LookingGlass/client/renderers/EGL/texture.c

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/**
* Looking Glass
* Copyright © 2017-2021 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 <assert.h>
#include <string.h>
#include "shader.h"
#include "common/framebuffer.h"
#include "common/debug.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;
typedef struct RenderStep
{
bool enabled;
GLuint fb;
GLuint tex;
EGL_Shader * shader;
float scale;
unsigned int width, height;
GLint uInRes;
GLint uOutRes;
}
RenderStep;
bool egl_textureInit(EGL * egl, EGL_Texture ** texture_,
EGLDisplay * display, EGL_TexType type, bool streaming)
{
const EGL_TextureOps * ops;
switch(type)
{
case EGL_TEXTYPE_BUFFER:
ops = streaming ? &EGL_TextureBufferStream : &EGL_TextureBuffer;
break;
case EGL_TEXTYPE_FRAMEBUFFER:
assert(streaming);
ops = &EGL_TextureFrameBuffer;
break;
case EGL_TEXTYPE_DMABUF:
assert(streaming);
ops = &EGL_TextureDMABUF;
break;
default:
return false;
}
*texture_ = NULL;
if (!ops->init(texture_, display))
return false;
EGL_Texture * this = *texture_;
memcpy(&this->ops, ops, sizeof(*ops));
this->egl = egl;
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);
this->scale = 1.0f;
return true;
}
void egl_textureFree(EGL_Texture ** tex)
{
EGL_Texture * this = *tex;
if (this->render)
{
RenderStep * step;
while(ll_shift(this->render, (void **)&step))
{
if (step->fb)
glDeleteFramebuffers(1, &step->fb);
glDeleteTextures(1, &step->tex);
free(step);
}
ll_free(this->render);
egl_modelFree(&this->model);
ringbuffer_free(&this->textures);
free(this->bindData);
}
glDeleteSamplers(1, &this->sampler);
this->ops.free(this);
*tex = NULL;
}
bool setupRenderStep(EGL_Texture * this, RenderStep * step)
{
step->width = this->format.width * step->scale;
step->height = this->format.height * step->scale;
glBindTexture(GL_TEXTURE_2D, step->tex);
glTexImage2D(GL_TEXTURE_2D,
0,
this->format.intFormat,
step->width,
step->height,
0,
this->format.format,
this->format.dataType,
NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
bool egl_textureSetup(EGL_Texture * this, enum EGL_PixelFormat pixFmt,
size_t width, size_t height, size_t stride)
{
const struct EGL_TexSetup setup =
{
.pixFmt = pixFmt,
.width = width,
.height = height,
.stride = stride
};
this->size = height * stride;
if (!egl_texUtilGetFormat(&setup, &this->format))
return false;
this->formatValid = true;
/* reconfigure any intermediate render steps */
if (this->render)
{
RenderStep * step;
for(ll_reset(this->render); ll_walk(this->render, (void **)&step); )
if (!setupRenderStep(this, step))
return false;
}
return this->ops.setup(this, &setup);
}
bool egl_textureUpdate(EGL_Texture * this, const uint8_t * buffer)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_BUFFER,
.buffer = buffer
};
if (this->ops.update(this, &update))
{
atomic_store(&this->updated, true);
return true;
}
return false;
}
bool egl_textureUpdateFromFrame(EGL_Texture * this,
const FrameBuffer * frame, const FrameDamageRect * damageRects,
int damageRectsCount)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_FRAMEBUFFER,
.frame = frame,
.rects = damageRects,
.rectCount = damageRectsCount,
};
if (this->ops.update(this, &update))
{
atomic_store(&this->updated, true);
return true;
}
return false;
}
bool egl_textureUpdateFromDMA(EGL_Texture * this,
const FrameBuffer * frame, const int dmaFd)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_DMABUF,
.dmaFD = dmaFd
};
/* wait for completion */
framebuffer_wait(frame, this->size);
if (this->ops.update(this, &update))
{
atomic_store(&this->updated, true);
return true;
}
return false;
}
enum EGL_TexStatus egl_textureProcess(EGL_Texture * this)
{
EGL_TexStatus status;
if ((status = this->ops.process(this)) == EGL_TEX_STATUS_OK)
{
if (atomic_exchange(&this->updated, false))
this->postProcessed = false;
}
return status;
}
typedef struct BindInfo
{
GLuint tex;
unsigned int width;
unsigned int height;
}
BindInfo;
typedef struct BindData
{
GLuint sampler;
GLuint dimensions[];
}
BindData;
static bool rbBindTexture(int index, void * value, void * udata)
{
BindInfo * bi = (BindInfo *)value;
BindData * bd = (BindData *)udata;
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, bi->tex);
glBindSampler(0, bd->sampler);
bd->dimensions[index * 2 + 0] = bi->width;
bd->dimensions[index * 2 + 1] = bi->height;
return true;
}
enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
{
GLuint tex;
EGL_TexStatus status;
if (!this->render)
{
if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK)
return status;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glBindSampler(0, this->sampler);
return EGL_TEX_STATUS_OK;
}
if (this->bindDataSize < ll_count(this->render))
{
free(this->bindData);
BindData * bd = (BindData *)calloc(1, sizeof(struct BindData) +
sizeof(bd->dimensions[0]) * ll_count(this->render) * 2);
bd->sampler = this->sampler;
this->bindData = bd;
this->bindDataSize = ll_count(this->render);
}
BindData * bd = (BindData *)this->bindData;
RenderStep * step;
/* if the postProcessing has not yet been done */
if (!this->postProcessed)
{
ringbuffer_reset(this->textures);
if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK)
return status;
ringbuffer_push(this->textures, &(BindInfo) {
.tex = tex,
.width = this->format.width,
.height = this->format.height
});
ringbuffer_forEach(this->textures, rbBindTexture, bd, true);
bool cleanup = false;
for(ll_reset(this->render); ll_walk(this->render, (void **)&step); )
{
if (!step->enabled)
continue;
cleanup = true;
/* create the framebuffer here as it must be in the same gl context as
* it's usage */
if (!step->fb)
{
glGenFramebuffers(1, &step->fb);
glBindFramebuffer(GL_FRAMEBUFFER, step->fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, step->tex, 0);
glDrawBuffers(1, &(GLenum){GL_COLOR_ATTACHMENT0});
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
DEBUG_ERROR("Failed to setup the shader framebuffer");
return EGL_TEX_STATUS_ERROR;
}
}
else
glBindFramebuffer(GL_FRAMEBUFFER, step->fb);
glViewport(0, 0, step->width, step->height);
/* use the shader (also configures it's set uniforms) */
egl_shaderUse(step->shader);
/* set the size uniforms */
glUniform2uiv(step->uInRes,
ringbuffer_getCount(this->textures), bd->dimensions);
glUniform2ui(step->uOutRes, step->width, step->height);
/* render the scene */
egl_modelRender(this->model);
/* push the details into the ringbuffer for the next pass */
ringbuffer_push(this->textures, &(BindInfo) {
.tex = step->tex,
.width = step->width,
.height = step->height
});
/* bind the textures for the next pass */
ringbuffer_forEach(this->textures, rbBindTexture, bd, true);
}
/* restore the state and the viewport */
if (cleanup)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
egl_resetViewport(this->egl);
}
this->postProcessed = true;
}
else
{
/* bind the last texture */
BindInfo * bi = (BindInfo *)ringBuffer_getLastValue(this->textures);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, bi->tex);
glBindSampler(0, this->sampler);
}
return EGL_TEX_STATUS_OK;
}
PostProcessHandle egl_textureAddFilter(EGL_Texture * this, EGL_Shader * shader,
float outputScale, bool enabled)
{
if (!this->render)
{
this->render = ll_new();
egl_modelInit(&this->model);
egl_modelSetDefault(this->model, false);
this->textures = ringbuffer_new(8, sizeof(BindInfo));
}
RenderStep * step = calloc(1, sizeof(*step));
glGenTextures(1, &step->tex);
step->shader = shader;
step->scale = outputScale;
step->uInRes = egl_shaderGetUniform(shader, "uInRes" );
step->uOutRes = egl_shaderGetUniform(shader, "uOutRes");
step->enabled = enabled;
this->scale = outputScale;
if (this->formatValid)
if (!setupRenderStep(this, step))
{
glDeleteTextures(1, &step->tex);
free(step);
return NULL;
}
ll_push(this->render, step);
return (PostProcessHandle)step;
}
void egl_textureEnableFilter(PostProcessHandle * handle, bool enable)
{
RenderStep * step = (RenderStep *)handle;
step->enabled = enable;
}
float egl_textureGetScale(EGL_Texture * this)
{
return this->scale;
}