[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

@ -100,7 +100,7 @@ static bool cursorTexInit(struct CursorTex * t,
} }
if (!egl_shaderCompile(t->shader, if (!egl_shaderCompile(t->shader,
vertex_code, vertex_size, fragment_code, fragment_size)) vertex_code, vertex_size, fragment_code, fragment_size, false))
{ {
DEBUG_ERROR("Failed to compile the cursor shader"); DEBUG_ERROR("Failed to compile the cursor shader");
return false; return false;

View File

@ -76,7 +76,8 @@ bool egl_damageInit(EGL_Damage ** damage)
if (!egl_shaderCompile((*damage)->shader, if (!egl_shaderCompile((*damage)->shader,
b_shader_damage_vert, b_shader_damage_vert_size, b_shader_damage_vert, b_shader_damage_vert_size,
b_shader_damage_frag, b_shader_damage_frag_size)) b_shader_damage_frag, b_shader_damage_frag_size,
false))
{ {
DEBUG_ERROR("Failed to compile the damage shader"); DEBUG_ERROR("Failed to compile the damage shader");
return false; return false;

View File

@ -46,6 +46,7 @@ struct DesktopShader
EGL_Shader * shader; EGL_Shader * shader;
GLint uTransform; GLint uTransform;
GLint uDesktopSize; GLint uDesktopSize;
GLint uSamplerType;
GLint uScaleAlgo; GLint uScaleAlgo;
GLint uNVGain; GLint uNVGain;
GLint uCBMode; GLint uCBMode;
@ -57,7 +58,7 @@ struct EGL_Desktop
EGLDisplay * display; EGLDisplay * display;
EGL_Texture * texture; EGL_Texture * texture;
struct DesktopShader shader; struct DesktopShader dmaShader, shader;
EGL_DesktopRects * mesh; EGL_DesktopRects * mesh;
CountedBuffer * matrix; CountedBuffer * matrix;
@ -92,7 +93,8 @@ void toggleNV(int key, void * opaque);
static bool egl_initDesktopShader( static bool egl_initDesktopShader(
struct DesktopShader * shader, struct DesktopShader * shader,
const char * vertex_code , size_t vertex_size, const char * vertex_code , size_t vertex_size,
const char * fragment_code, size_t fragment_size const char * fragment_code, size_t fragment_size,
bool useDMA
) )
{ {
if (!egl_shaderInit(&shader->shader)) if (!egl_shaderInit(&shader->shader))
@ -100,7 +102,8 @@ static bool egl_initDesktopShader(
if (!egl_shaderCompile(shader->shader, if (!egl_shaderCompile(shader->shader,
vertex_code , vertex_size, vertex_code , vertex_size,
fragment_code, fragment_size)) fragment_code, fragment_size,
useDMA))
{ {
return false; return false;
} }
@ -135,15 +138,6 @@ bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop_, EGLDisplay * display,
return false; return false;
} }
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))
{
DEBUG_ERROR("Failed to initialize the generic desktop shader");
return false;
}
if (!egl_desktopRectsInit(&desktop->mesh, maxRects)) if (!egl_desktopRectsInit(&desktop->mesh, maxRects))
{ {
DEBUG_ERROR("Failed to initialize the desktop mesh"); DEBUG_ERROR("Failed to initialize the desktop mesh");
@ -157,6 +151,27 @@ bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop_, EGLDisplay * display,
return false; return false;
} }
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,
false))
{
DEBUG_ERROR("Failed to initialize the desktop shader");
return false;
}
if (useDMA)
if (!egl_initDesktopShader(
&desktop->dmaShader,
b_shader_desktop_vert , b_shader_desktop_vert_size,
b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size,
true))
{
DEBUG_ERROR("Failed to initialize the desktop DMA shader");
return false;
}
app_registerKeybind(0, 'N', toggleNV, desktop, app_registerKeybind(0, 'N', toggleNV, desktop,
"Toggle night vision mode"); "Toggle night vision mode");
@ -207,7 +222,8 @@ void egl_desktopFree(EGL_Desktop ** desktop)
egl_textureFree (&(*desktop)->texture ); egl_textureFree (&(*desktop)->texture );
egl_textureFree (&(*desktop)->spiceTexture ); egl_textureFree (&(*desktop)->spiceTexture );
egl_shaderFree (&(*desktop)->shader.shader); egl_shaderFree (&(*desktop)->shader .shader);
egl_shaderFree (&(*desktop)->dmaShader.shader);
egl_desktopRectsFree(&(*desktop)->mesh ); egl_desktopRectsFree(&(*desktop)->mesh );
countedBufferRelease(&(*desktop)->matrix ); countedBufferRelease(&(*desktop)->matrix );
@ -399,18 +415,17 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
if (atomic_exchange(&desktop->processFrame, false) || if (atomic_exchange(&desktop->processFrame, false) ||
egl_postProcessConfigModified(desktop->pp)) egl_postProcessConfigModified(desktop->pp))
egl_postProcessRun(desktop->pp, tex, desktop->mesh, egl_postProcessRun(desktop->pp, tex, desktop->mesh,
width, height, outputWidth, outputHeight); width, height, outputWidth, outputHeight, desktop->useDMA);
unsigned int finalSizeX, finalSizeY; unsigned int finalSizeX, finalSizeY;
GLuint texture = egl_postProcessGetOutput(desktop->pp, EGL_Texture * texture = egl_postProcessGetOutput(desktop->pp,
&finalSizeX, &finalSizeY); &finalSizeX, &finalSizeY);
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
egl_resetViewport(desktop->egl); egl_resetViewport(desktop->egl);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture); egl_textureBind(texture);
glBindSampler(0, tex->sampler);
if (finalSizeX > width || finalSizeY > height) if (finalSizeX > width || finalSizeY > height)
scaleType = EGL_DESKTOP_DOWNSCALE; scaleType = EGL_DESKTOP_DOWNSCALE;
@ -435,7 +450,10 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
scaleAlgo = desktop->scaleAlgo; scaleAlgo = desktop->scaleAlgo;
} }
const struct DesktopShader * shader = &desktop->shader; const struct DesktopShader * shader =
desktop->useDMA && texture == desktop->texture ?
&desktop->dmaShader : &desktop->shader;
EGL_Uniform uniforms[] = EGL_Uniform uniforms[] =
{ {
{ {

View File

@ -68,9 +68,11 @@ typedef struct EGL_FilterOps
/* reads filter state from options */ /* reads filter state from options */
void (*loadState)(EGL_Filter * filter); void (*loadState)(EGL_Filter * filter);
/* set the input format of the filter */ /* set the input format of the filter
* useDMA will be true if the texture provided needs to use samplerExternalOES
*/
bool (*setup)(EGL_Filter * filter, enum EGL_PixelFormat pixFmt, bool (*setup)(EGL_Filter * filter, enum EGL_PixelFormat pixFmt,
unsigned int width, unsigned int height); unsigned int width, unsigned int height, bool useDMA);
/* set the output resolution hint for the filter /* set the output resolution hint for the filter
* this is optional and only a hint */ * this is optional and only a hint */
@ -87,8 +89,8 @@ typedef struct EGL_FilterOps
/* runs the filter on the provided texture /* runs the filter on the provided texture
* returns the processed texture as the output */ * returns the processed texture as the output */
GLuint (*run)(EGL_Filter * filter, EGL_FilterRects * rects, EGL_Texture * (*run)(EGL_Filter * filter, EGL_FilterRects * rects,
GLuint texture); EGL_Texture * texture);
/* called when the filter output is no loger needed so it can release memory /* called when the filter output is no loger needed so it can release memory
* this is optional */ * this is optional */
@ -133,9 +135,10 @@ static inline void egl_filterLoadState(EGL_Filter * filter)
} }
static inline bool egl_filterSetup(EGL_Filter * filter, static inline bool egl_filterSetup(EGL_Filter * filter,
enum EGL_PixelFormat pixFmt, unsigned int width, unsigned int height) enum EGL_PixelFormat pixFmt, unsigned int width, unsigned int height,
bool useDMA)
{ {
return filter->ops.setup(filter, pixFmt, width, height); return filter->ops.setup(filter, pixFmt, width, height, useDMA);
} }
static inline void egl_filterSetOutputResHint(EGL_Filter * filter, static inline void egl_filterSetOutputResHint(EGL_Filter * filter,
@ -156,8 +159,8 @@ static inline bool egl_filterPrepare(EGL_Filter * filter)
return filter->ops.prepare(filter); return filter->ops.prepare(filter);
} }
static inline GLuint egl_filterRun(EGL_Filter * filter, static inline EGL_Texture * egl_filterRun(EGL_Filter * filter,
EGL_FilterRects * rects, GLuint texture) EGL_FilterRects * rects, EGL_Texture * texture)
{ {
return filter->ops.run(filter, rects, texture); return filter->ops.run(filter, rects, texture);
} }

View File

@ -60,6 +60,7 @@ typedef struct EGL_FilterDownscale
EGL_Shader * lanczos2; EGL_Shader * lanczos2;
DownscaleFilter filter; DownscaleFilter filter;
int useDMA;
enum EGL_PixelFormat pixFmt; enum EGL_PixelFormat pixFmt;
unsigned int width, height; unsigned int width, height;
float pixelSize; float pixelSize;
@ -157,55 +158,26 @@ static bool egl_filterDownscaleInit(EGL_Filter ** filter)
return false; return false;
} }
this->useDMA = -1;
if (!egl_shaderInit(&this->nearest)) if (!egl_shaderInit(&this->nearest))
{ {
DEBUG_ERROR("Failed to initialize the shader"); DEBUG_ERROR("Failed to initialize the shader");
goto error_this; goto error_this;
} }
if (!egl_shaderCompile(this->nearest,
b_shader_basic_vert , b_shader_basic_vert_size,
b_shader_downscale_frag, b_shader_downscale_frag_size)
)
{
DEBUG_ERROR("Failed to compile the shader");
goto error_shader;
}
if (!egl_shaderInit(&this->linear)) if (!egl_shaderInit(&this->linear))
{ {
DEBUG_ERROR("Failed to initialize the shader"); DEBUG_ERROR("Failed to initialize the shader");
goto error_this; goto error_this;
} }
if (!egl_shaderCompile(this->linear,
b_shader_basic_vert, b_shader_basic_vert_size,
b_shader_downscale_linear_frag, b_shader_downscale_linear_frag_size)
)
{
DEBUG_ERROR("Failed to compile the shader");
goto error_shader;
}
if (!egl_shaderInit(&this->lanczos2)) if (!egl_shaderInit(&this->lanczos2))
{ {
DEBUG_ERROR("Failed to initialize the shader"); DEBUG_ERROR("Failed to initialize the shader");
goto error_this; goto error_this;
} }
if (!egl_shaderCompile(this->lanczos2,
b_shader_basic_vert, b_shader_basic_vert_size,
b_shader_downscale_lanczos2_frag, b_shader_downscale_lanczos2_frag_size)
)
{
DEBUG_ERROR("Failed to compile the shader");
goto error_shader;
}
this->uNearest.type = EGL_UNIFORM_TYPE_3F;
this->uNearest.location =
egl_shaderGetUniform(this->nearest, "uConfig");
if (!egl_framebufferInit(&this->fb)) if (!egl_framebufferInit(&this->fb))
{ {
DEBUG_ERROR("Failed to initialize the framebuffer"); DEBUG_ERROR("Failed to initialize the framebuffer");
@ -326,7 +298,8 @@ static bool egl_filterDownscaleImguiConfig(EGL_Filter * filter)
} }
static bool egl_filterDownscaleSetup(EGL_Filter * filter, static bool egl_filterDownscaleSetup(EGL_Filter * filter,
enum EGL_PixelFormat pixFmt, unsigned int width, unsigned int height) enum EGL_PixelFormat pixFmt, unsigned int width, unsigned int height,
bool useDMA)
{ {
EGL_FilterDownscale * this = UPCAST(EGL_FilterDownscale, filter); EGL_FilterDownscale * this = UPCAST(EGL_FilterDownscale, filter);
@ -336,6 +309,48 @@ static bool egl_filterDownscaleSetup(EGL_Filter * filter,
if (!this->enable) if (!this->enable)
return false; return false;
if (this->useDMA != useDMA)
{
if (!egl_shaderCompile(this->nearest,
b_shader_basic_vert , b_shader_basic_vert_size,
b_shader_downscale_frag,
b_shader_downscale_frag_size,
useDMA)
)
{
DEBUG_ERROR("Failed to compile the shader");
return false;
}
if (!egl_shaderCompile(this->linear,
b_shader_basic_vert, b_shader_basic_vert_size,
b_shader_downscale_linear_frag,
b_shader_downscale_linear_frag_size,
useDMA)
)
{
DEBUG_ERROR("Failed to compile the shader");
return false;
}
if (!egl_shaderCompile(this->lanczos2,
b_shader_basic_vert, b_shader_basic_vert_size,
b_shader_downscale_lanczos2_frag,
b_shader_downscale_lanczos2_frag_size,
useDMA)
)
{
DEBUG_ERROR("Failed to compile the shader");
return false;
}
this->uNearest.type = EGL_UNIFORM_TYPE_3F;
this->uNearest.location =
egl_shaderGetUniform(this->nearest, "uConfig");
this->useDMA = useDMA;
}
if (this->prepared && if (this->prepared &&
pixFmt == this->pixFmt && pixFmt == this->pixFmt &&
this->width == width && this->width == width &&
@ -385,15 +400,15 @@ static bool egl_filterDownscalePrepare(EGL_Filter * filter)
return true; return true;
} }
static GLuint egl_filterDownscaleRun(EGL_Filter * filter, static EGL_Texture * egl_filterDownscaleRun(EGL_Filter * filter,
EGL_FilterRects * rects, GLuint texture) EGL_FilterRects * rects, EGL_Texture * texture)
{ {
EGL_FilterDownscale * this = UPCAST(EGL_FilterDownscale, filter); EGL_FilterDownscale * this = UPCAST(EGL_FilterDownscale, filter);
egl_framebufferBind(this->fb); egl_framebufferBind(this->fb);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture); egl_textureBind(texture);
EGL_Shader * shader; EGL_Shader * shader;

View File

@ -37,6 +37,7 @@ typedef struct EGL_FilterFFXCAS
EGL_Shader * shader; EGL_Shader * shader;
bool enable; bool enable;
int useDMA;
enum EGL_PixelFormat pixFmt; enum EGL_PixelFormat pixFmt;
unsigned int width, height; unsigned int width, height;
float sharpness; float sharpness;
@ -106,21 +107,14 @@ static bool egl_filterFFXCASInit(EGL_Filter ** filter)
return false; return false;
} }
this->useDMA = -1;
if (!egl_shaderInit(&this->shader)) if (!egl_shaderInit(&this->shader))
{ {
DEBUG_ERROR("Failed to initialize the shader"); DEBUG_ERROR("Failed to initialize the shader");
goto error_this; goto error_this;
} }
if (!egl_shaderCompile(this->shader,
b_shader_basic_vert , b_shader_basic_vert_size,
b_shader_ffx_cas_frag, b_shader_ffx_cas_frag_size)
)
{
DEBUG_ERROR("Failed to compile the shader");
goto error_shader;
}
this->consts = countedBufferNew(8 * sizeof(GLuint)); this->consts = countedBufferNew(8 * sizeof(GLuint));
if (!this->consts) if (!this->consts)
{ {
@ -128,12 +122,6 @@ static bool egl_filterFFXCASInit(EGL_Filter ** filter)
goto error_shader; goto error_shader;
} }
egl_shaderSetUniforms(this->shader, &(EGL_Uniform) {
.type = EGL_UNIFORM_TYPE_4UIV,
.location = egl_shaderGetUniform(this->shader, "uConsts"),
.v = this->consts,
}, 1);
egl_filterFFXCASLoadState(&this->base); egl_filterFFXCASLoadState(&this->base);
if (!egl_framebufferInit(&this->fb)) if (!egl_framebufferInit(&this->fb))
@ -220,13 +208,35 @@ static bool egl_filterFFXCASImguiConfig(EGL_Filter * filter)
} }
static bool egl_filterFFXCASSetup(EGL_Filter * filter, static bool egl_filterFFXCASSetup(EGL_Filter * filter,
enum EGL_PixelFormat pixFmt, unsigned int width, unsigned int height) enum EGL_PixelFormat pixFmt, unsigned int width, unsigned int height,
bool useDMA)
{ {
EGL_FilterFFXCAS * this = UPCAST(EGL_FilterFFXCAS, filter); EGL_FilterFFXCAS * this = UPCAST(EGL_FilterFFXCAS, filter);
if (!this->enable) if (!this->enable)
return false; return false;
if (this->useDMA != useDMA)
{
if (!egl_shaderCompile(this->shader,
b_shader_basic_vert , b_shader_basic_vert_size,
b_shader_ffx_cas_frag, b_shader_ffx_cas_frag_size,
useDMA)
)
{
DEBUG_ERROR("Failed to compile the shader");
return false;
}
egl_shaderSetUniforms(this->shader, &(EGL_Uniform) {
.type = EGL_UNIFORM_TYPE_4UIV,
.location = egl_shaderGetUniform(this->shader, "uConsts"),
.v = this->consts,
}, 1);
this->useDMA = useDMA;
}
if (pixFmt == this->pixFmt && this->width == width && this->height == height) if (pixFmt == this->pixFmt && this->width == width && this->height == height)
return true; return true;
@ -262,15 +272,15 @@ static bool egl_filterFFXCASPrepare(EGL_Filter * filter)
return true; return true;
} }
static GLuint egl_filterFFXCASRun(EGL_Filter * filter, static EGL_Texture * egl_filterFFXCASRun(EGL_Filter * filter,
EGL_FilterRects * rects, GLuint texture) EGL_FilterRects * rects, EGL_Texture * texture)
{ {
EGL_FilterFFXCAS * this = UPCAST(EGL_FilterFFXCAS, filter); EGL_FilterFFXCAS * this = UPCAST(EGL_FilterFFXCAS, filter);
egl_framebufferBind(this->fb); egl_framebufferBind(this->fb);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture); egl_textureBind(texture);
glBindSampler(0, this->sampler); glBindSampler(0, this->sampler);
egl_shaderUse(this->shader); egl_shaderUse(this->shader);

View File

@ -42,6 +42,7 @@ typedef struct EGL_FilterFFXFSR1
CountedBuffer * consts; CountedBuffer * consts;
EGL_Uniform easuUniform[2], rcasUniform; EGL_Uniform easuUniform[2], rcasUniform;
int useDMA;
enum EGL_PixelFormat pixFmt; enum EGL_PixelFormat pixFmt;
unsigned int width, height; unsigned int width, height;
unsigned int inWidth, inHeight; unsigned int inWidth, inHeight;
@ -109,6 +110,8 @@ static bool egl_filterFFXFSR1Init(EGL_Filter ** filter)
return false; return false;
} }
this->useDMA = -1;
if (!egl_shaderInit(&this->easu)) if (!egl_shaderInit(&this->easu))
{ {
DEBUG_ERROR("Failed to initialize the Easu shader"); DEBUG_ERROR("Failed to initialize the Easu shader");
@ -121,18 +124,10 @@ static bool egl_filterFFXFSR1Init(EGL_Filter ** filter)
goto error_esau; goto error_esau;
} }
if (!egl_shaderCompile(this->easu,
b_shader_basic_vert , b_shader_basic_vert_size,
b_shader_ffx_fsr1_easu_frag, b_shader_ffx_fsr1_easu_frag_size)
)
{
DEBUG_ERROR("Failed to compile the Easu shader");
goto error_rcas;
}
if (!egl_shaderCompile(this->rcas, if (!egl_shaderCompile(this->rcas,
b_shader_basic_vert , b_shader_basic_vert_size, b_shader_basic_vert , b_shader_basic_vert_size,
b_shader_ffx_fsr1_rcas_frag, b_shader_ffx_fsr1_rcas_frag_size) b_shader_ffx_fsr1_rcas_frag, b_shader_ffx_fsr1_rcas_frag_size,
false)
) )
{ {
DEBUG_ERROR("Failed to compile the Rcas shader"); DEBUG_ERROR("Failed to compile the Rcas shader");
@ -148,14 +143,6 @@ static bool egl_filterFFXFSR1Init(EGL_Filter ** filter)
egl_filterFFXFSR1LoadState(&this->base); egl_filterFFXFSR1LoadState(&this->base);
this->easuUniform[0].type = EGL_UNIFORM_TYPE_4UIV;
this->easuUniform[0].location =
egl_shaderGetUniform(this->easu, "uConsts");
this->easuUniform[0].v = this->consts;
this->easuUniform[1].type = EGL_UNIFORM_TYPE_2F;
this->easuUniform[1].location =
egl_shaderGetUniform(this->easu, "uOutRes");
this->rcasUniform.type = EGL_UNIFORM_TYPE_4UI; this->rcasUniform.type = EGL_UNIFORM_TYPE_4UI;
this->rcasUniform.location = egl_shaderGetUniform(this->rcas, "uConsts"); this->rcasUniform.location = egl_shaderGetUniform(this->rcas, "uConsts");
rcasUpdateUniform(this); rcasUpdateUniform(this);
@ -335,13 +322,37 @@ static void egl_filterFFXFSR1SetOutputResHint(EGL_Filter * filter,
} }
static bool egl_filterFFXFSR1Setup(EGL_Filter * filter, static bool egl_filterFFXFSR1Setup(EGL_Filter * filter,
enum EGL_PixelFormat pixFmt, unsigned int width, unsigned int height) enum EGL_PixelFormat pixFmt, unsigned int width, unsigned int height,
bool useDMA)
{ {
EGL_FilterFFXFSR1 * this = UPCAST(EGL_FilterFFXFSR1, filter); EGL_FilterFFXFSR1 * this = UPCAST(EGL_FilterFFXFSR1, filter);
if (!this->enable) if (!this->enable)
return false; return false;
if (this->useDMA != useDMA)
{
if (!egl_shaderCompile(this->easu,
b_shader_basic_vert , b_shader_basic_vert_size,
b_shader_ffx_fsr1_easu_frag, b_shader_ffx_fsr1_easu_frag_size,
useDMA)
)
{
DEBUG_ERROR("Failed to compile the Easu shader");
return false;
}
this->easuUniform[0].type = EGL_UNIFORM_TYPE_4UIV;
this->easuUniform[0].location =
egl_shaderGetUniform(this->easu, "uConsts");
this->easuUniform[0].v = this->consts;
this->easuUniform[1].type = EGL_UNIFORM_TYPE_2F;
this->easuUniform[1].location =
egl_shaderGetUniform(this->easu, "uOutRes");
this->useDMA = useDMA;
}
this->active = this->width > width && this->height > height; this->active = this->width > width && this->height > height;
if (!this->active) if (!this->active)
return false; return false;
@ -395,15 +406,15 @@ static bool egl_filterFFXFSR1Prepare(EGL_Filter * filter)
return true; return true;
} }
static GLuint egl_filterFFXFSR1Run(EGL_Filter * filter, static EGL_Texture * egl_filterFFXFSR1Run(EGL_Filter * filter,
EGL_FilterRects * rects, GLuint texture) EGL_FilterRects * rects, EGL_Texture * texture)
{ {
EGL_FilterFFXFSR1 * this = UPCAST(EGL_FilterFFXFSR1, filter); EGL_FilterFFXFSR1 * this = UPCAST(EGL_FilterFFXFSR1, filter);
// pass 1, Easu // pass 1, Easu
egl_framebufferBind(this->easuFb); egl_framebufferBind(this->easuFb);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture); egl_textureBind(texture);
glBindSampler(0, this->sampler); glBindSampler(0, this->sampler);
egl_shaderUse(this->easu); egl_shaderUse(this->easu);
egl_filterRectsRender(this->easu, rects); egl_filterRectsRender(this->easu, rects);
@ -412,7 +423,7 @@ static GLuint egl_filterFFXFSR1Run(EGL_Filter * filter,
// pass 2, Rcas // pass 2, Rcas
egl_framebufferBind(this->rcasFb); egl_framebufferBind(this->rcasFb);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture); egl_textureBind(texture);
glBindSampler(0, this->sampler); glBindSampler(0, this->sampler);
egl_shaderUse(this->rcas); egl_shaderUse(this->rcas);
egl_filterRectsRender(this->rcas, rects); egl_filterRectsRender(this->rcas, rects);

View File

@ -100,9 +100,7 @@ void egl_framebufferBind(EGL_Framebuffer * this)
glViewport(0, 0, this->tex->format.width, this->tex->format.height); glViewport(0, 0, this->tex->format.width, this->tex->format.height);
} }
GLuint egl_framebufferGetTexture(EGL_Framebuffer * this) EGL_Texture * egl_framebufferGetTexture(EGL_Framebuffer * this)
{ {
GLuint output; return this->tex;
egl_textureGet(this->tex, &output, NULL, NULL);
return output;
} }

View File

@ -32,4 +32,4 @@ bool egl_framebufferSetup(EGL_Framebuffer * this, enum EGL_PixelFormat pixFmt,
void egl_framebufferBind(EGL_Framebuffer * this); void egl_framebufferBind(EGL_Framebuffer * this);
GLuint egl_framebufferGetTexture(EGL_Framebuffer * this); EGL_Texture * egl_framebufferGetTexture(EGL_Framebuffer * this);

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@ -49,7 +49,7 @@ static const EGL_FilterOps * EGL_Filters[] =
struct EGL_PostProcess struct EGL_PostProcess
{ {
Vector filters; Vector filters;
GLuint output; EGL_Texture * output;
unsigned int outputX, outputY; unsigned int outputX, outputY;
_Atomic(bool) modified; _Atomic(bool) modified;
@ -606,7 +606,7 @@ bool egl_postProcessConfigModified(EGL_PostProcess * this)
bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex, bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
EGL_DesktopRects * rects, int desktopWidth, int desktopHeight, EGL_DesktopRects * rects, int desktopWidth, int desktopHeight,
unsigned int targetX, unsigned int targetY) unsigned int targetX, unsigned int targetY, bool useDMA)
{ {
if (targetX == 0 && targetY == 0) if (targetX == 0 && targetY == 0)
DEBUG_FATAL("targetX || targetY == 0"); DEBUG_FATAL("targetX || targetY == 0");
@ -614,8 +614,9 @@ bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
EGL_Filter * lastFilter = NULL; EGL_Filter * lastFilter = NULL;
unsigned int sizeX, sizeY; unsigned int sizeX, sizeY;
GLuint texture; //TODO: clean this up
if (egl_textureGet(tex, &texture, &sizeX, &sizeY) != EGL_TEX_STATUS_OK) GLuint _unused;
if (egl_textureGet(tex, &_unused, &sizeX, &sizeY) != EGL_TEX_STATUS_OK)
return false; return false;
if (atomic_exchange(&this->modified, false)) if (atomic_exchange(&this->modified, false))
@ -636,11 +637,12 @@ bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
}; };
EGL_Filter * filter; EGL_Filter * filter;
EGL_Texture * texture = tex;
vector_forEach(filter, &this->filters) vector_forEach(filter, &this->filters)
{ {
egl_filterSetOutputResHint(filter, targetX, targetY); egl_filterSetOutputResHint(filter, targetX, targetY);
if (!egl_filterSetup(filter, tex->format.pixFmt, sizeX, sizeY) || if (!egl_filterSetup(filter, tex->format.pixFmt, sizeX, sizeY, useDMA) ||
!egl_filterPrepare(filter)) !egl_filterPrepare(filter))
continue; continue;
@ -651,6 +653,9 @@ bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
egl_filterRelease(lastFilter); egl_filterRelease(lastFilter);
lastFilter = filter; lastFilter = filter;
// the first filter to run will convert to a normal texture
useDMA = false;
} }
this->output = texture; this->output = texture;
@ -659,7 +664,7 @@ bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
return true; return true;
} }
GLuint egl_postProcessGetOutput(EGL_PostProcess * this, EGL_Texture * egl_postProcessGetOutput(EGL_PostProcess * this,
unsigned int * outputX, unsigned int * outputY) unsigned int * outputX, unsigned int * outputY)
{ {
*outputX = this->outputX; *outputX = this->outputX;

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@ -41,7 +41,7 @@ bool egl_postProcessConfigModified(EGL_PostProcess * this);
* targetX/Y is the final target output dimension hint if scalers are present */ * targetX/Y is the final target output dimension hint if scalers are present */
bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex, bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
EGL_DesktopRects * rects, int desktopWidth, int desktopHeight, EGL_DesktopRects * rects, int desktopWidth, int desktopHeight,
unsigned int targetX, unsigned int targetY); unsigned int targetX, unsigned int targetY, bool useDMA);
GLuint egl_postProcessGetOutput(EGL_PostProcess * this, EGL_Texture * egl_postProcessGetOutput(EGL_PostProcess * this,
unsigned int * outputX, unsigned int * outputY); unsigned int * outputX, unsigned int * outputY);

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@ -64,7 +64,8 @@ void egl_shaderFree(EGL_Shader ** shader)
*shader = NULL; *shader = NULL;
} }
bool egl_shaderLoad(EGL_Shader * this, const char * vertex_file, const char * fragment_file) bool egl_shaderLoad(EGL_Shader * this,
const char * vertex_file, const char * fragment_file, bool useDMA)
{ {
char * vertex_code, * fragment_code; char * vertex_code, * fragment_code;
size_t vertex_size, fragment_size; size_t vertex_size, fragment_size;
@ -86,13 +87,16 @@ bool egl_shaderLoad(EGL_Shader * this, const char * vertex_file, const char * fr
DEBUG_INFO("Loaded fragment shader: %s", fragment_file); DEBUG_INFO("Loaded fragment shader: %s", fragment_file);
bool ret = egl_shaderCompile(this, vertex_code, vertex_size, fragment_code, fragment_size); bool ret = egl_shaderCompile(this,
vertex_code, vertex_size, fragment_code, fragment_size,
useDMA);
free(vertex_code); free(vertex_code);
free(fragment_code); free(fragment_code);
return ret; return ret;
} }
bool egl_shaderCompile(EGL_Shader * this, const char * vertex_code, static bool shaderCompile(EGL_Shader * this, const char * vertex_code,
size_t vertex_size, const char * fragment_code, size_t fragment_size) size_t vertex_size, const char * fragment_code, size_t fragment_size)
{ {
if (this->hasShader) if (this->hasShader)
@ -204,6 +208,64 @@ bool egl_shaderCompile(EGL_Shader * this, const char * vertex_code,
return true; return true;
} }
bool egl_shaderCompile(EGL_Shader * this, const char * vertex_code,
size_t vertex_size, const char * fragment_code, size_t fragment_size,
bool useDMA)
{
if (useDMA)
{
const char * search = "sampler2D";
const char * replace = "samplerExternalOES";
const char * src = fragment_code;
int instances = 0;
while((src = strstr(src, search)))
{
++instances;
src += strlen(search);
}
const int diff = (strlen(replace) - strlen(search)) * instances;
char * newCode = malloc(fragment_size + diff);
if (!newCode)
{
DEBUG_ERROR("Out of memory");
return false;
}
src = fragment_code;
char * dst = newCode;
for(int i = 0; i < instances; ++i)
{
const char * pos = strstr(src, search);
const int offset = pos - src;
memcpy(dst, src, offset);
dst += offset;
src = pos + strlen(search);
memcpy(dst, replace, strlen(replace));
dst += strlen(replace);
}
const int final = fragment_size - (src - fragment_code);
memcpy(dst, src, final);
dst[final] = 0;
bool result = shaderCompile(
this,
vertex_code, vertex_size,
newCode , fragment_size + diff);
free(newCode);
return result;
}
return shaderCompile(this,
vertex_code , vertex_size,
fragment_code, fragment_size);
}
void egl_shaderSetUniforms(EGL_Shader * this, EGL_Uniform * uniforms, int count) void egl_shaderSetUniforms(EGL_Shader * this, EGL_Uniform * uniforms, int count)
{ {
egl_shaderFreeUniforms(this); egl_shaderFreeUniforms(this);

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@ -97,10 +97,11 @@ bool egl_shaderInit(EGL_Shader ** shader);
void egl_shaderFree(EGL_Shader ** shader); void egl_shaderFree(EGL_Shader ** shader);
bool egl_shaderLoad(EGL_Shader * model, const char * vertex_file, bool egl_shaderLoad(EGL_Shader * model, const char * vertex_file,
const char * fragment_file); const char * fragment_file, bool useDMA);
bool egl_shaderCompile(EGL_Shader * model, const char * vertex_code, bool egl_shaderCompile(EGL_Shader * model, const char * vertex_code,
size_t vertex_size, const char * fragment_code, size_t fragment_size); size_t vertex_size, const char * fragment_code, size_t fragment_size,
bool useDMA);
void egl_shaderSetUniforms(EGL_Shader * shader, EGL_Uniform * uniforms, void egl_shaderSetUniforms(EGL_Shader * shader, EGL_Uniform * uniforms,
int count); int count);

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@ -1,16 +1,21 @@
#if __VERSION__ == 300 #if __VERSION__ == 300
vec4 textureGather(sampler2D tex, vec2 uv, int comp) vec4 textureGather(sampler2D tex, vec2 uv, int comp)
{ {
vec4 c0 = textureOffset(tex, uv, ivec2(0,1)); vec2 res = vec2(textureSize(tex, 0));
vec4 c1 = textureOffset(tex, uv, ivec2(1,1)); ivec2 p = ivec2((uv * res) - 0.5f);
vec4 c2 = textureOffset(tex, uv, ivec2(1,0));
vec4 c3 = textureOffset(tex, uv, ivec2(0,0)); // NOTE: we can't use texelFecthOffset because sampler2D may actually be samplerExternalOES
vec4 c0 = texelFetch(tex, p+ivec2(0,1), 0);
vec4 c1 = texelFetch(tex, p+ivec2(1,1), 0);
vec4 c2 = texelFetch(tex, p+ivec2(1,0), 0);
vec4 c3 = texelFetch(tex, p+ivec2(0,0), 0);
return vec4(c0[comp], c1[comp], c2[comp],c3[comp]); return vec4(c0[comp], c1[comp], c2[comp],c3[comp]);
} }
#elif __VERSION__ < 300 #elif __VERSION__ < 300
vec4 textureGather(sampler2D tex, vec2 uv, int comp) vec4 textureGather(sampler2D tex, vec2 uv, int comp)
{ {
vec4 c3 = texture2D(tex, uv); vec4 c3 = texture(tex, uv);
return vec4(c3[comp], c3[comp], c3[comp],c3[comp]); return vec4(c3[comp], c3[comp], c3[comp],c3[comp]);
} }
#endif #endif

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@ -1,4 +1,6 @@
#version 300 es #version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision highp float; precision highp float;
#define EGL_SCALE_AUTO 0 #define EGL_SCALE_AUTO 0
@ -23,14 +25,18 @@ void main()
switch (scaleAlgo) switch (scaleAlgo)
{ {
case EGL_SCALE_NEAREST: case EGL_SCALE_NEAREST:
{
vec2 ts = vec2(textureSize(sampler1, 0)); vec2 ts = vec2(textureSize(sampler1, 0));
color = texelFetch(sampler1, ivec2(uv * ts), 0); color = texelFetch(sampler1, ivec2(uv * ts), 0);
break; break;
}
case EGL_SCALE_LINEAR: case EGL_SCALE_LINEAR:
{
color = texture(sampler1, uv); color = texture(sampler1, uv);
break; break;
} }
}
if (cbMode > 0) if (cbMode > 0)
color = cbTransform(color, cbMode); color = cbTransform(color, cbMode);

View File

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

View File

@ -1,4 +1,6 @@
#version 300 es #version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision highp float; precision highp float;
#define PI 3.141592653589793 #define PI 3.141592653589793
@ -6,7 +8,7 @@ precision highp float;
in vec2 fragCoord; in vec2 fragCoord;
out vec4 fragColor; out vec4 fragColor;
uniform sampler2D texture; uniform sampler2D sampler1;
float sinc(float x) float sinc(float x)
{ {
return x == 0.0 ? 1.0 : sin(x * PI) / (x * PI); return x == 0.0 ? 1.0 : sin(x * PI) / (x * PI);
@ -24,7 +26,7 @@ float lanczos(vec2 v)
void main() void main()
{ {
vec2 size = vec2(textureSize(texture, 0)); vec2 size = vec2(textureSize(sampler1, 0));
vec2 pos = fragCoord * size; vec2 pos = fragCoord * size;
vec2 invSize = 1.0 / size; vec2 invSize = 1.0 / size;
vec2 uvc = floor(pos) + vec2(0.5, 0.5); vec2 uvc = floor(pos) + vec2(0.5, 0.5);
@ -54,7 +56,7 @@ void main()
vec3 color = vec3(0.0); vec3 color = vec3(0.0);
for (int i = 0; i < 9; ++i) for (int i = 0; i < 9; ++i)
color += texture2D(texture, uvs[i] * invSize).rgb * factors[i]; color += texture(sampler1, uvs[i] * invSize).rgb * factors[i];
fragColor = vec4(color, 1.0); fragColor = vec4(color, 1.0);
} }

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@ -1,12 +1,14 @@
#version 300 es #version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision highp float; precision highp float;
in vec2 fragCoord; in vec2 fragCoord;
out vec4 fragColor; out vec4 fragColor;
uniform sampler2D texture; uniform sampler2D sampler1;
void main() void main()
{ {
fragColor = texture2D(texture, fragCoord); fragColor = texture(sampler1, fragCoord);
} }

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@ -1,4 +1,6 @@
#version 300 es #version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision highp float; precision highp float;
#include "compat.h" #include "compat.h"
@ -6,7 +8,7 @@ precision highp float;
in vec2 fragCoord; in vec2 fragCoord;
out vec4 fragColor; out vec4 fragColor;
uniform sampler2D texture; uniform sampler2D sampler1;
uniform uvec4 uConsts[2]; uniform uvec4 uConsts[2];
#define A_GPU 1 #define A_GPU 1
@ -16,7 +18,7 @@ uniform uvec4 uConsts[2];
vec3 imageLoad(ivec2 point) vec3 imageLoad(ivec2 point)
{ {
return texelFetch(texture, point, 0).rgb; return texelFetch(sampler1, point, 0).rgb;
} }
AF3 CasLoad(ASU2 p) AF3 CasLoad(ASU2 p)
@ -30,7 +32,7 @@ void CasInput(inout AF1 r,inout AF1 g,inout AF1 b) {}
void main() void main()
{ {
vec2 res = vec2(textureSize(texture, 0)); vec2 res = vec2(textureSize(sampler1, 0));
uvec2 point = uvec2(fragCoord * res); uvec2 point = uvec2(fragCoord * res);
CasFilter( CasFilter(

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@ -1,4 +1,6 @@
#version 300 es #version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision highp float; precision highp float;
#include "compat.h" #include "compat.h"
@ -6,7 +8,7 @@ precision highp float;
in vec2 fragCoord; in vec2 fragCoord;
out vec4 fragColor; out vec4 fragColor;
uniform sampler2D texture; uniform sampler2D sampler1;
uniform vec2 uOutRes; uniform vec2 uOutRes;
uniform uvec4 uConsts[4]; uniform uvec4 uConsts[4];
@ -18,20 +20,9 @@ uniform uvec4 uConsts[4];
#define FSR_EASU_F 1 #define FSR_EASU_F 1
vec4 _textureGather(sampler2D tex, vec2 uv, int comp) AF4 FsrEasuRF(AF2 p){return AF4(textureGather(sampler1, p, 0));}
{ AF4 FsrEasuGF(AF2 p){return AF4(textureGather(sampler1, p, 1));}
vec2 res = vec2(textureSize(tex, 0)); AF4 FsrEasuBF(AF2 p){return AF4(textureGather(sampler1, p, 2));}
ivec2 p = ivec2((uv * res) - 0.5f);
vec4 c0 = texelFetchOffset(tex, p, 0, ivec2(0,1));
vec4 c1 = texelFetchOffset(tex, p, 0, ivec2(1,1));
vec4 c2 = texelFetchOffset(tex, p, 0, ivec2(1,0));
vec4 c3 = texelFetchOffset(tex, p, 0, ivec2(0,0));
return vec4(c0[comp], c1[comp], c2[comp],c3[comp]);
}
AF4 FsrEasuRF(AF2 p){return AF4(_textureGather(texture, p, 0));}
AF4 FsrEasuGF(AF2 p){return AF4(_textureGather(texture, p, 1));}
AF4 FsrEasuBF(AF2 p){return AF4(_textureGather(texture, p, 2));}
#include "ffx_fsr1.h" #include "ffx_fsr1.h"

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@ -6,7 +6,7 @@ precision highp float;
in vec2 fragCoord; in vec2 fragCoord;
out vec4 fragColor; out vec4 fragColor;
uniform sampler2D texture; uniform sampler2D sampler1;
uniform uvec4 uConsts; uniform uvec4 uConsts;
#define A_GPU 1 #define A_GPU 1
@ -15,7 +15,7 @@ uniform uvec4 uConsts;
#include "ffx_a.h" #include "ffx_a.h"
AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(texture, ASU2(p), 0); } AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(sampler1, ASU2(p), 0); }
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {} void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
#define FSR_RCAS_F 1 #define FSR_RCAS_F 1
@ -24,7 +24,7 @@ void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
void main() void main()
{ {
vec2 inRes = vec2(textureSize(texture, 0)); vec2 inRes = vec2(textureSize(sampler1, 0));
uvec2 point = uvec2(fragCoord * (inRes + 0.5f)); uvec2 point = uvec2(fragCoord * (inRes + 0.5f));
FsrRcasF(fragColor.r, fragColor.g, fragColor.b, point, uConsts); FsrRcasF(fragColor.r, fragColor.g, fragColor.b, point, uConsts);

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@ -25,6 +25,7 @@
#include "shader.h" #include "shader.h"
#include "common/framebuffer.h" #include "common/framebuffer.h"
#include "common/debug.h" #include "common/debug.h"
#include "common/array.h"
#include <EGL/egl.h> #include <EGL/egl.h>
#include <EGL/eglext.h> #include <EGL/eglext.h>
@ -76,6 +77,7 @@ bool egl_textureInit(EGL_Texture ** texture_, EGLDisplay * display,
glSamplerParameteri(this->sampler, GL_TEXTURE_MAG_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_S , GL_CLAMP_TO_EDGE);
glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE); glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
return true; return true;
} }
@ -203,14 +205,7 @@ enum EGL_TexStatus egl_textureProcess(EGL_Texture * this)
enum EGL_TexStatus egl_textureBind(EGL_Texture * this) enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
{ {
GLuint tex;
EGL_TexStatus status;
if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK)
return status;
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glBindSampler(0, this->sampler); glBindSampler(0, this->sampler);
return EGL_TEX_STATUS_OK; return this->ops.bind(this);
} }

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@ -93,6 +93,9 @@ typedef struct EGL_TextureOps
/* get the texture for use */ /* get the texture for use */
enum EGL_TexStatus (*get)(EGL_Texture * texture, GLuint * tex); enum EGL_TexStatus (*get)(EGL_Texture * texture, GLuint * tex);
/* bind the texture for use */
enum EGL_TexStatus (*bind)(EGL_Texture * texture);
} }
EGL_TextureOps; EGL_TextureOps;

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@ -292,6 +292,19 @@ EGL_TexStatus egl_texBufferStreamGet(EGL_Texture * texture, GLuint * tex)
return EGL_TEX_STATUS_OK; return EGL_TEX_STATUS_OK;
} }
EGL_TexStatus egl_texBufferBind(EGL_Texture * texture)
{
GLuint tex;
EGL_TexStatus status;
if ((status = texture->ops.get(texture, &tex)) != EGL_TEX_STATUS_OK)
return status;
glBindTexture(GL_TEXTURE_2D, tex);
return EGL_TEX_STATUS_OK;
}
const EGL_TextureOps EGL_TextureBuffer = const EGL_TextureOps EGL_TextureBuffer =
{ {
.init = egl_texBufferInit, .init = egl_texBufferInit,
@ -299,7 +312,8 @@ const EGL_TextureOps EGL_TextureBuffer =
.setup = egl_texBufferSetup, .setup = egl_texBufferSetup,
.update = egl_texBufferUpdate, .update = egl_texBufferUpdate,
.process = egl_texBufferProcess, .process = egl_texBufferProcess,
.get = egl_texBufferGet .get = egl_texBufferGet,
.bind = egl_texBufferBind
}; };
const EGL_TextureOps EGL_TextureBufferStream = const EGL_TextureOps EGL_TextureBufferStream =
@ -309,5 +323,6 @@ const EGL_TextureOps EGL_TextureBufferStream =
.setup = egl_texBufferStreamSetup, .setup = egl_texBufferStreamSetup,
.update = egl_texBufferStreamUpdate, .update = egl_texBufferStreamUpdate,
.process = egl_texBufferStreamProcess, .process = egl_texBufferStreamProcess,
.get = egl_texBufferStreamGet .get = egl_texBufferStreamGet,
.bind = egl_texBufferBind
}; };

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@ -48,6 +48,7 @@ void egl_texBufferFree(EGL_Texture * texture_);
bool egl_texBufferSetup(EGL_Texture * texture_, const EGL_TexSetup * setup); bool egl_texBufferSetup(EGL_Texture * texture_, const EGL_TexSetup * setup);
EGL_TexStatus egl_texBufferProcess(EGL_Texture * texture_); EGL_TexStatus egl_texBufferProcess(EGL_Texture * texture_);
EGL_TexStatus egl_texBufferGet(EGL_Texture * texture_, GLuint * tex); EGL_TexStatus egl_texBufferGet(EGL_Texture * texture_, GLuint * tex);
EGL_TexStatus egl_texBufferBind(EGL_Texture * texture_);
bool egl_texBufferStreamInit(EGL_Texture ** texture_, EGL_TexType type, bool egl_texBufferStreamInit(EGL_Texture ** texture_, EGL_TexType type,
EGLDisplay * display); EGLDisplay * display);

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@ -46,12 +46,26 @@ EGL_TextureOps EGL_TextureDMABUF;
// internal functions // internal functions
static void egl_texDMABUFCleanup(TexDMABUF * this) static void egl_texDMABUFCleanup(EGL_Texture * texture)
{ {
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent);
struct FdImage * image; struct FdImage * image;
vector_forEachRef(image, &this->images) vector_forEachRef(image, &this->images)
g_egl_dynProcs.eglDestroyImage(this->display, image->image); g_egl_dynProcs.eglDestroyImage(this->display, image->image);
vector_clear(&this->images); vector_clear(&this->images);
egl_texUtilFreeBuffers(parent->buf, parent->texCount);
if (parent->tex[0])
glDeleteTextures(parent->texCount, parent->tex);
if (parent->sync)
{
glDeleteSync(parent->sync);
parent->sync = 0;
}
} }
// dmabuf functions // dmabuf functions
@ -92,7 +106,7 @@ static void egl_texDMABUFFree(EGL_Texture * texture)
TextureBuffer * parent = UPCAST(TextureBuffer, texture); TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent); TexDMABUF * this = UPCAST(TexDMABUF , parent);
egl_texDMABUFCleanup(this); egl_texDMABUFCleanup(texture);
vector_destroy(&this->images); vector_destroy(&this->images);
egl_texBufferFree(&parent->base); egl_texBufferFree(&parent->base);
@ -102,11 +116,27 @@ static void egl_texDMABUFFree(EGL_Texture * texture)
static bool egl_texDMABUFSetup(EGL_Texture * texture, const EGL_TexSetup * setup) static bool egl_texDMABUFSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
{ {
TextureBuffer * parent = UPCAST(TextureBuffer, texture); TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent);
egl_texDMABUFCleanup(this); egl_texDMABUFCleanup(texture);
return egl_texBufferSetup(&parent->base, setup); glGenTextures(parent->texCount, parent->tex);
for(int i = 0; i < parent->texCount; ++i)
{
glBindTexture(GL_TEXTURE_EXTERNAL_OES, parent->tex[i]);
glTexImage2D(GL_TEXTURE_EXTERNAL_OES,
0,
texture->format.intFormat,
texture->format.width,
texture->format.height,
0,
texture->format.format,
texture->format.dataType,
NULL);
}
glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
parent->rIndex = -1;
return true;
} }
static bool egl_texDMABUFUpdate(EGL_Texture * texture, static bool egl_texDMABUFUpdate(EGL_Texture * texture,
@ -173,8 +203,8 @@ static bool egl_texDMABUFUpdate(EGL_Texture * texture,
INTERLOCKED_SECTION(parent->copyLock, INTERLOCKED_SECTION(parent->copyLock,
{ {
glBindTexture(GL_TEXTURE_2D, parent->tex[parent->bufIndex]); glBindTexture(GL_TEXTURE_EXTERNAL_OES, parent->tex[parent->bufIndex]);
g_egl_dynProcs.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image); g_egl_dynProcs.glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, image);
if (parent->sync) if (parent->sync)
glDeleteSync(parent->sync); glDeleteSync(parent->sync);
@ -238,6 +268,18 @@ static EGL_TexStatus egl_texDMABUFGet(EGL_Texture * texture, GLuint * tex)
return EGL_TEX_STATUS_OK; return EGL_TEX_STATUS_OK;
} }
static EGL_TexStatus egl_texDMABUFBind(EGL_Texture * texture)
{
GLuint tex;
EGL_TexStatus status;
if ((status = egl_texDMABUFGet(texture, &tex)) != EGL_TEX_STATUS_OK)
return status;
glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex);
return EGL_TEX_STATUS_OK;
}
EGL_TextureOps EGL_TextureDMABUF = EGL_TextureOps EGL_TextureDMABUF =
{ {
.init = egl_texDMABUFInit, .init = egl_texDMABUFInit,
@ -245,5 +287,6 @@ EGL_TextureOps EGL_TextureDMABUF =
.setup = egl_texDMABUFSetup, .setup = egl_texDMABUFSetup,
.update = egl_texDMABUFUpdate, .update = egl_texDMABUFUpdate,
.process = egl_texDMABUFProcess, .process = egl_texDMABUFProcess,
.get = egl_texDMABUFGet .get = egl_texDMABUFGet,
.bind = egl_texDMABUFBind
}; };

View File

@ -147,5 +147,6 @@ EGL_TextureOps EGL_TextureFrameBuffer =
.setup = egl_texFBSetup, .setup = egl_texFBSetup,
.update = egl_texFBUpdate, .update = egl_texFBUpdate,
.process = egl_texBufferStreamProcess, .process = egl_texBufferStreamProcess,
.get = egl_texBufferStreamGet .get = egl_texBufferStreamGet,
.bind = egl_texBufferBind
}; };