LookingGlass/client/renderers/EGL/texture.c

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/**
* Looking Glass
2024-02-01 06:16:31 +00:00
* Copyright © 2017-2024 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
*/
#include "texture.h"
#include <stdbool.h>
#include <string.h>
#include "shader.h"
#include "common/framebuffer.h"
#include "common/debug.h"
#include "common/array.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "texture_buffer.h"
extern const EGL_TextureOps EGL_TextureBuffer;
extern const EGL_TextureOps EGL_TextureBufferStream;
extern const EGL_TextureOps EGL_TextureFrameBuffer;
extern const EGL_TextureOps EGL_TextureDMABUF;
bool egl_textureInit(EGL_Texture ** texture_, EGLDisplay * display,
EGL_TexType type)
{
const EGL_TextureOps * ops;
switch(type)
{
case EGL_TEXTYPE_BUFFER:
ops = &EGL_TextureBuffer;
break;
case EGL_TEXTYPE_BUFFER_MAP:
case EGL_TEXTYPE_BUFFER_STREAM:
ops = &EGL_TextureBufferStream;
break;
case EGL_TEXTYPE_FRAMEBUFFER:
ops = &EGL_TextureFrameBuffer;
break;
case EGL_TEXTYPE_DMABUF:
ops = &EGL_TextureDMABUF;
break;
default:
return false;
}
*texture_ = NULL;
if (!ops->init(texture_, type, display))
return false;
EGL_Texture * this = *texture_;
memcpy(&this->ops, ops, sizeof(*ops));
glGenSamplers(1, &this->sampler);
glSamplerParameteri(this->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(this->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
return true;
}
void egl_textureFree(EGL_Texture ** tex)
{
EGL_Texture * this = *tex;
if (!this)
return;
glDeleteSamplers(1, &this->sampler);
this->ops.free(this);
*tex = NULL;
}
bool egl_textureSetup(EGL_Texture * this, enum EGL_PixelFormat pixFmt,
size_t width, size_t height, size_t stride, size_t pitch)
{
const struct EGL_TexSetup setup =
{
.pixFmt = pixFmt,
.width = width,
.height = height,
.stride = stride,
.pitch = pitch,
};
if (!egl_texUtilGetFormat(&setup, &this->format))
return false;
return this->ops.setup(this, &setup);
}
bool egl_textureUpdate(EGL_Texture * this, const uint8_t * buffer, bool topDown)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_BUFFER,
.x = 0,
.y = 0,
.width = this->format.width,
.height = this->format.height,
.pitch = this->format.pitch,
.stride = this->format.stride,
.topDown = topDown,
.buffer = buffer
};
return this->ops.update(this, &update);
}
bool egl_textureUpdateRect(EGL_Texture * this,
int x, int y, int width, int height, int stride, int pitch,
const uint8_t * buffer, bool topDown)
{
x = clamp(x , 0, this->format.width );
y = clamp(y , 0, this->format.height );
width = clamp(width , 0, this->format.width - x);
height = clamp(height, 0, this->format.height - y);
if (!width || !height)
return true;
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_BUFFER,
.x = x,
.y = y,
.width = width,
.height = height,
.stride = stride,
.pitch = pitch,
.topDown = topDown,
.buffer = buffer
};
return this->ops.update(this, &update);
}
bool egl_textureUpdateFromFrame(EGL_Texture * this,
const FrameBuffer * frame, const FrameDamageRect * damageRects,
int damageRectsCount)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_FRAMEBUFFER,
.x = 0,
.y = 0,
.width = this->format.width,
.height = this->format.height,
.pitch = this->format.pitch,
.stride = this->format.stride,
.frame = frame,
.rects = damageRects,
.rectCount = damageRectsCount,
};
return this->ops.update(this, &update);
}
bool egl_textureUpdateFromDMA(EGL_Texture * this,
const FrameBuffer * frame, const int dmaFd)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_DMABUF,
.x = 0,
.y = 0,
.width = this->format.width,
.height = this->format.height,
.pitch = this->format.pitch,
.stride = this->format.stride,
.dmaFD = dmaFd
};
/* wait for completion */
framebuffer_wait(frame, this->format.dataSize);
return this->ops.update(this, &update);
}
enum EGL_TexStatus egl_textureProcess(EGL_Texture * this)
{
return this->ops.process(this);
}
enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
{
glActiveTexture(GL_TEXTURE0);
glBindSampler(0, this->sampler);
return this->ops.bind(this);
}