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[client] egl: switch to using GL_TEXTURE_EXTERNAL_OES for DMABUF
According to Erik @ NVidia the open source NVidia driver will not create a EGLImage from a DMABUF if the target is not GL_TEXTURE_EXTERNAL_OES. This change set converts the dmabuf texture from GL_TEXTURE_2D to GL_TEXTURE_EXTERNAL_OES and at runtime performs a global search & replace on fragment shaders as needed to remain compatible, replacing `sampler2D` with `samplerExternalOES`. Ref: https://github.com/NVIDIA/open-gpu-kernel-modules/discussions/243#discussioncomment-3283415
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@@ -1,16 +1,21 @@
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#if __VERSION__ == 300
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vec4 textureGather(sampler2D tex, vec2 uv, int comp)
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{
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vec4 c0 = textureOffset(tex, uv, ivec2(0,1));
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vec4 c1 = textureOffset(tex, uv, ivec2(1,1));
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vec4 c2 = textureOffset(tex, uv, ivec2(1,0));
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vec4 c3 = textureOffset(tex, uv, ivec2(0,0));
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vec2 res = vec2(textureSize(tex, 0));
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ivec2 p = ivec2((uv * res) - 0.5f);
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// NOTE: we can't use texelFecthOffset because sampler2D may actually be samplerExternalOES
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vec4 c0 = texelFetch(tex, p+ivec2(0,1), 0);
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vec4 c1 = texelFetch(tex, p+ivec2(1,1), 0);
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vec4 c2 = texelFetch(tex, p+ivec2(1,0), 0);
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vec4 c3 = texelFetch(tex, p+ivec2(0,0), 0);
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return vec4(c0[comp], c1[comp], c2[comp],c3[comp]);
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}
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#elif __VERSION__ < 300
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vec4 textureGather(sampler2D tex, vec2 uv, int comp)
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{
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vec4 c3 = texture2D(tex, uv);
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vec4 c3 = texture(tex, uv);
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return vec4(c3[comp], c3[comp], c3[comp],c3[comp]);
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}
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#endif
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