target_size = {
(uint32_t) current_size.width * new_frame_size.width
/ screen->frame_size.width,
(uint32_t) current_size.height * new_frame_size.height
/ screen->frame_size.height,
};
target_size = get_optimal_size(target_size, new_frame_size);
set_window_size(screen, target_size);
screen->frame_size = new_frame_size;
LOGI("New texture: %" PRIu16 "x%" PRIu16,
screen->frame_size.width, screen->frame_size.height);
screen->texture = create_texture(screen->renderer, new_frame_size);
if (!screen->texture) {
LOGC("Could not create texture: %s", SDL_GetError());
return false;
}
}
return true;
}
// write the frame into the texture
static void
update_texture(struct screen *screen, const AVFrame *frame) {
SDL_UpdateYUVTexture(screen->texture, NULL,
frame->data[0], frame->linesize[0],
frame->data[1], frame->linesize[1],
frame->data[2], frame->linesize[2]);
}
bool
screen_update_frame(struct screen *screen, struct video_buffer *vb) {
mutex_lock(vb->mutex);
const AVFrame *frame = video_buffer_consume_rendered_frame(vb);
struct size new_frame_size = {frame->width, frame->height};
if (!prepare_for_frame(screen, new_frame_size)) {
mutex_unlock(vb->mutex);
return false;
}
update_texture(screen, frame);
mutex_unlock(vb->mutex);
screen_render(screen);
return true;
}
void
screen_render(struct screen *screen) {
SDL_RenderClear(screen->renderer);
Improve startup time On startup, the client has to: 1. listen on a port 2. push and start the server to the device 3. wait for the server to connect (accept) 4. read device name and size 5. initialize SDL 6. initialize the window and renderer 7. show the window From the execution of the app_process command to start the server on the device, to the execution of the java main method, it takes ~800ms. As a consequence, step 3 also takes ~800ms on the client. Once complete, the client initializes SDL, which takes ~500ms. These two expensive actions are executed sequentially: HOST DEVICE listen on port | | push/start the server |----------------->|| app_process loads the jar accept the connection . ^ || . | || . | WASTE || . | OF || . | TIME || . | || . | || . v X execution of our java main connection accepted |<-----------------| connect to the host init SDL || | || ,----------------| send frames || |,---------------| || ||,--------------| || |||,-------------| || ||||,------------| init window/renderer | |||||,-----------| display frames |<++++++-----------| (many frames skipped) The rationale for step 3 occuring before step 5 is that initializing SDL replaces the SIGTERM handler to receive the event in the event loop, so pressing Ctrl+C during step 5 would not work (since it blocks the event loop). But this is not so important; let's parallelize the SDL initialization with the app_process execution (we'll just add a timeout to the connection): HOST DEVICE listen on port | | push/start the server |----------------->||app_process loads the jar init SDL || || || || || || || || || || || || accept the connection . || . X execution of our java main connection accepted |<-----------------| connect to the host init window/renderer | | display frames |<-----------------| send frames |<-----------------| In addition, show the window only once the first frame is available to avoid flickering (opening a black window for 100~200ms). Note: the window and renderer are initialized after the connection is accepted because they use the device information received from the device.
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SDL_RenderCopy(screen->renderer, screen->texture, NULL, NULL);
SDL_RenderPresent(screen->renderer);
}
void
screen_switch_fullscreen(struct screen *screen) {
if (!screen->fullscreen) {
// going to fullscreen, store the current windowed window size
screen->windowed_window_size = get_native_window_size(screen->window);
}
uint32_t new_mode = screen->fullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP;
if (SDL_SetWindowFullscreen(screen->window, new_mode)) {
LOGW("Could not switch fullscreen mode: %s", SDL_GetError());
return;
}
screen->fullscreen = !screen->fullscreen;
if (!screen->fullscreen) {
// fullscreen disabled, restore expected windowed window size
SDL_SetWindowSize(screen->window, screen->windowed_window_size.width,
screen->windowed_window_size.height);
}
LOGD("Switched to %s mode", screen->fullscreen ? "fullscreen" : "windowed");
screen_render(screen);
}
void
screen_resize_to_fit(struct screen *screen) {
if (!screen->fullscreen) {
struct size optimal_size = get_optimal_window_size(screen,
screen->frame_size);
SDL_SetWindowSize(screen->window, optimal_size.width,
optimal_size.height);
LOGD("Resized to optimal size");
}
}
void
screen_resize_to_pixel_perfect(struct screen *screen) {
if (!screen->fullscreen) {
SDL_SetWindowSize(screen->window, screen->frame_size.width,
screen->frame_size.height);
LOGD("Resized to pixel-perfect");
}
}