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[client] egl: allow for partial texture updates
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7ad3610276
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1fcdcc8725
@ -108,6 +108,39 @@ bool egl_textureUpdate(EGL_Texture * this, const uint8_t * buffer)
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const struct EGL_TexUpdate update =
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const struct EGL_TexUpdate update =
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{
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{
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.type = EGL_TEXTYPE_BUFFER,
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.type = EGL_TEXTYPE_BUFFER,
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.x = 0,
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.y = 0,
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.width = this->format.width,
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.height = this->format.height,
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.pitch = this->format.pitch,
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.stride = this->format.stride,
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.buffer = buffer
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};
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return this->ops.update(this, &update);
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}
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bool egl_textureUpdateRect(EGL_Texture * this,
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int x, int y, int width, int height, int stride,
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const uint8_t * buffer)
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{
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x = clamp(x , 0, this->format.width );
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y = clamp(y , 0, this->format.height );
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width = clamp(width , x, this->format.width - x);
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height = clamp(height, y, this->format.height - y);
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if (!width || !height)
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return true;
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const struct EGL_TexUpdate update =
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{
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.type = EGL_TEXTYPE_BUFFER,
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.x = x,
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.y = y,
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.width = width,
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.height = height,
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.pitch = stride / (stride / width),
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.stride = stride,
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.buffer = buffer
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.buffer = buffer
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};
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};
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@ -121,6 +154,12 @@ bool egl_textureUpdateFromFrame(EGL_Texture * this,
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const struct EGL_TexUpdate update =
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const struct EGL_TexUpdate update =
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{
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{
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.type = EGL_TEXTYPE_FRAMEBUFFER,
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.type = EGL_TEXTYPE_FRAMEBUFFER,
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.x = 0,
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.y = 0,
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.width = this->format.width,
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.height = this->format.height,
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.pitch = this->format.pitch,
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.stride = this->format.stride,
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.frame = frame,
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.frame = frame,
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.rects = damageRects,
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.rects = damageRects,
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.rectCount = damageRectsCount,
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.rectCount = damageRectsCount,
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@ -134,8 +173,14 @@ bool egl_textureUpdateFromDMA(EGL_Texture * this,
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{
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{
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const struct EGL_TexUpdate update =
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const struct EGL_TexUpdate update =
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{
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{
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.type = EGL_TEXTYPE_DMABUF,
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.type = EGL_TEXTYPE_DMABUF,
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.dmaFD = dmaFd
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.x = 0,
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.y = 0,
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.width = this->format.width,
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.height = this->format.height,
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.pitch = this->format.pitch,
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.stride = this->format.stride,
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.dmaFD = dmaFd
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};
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};
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/* wait for completion */
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/* wait for completion */
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@ -42,6 +42,12 @@ typedef struct EGL_TexUpdate
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/* the type of this update */
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/* the type of this update */
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EGL_TexType type;
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EGL_TexType type;
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int x, y, width, height;
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//pitch = row length in pixels
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//stride = row length in bytes
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int pitch, stride;
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union
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union
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{
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{
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/* EGL_TEXTURE_BUFFER */
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/* EGL_TEXTURE_BUFFER */
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@ -102,6 +108,10 @@ bool egl_textureSetup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt,
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bool egl_textureUpdate(EGL_Texture * texture, const uint8_t * buffer);
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bool egl_textureUpdate(EGL_Texture * texture, const uint8_t * buffer);
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bool egl_textureUpdateRect(EGL_Texture * texture,
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int x, int y, int width, int height, int stride,
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const uint8_t * buffer);
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bool egl_textureUpdateFromFrame(EGL_Texture * texture,
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bool egl_textureUpdateFromFrame(EGL_Texture * texture,
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const FrameBuffer * frame, const FrameDamageRect * damageRects,
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const FrameBuffer * frame, const FrameDamageRect * damageRects,
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int damageRectsCount);
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int damageRectsCount);
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@ -111,11 +111,13 @@ static bool egl_texBufferUpdate(EGL_Texture * texture, const EGL_TexUpdate * upd
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DEBUG_ASSERT(update->type == EGL_TEXTYPE_BUFFER);
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DEBUG_ASSERT(update->type == EGL_TEXTYPE_BUFFER);
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glBindTexture(GL_TEXTURE_2D, this->tex[0]);
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glBindTexture(GL_TEXTURE_2D, this->tex[0]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->format.pitch);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, update->pitch);
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glTexSubImage2D(GL_TEXTURE_2D,
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0,
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0,
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texture->format.width,
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update->x,
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texture->format.height,
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update->y,
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update->width,
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update->height,
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texture->format.format,
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texture->format.format,
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texture->format.dataType,
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texture->format.dataType,
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update->buffer);
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update->buffer);
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@ -31,6 +31,10 @@
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_a > _b ? _a : _b; })
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_a > _b ? _a : _b; })
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#endif
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#endif
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#ifndef clamp
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#define clamp(v,a,b) min(max(v, a), b)
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#endif
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#define UPCAST(type, x) \
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#define UPCAST(type, x) \
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(type *)((uintptr_t)(x) - offsetof(type, base))
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(type *)((uintptr_t)(x) - offsetof(type, base))
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