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[client] egl: replace monolithic EGLTexture with modular version
The way things were handled in EGLTexture is not only very hard to follow, but broken. This change set breaks up EGLTexture into a modular design making it easier to implement the various versions. Note that DMABUF is currently broken and needs to be re-implemented.
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@@ -24,34 +24,121 @@
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#include "shader.h"
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#include "common/framebuffer.h"
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#include "util.h"
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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typedef struct EGL_Texture EGL_Texture;
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struct EGL_TextureOps;
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enum EGL_PixelFormat
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typedef struct EGL_Texture
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{
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const struct EGL_TextureOps * ops;
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// needed for dmabuf
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size_t size;
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}
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EGL_Texture;
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typedef enum EGL_TexType
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{
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EGL_TEXTYPE_BUFFER,
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EGL_TEXTYPE_FRAMEBUFFER,
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EGL_TEXTYPE_DMABUF
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}
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EGL_TexType;
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typedef enum EGL_PixelFormat
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{
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EGL_PF_RGBA,
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EGL_PF_BGRA,
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EGL_PF_RGBA10,
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EGL_PF_RGBA16F,
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EGL_PF_YUV420
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};
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EGL_PF_RGBA16F
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}
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EGL_PixelFormat;
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enum EGL_TexStatus
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typedef enum EGL_TexStatus
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{
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EGL_TEX_STATUS_NOTREADY,
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EGL_TEX_STATUS_OK,
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EGL_TEX_STATUS_ERROR
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};
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}
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EGL_TexStatus;
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bool egl_texture_init(EGL_Texture ** texture, EGLDisplay * display);
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typedef struct EGL_TexSetup
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{
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/* the pixel format of the texture */
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EGL_PixelFormat pixFmt;
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/* the width of the texture in pixels */
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size_t width;
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/* the height of the texture in pixels */
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size_t height;
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/* the stide of the texture in bytes */
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size_t stride;
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}
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EGL_TexSetup;
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typedef struct EGL_TexUpdate
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{
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/* the type of this update */
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EGL_TexType type;
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union
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{
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/* EGL_TEXTURE_BUFFER */
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const uint8_t * buffer;
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/* EGL_TEXTURE_FRAMEBUFFER */
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const FrameBuffer * frame;
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/* EGL_TEXTURE_DMABUF */
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int dmaFD;
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};
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}
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EGL_TexUpdate;
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typedef struct EGL_TextureOps
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{
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/* allocate & initialize an EGL_Texture */
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bool (*init)(EGL_Texture ** texture, EGLDisplay * display);
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/* free the EGL_Texture */
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void (*free)(EGL_Texture * texture);
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/* setup/reconfigure the texture format */
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bool (*setup)(EGL_Texture * texture, const EGL_TexSetup * setup);
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/* update the texture */
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bool (*update)(EGL_Texture * texture, const EGL_TexUpdate * update);
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/* called from a background job to prepare the texture for use before bind */
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enum EGL_TexStatus (*process)(EGL_Texture * texture);
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/* bind the texture for use */
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enum EGL_TexStatus (*bind)(EGL_Texture * texture);
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}
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EGL_TextureOps;
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bool egl_texture_init(EGL_Texture ** texture, EGLDisplay * display,
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EGL_TexType type, bool streaming);
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void egl_texture_free(EGL_Texture ** tex);
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bool egl_texture_setup (EGL_Texture * texture, enum EGL_PixelFormat pixfmt, size_t width, size_t height, size_t stride, bool streaming, bool useDMA);
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bool egl_texture_update (EGL_Texture * texture, const uint8_t * buffer);
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bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer * frame);
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bool egl_texture_update_from_dma (EGL_Texture * texture, const FrameBuffer * frmame, const int dmaFd);
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bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt,
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size_t width, size_t height, size_t stride);
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bool egl_texture_update (EGL_Texture * texture, const uint8_t * buffer);
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bool egl_texture_update_from_frame(EGL_Texture * texture,
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const FrameBuffer * frame);
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bool egl_texture_update_from_dma(EGL_Texture * texture,
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const FrameBuffer * frame, const int dmaFd);
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enum EGL_TexStatus egl_texture_process(EGL_Texture * texture);
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enum EGL_TexStatus egl_texture_bind (EGL_Texture * texture);
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int egl_texture_count (EGL_Texture * texture);
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enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture);
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int egl_texture_count(EGL_Texture * texture);
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