mirror of
https://github.com/gnif/LookingGlass.git
synced 2025-08-06 10:44:01 +00:00
[client] egl: rework egl to accomodate post-processing filtering
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@@ -38,9 +38,6 @@ static void egl_texBuffer_cleanup(TextureBuffer * this)
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if (this->tex[0])
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glDeleteTextures(this->texCount, this->tex);
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if (this->sampler)
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glDeleteSamplers(1, &this->sampler);
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if (this->sync)
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{
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glDeleteSync(this->sync);
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@@ -88,27 +85,18 @@ bool egl_texBufferSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
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egl_texBuffer_cleanup(this);
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if (!egl_texUtilGetFormat(setup, &this->format))
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return false;
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glGenSamplers(1, &this->sampler);
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glSamplerParameteri(this->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(this->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
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glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
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glGenTextures(this->texCount, this->tex);
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for(int i = 0; i < this->texCount; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, this->tex[i]);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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this->format.intFormat,
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this->format.width,
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this->format.height,
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texture->format.intFormat,
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texture->format.width,
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texture->format.height,
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0,
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this->format.format,
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this->format.dataType,
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texture->format.format,
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texture->format.dataType,
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NULL);
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}
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@@ -118,19 +106,19 @@ bool egl_texBufferSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
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return true;
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}
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static bool egl_texBuffer_update(EGL_Texture * texture, const EGL_TexUpdate * update)
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static bool egl_texBufferUpdate(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_BUFFER);
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glBindTexture(GL_TEXTURE_2D, this->tex[0]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, this->format.pitch);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->format.pitch);
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0,
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this->format.width,
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this->format.height,
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this->format.format,
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this->format.dataType,
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texture->format.width,
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texture->format.height,
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texture->format.format,
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texture->format.dataType,
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update->buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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@@ -142,15 +130,11 @@ EGL_TexStatus egl_texBufferProcess(EGL_Texture * texture)
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return EGL_TEX_STATUS_OK;
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}
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EGL_TexStatus egl_texBufferBind(EGL_Texture * texture)
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EGL_TexStatus egl_texBufferGet(EGL_Texture * texture, GLuint * tex)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, this->tex[0]);
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glBindSampler(0, this->sampler);
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return true;
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*tex = this->tex[0];
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return EGL_TEX_STATUS_OK;
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}
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// streaming functions
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@@ -173,7 +157,7 @@ bool egl_texBufferStreamSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
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return false;
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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return egl_texUtilGenBuffers(&this->format, this->buf, this->texCount);
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return egl_texUtilGenBuffers(&texture->format, this->buf, this->texCount);
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}
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static bool egl_texBufferStreamUpdate(EGL_Texture * texture,
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@@ -184,7 +168,7 @@ static bool egl_texBufferStreamUpdate(EGL_Texture * texture,
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LG_LOCK(this->copyLock);
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memcpy(this->buf[this->bufIndex].map, update->buffer,
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this->format.bufferSize);
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texture->format.bufferSize);
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this->buf[this->bufIndex].updated = true;
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LG_UNLOCK(this->copyLock);
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@@ -215,13 +199,13 @@ EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture)
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->pbo);
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glBindTexture(GL_TEXTURE_2D, tex);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, this->format.pitch);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->format.pitch);
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0,
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this->format.width,
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this->format.height,
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this->format.format,
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this->format.dataType,
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texture->format.width,
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texture->format.height,
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texture->format.format,
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texture->format.dataType,
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(const void *)0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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@@ -233,7 +217,7 @@ EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture)
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return EGL_TEX_STATUS_OK;
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}
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EGL_TexStatus egl_texBufferStreamBind(EGL_Texture * texture)
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EGL_TexStatus egl_texBufferStreamGet(EGL_Texture * texture, GLuint * tex)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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@@ -262,10 +246,7 @@ EGL_TexStatus egl_texBufferStreamBind(EGL_Texture * texture)
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}
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, this->tex[this->rIndex]);
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glBindSampler(0, this->sampler);
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*tex = this->tex[this->rIndex];
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return EGL_TEX_STATUS_OK;
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}
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@@ -274,9 +255,9 @@ const EGL_TextureOps EGL_TextureBuffer =
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.init = egl_texBufferInit,
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.free = egl_texBufferFree,
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.setup = egl_texBufferSetup,
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.update = egl_texBuffer_update,
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.update = egl_texBufferUpdate,
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.process = egl_texBufferProcess,
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.bind = egl_texBufferBind
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.get = egl_texBufferGet
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};
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const EGL_TextureOps EGL_TextureBufferStream =
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@@ -286,5 +267,5 @@ const EGL_TextureOps EGL_TextureBufferStream =
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.setup = egl_texBufferStreamSetup,
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.update = egl_texBufferStreamUpdate,
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.process = egl_texBufferStreamProcess,
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.bind = egl_texBufferStreamBind
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.get = egl_texBufferStreamGet
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};
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