[client] egl: rework egl to accomodate post-processing filtering

This commit is contained in:
Geoffrey McRae 2021-08-09 14:08:10 +10:00
parent 30ad28ffd1
commit 86d6b67337
21 changed files with 793 additions and 183 deletions

View File

@ -80,11 +80,11 @@ struct EGL_Cursor
struct EGL_Model * model;
};
static bool egl_cursor_tex_init(struct CursorTex * t,
static bool cursorTexInit(EGL * egl, struct CursorTex * t,
const char * vertex_code , size_t vertex_size,
const char * fragment_code, size_t fragment_size)
{
if (!egl_textureInit(&t->texture, NULL, EGL_TEXTYPE_BUFFER, false))
if (!egl_textureInit(egl, &t->texture, NULL, EGL_TEXTYPE_BUFFER, false))
{
DEBUG_ERROR("Failed to initialize the cursor texture");
return false;
@ -110,8 +110,8 @@ static bool egl_cursor_tex_init(struct CursorTex * t,
return true;
}
static inline void egl_cursor_tex_uniforms(EGL_Cursor * cursor, struct CursorTex * t,
bool mono, float x, float y, float w, float h)
static inline void setCursorTexUniforms(EGL_Cursor * cursor,
struct CursorTex * t, bool mono, float x, float y, float w, float h)
{
if (mono)
{
@ -127,13 +127,13 @@ static inline void egl_cursor_tex_uniforms(EGL_Cursor * cursor, struct CursorTex
}
}
static void egl_cursor_tex_free(struct CursorTex * t)
static void cursorTexFree(struct CursorTex * t)
{
egl_textureFree(&t->texture);
egl_shaderFree (&t->shader );
};
bool egl_cursorInit(EGL_Cursor ** cursor)
bool egl_cursorInit(EGL * egl, EGL_Cursor ** cursor)
{
*cursor = (EGL_Cursor *)malloc(sizeof(EGL_Cursor));
if (!*cursor)
@ -145,12 +145,12 @@ bool egl_cursorInit(EGL_Cursor ** cursor)
memset(*cursor, 0, sizeof(EGL_Cursor));
LG_LOCK_INIT((*cursor)->lock);
if (!egl_cursor_tex_init(&(*cursor)->norm,
if (!cursorTexInit(egl, &(*cursor)->norm,
b_shader_cursor_vert , b_shader_cursor_vert_size,
b_shader_cursor_rgb_frag, b_shader_cursor_rgb_frag_size))
return false;
if (!egl_cursor_tex_init(&(*cursor)->mono,
if (!cursorTexInit(egl, &(*cursor)->mono,
b_shader_cursor_vert , b_shader_cursor_vert_size,
b_shader_cursor_mono_frag, b_shader_cursor_mono_frag_size))
return false;
@ -161,7 +161,7 @@ bool egl_cursorInit(EGL_Cursor ** cursor)
return false;
}
egl_modelSetDefault((*cursor)->model);
egl_modelSetDefault((*cursor)->model, true);
(*cursor)->cbMode = option_get_int("egl", "cbMode");
@ -182,8 +182,8 @@ void egl_cursorFree(EGL_Cursor ** cursor)
if ((*cursor)->data)
free((*cursor)->data);
egl_cursor_tex_free(&(*cursor)->norm);
egl_cursor_tex_free(&(*cursor)->mono);
cursorTexFree(&(*cursor)->norm);
cursorTexFree(&(*cursor)->mono);
egl_modelFree(&(*cursor)->model);
free(*cursor);
@ -342,13 +342,13 @@ struct CursorState egl_cursorRender(EGL_Cursor * cursor,
case LG_CURSOR_MONOCHROME:
{
egl_shaderUse(cursor->norm.shader);
egl_cursor_tex_uniforms(cursor, &cursor->norm, true, pos.x, pos.y, size.w, size.h);
setCursorTexUniforms(cursor, &cursor->norm, true, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
egl_modelSetTexture(cursor->model, cursor->norm.texture);
egl_modelRender(cursor->model);
egl_shaderUse(cursor->mono.shader);
egl_cursor_tex_uniforms(cursor, &cursor->mono, true, pos.x, pos.y, size.w, size.h);
setCursorTexUniforms(cursor, &cursor->mono, true, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_modelSetTexture(cursor->model, cursor->mono.texture);
egl_modelRender(cursor->model);
@ -358,7 +358,7 @@ struct CursorState egl_cursorRender(EGL_Cursor * cursor,
case LG_CURSOR_COLOR:
{
egl_shaderUse(cursor->norm.shader);
egl_cursor_tex_uniforms(cursor, &cursor->norm, false, pos.x, pos.y, size.w, size.h);
setCursorTexUniforms(cursor, &cursor->norm, false, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
egl_modelRender(cursor->model);
break;
@ -367,7 +367,7 @@ struct CursorState egl_cursorRender(EGL_Cursor * cursor,
case LG_CURSOR_MASKED_COLOR:
{
egl_shaderUse(cursor->mono.shader);
egl_cursor_tex_uniforms(cursor, &cursor->mono, false, pos.x, pos.y, size.w, size.h);
setCursorTexUniforms(cursor, &cursor->mono, false, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_modelRender(cursor->model);
break;

View File

@ -22,6 +22,7 @@
#include <stdbool.h>
#include "egl.h"
#include "interface/renderer.h"
typedef struct EGL_Cursor EGL_Cursor;
@ -31,7 +32,7 @@ struct CursorState {
struct Rect rect;
};
bool egl_cursorInit(EGL_Cursor ** cursor);
bool egl_cursorInit(EGL * egl, EGL_Cursor ** cursor);
void egl_cursorFree(EGL_Cursor ** cursor);
bool egl_cursorSetShape(

View File

@ -22,6 +22,7 @@
#include "common/debug.h"
#include "common/option.h"
#include "common/locking.h"
#include "common/array.h"
#include "app.h"
#include "texture.h"
@ -33,6 +34,8 @@
#include <string.h>
// these headers are auto generated by cmake
#include "null.vert.h"
#include "null.frag.h"
#include "desktop.vert.h"
#include "desktop_rgb.frag.h"
#include "desktop_rgb.def.h"
@ -41,28 +44,26 @@ struct DesktopShader
{
EGL_Shader * shader;
GLint uTransform;
GLint uUVScale;
GLint uDesktopSize;
GLint uScaleAlgo;
GLint uNV, uNVGain;
GLint uNVGain;
GLint uCBMode;
};
struct EGL_Desktop
{
EGL * egl;
EGLDisplay * display;
EGL_Texture * texture;
struct DesktopShader * shader; // the active shader
struct DesktopShader shader;
EGL_DesktopRects * mesh;
CountedBuffer * matrix;
// internals
int width, height;
LG_RendererRotate rotate;
// shader instances
struct DesktopShader shader_generic;
// scale algorithm
int scaleAlgo;
@ -80,7 +81,7 @@ struct EGL_Desktop
// forwards
void egl_desktop_toggle_nv(int key, void * opaque);
static bool egl_init_desktop_shader(
static bool egl_initDesktopShader(
struct DesktopShader * shader,
const char * vertex_code , size_t vertex_size,
const char * fragment_code, size_t fragment_size
@ -96,40 +97,37 @@ static bool egl_init_desktop_shader(
return false;
}
egl_shaderAssocTextures(shader->shader, 1);
shader->uTransform = egl_shaderGetUniform(shader->shader, "transform");
shader->uUVScale = egl_shaderGetUniform(shader->shader, "uvScale" );
shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "size" );
shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo");
shader->uNV = egl_shaderGetUniform(shader->shader, "nv" );
shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
return true;
}
bool egl_desktopInit(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA, int maxRects)
bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop, EGLDisplay * display,
bool useDMA, int maxRects)
{
*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
*desktop = (EGL_Desktop *)calloc(1, sizeof(EGL_Desktop));
if (!*desktop)
{
DEBUG_ERROR("Failed to malloc EGL_Desktop");
return false;
}
memset(*desktop, 0, sizeof(EGL_Desktop));
(*desktop)->egl = egl;
(*desktop)->display = display;
if (!egl_textureInit(&(*desktop)->texture, display,
if (!egl_textureInit(egl, &(*desktop)->texture, display,
useDMA ? EGL_TEXTYPE_DMABUF : EGL_TEXTYPE_FRAMEBUFFER, true))
{
DEBUG_ERROR("Failed to initialize the desktop texture");
return false;
}
if (!egl_init_desktop_shader(
&(*desktop)->shader_generic,
if (!egl_initDesktopShader(
&(*desktop)->shader,
b_shader_desktop_vert , b_shader_desktop_vert_size,
b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
{
@ -143,6 +141,13 @@ bool egl_desktopInit(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA,
return false;
}
(*desktop)->matrix = countedBufferNew(6 * sizeof(GLfloat));
if (!(*desktop)->matrix)
{
DEBUG_ERROR("Failed to allocate the desktop matrix buffer");
return false;
}
app_registerKeybind(KEY_N, egl_desktop_toggle_nv, *desktop, "Toggle night vision mode");
(*desktop)->nvMax = option_get_int("egl", "nvGainMax");
@ -181,9 +186,10 @@ void egl_desktopFree(EGL_Desktop ** desktop)
if (!*desktop)
return;
egl_textureFree (&(*desktop)->texture );
egl_shaderFree (&(*desktop)->shader_generic.shader);
egl_desktopRectsFree(&(*desktop)->mesh );
egl_textureFree (&(*desktop)->texture );
egl_shaderFree (&(*desktop)->shader.shader);
egl_desktopRectsFree(&(*desktop)->mesh );
countedBufferRelease(&(*desktop)->matrix );
free(*desktop);
*desktop = NULL;
@ -237,22 +243,18 @@ bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
{
case FRAME_TYPE_BGRA:
pixFmt = EGL_PF_BGRA;
desktop->shader = &desktop->shader_generic;
break;
case FRAME_TYPE_RGBA:
pixFmt = EGL_PF_RGBA;
desktop->shader = &desktop->shader_generic;
break;
case FRAME_TYPE_RGBA10:
pixFmt = EGL_PF_RGBA10;
desktop->shader = &desktop->shader_generic;
break;
case FRAME_TYPE_RGBA16F:
pixFmt = EGL_PF_RGBA16F;
desktop->shader = &desktop->shader_generic;
break;
default:
@ -290,7 +292,8 @@ bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dm
desktop->useDMA = false;
egl_textureFree(&desktop->texture);
if (!egl_textureInit(&desktop->texture, desktop->display, EGL_TEXTYPE_FRAMEBUFFER, true))
if (!egl_textureInit(desktop->egl, &desktop->texture, desktop->display,
EGL_TEXTYPE_FRAMEBUFFER, true))
{
DEBUG_ERROR("Failed to initialize the desktop texture");
return false;
@ -307,9 +310,6 @@ bool egl_desktopRender(EGL_Desktop * desktop, const float x, const float y,
const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
LG_RendererRotate rotate, const struct DamageRects * rects)
{
if (!desktop->shader)
return false;
enum EGL_TexStatus status;
if ((status = egl_textureProcess(desktop->texture)) != EGL_TEX_STATUS_OK)
{
@ -339,28 +339,45 @@ bool egl_desktopRender(EGL_Desktop * desktop, const float x, const float y,
scaleAlgo = desktop->scaleAlgo;
}
float matrix[6];
egl_desktopRectsMatrix(matrix, desktop->width, desktop->height, x, y, scaleX, scaleY, rotate);
egl_desktopRectsMatrix((float *)desktop->matrix->data,
desktop->width, desktop->height, x, y, scaleX, scaleY, rotate);
egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height);
const struct DesktopShader * shader = desktop->shader;
egl_shaderUse(shader->shader);
glUniform1i(shader->uScaleAlgo , scaleAlgo);
glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);
glUniform2f(shader->uUVScale , 1.0f / desktop->width, 1.0f / desktop->height);
glUniformMatrix3x2fv(shader->uTransform, 1, GL_FALSE, matrix);
if (desktop->nvGain)
{
glUniform1i(shader->uNV, 1);
glUniform1f(shader->uNVGain, (float)desktop->nvGain);
}
else
glUniform1i(shader->uNV, 0);
glUniform1i(shader->uCBMode, desktop->cbMode);
egl_textureBind(desktop->texture);
const struct DesktopShader * shader = &desktop->shader;
EGL_Uniform uniforms[] =
{
{
.type = EGL_UNIFORM_TYPE_1I,
.location = shader->uScaleAlgo,
.i = { scaleAlgo },
},
{
.type = EGL_UNIFORM_TYPE_2F,
.location = shader->uDesktopSize,
.f = { desktop->width, desktop->height },
},
{
.type = EGL_UNIFORM_TYPE_M3x2FV,
.location = shader->uTransform,
.m.transpose = GL_FALSE,
.m.v = desktop->matrix
},
{
.type = EGL_UNIFORM_TYPE_1F,
.location = shader->uNVGain,
.f = { (float)desktop->nvGain }
},
{
.type = EGL_UNIFORM_TYPE_1I,
.location = shader->uCBMode,
.f = { desktop->cbMode }
}
};
egl_shaderSetUniforms(shader->shader, uniforms, ARRAY_LENGTH(uniforms));
egl_shaderUse(shader->shader);
egl_desktopRectsRender(desktop->mesh);
glBindTexture(GL_TEXTURE_2D, 0);
return true;

View File

@ -22,7 +22,7 @@
#include <stdbool.h>
#include "interface/renderer.h"
#include "egl.h"
#include "desktop_rects.h"
typedef struct EGL_Desktop EGL_Desktop;
@ -37,7 +37,8 @@ enum EGL_DesktopScaleType
struct Option;
bool egl_desktopScaleValidate(struct Option * opt, const char ** error);
bool egl_desktopInit(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA, int maxRects);
bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop, EGLDisplay * display,
bool useDMA, int maxRects);
void egl_desktopFree(EGL_Desktop ** desktop);
void egl_desktopConfigUI(EGL_Desktop * desktop);

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@ -400,6 +400,11 @@ static void egl_update_scale_type(struct Inst * this)
this->scaleType = EGL_DESKTOP_UPSCALE;
}
void egl_resetViewport(EGL * this)
{
glViewport(0, 0, this->width, this->height);
}
static void egl_onResize(LG_Renderer * renderer, const int width, const int height, const double scale,
const LG_RendererRect destRect, LG_RendererRotate rotate)
{
@ -782,13 +787,13 @@ static bool egl_renderStartup(LG_Renderer * renderer, bool useDMA)
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
if (!egl_desktopInit(&this->desktop, this->display, useDMA, MAX_ACCUMULATED_DAMAGE))
if (!egl_desktopInit(this, &this->desktop, this->display, useDMA, MAX_ACCUMULATED_DAMAGE))
{
DEBUG_ERROR("Failed to initialize the desktop");
return false;
}
if (!egl_cursorInit(&this->cursor))
if (!egl_cursorInit(this, &this->cursor))
{
DEBUG_ERROR("Failed to initialize the cursor");
return false;

View File

@ -0,0 +1,24 @@
/**
* Looking Glass
* Copyright © 2017-2021 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
typedef struct Inst EGL;
void egl_resetViewport(EGL * egl);

View File

@ -93,7 +93,7 @@ void egl_modelFree(EGL_Model ** model)
*model = NULL;
}
void egl_modelSetDefault(EGL_Model * model)
void egl_modelSetDefault(EGL_Model * model, bool flipped)
{
static const GLfloat square[] =
{
@ -103,7 +103,15 @@ void egl_modelSetDefault(EGL_Model * model)
1.0f, 1.0f, 0.0f
};
static const GLfloat uvs[] =
static const GLfloat uvsNormal[] =
{
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
static const GLfloat uvsFlipped[] =
{
0.0f, 1.0f,
1.0f, 1.0f,
@ -111,7 +119,7 @@ void egl_modelSetDefault(EGL_Model * model)
1.0f, 0.0f
};
egl_modelAddVerts(model, square, uvs, 4);
egl_modelAddVerts(model, square, flipped ? uvsFlipped : uvsNormal, 4);
}
void egl_modelAddVerts(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count)

View File

@ -27,11 +27,12 @@
#include <GLES3/gl3.h>
typedef struct EGL_Model EGL_Model;
typedef struct EGL_Texture EGL_Texture;
bool egl_modelInit(EGL_Model ** model);
void egl_modelFree(EGL_Model ** model);
void egl_modelSetDefault (EGL_Model * model);
void egl_modelSetDefault (EGL_Model * model, bool flipped);
void egl_modelAddVerts(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count);
void egl_modelSetShader (EGL_Model * model, EGL_Shader * shader);
void egl_modelSetTexture (EGL_Model * model, EGL_Texture * texture);

View File

@ -30,31 +30,38 @@ struct EGL_Shader
{
bool hasShader;
GLuint shader;
EGL_Uniform * uniforms;
int uniformCount;
int uniformUsed;
};
bool egl_shaderInit(EGL_Shader ** this)
{
*this = (EGL_Shader *)malloc(sizeof(EGL_Shader));
*this = (EGL_Shader *)calloc(1, sizeof(EGL_Shader));
if (!*this)
{
DEBUG_ERROR("Failed to malloc EGL_Shader");
return false;
}
memset(*this, 0, sizeof(EGL_Shader));
return true;
}
void egl_shaderFree(EGL_Shader ** this)
void egl_shaderFree(EGL_Shader ** shader)
{
if (!*this)
EGL_Shader * this = *shader;
if (!this)
return;
if ((*this)->hasShader)
glDeleteProgram((*this)->shader);
if (this->hasShader)
glDeleteProgram(this->shader);
free(*this);
*this = NULL;
egl_shaderFreeUniforms(this);
free(this->uniforms);
free(this);
*shader = NULL;
}
bool egl_shaderLoad(EGL_Shader * this, const char * vertex_file, const char * fragment_file)
@ -187,12 +194,277 @@ bool egl_shaderCompile(EGL_Shader * this, const char * vertex_code,
return true;
}
void egl_shaderSetUniforms(EGL_Shader * this, EGL_Uniform * uniforms, int count)
{
egl_shaderFreeUniforms(this);
if (count > this->uniformCount)
{
free(this->uniforms);
this->uniforms = malloc(sizeof(*this->uniforms) * count);
this->uniformCount = count;
}
this->uniformUsed = count;
memcpy(this->uniforms, uniforms, sizeof(*this->uniforms) * count);
for(int i = 0; i < this->uniformUsed; ++i)
{
switch(this->uniforms[i].type)
{
case EGL_UNIFORM_TYPE_1FV:
case EGL_UNIFORM_TYPE_2FV:
case EGL_UNIFORM_TYPE_3FV:
case EGL_UNIFORM_TYPE_4FV:
case EGL_UNIFORM_TYPE_1IV:
case EGL_UNIFORM_TYPE_2IV:
case EGL_UNIFORM_TYPE_3IV:
case EGL_UNIFORM_TYPE_4IV:
case EGL_UNIFORM_TYPE_1UIV:
case EGL_UNIFORM_TYPE_2UIV:
case EGL_UNIFORM_TYPE_3UIV:
case EGL_UNIFORM_TYPE_4UIV:
countedBufferAddRef(this->uniforms[i].v);
break;
case EGL_UNIFORM_TYPE_M2FV:
case EGL_UNIFORM_TYPE_M3FV:
case EGL_UNIFORM_TYPE_M4FV:
case EGL_UNIFORM_TYPE_M2x3FV:
case EGL_UNIFORM_TYPE_M3x2FV:
case EGL_UNIFORM_TYPE_M2x4FV:
case EGL_UNIFORM_TYPE_M4x2FV:
case EGL_UNIFORM_TYPE_M3x4FV:
case EGL_UNIFORM_TYPE_M4x3FV:
countedBufferAddRef(this->uniforms[i].m.v);
break;
default:
break;
}
}
};
void egl_shaderFreeUniforms(EGL_Shader * this)
{
for(int i = 0; i < this->uniformUsed; ++i)
{
switch(this->uniforms[i].type)
{
case EGL_UNIFORM_TYPE_1FV:
case EGL_UNIFORM_TYPE_2FV:
case EGL_UNIFORM_TYPE_3FV:
case EGL_UNIFORM_TYPE_4FV:
case EGL_UNIFORM_TYPE_1IV:
case EGL_UNIFORM_TYPE_2IV:
case EGL_UNIFORM_TYPE_3IV:
case EGL_UNIFORM_TYPE_4IV:
case EGL_UNIFORM_TYPE_1UIV:
case EGL_UNIFORM_TYPE_2UIV:
case EGL_UNIFORM_TYPE_3UIV:
case EGL_UNIFORM_TYPE_4UIV:
countedBufferRelease(&this->uniforms[i].v);
break;
case EGL_UNIFORM_TYPE_M2FV:
case EGL_UNIFORM_TYPE_M3FV:
case EGL_UNIFORM_TYPE_M4FV:
case EGL_UNIFORM_TYPE_M2x3FV:
case EGL_UNIFORM_TYPE_M3x2FV:
case EGL_UNIFORM_TYPE_M2x4FV:
case EGL_UNIFORM_TYPE_M4x2FV:
case EGL_UNIFORM_TYPE_M3x4FV:
case EGL_UNIFORM_TYPE_M4x3FV:
countedBufferRelease(&this->uniforms[i].m.v);
break;
default:
break;
}
}
this->uniformUsed = 0;
}
void egl_shaderUse(EGL_Shader * this)
{
if (this->hasShader)
glUseProgram(this->shader);
else
DEBUG_ERROR("Shader program has not been compiled");
for(int i = 0; i < this->uniformUsed; ++i)
{
EGL_Uniform * uniform = &this->uniforms[i];
switch(uniform->type)
{
case EGL_UNIFORM_TYPE_1F:
glUniform1f(uniform->location, uniform->f[0]);
break;
case EGL_UNIFORM_TYPE_2F:
glUniform2f(uniform->location, uniform->f[0], uniform->f[1]);
break;
case EGL_UNIFORM_TYPE_3F:
glUniform3f(uniform->location, uniform->f[0], uniform->f[1],
uniform->f[2]);
break;
case EGL_UNIFORM_TYPE_4F:
glUniform4f(uniform->location, uniform->f[0], uniform->f[1],
uniform->f[2], uniform->f[3]);
break;
case EGL_UNIFORM_TYPE_1I:
glUniform1i(uniform->location, uniform->i[0]);
break;
case EGL_UNIFORM_TYPE_2I:
glUniform2i(uniform->location, uniform->i[0], uniform->i[1]);
break;
case EGL_UNIFORM_TYPE_3I:
glUniform3i(uniform->location, uniform->i[0], uniform->i[1],
uniform->i[2]);
break;
case EGL_UNIFORM_TYPE_4I:
glUniform4i(uniform->location, uniform->i[0], uniform->i[1],
uniform->i[2], uniform->i[3]);
break;
case EGL_UNIFORM_TYPE_1UI:
glUniform1ui(uniform->location, uniform->ui[0]);
break;
case EGL_UNIFORM_TYPE_2UI:
glUniform2ui(uniform->location, uniform->ui[0], uniform->ui[1]);
break;
case EGL_UNIFORM_TYPE_3UI:
glUniform3ui(uniform->location, uniform->ui[0], uniform->ui[1],
uniform->ui[2]);
break;
case EGL_UNIFORM_TYPE_4UI:
glUniform4ui(uniform->location, uniform->ui[0], uniform->ui[1],
uniform->ui[2], uniform->ui[3]);
break;
case EGL_UNIFORM_TYPE_1FV:
glUniform1fv(uniform->location, uniform->v->size / sizeof(GLfloat),
(const GLfloat *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_2FV:
glUniform2fv(uniform->location, uniform->v->size / sizeof(GLfloat) / 2,
(const GLfloat *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_3FV:
glUniform3fv(uniform->location, uniform->v->size / sizeof(GLfloat) / 3,
(const GLfloat *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_4FV:
glUniform4fv(uniform->location, uniform->v->size / sizeof(GLfloat) / 4,
(const GLfloat *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_1IV:
glUniform1iv(uniform->location, uniform->v->size / sizeof(GLint),
(const GLint *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_2IV:
glUniform2iv(uniform->location, uniform->v->size / sizeof(GLint) / 2,
(const GLint *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_3IV:
glUniform3iv(uniform->location, uniform->v->size / sizeof(GLint) / 3,
(const GLint *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_4IV:
glUniform4iv(uniform->location, uniform->v->size / sizeof(GLint) / 4,
(const GLint *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_1UIV:
glUniform1uiv(uniform->location, uniform->v->size / sizeof(GLuint),
(const GLuint *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_2UIV:
glUniform2uiv(uniform->location, uniform->v->size / sizeof(GLuint) / 2,
(const GLuint *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_3UIV:
glUniform3uiv(uniform->location, uniform->v->size / sizeof(GLuint) / 3,
(const GLuint *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_4UIV:
glUniform4uiv(uniform->location, uniform->v->size / sizeof(GLuint) / 4,
(const GLuint *)uniform->v->data);
break;
case EGL_UNIFORM_TYPE_M2FV:
glUniformMatrix2fv(uniform->location,
uniform->v->size / sizeof(GLfloat) / 2,
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
break;
case EGL_UNIFORM_TYPE_M3FV:
glUniformMatrix3fv(uniform->location,
uniform->v->size / sizeof(GLfloat) / 3,
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
break;
case EGL_UNIFORM_TYPE_M4FV:
glUniformMatrix4fv(uniform->location,
uniform->v->size / sizeof(GLfloat) / 4,
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
break;
case EGL_UNIFORM_TYPE_M2x3FV:
glUniformMatrix2x3fv(uniform->location,
uniform->v->size / sizeof(GLfloat) / 6,
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
break;
case EGL_UNIFORM_TYPE_M3x2FV:
glUniformMatrix3x2fv(uniform->location,
uniform->v->size / sizeof(GLfloat) / 6,
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
break;
case EGL_UNIFORM_TYPE_M2x4FV:
glUniformMatrix2x4fv(uniform->location,
uniform->v->size / sizeof(GLfloat) / 8,
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
break;
case EGL_UNIFORM_TYPE_M4x2FV:
glUniformMatrix4x2fv(uniform->location,
uniform->v->size / sizeof(GLfloat) / 8,
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
break;
case EGL_UNIFORM_TYPE_M3x4FV:
glUniformMatrix3x4fv(uniform->location,
uniform->v->size / sizeof(GLfloat) / 12,
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
break;
case EGL_UNIFORM_TYPE_M4x3FV:
glUniformMatrix4x3fv(uniform->location,
uniform->v->size / sizeof(GLfloat) / 12,
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
break;
}
}
}
void egl_shaderAssocTextures(EGL_Shader * this, const int count)

View File

@ -25,8 +25,74 @@
#include <GLES3/gl3.h>
#include "common/countedbuffer.h"
typedef struct EGL_Shader EGL_Shader;
enum EGL_UniformType
{
EGL_UNIFORM_TYPE_1F,
EGL_UNIFORM_TYPE_2F,
EGL_UNIFORM_TYPE_3F,
EGL_UNIFORM_TYPE_4F,
EGL_UNIFORM_TYPE_1I,
EGL_UNIFORM_TYPE_2I,
EGL_UNIFORM_TYPE_3I,
EGL_UNIFORM_TYPE_4I,
EGL_UNIFORM_TYPE_1UI,
EGL_UNIFORM_TYPE_2UI,
EGL_UNIFORM_TYPE_3UI,
EGL_UNIFORM_TYPE_4UI,
// vectors
EGL_UNIFORM_TYPE_1FV,
EGL_UNIFORM_TYPE_2FV,
EGL_UNIFORM_TYPE_3FV,
EGL_UNIFORM_TYPE_4FV,
EGL_UNIFORM_TYPE_1IV,
EGL_UNIFORM_TYPE_2IV,
EGL_UNIFORM_TYPE_3IV,
EGL_UNIFORM_TYPE_4IV,
EGL_UNIFORM_TYPE_1UIV,
EGL_UNIFORM_TYPE_2UIV,
EGL_UNIFORM_TYPE_3UIV,
EGL_UNIFORM_TYPE_4UIV,
// matrices
EGL_UNIFORM_TYPE_M2FV,
EGL_UNIFORM_TYPE_M3FV,
EGL_UNIFORM_TYPE_M4FV,
EGL_UNIFORM_TYPE_M2x3FV,
EGL_UNIFORM_TYPE_M3x2FV,
EGL_UNIFORM_TYPE_M2x4FV,
EGL_UNIFORM_TYPE_M4x2FV,
EGL_UNIFORM_TYPE_M3x4FV,
EGL_UNIFORM_TYPE_M4x3FV
};
typedef struct EGL_Uniform
{
enum EGL_UniformType type;
GLint location;
union
{
GLfloat f [4];
GLint i [4];
GLuint ui[4];
CountedBuffer * v;
struct
{
CountedBuffer * v;
GLboolean transpose;
}
m;
};
}
EGL_Uniform;
bool egl_shaderInit(EGL_Shader ** shader);
void egl_shaderFree(EGL_Shader ** shader);
@ -36,6 +102,10 @@ bool egl_shaderLoad(EGL_Shader * model, const char * vertex_file,
bool egl_shaderCompile(EGL_Shader * model, const char * vertex_code,
size_t vertex_size, const char * fragment_code, size_t fragment_size);
void egl_shaderSetUniforms(EGL_Shader * shader, EGL_Uniform * uniforms,
int count);
void egl_shaderFreeUniforms(EGL_Shader * shader);
void egl_shaderUse(EGL_Shader * shader);
void egl_shaderAssocTextures(EGL_Shader * shader, const int count);

View File

@ -3,11 +3,15 @@
layout(location = 0) in vec2 vertex;
out highp vec2 uv;
uniform highp vec2 uvScale;
uniform highp vec2 size;
uniform mat3x2 transform;
void main()
{
highp vec2 uvScale;
gl_Position = vec4(transform * vec3(vertex, 1.0), 0.0, 1.0);
uvScale.x = 1.0 / size.x;
uvScale.y = 1.0 / size.y;
uv = vertex * uvScale;
}

View File

@ -13,7 +13,6 @@ uniform sampler2D sampler1;
uniform int scaleAlgo;
uniform highp vec2 size;
uniform int nv;
uniform highp float nvGain;
uniform int cbMode;
@ -67,7 +66,7 @@ void main()
color.b += (error.r * 0.7) + (error.b * 1.0);
}
if (nv == 1)
if (nvGain > 0.0)
{
highp float lumi = 1.0 - (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
color *= 1.0 + lumi;

View File

@ -80,7 +80,7 @@ bool egl_splashInit(EGL_Splash ** splash)
return false;
}
egl_modelSetDefault((*splash)->bg);
egl_modelSetDefault((*splash)->bg, false);
if (!egl_shaderInit(&(*splash)->logoShader))
{

View File

@ -25,6 +25,7 @@
#include <string.h>
#include "shader.h"
#include "common/framebuffer.h"
#include "common/debug.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
@ -36,8 +37,16 @@ extern const EGL_TextureOps EGL_TextureBufferStream;
extern const EGL_TextureOps EGL_TextureFrameBuffer;
extern const EGL_TextureOps EGL_TextureDMABUF;
bool egl_textureInit(EGL_Texture ** texture, EGLDisplay * display,
EGL_TexType type, bool streaming)
typedef struct RenderStep
{
GLuint fb;
GLuint tex;
EGL_Shader * shader;
}
RenderStep;
bool egl_textureInit(EGL * egl, EGL_Texture ** texture_,
EGLDisplay * display, EGL_TexType type, bool streaming)
{
const EGL_TextureOps * ops;
@ -61,21 +70,71 @@ bool egl_textureInit(EGL_Texture ** texture, EGLDisplay * display,
return false;
}
*texture = NULL;
if (!ops->init(texture, display))
*texture_ = NULL;
if (!ops->init(texture_, display))
return false;
memcpy(&(*texture)->ops, ops, sizeof(*ops));
EGL_Texture * this = *texture_;
memcpy(&this->ops, ops, sizeof(*ops));
this->egl = egl;
glGenSamplers(1, &this->sampler);
glSamplerParameteri(this->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(this->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
this->textures = ringbuffer_new(8, sizeof(GLuint));
return true;
}
void egl_textureFree(EGL_Texture ** tex)
{
(*tex)->ops.free(*tex);
EGL_Texture * this = *tex;
if (this->render)
{
RenderStep * step;
while(ll_shift(this->render, (void **)&step))
{
if (step->fb)
glDeleteFramebuffers(1, &step->fb);
glDeleteTextures(1, &step->tex);
free(step);
}
ll_free(this->render);
egl_modelFree(&this->model);
}
glDeleteSamplers(1, &this->sampler);
ringbuffer_free(&this->textures);
this->ops.free(this);
*tex = NULL;
}
bool egl_textureSetup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt,
bool setupRenderStep(EGL_Texture * this, RenderStep * step)
{
glBindTexture(GL_TEXTURE_2D, step->tex);
glTexImage2D(GL_TEXTURE_2D,
0,
this->format.intFormat,
this->format.width,
this->format.height,
0,
this->format.format,
this->format.dataType,
NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
bool egl_textureSetup(EGL_Texture * this, enum EGL_PixelFormat pixFmt,
size_t width, size_t height, size_t stride)
{
const struct EGL_TexSetup setup =
@ -85,21 +144,43 @@ bool egl_textureSetup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt,
.height = height,
.stride = stride
};
texture->size = height * stride;
return texture->ops.setup(texture, &setup);
this->size = height * stride;
if (!egl_texUtilGetFormat(&setup, &this->format))
return false;
this->formatValid = true;
/* reconfigure any intermediate render steps */
if (this->render)
{
RenderStep * step;
for(ll_reset(this->render); ll_walk(this->render, (void **)&step); )
if (!setupRenderStep(this, step))
return false;
}
return this->ops.setup(this, &setup);
}
bool egl_textureUpdate(EGL_Texture * texture, const uint8_t * buffer)
bool egl_textureUpdate(EGL_Texture * this, const uint8_t * buffer)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_BUFFER,
.buffer = buffer
};
return texture->ops.update(texture, &update);
if (this->ops.update(this, &update))
{
atomic_store(&this->updated, true);
return true;
}
return false;
}
bool egl_textureUpdateFromFrame(EGL_Texture * texture,
bool egl_textureUpdateFromFrame(EGL_Texture * this,
const FrameBuffer * frame, const FrameDamageRect * damageRects,
int damageRectsCount)
{
@ -110,10 +191,17 @@ bool egl_textureUpdateFromFrame(EGL_Texture * texture,
.rects = damageRects,
.rectCount = damageRectsCount,
};
return texture->ops.update(texture, &update);
if (this->ops.update(this, &update))
{
atomic_store(&this->updated, true);
return true;
}
return false;
}
bool egl_textureUpdateFromDMA(EGL_Texture * texture,
bool egl_textureUpdateFromDMA(EGL_Texture * this,
const FrameBuffer * frame, const int dmaFd)
{
const struct EGL_TexUpdate update =
@ -123,17 +211,135 @@ bool egl_textureUpdateFromDMA(EGL_Texture * texture,
};
/* wait for completion */
framebuffer_wait(frame, texture->size);
framebuffer_wait(frame, this->size);
return texture->ops.update(texture, &update);
if (this->ops.update(this, &update))
{
atomic_store(&this->updated, true);
return true;
}
return false;
}
enum EGL_TexStatus egl_textureProcess(EGL_Texture * texture)
enum EGL_TexStatus egl_textureProcess(EGL_Texture * this)
{
return texture->ops.process(texture);
EGL_TexStatus status;
if ((status = this->ops.process(this)) == EGL_TEX_STATUS_OK)
{
if (atomic_exchange(&this->updated, false))
this->postProcessed = false;
}
return status;
}
enum EGL_TexStatus egl_textureBind(EGL_Texture * texture)
static bool rbBindTexture(int index, void * value, void * udata)
{
return texture->ops.bind(texture);
GLuint * tex = (GLuint *)value;
EGL_Texture * this = (EGL_Texture *)udata;
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, *tex);
glBindSampler(0, this->sampler);
return true;
}
enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
{
GLuint tex;
EGL_TexStatus status;
if (!this->render)
{
if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK)
return status;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glBindSampler(0, this->sampler);
return EGL_TEX_STATUS_OK;
}
RenderStep * step;
ringbuffer_reset(this->textures);
/* if the postProcessing has not yet been done */
if (!this->postProcessed)
{
if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK)
return status;
ringbuffer_push(this->textures, &tex);
ringbuffer_forEach(this->textures, rbBindTexture, this, true);
for(ll_reset(this->render); ll_walk(this->render, (void **)&step); )
{
/* create the framebuffer here as it must be in the same gl context as
* it's usage */
if (!step->fb)
{
glGenFramebuffers(1, &step->fb);
glBindFramebuffer(GL_FRAMEBUFFER, step->fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, step->tex, 0);
glDrawBuffers(1, &(GLenum){GL_COLOR_ATTACHMENT0});
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
DEBUG_ERROR("Failed to setup the shader framebuffer");
return EGL_TEX_STATUS_ERROR;
}
}
else
glBindFramebuffer(GL_FRAMEBUFFER, step->fb);
glViewport(0, 0, this->format.width, this->format.height);
egl_shaderUse(step->shader);
egl_modelRender(this->model);
ringbuffer_push(this->textures, &step->tex);
ringbuffer_forEach(this->textures, rbBindTexture, this, true);
}
/* restore the state and the viewport */
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
egl_resetViewport(this->egl);
this->postProcessed = true;
}
else
{
/* bind the last texture */
ll_peek_tail(this->render, (void **)&step);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, step->tex);
glBindSampler(0, this->sampler);
}
return EGL_TEX_STATUS_OK;
}
enum EGL_TexStatus egl_textureAddShader(EGL_Texture * this, EGL_Shader * shader)
{
if (!this->render)
{
this->render = ll_new();
egl_modelInit(&this->model);
egl_modelSetDefault(this->model, false);
}
RenderStep * step = calloc(1, sizeof(*step));
glGenTextures(1, &step->tex);
step->shader = shader;
if (this->formatValid)
if (!setupRenderStep(this, step))
{
glDeleteTextures(1, &step->tex);
free(step);
return EGL_TEX_STATUS_ERROR;
}
ll_push(this->render, step);
return EGL_TEX_STATUS_OK;
}

View File

@ -21,14 +21,22 @@
#pragma once
#include <stdbool.h>
#include "egl.h"
#include "shader.h"
#include "model.h"
#include "common/framebuffer.h"
#include "common/ringbuffer.h"
#include "util.h"
#include "ll.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "texture_util.h"
typedef struct EGL_Model EGL_Model;
typedef enum EGL_TexType
{
EGL_TEXTYPE_BUFFER,
@ -113,20 +121,32 @@ typedef struct EGL_TextureOps
/* called from a background job to prepare the texture for use before bind */
enum EGL_TexStatus (*process)(EGL_Texture * texture);
/* bind the texture for use */
enum EGL_TexStatus (*bind)(EGL_Texture * texture);
/* get the texture for use */
enum EGL_TexStatus (*get)(EGL_Texture * texture, GLuint * tex);
}
EGL_TextureOps;
struct EGL_Texture
{
struct EGL_TextureOps ops;
EGL * egl;
GLuint sampler;
RingBuffer textures;
EGL_TexFormat format;
bool formatValid;
// needed for dmabuf
size_t size;
// for applying shaders
struct ll * render;
_Atomic(bool) updated;
bool postProcessed;
EGL_Model * model;
};
bool egl_textureInit(EGL_Texture ** texture, EGLDisplay * display,
bool egl_textureInit(EGL * egl, EGL_Texture ** texture, EGLDisplay * display,
EGL_TexType type, bool streaming);
void egl_textureFree(EGL_Texture ** tex);
@ -145,3 +165,5 @@ bool egl_textureUpdateFromDMA(EGL_Texture * texture,
enum EGL_TexStatus egl_textureProcess(EGL_Texture * texture);
enum EGL_TexStatus egl_textureBind(EGL_Texture * texture);
enum EGL_TexStatus egl_textureAddShader(EGL_Texture * texture, EGL_Shader * shader);

View File

@ -38,9 +38,6 @@ static void egl_texBuffer_cleanup(TextureBuffer * this)
if (this->tex[0])
glDeleteTextures(this->texCount, this->tex);
if (this->sampler)
glDeleteSamplers(1, &this->sampler);
if (this->sync)
{
glDeleteSync(this->sync);
@ -88,27 +85,18 @@ bool egl_texBufferSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
egl_texBuffer_cleanup(this);
if (!egl_texUtilGetFormat(setup, &this->format))
return false;
glGenSamplers(1, &this->sampler);
glSamplerParameteri(this->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(this->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
glGenTextures(this->texCount, this->tex);
for(int i = 0; i < this->texCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, this->tex[i]);
glTexImage2D(GL_TEXTURE_2D,
0,
this->format.intFormat,
this->format.width,
this->format.height,
texture->format.intFormat,
texture->format.width,
texture->format.height,
0,
this->format.format,
this->format.dataType,
texture->format.format,
texture->format.dataType,
NULL);
}
@ -118,19 +106,19 @@ bool egl_texBufferSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
return true;
}
static bool egl_texBuffer_update(EGL_Texture * texture, const EGL_TexUpdate * update)
static bool egl_texBufferUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture);
assert(update->type == EGL_TEXTYPE_BUFFER);
glBindTexture(GL_TEXTURE_2D, this->tex[0]);
glPixelStorei(GL_UNPACK_ROW_LENGTH, this->format.pitch);
glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->format.pitch);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0,
this->format.width,
this->format.height,
this->format.format,
this->format.dataType,
texture->format.width,
texture->format.height,
texture->format.format,
texture->format.dataType,
update->buffer);
glBindTexture(GL_TEXTURE_2D, 0);
@ -142,15 +130,11 @@ EGL_TexStatus egl_texBufferProcess(EGL_Texture * texture)
return EGL_TEX_STATUS_OK;
}
EGL_TexStatus egl_texBufferBind(EGL_Texture * texture)
EGL_TexStatus egl_texBufferGet(EGL_Texture * texture, GLuint * tex)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->tex[0]);
glBindSampler(0, this->sampler);
return true;
*tex = this->tex[0];
return EGL_TEX_STATUS_OK;
}
// streaming functions
@ -173,7 +157,7 @@ bool egl_texBufferStreamSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
return false;
TextureBuffer * this = UPCAST(TextureBuffer, texture);
return egl_texUtilGenBuffers(&this->format, this->buf, this->texCount);
return egl_texUtilGenBuffers(&texture->format, this->buf, this->texCount);
}
static bool egl_texBufferStreamUpdate(EGL_Texture * texture,
@ -184,7 +168,7 @@ static bool egl_texBufferStreamUpdate(EGL_Texture * texture,
LG_LOCK(this->copyLock);
memcpy(this->buf[this->bufIndex].map, update->buffer,
this->format.bufferSize);
texture->format.bufferSize);
this->buf[this->bufIndex].updated = true;
LG_UNLOCK(this->copyLock);
@ -215,13 +199,13 @@ EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture)
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->pbo);
glBindTexture(GL_TEXTURE_2D, tex);
glPixelStorei(GL_UNPACK_ROW_LENGTH, this->format.pitch);
glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->format.pitch);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0,
this->format.width,
this->format.height,
this->format.format,
this->format.dataType,
texture->format.width,
texture->format.height,
texture->format.format,
texture->format.dataType,
(const void *)0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
@ -233,7 +217,7 @@ EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture)
return EGL_TEX_STATUS_OK;
}
EGL_TexStatus egl_texBufferStreamBind(EGL_Texture * texture)
EGL_TexStatus egl_texBufferStreamGet(EGL_Texture * texture, GLuint * tex)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture);
@ -262,10 +246,7 @@ EGL_TexStatus egl_texBufferStreamBind(EGL_Texture * texture)
}
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->tex[this->rIndex]);
glBindSampler(0, this->sampler);
*tex = this->tex[this->rIndex];
return EGL_TEX_STATUS_OK;
}
@ -274,9 +255,9 @@ const EGL_TextureOps EGL_TextureBuffer =
.init = egl_texBufferInit,
.free = egl_texBufferFree,
.setup = egl_texBufferSetup,
.update = egl_texBuffer_update,
.update = egl_texBufferUpdate,
.process = egl_texBufferProcess,
.bind = egl_texBufferBind
.get = egl_texBufferGet
};
const EGL_TextureOps EGL_TextureBufferStream =
@ -286,5 +267,5 @@ const EGL_TextureOps EGL_TextureBufferStream =
.setup = egl_texBufferStreamSetup,
.update = egl_texBufferStreamUpdate,
.process = egl_texBufferStreamProcess,
.bind = egl_texBufferStreamBind
.get = egl_texBufferStreamGet
};

View File

@ -31,7 +31,6 @@ typedef struct TextureBuffer
EGL_Texture base;
bool free;
EGL_TexFormat format;
int texCount;
GLuint tex[EGL_TEX_BUFFER_MAX];
GLuint sampler;
@ -48,10 +47,10 @@ bool egl_texBufferInit(EGL_Texture ** texture_, EGLDisplay * display);
void egl_texBufferFree(EGL_Texture * texture_);
bool egl_texBufferSetup(EGL_Texture * texture_, const EGL_TexSetup * setup);
EGL_TexStatus egl_texBufferProcess(EGL_Texture * texture_);
EGL_TexStatus egl_texBufferBind(EGL_Texture * texture_);
EGL_TexStatus egl_texBufferGet(EGL_Texture * texture_, GLuint * tex);
bool egl_texBufferStreamInit(EGL_Texture ** texture_, EGLDisplay * display);
bool egl_texBufferStreamSetup(EGL_Texture * texture_,
const EGL_TexSetup * setup);
EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture_);
EGL_TexStatus egl_texBufferStreamBind(EGL_Texture * texture_);
EGL_TexStatus egl_texBufferStreamGet(EGL_Texture * texture_, GLuint * tex);

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@ -99,12 +99,12 @@ static bool egl_texDMABUFSetup(EGL_Texture * texture, const EGL_TexSetup * setup
glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
glTexImage2D(GL_TEXTURE_2D,
0,
parent->format.intFormat,
parent->format.width,
parent->format.height,
texture->format.intFormat,
texture->format.width,
texture->format.height,
0,
parent->format.format,
parent->format.dataType,
texture->format.format,
texture->format.dataType,
NULL);
return true;
@ -130,12 +130,12 @@ static bool egl_texDMABUFUpdate(EGL_Texture * texture,
{
EGLAttrib const attribs[] =
{
EGL_WIDTH , parent->format.width,
EGL_HEIGHT , parent->format.height,
EGL_LINUX_DRM_FOURCC_EXT , parent->format.fourcc,
EGL_WIDTH , texture->format.width,
EGL_HEIGHT , texture->format.height,
EGL_LINUX_DRM_FOURCC_EXT , texture->format.fourcc,
EGL_DMA_BUF_PLANE0_FD_EXT , update->dmaFD,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE0_PITCH_EXT , parent->format.stride,
EGL_DMA_BUF_PLANE0_PITCH_EXT , texture->format.stride,
EGL_NONE , EGL_NONE
};
@ -182,14 +182,11 @@ static EGL_TexStatus egl_texDMABUFProcess(EGL_Texture * texture)
return EGL_TEX_STATUS_OK;
}
static EGL_TexStatus egl_texDMABUFBind(EGL_Texture * texture)
static EGL_TexStatus egl_texDMABUFGet(EGL_Texture * texture, GLuint * tex)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
glBindSampler(0, parent->sampler);
*tex = parent->tex[0];
return EGL_TEX_STATUS_OK;
}
@ -200,5 +197,5 @@ EGL_TextureOps EGL_TextureDMABUF =
.setup = egl_texDMABUFSetup,
.update = egl_texDMABUFUpdate,
.process = egl_texDMABUFProcess,
.bind = egl_texDMABUFBind
.get = egl_texDMABUFGet
};

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@ -85,11 +85,11 @@ static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
framebuffer_read(
update->frame,
parent->buf[parent->bufIndex].map,
parent->format.stride,
parent->format.height,
parent->format.width,
parent->format.bpp,
parent->format.stride
texture->format.stride,
texture->format.height,
texture->format.width,
texture->format.bpp,
texture->format.stride
);
else
{
@ -100,10 +100,10 @@ static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
damage->rects,
damage->count,
parent->buf[parent->bufIndex].map,
parent->format.stride,
parent->format.height,
texture->format.stride,
texture->format.height,
update->frame,
parent->format.stride
texture->format.stride
);
}
@ -132,10 +132,10 @@ static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
EGL_TextureOps EGL_TextureFrameBuffer =
{
.init = egl_texFBInit,
.free = egl_texFBFree,
.setup = egl_texBufferStreamSetup,
.update = egl_texFBUpdate,
.process = egl_texBufferStreamProcess,
.bind = egl_texBufferStreamBind
.init = egl_texFBInit,
.free = egl_texFBFree,
.setup = egl_texBufferStreamSetup,
.update = egl_texFBUpdate,
.process = egl_texBufferStreamProcess,
.get = egl_texBufferStreamGet
};

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@ -18,6 +18,7 @@
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "texture.h"
#include "texture_util.h"
#include <EGL/egl.h>

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@ -22,6 +22,8 @@
#include "texture.h"
typedef struct EGL_TexSetup EGL_TexSetup;
typedef struct EGL_TexFormat
{
size_t bpp;