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https://github.com/gnif/LookingGlass.git
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[client] [Patch 2/2] fixes #106
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@@ -36,7 +36,7 @@ struct EGL_Texture
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int textureCount;
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GLuint textures[3];
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GLuint samplers[3];
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size_t planes[3][2];
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size_t planes[3][3];
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GLintptr offsets[3];
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GLenum intFormat;
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GLenum format;
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@@ -81,61 +81,70 @@ void egl_texture_free(EGL_Texture ** texture)
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*texture = NULL;
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}
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bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_t width, size_t height, size_t bufferSize, bool streaming)
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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)
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{
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int textureCount;
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texture->pixFmt = pixFmt;
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texture->width = width;
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texture->height = height;
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texture->pboBufferSize = bufferSize;
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texture->streaming = streaming;
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switch(pixFmt)
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{
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case EGL_PF_BGRA:
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textureCount = 1;
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texture->format = GL_BGRA;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->offsets[0] = 0;
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texture->intFormat = GL_BGRA;
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texture->dataType = GL_UNSIGNED_BYTE;
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textureCount = 1;
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texture->format = GL_BGRA;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->planes[0][2] = stride / 4;
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texture->offsets[0] = 0;
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texture->intFormat = GL_BGRA;
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texture->dataType = GL_UNSIGNED_BYTE;
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texture->pboBufferSize = height * stride;
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break;
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case EGL_PF_RGBA:
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textureCount = 1;
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texture->format = GL_RGBA;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->offsets[0] = 0;
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texture->intFormat = GL_BGRA;
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texture->dataType = GL_UNSIGNED_BYTE;
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textureCount = 1;
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texture->format = GL_RGBA;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->planes[0][2] = stride / 4;
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texture->offsets[0] = 0;
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texture->intFormat = GL_BGRA;
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texture->dataType = GL_UNSIGNED_BYTE;
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texture->pboBufferSize = height * stride;
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break;
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case EGL_PF_RGBA10:
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textureCount = 1;
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texture->format = GL_RGBA;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->offsets[0] = 0;
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texture->intFormat = GL_RGB10_A2;
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texture->dataType = GL_UNSIGNED_INT_2_10_10_10_REV;
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textureCount = 1;
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texture->format = GL_RGBA;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->planes[0][2] = stride / 4;
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texture->offsets[0] = 0;
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texture->intFormat = GL_RGB10_A2;
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texture->dataType = GL_UNSIGNED_INT_2_10_10_10_REV;
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texture->pboBufferSize = height * stride;
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break;
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case EGL_PF_YUV420:
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textureCount = 3;
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texture->format = GL_RED;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->planes[1][0] = width / 2;
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texture->planes[1][1] = height / 2;
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texture->planes[2][0] = width / 2;
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texture->planes[2][1] = height / 2;
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texture->offsets[0] = 0;
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texture->offsets[1] = width * height;
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texture->offsets[2] = texture->offsets[1] + (texture->offsets[1] / 4);
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texture->dataType = GL_UNSIGNED_BYTE;
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textureCount = 3;
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texture->format = GL_RED;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->planes[0][2] = stride;
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texture->planes[1][0] = width / 2;
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texture->planes[1][1] = height / 2;
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texture->planes[1][2] = stride / 2;
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texture->planes[2][0] = width / 2;
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texture->planes[2][1] = height / 2;
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texture->planes[2][2] = stride / 2;
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texture->offsets[0] = 0;
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texture->offsets[1] = stride * height;
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texture->offsets[2] = texture->offsets[1] + (texture->offsets[1] / 4);
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texture->dataType = GL_UNSIGNED_BYTE;
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texture->pboBufferSize = texture->offsets[2] + (texture->offsets[1] / 4);
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break;
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default:
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@@ -182,7 +191,7 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[i]);
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glBufferData(
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GL_PIXEL_UNPACK_BUFFER,
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bufferSize,
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height * stride,
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NULL,
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GL_DYNAMIC_DRAW
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);
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@@ -217,6 +226,7 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
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for(int i = 0; i < texture->textureCount; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->planes[i][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
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texture->format, texture->dataType, buffer + texture->offsets[i]);
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}
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@@ -233,6 +243,7 @@ void egl_texture_bind(EGL_Texture * texture)
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for(int i = 0; i < texture->textureCount; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->planes[i][2]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
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texture->format, texture->dataType, (const void *)texture->offsets[i]);
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}
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