LookingGlass/client/renderers/EGL/texture_framebuffer.c

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/**
* Looking Glass
* Copyright (C) 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 <assert.h>
#include "texture_buffer.h"
#include "common/debug.h"
static bool eglTexFB_update(EGL_Texture * texture, const EGL_TexUpdate * update)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture);
assert(update->type == EGL_TEXTYPE_FRAMEBUFFER);
LG_LOCK(this->copyLock);
framebuffer_read(
update->frame,
this->buf[this->bufIndex].map,
this->format.stride,
this->format.height,
this->format.width,
this->format.bpp,
this->format.stride
);
this->buf[this->bufIndex].updated = true;
LG_UNLOCK(this->copyLock);
return true;
}
EGL_TextureOps EGL_TextureFrameBuffer =
{
.init = eglTexBuffer_stream_init,
.free = eglTexBuffer_free,
.setup = eglTexBuffer_stream_setup,
.update = eglTexFB_update,
.process = eglTexBuffer_stream_process,
.bind = eglTexBuffer_stream_bind
};