LookingGlass/client/renderers/EGL/texture.h

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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
*/
#pragma once
#include <stdbool.h>
#include "egl.h"
#include "shader.h"
#include "model.h"
#include "common/framebuffer.h"
#include "common/ringbuffer.h"
#include "common/types.h"
#include "util.h"
#include "ll.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "texture_util.h"
typedef struct EGL_Model EGL_Model;
typedef enum EGL_TexType
{
EGL_TEXTYPE_BUFFER,
EGL_TEXTYPE_FRAMEBUFFER,
EGL_TEXTYPE_DMABUF
}
EGL_TexType;
typedef enum EGL_PixelFormat
{
EGL_PF_RGBA,
EGL_PF_BGRA,
EGL_PF_RGBA10,
EGL_PF_RGBA16F
}
EGL_PixelFormat;
typedef enum EGL_TexStatus
{
EGL_TEX_STATUS_NOTREADY,
EGL_TEX_STATUS_OK,
EGL_TEX_STATUS_ERROR
}
EGL_TexStatus;
typedef struct EGL_TexSetup
{
/* the pixel format of the texture */
EGL_PixelFormat pixFmt;
/* the width of the texture in pixels */
size_t width;
/* the height of the texture in pixels */
size_t height;
/* the stide of the texture in bytes */
size_t stride;
}
EGL_TexSetup;
typedef struct EGL_TexUpdate
{
/* the type of this update */
EGL_TexType type;
union
{
/* EGL_TEXTURE_BUFFER */
const uint8_t * buffer;
/* EGL_TEXTURE_FRAMEBUFFER */
struct
{
const FrameBuffer * frame;
const FrameDamageRect * rects;
int rectCount;
};
/* EGL_TEXTURE_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, 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);
}
EGL_TextureOps;
struct EGL_Texture
{
struct EGL_TextureOps ops;
EGL * egl;
GLuint sampler;
RingBuffer textures;
EGL_TexFormat format;
bool formatValid;
// needed for dmabuf
size_t size;
// for applying shaders
struct ll * render;
_Atomic(bool) updated;
bool postProcessed;
EGL_Model * model;
unsigned int finalWidth, finalHeight;
void * bindData;
int bindDataSize;
};
bool egl_textureInit(EGL * egl, EGL_Texture ** texture, EGLDisplay * display,
EGL_TexType type, bool streaming);
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 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);
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);