mirror of
https://github.com/gnif/LookingGlass.git
synced 2025-08-06 10:44:01 +00:00
[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.
This commit is contained in:
278
client/renderers/EGL/texture_buffer.c
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278
client/renderers/EGL/texture_buffer.c
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/**
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* Looking Glass
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* Copyright (C) 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "texture_buffer.h"
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#include "egldebug.h"
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#include <string.h>
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#include <assert.h>
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// forwards
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extern const EGL_TextureOps EGL_TextureBuffer;
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extern const EGL_TextureOps EGL_TextureBufferStream;
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// internal functions
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static void eglTexBuffer_cleanup(TextureBuffer * this)
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{
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eglTexUtilFreeBuffers(this->buf, this->texCount);
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if (this->tex[0])
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glDeleteTextures(this->texCount, this->tex);
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if (this->sampler)
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glDeleteSamplers(1, &this->sampler);
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}
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// common functions
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bool eglTexBuffer_init(EGL_Texture ** texture_, EGLDisplay * display)
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{
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TextureBuffer * this = (TextureBuffer *)calloc(1, sizeof(*this));
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if (!this)
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{
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DEBUG_ERROR("Failed to malloc TexB");
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return false;
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}
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*texture_ = &this->base;
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this->display = display;
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this->texCount = 1;
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return true;
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}
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void eglTexBuffer_free(EGL_Texture * texture_)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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eglTexBuffer_cleanup(this);
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LG_LOCK_FREE(this->copyLock);
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free(this);
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}
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bool eglTexBuffer_setup(EGL_Texture * texture_, const EGL_TexSetup * setup)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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eglTexBuffer_cleanup(this);
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if (!eglTexUtilGetFormat(setup, &this->format))
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return false;
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glGenSamplers(1, &this->sampler);
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glSamplerParameteri(this->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(this->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
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glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
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glGenTextures(this->texCount, this->tex);
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for(int i = 0; i < this->texCount; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, this->tex[i]);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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this->format.intFormat,
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this->format.width,
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this->format.height,
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0,
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this->format.format,
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this->format.dataType,
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NULL);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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this->rIndex = -1;
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return true;
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}
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static bool eglTexBuffer_update(EGL_Texture * texture_, const EGL_TexUpdate * update)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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assert(update->type == EGL_TEXTYPE_BUFFER);
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glBindTexture(GL_TEXTURE_2D, this->tex[0]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, this->format.pitch);
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0,
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this->format.width,
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this->format.height,
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this->format.format,
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this->format.dataType,
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update->buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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EGL_TexStatus eglTexBuffer_process(EGL_Texture * texture_)
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{
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return EGL_TEX_STATUS_OK;
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}
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EGL_TexStatus eglTexBuffer_bind(EGL_Texture * texture_)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, this->tex[0]);
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glBindSampler(0, this->sampler);
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return true;
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}
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// streaming functions
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bool eglTexBuffer_stream_init(EGL_Texture ** texture_, EGLDisplay * display)
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{
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if (!eglTexBuffer_init(texture_, display))
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return false;
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TextureBuffer * this = UPCAST(TextureBuffer, *texture_);
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this->base.ops = &EGL_TextureBufferStream;
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this->texCount = 2;
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LG_LOCK_INIT(this->copyLock);
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return true;
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}
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bool eglTexBuffer_stream_setup(EGL_Texture * texture_, const EGL_TexSetup * setup)
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{
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if (!eglTexBuffer_setup(texture_, setup))
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return false;
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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return eglTexUtilGenBuffers(&this->format, this->buf, this->texCount);
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}
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static bool eglTexBuffer_stream_update(EGL_Texture * texture_,
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const EGL_TexUpdate * update)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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assert(update->type == EGL_TEXTYPE_BUFFER);
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LG_LOCK(this->copyLock);
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memcpy(this->buf[this->bufIndex].map, update->buffer,
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this->format.bufferSize);
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this->buf[this->bufIndex].updated = true;
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LG_UNLOCK(this->copyLock);
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return true;
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}
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EGL_TexStatus eglTexBuffer_stream_process(EGL_Texture * texture_)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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LG_LOCK(this->copyLock);
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GLuint tex = this->tex[this->bufIndex];
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EGL_TexBuffer * buffer = &this->buf[this->bufIndex];
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if (buffer->updated && buffer->sync == 0)
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{
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this->rIndex = this->bufIndex;
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if (++this->bufIndex == this->texCount)
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this->bufIndex = 0;
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}
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LG_UNLOCK(this->copyLock);
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if (buffer->updated)
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{
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buffer->updated = false;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->pbo);
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glBindTexture(GL_TEXTURE_2D, tex);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, this->format.pitch);
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0,
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this->format.width,
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this->format.height,
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this->format.format,
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this->format.dataType,
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(const void *)0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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buffer->sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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}
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return EGL_TEX_STATUS_OK;
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}
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EGL_TexStatus eglTexBuffer_stream_bind(EGL_Texture * texture_)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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if (this->rIndex == -1)
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return EGL_TEX_STATUS_NOTREADY;
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EGL_TexBuffer * buffer = &this->buf[this->rIndex];
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if (buffer->sync)
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{
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switch(glClientWaitSync(buffer->sync, 0, 20000000)) // 20ms
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{
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case GL_ALREADY_SIGNALED:
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case GL_CONDITION_SATISFIED:
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glDeleteSync(buffer->sync);
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buffer->sync = 0;
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break;
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case GL_TIMEOUT_EXPIRED:
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return EGL_TEX_STATUS_NOTREADY;
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case GL_WAIT_FAILED:
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case GL_INVALID_VALUE:
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glDeleteSync(buffer->sync);
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buffer->sync = 0;
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DEBUG_GL_ERROR("glClientWaitSync failed");
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return EGL_TEX_STATUS_ERROR;
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}
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, this->tex[this->rIndex]);
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glBindSampler(0, this->sampler);
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return EGL_TEX_STATUS_OK;
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}
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const EGL_TextureOps EGL_TextureBuffer =
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{
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.init = eglTexBuffer_init,
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.free = eglTexBuffer_free,
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.setup = eglTexBuffer_setup,
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.update = eglTexBuffer_update,
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.process = eglTexBuffer_process,
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.bind = eglTexBuffer_bind
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};
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const EGL_TextureOps EGL_TextureBufferStream =
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{
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.init = eglTexBuffer_stream_init,
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.free = eglTexBuffer_free,
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.setup = eglTexBuffer_stream_setup,
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.update = eglTexBuffer_stream_update,
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.process = eglTexBuffer_stream_process,
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.bind = eglTexBuffer_stream_bind
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};
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