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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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53
client/renderers/EGL/texture_buffer.h
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53
client/renderers/EGL/texture_buffer.h
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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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#pragma once
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#include "texture.h"
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#include "texture_util.h"
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#include "common/locking.h"
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typedef struct TextureBuffer
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{
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EGL_Texture base;
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EGLDisplay display;
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EGL_TexFormat format;
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int texCount;
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GLuint tex[2];
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GLuint sampler;
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EGL_TexBuffer buf[2];
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LG_Lock copyLock;
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int bufIndex;
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int rIndex;
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}
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TextureBuffer;
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bool eglTexBuffer_init(EGL_Texture ** texture_, EGLDisplay * display);
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void eglTexBuffer_free(EGL_Texture * texture_);
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bool eglTexBuffer_setup(EGL_Texture * texture_, const EGL_TexSetup * setup);
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EGL_TexStatus eglTexBuffer_process(EGL_Texture * texture_);
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EGL_TexStatus eglTexBuffer_bind(EGL_Texture * texture_);
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bool eglTexBuffer_stream_init(EGL_Texture ** texture_, EGLDisplay * display);
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bool eglTexBuffer_stream_setup(EGL_Texture * texture_,
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const EGL_TexSetup * setup);
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EGL_TexStatus eglTexBuffer_stream_process(EGL_Texture * texture_);
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EGL_TexStatus eglTexBuffer_stream_bind(EGL_Texture * texture_);
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