[egl] split out texture code into it's own object

This commit is contained in:
Geoffrey McRae 2018-09-23 15:48:44 +10:00
parent fff3ec30b8
commit 00658f3d64
7 changed files with 217 additions and 102 deletions

View File

@ -59,6 +59,7 @@ set(SOURCES
renderers/opengl.c
renderers/egl.c
renderers/egl_shader.c
renderers/egl_texture.c
renderers/egl_model.c
)

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@ -20,13 +20,13 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#pragma once
#include "lg-renderer.h"
extern const LG_Renderer LGR_EGL;
extern const LG_Renderer LGR_OpenGL;
//extern const LG_Renderer LGR_OpenGLBasic;
const LG_Renderer * LG_Renderers[] =
{
&LGR_EGL,
&LGR_OpenGL,
// &LGR_OpenGLBasic,
NULL // end of array sentinal
};

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@ -47,6 +47,11 @@ struct Shaders
struct EGL_Shader * desktop;
};
struct Textures
{
struct EGL_Texture * desktop;
};
struct Inst
{
LG_RendererParams params;
@ -61,8 +66,10 @@ struct Inst
struct Models models;
struct Shaders shaders;
struct Textures textures;
LG_RendererFormat format;
bool sourceChanged;
size_t frameSize;
const uint8_t * data;
bool update;
@ -108,6 +115,7 @@ void egl_deinitialize(void * opaque)
egl_model_free (&this->models .desktop);
egl_shader_free (&this->shaders .desktop);
egl_texture_free(&this->textures.desktop);
free(this);
}
@ -132,8 +140,20 @@ bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uin
if (format.type != FRAME_TYPE_ARGB)
return false;
this->sourceChanged = (
this->sourceChanged ||
this->format.type != format.type ||
this->format.width != format.width ||
this->format.height != format.height ||
this->format.pitch != format.pitch
);
if (this->sourceChanged)
{
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->frameSize = format.height * format.pitch;
}
this->data = data;
this->update = true;
@ -238,11 +258,16 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
))
return false;
if (!egl_texture_init(&this->textures.desktop))
return false;
if (!egl_model_init(&this->models.desktop))
return false;
egl_model_set_verticies(this->models.desktop, desktop, sizeof(desktop) / sizeof(GLfloat));
egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_shader (this->models.desktop, this->shaders .desktop);
egl_model_set_texture (this->models.desktop, this->textures.desktop);
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
return true;
@ -254,16 +279,19 @@ bool egl_render(void * opaque, SDL_Window * window)
if (this->update)
{
if (!egl_model_is_streaming(this->models.desktop))
egl_model_init_streaming(
this->models.desktop,
if (this->sourceChanged)
{
this->sourceChanged = false;
egl_texture_init_streaming(
this->textures.desktop,
this->format.width,
this->format.height,
this->frameSize
);
}
egl_model_stream_buffer(
this->models.desktop,
egl_texture_stream_buffer(
this->textures.desktop,
this->data,
this->frameSize
);

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@ -19,6 +19,8 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "egl_model.h"
#include "egl_shader.h"
#include "egl_texture.h"
#include "debug.h"
#include "utils.h"
@ -38,14 +40,7 @@ struct EGL_Model
GLuint uvBuffer;
EGL_Shader * shader;
bool hasTexture;
GLuint texture;
bool hasPBO;
GLuint pbo[2];
int pboIndex;
size_t pboWidth, pboHeight;
EGL_Texture * texture;
};
bool egl_model_init(EGL_Model ** model)
@ -72,69 +67,10 @@ void egl_model_free(EGL_Model ** model)
if ((*model)->hasUVBuffer)
glDeleteBuffers(1, &(*model)->uvBuffer);
if ((*model)->hasTexture)
glDeleteTextures(1, &(*model)->texture);
if ((*model)->hasPBO)
glDeleteBuffers(2, (*model)->pbo);
free(*model);
*model = NULL;
}
bool egl_model_init_streaming(EGL_Model * model, size_t width, size_t height, size_t bufferSize)
{
model->pboWidth = width;
model->pboHeight = height;
glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
if (!model->hasPBO)
glGenBuffers(2, model->pbo);
for(int i = 0; i < 2; ++i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[i]);
glBufferData(
GL_PIXEL_UNPACK_BUFFER,
bufferSize,
NULL,
GL_DYNAMIC_DRAW
);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
model->hasPBO = true;
return true;
}
bool egl_model_is_streaming(EGL_Model * model)
{
return model->hasPBO;
}
bool egl_model_stream_buffer(EGL_Model * model, const uint8_t * buffer, size_t bufferSize)
{
if (++model->pboIndex == 2)
model->pboIndex = 0;
glBindTexture(GL_TEXTURE_2D, egl_model_get_texture_id(model));
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, model->pbo[model->pboIndex]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, 0, GL_DYNAMIC_DRAW);
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, bufferSize, buffer);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, model->pboWidth, model->pboHeight, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void egl_model_set_verticies(EGL_Model * model, const GLfloat * verticies, const size_t count)
{
if (model->hasVertexBuffer)
@ -186,19 +122,16 @@ void egl_model_render(EGL_Model * model)
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
}
if (model->hasTexture)
glBindTexture(GL_TEXTURE_2D, model->texture);
if (model->texture)
egl_texture_bind(model->texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, model->vertexCount);
if (model->hasTexture)
glBindTexture(GL_TEXTURE_2D, 0);
while(location > 0)
glDisableVertexAttribArray(location--);
glDisableVertexAttribArray(0);
if (model->shader)
glUseProgram(0);
}
@ -207,13 +140,7 @@ void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader)
model->shader = shader;
}
GLuint egl_model_get_texture_id(EGL_Model * model)
void egl_model_set_texture(EGL_Model * model, EGL_Texture * texture)
{
if (model->hasTexture)
return model->texture;
glGenTextures(1, &model->texture);
model->hasTexture = true;
return model->texture;
model->texture = texture;
}

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@ -21,6 +21,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include <stdbool.h>
#include "egl_shader.h"
#include "egl_texture.h"
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
@ -30,12 +31,9 @@ typedef struct EGL_Model EGL_Model;
bool egl_model_init(EGL_Model ** model);
void egl_model_free(EGL_Model ** model);
bool egl_model_init_streaming(EGL_Model * model, size_t width, size_t height, size_t bufferSize);
bool egl_model_is_streaming (EGL_Model * model);
bool egl_model_stream_buffer (EGL_Model * model, const uint8_t * buffer, size_t bufferSize);
void egl_model_set_verticies (EGL_Model * model, const GLfloat * verticies, const size_t count);
void egl_model_set_uvs (EGL_Model * model, const GLfloat * uvs , const size_t count);
void egl_model_set_shader (EGL_Model * model, EGL_Shader * shader);
GLuint egl_model_get_texture_id(EGL_Model * model);
void egl_model_set_texture (EGL_Model * model, EGL_Texture * texture);
void egl_model_render(EGL_Model * model);

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@ -0,0 +1,125 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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 "egl_texture.h"
#include "debug.h"
#include "utils.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <SDL2/SDL_egl.h>
struct EGL_Texture
{
GLuint texture;
bool hasPBO;
GLuint pbo[2];
int pboIndex;
size_t pboWidth, pboHeight;
size_t pboBufferSize;
};
bool egl_texture_init(EGL_Texture ** texture)
{
*texture = (EGL_Texture *)malloc(sizeof(EGL_Texture));
if (!*texture)
{
DEBUG_ERROR("Failed to malloc EGL_Texture");
return false;
}
memset(*texture, 0, sizeof(EGL_Texture));
glGenTextures(1, &(*texture)->texture);
return true;
}
void egl_texture_free(EGL_Texture ** texture)
{
if (!*texture)
return;
glDeleteTextures(1, &(*texture)->texture);
if ((*texture)->hasPBO)
glDeleteBuffers(2, (*texture)->pbo);
free(*texture);
*texture = NULL;
}
bool egl_texture_init_streaming(EGL_Texture * texture, size_t width, size_t height, size_t bufferSize)
{
texture->pboWidth = width;
texture->pboHeight = height;
glBindTexture(GL_TEXTURE_2D, texture->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
if (!texture->hasPBO)
glGenBuffers(2, texture->pbo);
for(int i = 0; i < 2; ++i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[i]);
glBufferData(
GL_PIXEL_UNPACK_BUFFER,
bufferSize,
NULL,
GL_DYNAMIC_DRAW
);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
texture->hasPBO = true;
return true;
}
bool egl_texture_is_streaming(EGL_Texture * texture)
{
return texture->hasPBO;
}
bool egl_texture_stream_buffer(EGL_Texture * texture, const uint8_t * buffer, size_t bufferSize)
{
if (++texture->pboIndex == 2)
texture->pboIndex = 0;
glBindTexture(GL_TEXTURE_2D, texture->texture);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, 0, GL_DYNAMIC_DRAW);
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, bufferSize, buffer);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->pboWidth, texture->pboHeight, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void egl_texture_bind(EGL_Texture * texture)
{
glBindTexture(GL_TEXTURE_2D, texture->texture);
}

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@ -0,0 +1,36 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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_shader.h"
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
typedef struct EGL_Texture EGL_Texture;
bool egl_texture_init(EGL_Texture ** tex);
void egl_texture_free(EGL_Texture ** tex);
bool egl_texture_init_streaming(EGL_Texture * texture, size_t width, size_t height, size_t bufferSize);
bool egl_texture_is_streaming (EGL_Texture * texture);
bool egl_texture_stream_buffer (EGL_Texture * texture, const uint8_t * buffer, size_t bufferSize);
void egl_texture_bind (EGL_Texture * texture);