[client] egl: moved egl sources into subdirectory

This commit is contained in:
Geoffrey McRae
2018-12-12 16:39:04 +11:00
parent 73da86ac0e
commit a9aab3c1ee
9 changed files with 16 additions and 16 deletions

View File

@@ -0,0 +1,159 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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
*/
#include "model.h"
#include "shader.h"
#include "texture.h"
#include "debug.h"
#include "utils.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <SDL2/SDL_egl.h>
struct EGL_Model
{
bool hasVertexBuffer;
GLuint vertexBuffer;
GLsizei vertexCount;
bool hasUVBuffer;
GLuint uvBuffer;
EGL_Shader * shader;
EGL_Texture * texture;
};
void update_uniform_bindings(EGL_Model * model);
bool egl_model_init(EGL_Model ** model)
{
*model = (EGL_Model *)malloc(sizeof(EGL_Model));
if (!*model)
{
DEBUG_ERROR("Failed to malloc EGL_Model");
return false;
}
memset(*model, 0, sizeof(EGL_Model));
return true;
}
void egl_model_free(EGL_Model ** model)
{
if (!*model)
return;
if ((*model)->hasVertexBuffer)
glDeleteBuffers(1, &(*model)->vertexBuffer);
if ((*model)->hasUVBuffer)
glDeleteBuffers(1, &(*model)->uvBuffer);
free(*model);
*model = NULL;
}
void egl_model_set_verticies(EGL_Model * model, const GLfloat * verticies, const size_t count)
{
if (model->hasVertexBuffer)
glDeleteBuffers(1, &model->vertexBuffer);
glGenBuffers(1, &model->vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, model->vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * count, verticies, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
model->hasVertexBuffer = true;
model->vertexCount = count / 3;
}
void egl_model_set_uvs(EGL_Model * model, const GLfloat * uvs, const size_t count)
{
if (model->hasUVBuffer)
glDeleteBuffers(1, &model->uvBuffer);
glGenBuffers(1, &model->uvBuffer);
glBindBuffer(GL_ARRAY_BUFFER, model->uvBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * count, uvs, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
model->hasUVBuffer = true;
}
void egl_model_render(EGL_Model * model)
{
if (!model->hasVertexBuffer)
{
DEBUG_ERROR("Model has no verticies");
return;
}
if (model->shader)
egl_shader_use(model->shader);
GLuint location = 0;
glEnableVertexAttribArray(location);
glBindBuffer(GL_ARRAY_BUFFER, model->vertexBuffer);
glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
if (model->hasUVBuffer)
{
++location;
glEnableVertexAttribArray(location);
glBindBuffer(GL_ARRAY_BUFFER, model->uvBuffer);
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
}
if (model->texture)
egl_texture_bind(model->texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, model->vertexCount);
glBindTexture(GL_TEXTURE_2D, 0);
while(location > 0)
glDisableVertexAttribArray(location--);
glDisableVertexAttribArray(0);
glUseProgram(0);
}
void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader)
{
model->shader = shader;
update_uniform_bindings(model);
}
void egl_model_set_texture(EGL_Model * model, EGL_Texture * texture)
{
model->texture = texture;
update_uniform_bindings(model);
}
void update_uniform_bindings(EGL_Model * model)
{
if (!model->shader || !model->texture)
return;
const int count = egl_texture_count(model->texture);
egl_shader_associate_textures(model->shader, count);
}

View File

@@ -0,0 +1,39 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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
#include <stdbool.h>
#include "shader.h"
#include "texture.h"
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
typedef struct EGL_Model EGL_Model;
bool egl_model_init(EGL_Model ** model);
void egl_model_free(EGL_Model ** model);
void egl_model_set_verticies (EGL_Model * model, const GLfloat * verticies, const size_t count);
void egl_model_set_uvs (EGL_Model * model, const GLfloat * uvs , const size_t count);
void egl_model_set_shader (EGL_Model * model, EGL_Shader * shader);
void egl_model_set_texture (EGL_Model * model, EGL_Texture * texture);
void egl_model_render(EGL_Model * model);

View File

@@ -0,0 +1,201 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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
*/
#ifndef _EGL_PROGS_H
#define _EGL_PROGS_H
static const char egl_vertex_shader_desktop[] = "\
#version 300 es\n\
\
layout(location = 0) in vec3 vertexPosition_modelspace;\
layout(location = 1) in vec2 vertexUV;\
\
uniform vec4 position;\
\
out highp vec2 uv;\
\
void main()\
{\
gl_Position.xyz = vertexPosition_modelspace; \
gl_Position.w = 1.0; \
gl_Position.x -= position.x; \
gl_Position.y -= position.y; \
gl_Position.x *= position.z; \
gl_Position.y *= position.w; \
\
uv = vertexUV;\
}\
";
static const char egl_vertex_shader_mouse[] = "\
#version 300 es\n\
\
layout(location = 0) in vec3 vertexPosition_modelspace;\
layout(location = 1) in vec2 vertexUV;\
\
uniform vec4 mouse;\
\
out highp vec2 uv;\
\
void main()\
{\
gl_Position.xyz = vertexPosition_modelspace;\
gl_Position.w = 1.0;\
\
gl_Position.x += 1.0f;\
gl_Position.y -= 1.0f;\
\
gl_Position.x *= mouse.z;\
gl_Position.y *= mouse.w;\
\
gl_Position.x += mouse.x;\
gl_Position.y -= mouse.y;\
\
uv = vertexUV;\
}\
";
static const char egl_fragment_shader_mouse_mono[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
highp vec4 tmp = texture(sampler1, uv);\
if (tmp.rgb == vec3(0.0, 0.0, 0.0))\
discard;\
color = tmp;\
}\
";
static const char egl_fragment_shader_rgba[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
color = texture(sampler1, uv);\
}\
";
static const char egl_fragment_shader_bgra[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
color = texture(sampler1, uv);\
}\
";
static const char egl_fragment_shader_yuv[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
uniform sampler2D sampler2;\
uniform sampler2D sampler3;\
\
void main()\
{\
highp vec4 yuv = vec4(\
texture(sampler1, uv).r,\
texture(sampler2, uv).r,\
texture(sampler3, uv).r,\
1.0\
);\
\
highp mat4 yuv_to_rgb = mat4(\
1.0, 0.0 , 1.402, -0.701,\
1.0, -0.344, -0.714, 0.529,\
1.0, 1.772, 0.0 , -0.886,\
1.0, 1.0 , 1.0 , 1.0\
);\
\
color = yuv * yuv_to_rgb;\
}\
";
static const char egl_vertex_shader_fps[] = "\
#version 300 es\n\
\
layout(location = 0) in vec3 vertexPosition_modelspace;\
layout(location = 1) in vec2 vertexUV;\
\
uniform vec2 screen;\
uniform vec2 size;\
\
out highp vec2 uv;\
\
void main()\
{\
highp vec2 pix = (vec2(1.0, 1.0) / screen); \
gl_Position.xyz = vertexPosition_modelspace; \
gl_Position.w = 1.0; \
gl_Position.x *= pix.x * size.x; \
gl_Position.y *= pix.y * size.y; \
gl_Position.x -= 1.0 - (pix.x * size.x);\
gl_Position.y += 1.0 - (pix.y * size.y);\
gl_Position.x += pix.x * 10.0; \
gl_Position.y -= pix.y * 10.0; \
\
uv = vertexUV;\
}\
";
static const char egl_fragment_shader_fps[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec4 color;\
\
uniform sampler2D sampler1;\
\
void main()\
{\
highp vec4 tmp = texture(sampler1, uv);\
color.r = tmp.b; \
color.g = tmp.g; \
color.b = tmp.r; \
color.a = tmp.a; \
if (color.a == 0.0) \
{\
color.a = 0.5; \
color.r = 0.0; \
color.g = 0.0; \
}\
}\
";
#endif

View File

@@ -0,0 +1,225 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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
*/
#include "shader.h"
#include "debug.h"
#include "utils.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <SDL2/SDL_egl.h>
struct EGL_Shader
{
bool hasShader;
GLuint shader;
};
bool egl_shader_init(EGL_Shader ** this)
{
*this = (EGL_Shader *)malloc(sizeof(EGL_Shader));
if (!*this)
{
DEBUG_ERROR("Failed to malloc EGL_Shader");
return false;
}
memset(*this, 0, sizeof(EGL_Shader));
return true;
}
void egl_shader_free(EGL_Shader ** this)
{
if (!*this)
return;
if ((*this)->hasShader)
glDeleteProgram((*this)->shader);
free(*this);
*this = NULL;
}
bool egl_shader_load(EGL_Shader * this, const char * vertex_file, const char * fragment_file)
{
char * vertex_code, * fragment_code;
size_t vertex_size, fragment_size;
if (!file_get_contents(vertex_file, &vertex_code, &vertex_size))
{
DEBUG_ERROR("Failed to read vertex shader");
return false;
}
DEBUG_INFO("Loaded vertex shader: %s", vertex_file);
if (!file_get_contents(fragment_file, &fragment_code, &fragment_size))
{
DEBUG_ERROR("Failed to read fragment shader");
free(vertex_code);
return false;
}
DEBUG_INFO("Loaded fragment shader: %s", fragment_file);
bool ret = egl_shader_compile(this, vertex_code, vertex_size, fragment_code, fragment_size);
free(vertex_code);
free(fragment_code);
return ret;
}
bool egl_shader_compile(EGL_Shader * this, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size)
{
if (this->hasShader)
{
glDeleteProgram(this->shader);
this->hasShader = false;
}
GLint length;
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
length = vertex_size;
glShaderSource(vertexShader, 1, (const char**)&vertex_code, &length);
glCompileShader(vertexShader);
GLint result = GL_FALSE;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
DEBUG_ERROR("Failed to compile vertex shader");
int logLength;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
char *log = malloc(logLength + 1);
glGetShaderInfoLog(vertexShader, logLength, NULL, log);
log[logLength] = 0;
DEBUG_ERROR("%s", log);
free(log);
}
glDeleteShader(vertexShader);
return false;
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
length = fragment_size;
glShaderSource(fragmentShader, 1, (const char**)&fragment_code, &length);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
DEBUG_ERROR("Failed to compile fragment shader");
int logLength;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
char *log = malloc(logLength + 1);
glGetShaderInfoLog(fragmentShader, logLength, NULL, log);
log[logLength] = 0;
DEBUG_ERROR("%s", log);
free(log);
}
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader );
return false;
}
this->shader = glCreateProgram();
glAttachShader(this->shader, vertexShader );
glAttachShader(this->shader, fragmentShader);
glLinkProgram(this->shader);
glGetProgramiv(this->shader, GL_LINK_STATUS, &result);
if (result == GL_FALSE)
{
DEBUG_ERROR("Failed to link shader program");
int logLength;
glGetProgramiv(this->shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
char *log = malloc(logLength + 1);
glGetProgramInfoLog(this->shader, logLength, NULL, log);
log[logLength] = 0;
DEBUG_ERROR("%s", log);
free(log);
}
glDetachShader(this->shader, vertexShader );
glDetachShader(this->shader, fragmentShader);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader );
glDeleteProgram(this->shader );
return false;
}
glDetachShader(this->shader, vertexShader );
glDetachShader(this->shader, fragmentShader);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader );
this->hasShader = true;
return true;
}
void egl_shader_use(EGL_Shader * this)
{
if (this->hasShader)
glUseProgram(this->shader);
else
DEBUG_ERROR("Shader program has not been compiled");
}
void egl_shader_associate_textures(EGL_Shader * this, const int count)
{
char name[] = "sampler1";
glUseProgram(this->shader);
for(int i = 0; i < count; ++i, name[7]++)
{
GLint loc = glGetUniformLocation(this->shader, name);
if (loc == -1)
{
DEBUG_WARN("Shader uniform location `%s` not found", name);
continue;
}
glUniform1i(loc, i);
}
glUseProgram(0);
}
GLint egl_shader_get_uniform_location(EGL_Shader * this, const char * name)
{
if (!this->shader)
{
DEBUG_ERROR("Shader program has not been compiled");
return 0;
}
return glGetUniformLocation(this->shader, name);
}

View File

@@ -0,0 +1,37 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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
#include <stdbool.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
typedef struct EGL_Shader EGL_Shader;
bool egl_shader_init(EGL_Shader ** shader);
void egl_shader_free(EGL_Shader ** shader);
bool egl_shader_load (EGL_Shader * model, const char * vertex_file, const char * fragment_file);
bool egl_shader_compile(EGL_Shader * model, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size);
void egl_shader_use (EGL_Shader * shader);
void egl_shader_associate_textures(EGL_Shader * shader, const int count);
GLint egl_shader_get_uniform_location(EGL_Shader * shader, const char * name);

View File

@@ -0,0 +1,256 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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
*/
#include "texture.h"
#include "debug.h"
#include "utils.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <SDL2/SDL_egl.h>
struct EGL_Texture
{
enum EGL_PixelFormat pixFmt;
size_t width, height;
bool streaming;
int textureCount;
GLuint textures[3];
GLuint samplers[3];
size_t planes[3][2];
GLintptr offsets[3];
GLenum intFormat;
GLenum format;
GLenum dataType;
bool hasPBO;
GLuint pbo[2];
int pboIndex;
bool needsUpdate;
size_t pboBufferSize;
};
bool egl_texture_init(EGL_Texture ** texture)
{
*texture = (EGL_Texture *)malloc(sizeof(EGL_Texture));
if (!*texture)
{
DEBUG_ERROR("Failed to malloc EGL_Texture");
return false;
}
memset(*texture, 0, sizeof(EGL_Texture));
return true;
}
void egl_texture_free(EGL_Texture ** texture)
{
if (!*texture)
return;
if ((*texture)->textureCount > 0)
{
glDeleteTextures((*texture)->textureCount, (*texture)->textures);
glDeleteSamplers((*texture)->textureCount, (*texture)->samplers);
}
if ((*texture)->hasPBO)
glDeleteBuffers(2, (*texture)->pbo);
free(*texture);
*texture = NULL;
}
bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_t width, size_t height, size_t bufferSize, bool streaming)
{
int textureCount;
texture->pixFmt = pixFmt;
texture->width = width;
texture->height = height;
texture->pboBufferSize = bufferSize;
texture->streaming = streaming;
switch(pixFmt)
{
case EGL_PF_BGRA:
textureCount = 1;
texture->format = GL_BGRA;
texture->planes[0][0] = width;
texture->planes[0][1] = height;
texture->offsets[0] = 0;
texture->intFormat = GL_BGRA;
texture->dataType = GL_UNSIGNED_BYTE;
break;
case EGL_PF_RGBA:
textureCount = 1;
texture->format = GL_RGBA;
texture->planes[0][0] = width;
texture->planes[0][1] = height;
texture->offsets[0] = 0;
texture->intFormat = GL_BGRA;
texture->dataType = GL_UNSIGNED_BYTE;
break;
case EGL_PF_RGBA10:
textureCount = 1;
texture->format = GL_RGBA;
texture->planes[0][0] = width;
texture->planes[0][1] = height;
texture->offsets[0] = 0;
texture->intFormat = GL_RGB10_A2;
texture->dataType = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
case EGL_PF_YUV420:
textureCount = 3;
texture->format = GL_RED;
texture->planes[0][0] = width;
texture->planes[0][1] = height;
texture->planes[1][0] = width / 2;
texture->planes[1][1] = height / 2;
texture->planes[2][0] = width / 2;
texture->planes[2][1] = height / 2;
texture->offsets[0] = 0;
texture->offsets[1] = width * height;
texture->offsets[2] = texture->offsets[1] + (texture->offsets[1] / 4);
texture->dataType = GL_UNSIGNED_BYTE;
break;
default:
DEBUG_ERROR("Unsupported pixel format");
return false;
}
if (textureCount > texture->textureCount)
{
if (texture->textureCount > 0)
{
glDeleteTextures(texture->textureCount, texture->textures);
glDeleteSamplers(texture->textureCount, texture->samplers);
}
texture->textureCount = textureCount;
glGenTextures(texture->textureCount, texture->textures);
glGenSamplers(texture->textureCount, texture->samplers);
}
for(int i = 0; i < textureCount; ++i)
{
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, texture->intFormat, texture->planes[i][0], texture->planes[i][1],
0, texture->format, texture->dataType, NULL);
}
glBindTexture(GL_TEXTURE_2D, 0);
if (streaming)
{
if (!texture->hasPBO)
{
glGenBuffers(2, texture->pbo);
texture->hasPBO = true;
}
for(int i = 0; i < 2; ++i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[i]);
glBufferData(
GL_PIXEL_UNPACK_BUFFER,
bufferSize,
NULL,
GL_DYNAMIC_DRAW
);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
}
return true;
}
bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
{
if (texture->streaming)
{
if (texture->needsUpdate)
{
DEBUG_ERROR("Previous frame was not consumed");
return false;
}
if (++texture->pboIndex == 2)
texture->pboIndex = 0;
/* initiate the data upload */
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize, buffer);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
texture->needsUpdate = true;
}
else
{
for(int i = 0; i < texture->textureCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
texture->format, texture->dataType, buffer + texture->offsets[i]);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
return true;
}
void egl_texture_bind(EGL_Texture * texture)
{
if (texture->streaming && texture->needsUpdate)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
for(int i = 0; i < texture->textureCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
texture->format, texture->dataType, (const void *)texture->offsets[i]);
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
texture->needsUpdate = false;
}
for(int i = 0; i < texture->textureCount; ++i)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glBindSampler(i, texture->samplers[i]);
}
}
int egl_texture_count(EGL_Texture * texture)
{
return texture->textureCount;
}

View File

@@ -0,0 +1,44 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
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
#include <stdbool.h>
#include "shader.h"
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
typedef struct EGL_Texture EGL_Texture;
enum EGL_PixelFormat
{
EGL_PF_RGBA,
EGL_PF_BGRA,
EGL_PF_RGBA10,
EGL_PF_YUV420
};
bool egl_texture_init(EGL_Texture ** tex);
void egl_texture_free(EGL_Texture ** tex);
bool egl_texture_setup (EGL_Texture * texture, enum EGL_PixelFormat pixfmt, size_t width, size_t height, size_t bufferSize, bool streaming);
bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer);
void egl_texture_bind (EGL_Texture * texture);
int egl_texture_count (EGL_Texture * texture);