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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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59
client/renderers/EGL/texture_framebuffer.c
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59
client/renderers/EGL/texture_framebuffer.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.h"
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#include <assert.h>
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#include "texture_buffer.h"
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#include "common/debug.h"
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static bool eglTexFB_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_FRAMEBUFFER);
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LG_LOCK(this->copyLock);
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framebuffer_read(
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update->frame,
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this->buf[this->bufIndex].map,
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this->format.stride,
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this->format.height,
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this->format.width,
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this->format.bpp,
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this->format.stride
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);
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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_TextureOps EGL_TextureFrameBuffer =
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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 = eglTexFB_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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