[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
This commit is contained in:
Geoffrey McRae
2023-03-09 09:20:01 +11:00
parent bbc9204bfe
commit b4b4a37b2b
27 changed files with 372 additions and 180 deletions

View File

@@ -1,10 +1,12 @@
#version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision highp float;
in vec2 fragCoord;
out vec4 fragColor;
uniform sampler2D texture;
uniform sampler2D sampler1;
uniform vec3 uConfig;
void main()
@@ -13,7 +15,7 @@ void main()
float vOffset = uConfig.y;
float hOffset = uConfig.z;
vec2 inRes = vec2(textureSize(texture, 0));
vec2 inRes = vec2(textureSize(sampler1, 0));
ivec2 point = ivec2(
(floor((fragCoord * inRes) / pixelSize) * pixelSize) +
pixelSize / 2.0f
@@ -22,5 +24,5 @@ void main()
point.x += int(pixelSize * hOffset);
point.y += int(pixelSize * vOffset);
fragColor = texelFetch(texture, point, 0);
fragColor = texelFetch(sampler1, point, 0);
}