LookingGlass/client/renderers/EGL/texture.h

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/**
* Looking Glass
2023-10-20 04:36:34 +00:00
* Copyright © 2017-2023 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include <stdbool.h>
#include "egl.h"
#include "egltypes.h"
#include "shader.h"
#include "model.h"
#include "common/framebuffer.h"
#include "common/types.h"
#include "util.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "texture_util.h"
typedef struct EGL_Model EGL_Model;
typedef struct EGL_TexUpdate
{
/* the type of this update */
EGL_TexType type;
int x, y, width, height;
//pitch = row length in pixels
//stride = row length in bytes
int pitch, stride;
union
{
/* EGL_TEXTYPE_BUFFER */
struct
{
// true if row 0 is the top of the image
bool topDown;
const uint8_t * buffer;
};
/* EGL_TEXTYPE_FRAMEBUFFER */
struct
{
const FrameBuffer * frame;
const FrameDamageRect * rects;
int rectCount;
};
/* EGL_TEXTYPE_DMABUF */
int dmaFD;
};
}
EGL_TexUpdate;
typedef struct EGL_Texture EGL_Texture;
typedef struct EGL_TextureOps
{
/* allocate & initialize an EGL_Texture */
bool (*init)(EGL_Texture ** texture, EGL_TexType type, EGLDisplay * display);
/* free the EGL_Texture */
void (*free)(EGL_Texture * texture);
/* setup/reconfigure the texture format */
bool (*setup)(EGL_Texture * texture, const EGL_TexSetup * setup);
/* update the texture */
bool (*update)(EGL_Texture * texture, const EGL_TexUpdate * update);
/* called from a background job to prepare the texture for use before bind */
enum EGL_TexStatus (*process)(EGL_Texture * texture);
/* get the texture for use */
enum EGL_TexStatus (*get)(EGL_Texture * texture, GLuint * tex);
/* bind the texture for use */
enum EGL_TexStatus (*bind)(EGL_Texture * texture);
}
EGL_TextureOps;
struct EGL_Texture
{
struct EGL_TextureOps ops;
EGL_TexType type;
GLuint sampler;
EGL_TexFormat format;
};
bool egl_textureInit(EGL_Texture ** texture, EGLDisplay * display,
EGL_TexType type);
void egl_textureFree(EGL_Texture ** tex);
bool egl_textureSetup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt,
size_t width, size_t height, size_t stride);
bool egl_textureUpdate(EGL_Texture * texture, const uint8_t * buffer,
bool topDown);
bool egl_textureUpdateRect(EGL_Texture * texture,
int x, int y, int width, int height, int stride,
const uint8_t * buffer, bool topDown);
bool egl_textureUpdateFromFrame(EGL_Texture * texture,
const FrameBuffer * frame, const FrameDamageRect * damageRects,
int damageRectsCount);
bool egl_textureUpdateFromDMA(EGL_Texture * texture,
const FrameBuffer * frame, const int dmaFd);
enum EGL_TexStatus egl_textureProcess(EGL_Texture * texture);
static inline EGL_TexStatus egl_textureGet(EGL_Texture * texture, GLuint * tex,
unsigned int * sizeX, unsigned int * sizeY)
{
if (sizeX)
*sizeX = texture->format.width;
if (sizeY)
*sizeY = texture->format.height;
return texture->ops.get(texture, tex);
}
enum EGL_TexStatus egl_textureBind(EGL_Texture * texture);
typedef void * PostProcessHandle;
PostProcessHandle egl_textureAddFilter(EGL_Texture * texture,
EGL_Shader * shader, bool enabled);
void egl_textureEnableFilter(PostProcessHandle * handle, bool enable);
void egl_textureSetFilterRes(PostProcessHandle * handle,
unsigned int x, unsigned int y);
void egl_textureInvalidate(EGL_Texture * texture);
void egl_textureGetFinalSize(EGL_Texture * texture, struct Rect * rect);