mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +00:00
[egl] added intial cursor support
This commit is contained in:
parent
c0c63fd93b
commit
d331a3dd5a
@ -19,6 +19,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "lg-renderer.h"
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#include "debug.h"
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#include "utils.h"
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#include <SDL2/SDL_syswm.h>
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#include <SDL2/SDL_egl.h>
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@ -40,6 +41,7 @@ static struct Options defaultOptions =
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struct Models
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{
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struct EGL_Model * desktop;
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struct EGL_Model * mouse;
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};
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struct Shaders
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@ -47,11 +49,15 @@ struct Shaders
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struct EGL_Shader * rgba;
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struct EGL_Shader * bgra;
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struct EGL_Shader * yuv;
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struct EGL_Shader * mouse_bgra;
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struct EGL_Shader * mouse_mask;
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};
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struct Textures
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{
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struct EGL_Texture * desktop;
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struct EGL_Texture * mouse;
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};
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struct Inst
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@ -77,8 +83,27 @@ struct Inst
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size_t frameSize;
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const uint8_t * data;
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bool update;
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int screenW, screenH;
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bool mouseVisible;
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float mouseX, mouseY, mouseW, mouseH;
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float mouseScaleX, mouseScaleY;
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EGL_Shader * mouseShader;
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GLint mouseUniformLoc;
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LG_Lock mouseLock;
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LG_RendererCursor mouseCursor;
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int mouseWidth;
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int mouseHeight;
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int mousePitch;
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uint8_t * mouseData;
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size_t mouseDataSize;
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bool mouseUpdate;
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};
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void update_mouse_shape(struct Inst * this);
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const char * egl_get_name()
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{
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return "EGL";
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@ -100,6 +125,8 @@ bool egl_create(void ** opaque, const LG_RendererParams params)
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memcpy(&this->params, ¶ms , sizeof(LG_RendererParams));
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memcpy(&this->opt , &defaultOptions, sizeof(struct Options ));
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LG_LOCK_INIT(this->mouseLock);
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return true;
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}
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@ -118,25 +145,72 @@ void egl_deinitialize(void * opaque)
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struct Inst * this = (struct Inst *)opaque;
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egl_model_free (&this->models .desktop);
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egl_shader_free (&this->shaders .rgba );
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egl_shader_free (&this->shaders .bgra );
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egl_shader_free (&this->shaders .yuv );
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egl_model_free (&this->models .mouse );
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egl_shader_free (&this->shaders .rgba );
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egl_shader_free (&this->shaders .bgra );
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egl_shader_free (&this->shaders .yuv );
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egl_shader_free (&this->shaders .mouse_bgra);
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egl_shader_free (&this->shaders .mouse_mask);
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egl_texture_free(&this->textures.desktop);
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egl_texture_free(&this->textures.mouse );
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LG_LOCK_FREE(this->mouseLock);
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if (this->mouseData)
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free(this->mouseData);
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free(this);
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}
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void egl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
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{
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struct Inst * this = (struct Inst *)opaque;
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this->screenW = width;
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this->screenH = height;
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glViewport(0, 0, width, height);
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this->mouseScaleX = 2.0f / width ;
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this->mouseScaleY = 2.0f / height;
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this->mouseW = this->mouseWidth * (1.0f / this->screenW);
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this->mouseH = this->mouseHeight * (1.0f / this->screenH);
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}
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bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
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{
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struct Inst * this = (struct Inst *)opaque;
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LG_LOCK(this->mouseLock);
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this->mouseCursor = cursor;
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this->mouseWidth = width;
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this->mouseHeight = height;
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this->mousePitch = pitch;
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this->mouseW = this->mouseWidth * (1.0f / this->screenW);
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this->mouseH = this->mouseHeight * (1.0f / this->screenH);
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const size_t size = height * pitch;
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if (size > this->mouseDataSize)
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{
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if (this->mouseData)
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free(this->mouseData);
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this->mouseData = (uint8_t *)malloc(size);
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this->mouseDataSize = size;
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}
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memcpy(this->mouseData, data, size);
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this->mouseUpdate = true;
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LG_UNLOCK(this->mouseLock);
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return true;
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}
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bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const int y)
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{
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struct Inst * this = (struct Inst *)opaque;
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this->mouseVisible = visible;
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this->mouseX = ((float)x * this->mouseScaleX) - 1.0f;
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this->mouseY = ((float)y * this->mouseScaleY) - 1.0f;
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return true;
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}
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@ -254,7 +328,7 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
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DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
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static const GLfloat desktop[] =
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static const GLfloat square[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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@ -270,25 +344,61 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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1.0f, 0.0f
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};
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if (!egl_shader_init(&this->shaders.rgba)) return false;
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if (!egl_shader_init(&this->shaders.bgra)) return false;
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if (!egl_shader_init(&this->shaders.yuv )) return false;
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if (!egl_shader_init(&this->shaders.rgba))
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return false;
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if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba))) return false;
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if (!egl_shader_compile(this->shaders.bgra, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra))) return false;
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if (!egl_shader_compile(this->shaders.yuv , egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_yuv , sizeof(egl_fragment_shader_yuv ))) return false;
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if (!egl_shader_init(&this->shaders.bgra))
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return false;
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if (!egl_shader_init(&this->shaders.yuv))
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return false;
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if (!egl_shader_init(&this->shaders.mouse_bgra))
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return false;
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if (!egl_shader_init(&this->shaders.mouse_mask))
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return false;
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if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
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return false;
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if (!egl_shader_compile(this->shaders.bgra, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra)))
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return false;
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if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_yuv , sizeof(egl_fragment_shader_yuv )))
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return false;
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if (!egl_shader_compile(this->shaders.mouse_bgra, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra)))
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return false;
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if (!egl_shader_compile(this->shaders.mouse_mask, egl_vertex_shader_mouse, sizeof(egl_vertex_shader_mouse), egl_fragment_shader_mask, sizeof(egl_fragment_shader_mask)))
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return false;
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if (!egl_texture_init(&this->textures.desktop))
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return false;
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if (!egl_texture_init(&this->textures.mouse))
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return false;
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if (!egl_model_init(&this->models.desktop))
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return false;
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egl_model_set_verticies(this->models.desktop, desktop, sizeof(desktop) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
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if (!egl_model_init(&this->models.mouse))
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return false;
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egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture (this->models.desktop, this->textures.desktop);
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egl_model_set_verticies(this->models.mouse, square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.mouse, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture (this->models.mouse, this->textures.mouse);
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eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
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glEnable (GL_BLEND);
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glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
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return true;
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}
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@ -301,33 +411,165 @@ bool egl_render(void * opaque, SDL_Window * window)
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if (this->sourceChanged)
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{
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this->sourceChanged = false;
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if (!egl_texture_init_streaming(
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if (!egl_texture_setup(
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this->textures.desktop,
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this->pixFmt,
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this->format.width,
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this->format.height,
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this->frameSize
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this->frameSize,
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true
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))
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return false;
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egl_model_set_shader(this->models.desktop, this->shader);
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}
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if (!egl_texture_stream_buffer(this->textures.desktop, this->data))
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if (!egl_texture_update(this->textures.desktop, this->data))
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return false;
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this->update = false;
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}
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if (this->mouseUpdate)
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update_mouse_shape(this);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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egl_model_render(this->models.desktop);
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if (this->mouseVisible)
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{
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egl_shader_use(this->mouseShader);
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glUniform4f(this->mouseUniformLoc, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
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egl_model_render(this->models.mouse);
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}
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eglSwapBuffers(this->display, this->surface);
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return true;
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}
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void update_mouse_shape(struct Inst * this)
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{
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LG_LOCK(this->mouseLock);
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this->mouseUpdate = false;
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const LG_RendererCursor cursor = this->mouseCursor;
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const int width = this->mouseWidth;
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const int height = this->mouseHeight;
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//const int pitch = this->mousePitch;
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const uint8_t * data = this->mouseData;
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// tmp buffer for masked colour
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uint32_t tmp[width * height];
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switch(cursor)
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{
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case LG_CURSOR_MASKED_COLOR:
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{
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for(int i = 0; i < width * height; ++i)
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{
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const uint32_t c = ((uint32_t *)data)[i];
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tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000);
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}
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data = (uint8_t *)tmp;
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// fall through to LG_CURSOR_COLOR
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//
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// technically we should also create an XOR texture from the data but this
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// usage seems very rare in modern software.
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}
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case LG_CURSOR_COLOR:
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{
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egl_texture_setup(
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this->textures.mouse,
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EGL_PF_BGRA,
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width,
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height,
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width * height * 4,
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false
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);
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this->mouseShader = this->shaders.mouse_bgra;
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egl_texture_update(this->textures.mouse, data);
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egl_model_set_shader(this->models.mouse, this->mouseShader);
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this->mouseUniformLoc = egl_shader_get_uniform_location(this->mouseShader, "mouse");
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break;
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}
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case LG_CURSOR_MONOCHROME:
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{
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#if 0
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const int hheight = height / 2;
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uint32_t d[width * height];
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for(int y = 0; y < hheight; ++y)
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for(int x = 0; x < width; ++x)
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{
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const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
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const uint8_t * srcXor = srcAnd + pitch * hheight;
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const uint8_t mask = 0x80 >> (x % 8);
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const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
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const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
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d[y * width + x ] = andMask;
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d[y * width + x + width * hheight] = xorMask;
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}
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#endif
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/*TODO : convert this into a pixel shader
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
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glTexImage2D
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(
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GL_TEXTURE_2D,
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0 ,
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GL_RGBA,
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width ,
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height ,
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0 ,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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d
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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this->mousePos.w = width;
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this->mousePos.h = hheight;
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glNewList(this->mouseList, GL_COMPILE);
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glEnable(GL_COLOR_LOGIC_OP);
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glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
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glLogicOp(GL_AND);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
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glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
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glEnd();
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glLogicOp(GL_XOR);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_COLOR_LOGIC_OP);
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glEndList();
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*/
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break;
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}
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}
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this->mouseUpdate = true;
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LG_UNLOCK(this->mouseLock);
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}
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static void handle_opt_vsync(void * opaque, const char *value)
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{
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struct Inst * this = (struct Inst *)opaque;
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@ -211,4 +211,9 @@ void egl_shader_associate_textures(EGL_Shader * shader, const int count)
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glUniform1i(loc, i);
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}
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glUseProgram(0);
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}
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GLint egl_shader_get_uniform_location(EGL_Shader * shader, const char * name)
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{
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return glGetUniformLocation(shader->shader, name);
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}
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@ -33,4 +33,5 @@ bool egl_shader_load (EGL_Shader * model, const char * vertex_file, const char
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bool egl_shader_compile(EGL_Shader * model, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size);
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void egl_shader_use (EGL_Shader * shader);
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void egl_shader_associate_textures(EGL_Shader * shader, const int count);
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void egl_shader_associate_textures(EGL_Shader * shader, const int count);
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GLint egl_shader_get_uniform_location(EGL_Shader * shader, const char * name);
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@ -37,17 +37,45 @@ void main()\
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}\
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";
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static const char egl_vertex_shader_mouse[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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layout(location = 1) in vec2 vertexUV;\
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\
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uniform vec4 mouse;\
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\
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out highp vec2 uv;\
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\
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void main()\
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{\
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gl_Position.xyz = vertexPosition_modelspace;\
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gl_Position.w = 1.0;\
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\
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gl_Position.x += 1.0f;\
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gl_Position.y -= 1.0f;\
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\
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gl_Position.x *= mouse.z;\
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gl_Position.y *= mouse.w;\
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\
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gl_Position.x += mouse.x;\
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gl_Position.y -= mouse.y;\
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\
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uv = vertexUV;\
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||||
}\
|
||||
";
|
||||
|
||||
static const char egl_fragment_shader_rgba[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
in highp vec2 uv;\
|
||||
out highp vec3 color;\
|
||||
out highp vec4 color;\
|
||||
\
|
||||
uniform sampler2D sampler1;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
color = texture(sampler1, uv).rgb;\
|
||||
color = texture(sampler1, uv);\
|
||||
}\
|
||||
";
|
||||
|
||||
@ -55,16 +83,17 @@ static const char egl_fragment_shader_bgra[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
in highp vec2 uv;\
|
||||
out highp vec3 color;\
|
||||
out highp vec4 color;\
|
||||
\
|
||||
uniform sampler2D sampler1;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
highp vec3 tmp = texture(sampler1, uv).rgb;\
|
||||
highp vec4 tmp = texture(sampler1, uv);\
|
||||
color.r = tmp.b;\
|
||||
color.g = tmp.g;\
|
||||
color.b = tmp.r;\
|
||||
color.a = tmp.a;\
|
||||
}\
|
||||
";
|
||||
|
||||
@ -98,4 +127,21 @@ void main()\
|
||||
}\
|
||||
";
|
||||
|
||||
static const char egl_fragment_shader_mask[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
in highp vec2 uv;\
|
||||
out highp vec3 color;\
|
||||
\
|
||||
uniform sampler2D sampler1;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
highp vec3 tmp = texture(sampler1, uv).rgb;\
|
||||
color.r = tmp.b;\
|
||||
color.g = tmp.g;\
|
||||
color.b = tmp.r;\
|
||||
}\
|
||||
";
|
||||
|
||||
#endif
|
@ -31,6 +31,7 @@ struct EGL_Texture
|
||||
{
|
||||
enum EGL_PixelFormat pixFmt;
|
||||
size_t width, height;
|
||||
bool streaming;
|
||||
|
||||
int textureCount;
|
||||
GLuint textures[3];
|
||||
@ -77,24 +78,21 @@ void egl_texture_free(EGL_Texture ** texture)
|
||||
*texture = NULL;
|
||||
}
|
||||
|
||||
bool egl_texture_init_streaming(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_t width, size_t height, size_t bufferSize)
|
||||
bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_t width, size_t height, size_t bufferSize, bool streaming)
|
||||
{
|
||||
if (texture->textureCount > 0)
|
||||
{
|
||||
glDeleteTextures(texture->textureCount, texture->textures);
|
||||
texture->textureCount = 0;
|
||||
}
|
||||
int textureCount;
|
||||
|
||||
texture->pixFmt = pixFmt;
|
||||
texture->width = width;
|
||||
texture->height = height;
|
||||
texture->pboBufferSize = bufferSize;
|
||||
texture->streaming = streaming;
|
||||
|
||||
switch(pixFmt)
|
||||
{
|
||||
case EGL_PF_RGBA:
|
||||
case EGL_PF_BGRA:
|
||||
texture->textureCount = 1;
|
||||
textureCount = 1;
|
||||
texture->format = GL_BGRA;
|
||||
texture->planes[0][0] = width;
|
||||
texture->planes[0][1] = height;
|
||||
@ -102,7 +100,7 @@ bool egl_texture_init_streaming(EGL_Texture * texture, enum EGL_PixelFormat pixF
|
||||
break;
|
||||
|
||||
case EGL_PF_YUV420:
|
||||
texture->textureCount = 3;
|
||||
textureCount = 3;
|
||||
texture->format = GL_RED;
|
||||
texture->planes[0][0] = width;
|
||||
texture->planes[0][1] = height;
|
||||
@ -120,9 +118,20 @@ bool egl_texture_init_streaming(EGL_Texture * texture, enum EGL_PixelFormat pixF
|
||||
return false;
|
||||
}
|
||||
|
||||
glGenTextures(texture->textureCount, texture->textures);
|
||||
glGenSamplers(texture->textureCount, texture->samplers);
|
||||
for(int i = 0; i < texture->textureCount; ++i)
|
||||
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);
|
||||
@ -132,45 +141,61 @@ bool egl_texture_init_streaming(EGL_Texture * texture, enum EGL_PixelFormat pixF
|
||||
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, texture->format, texture->planes[i][0], texture->planes[i][1],
|
||||
0, texture->format, GL_UNSIGNED_BYTE, NULL);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
if (!texture->hasPBO)
|
||||
if (streaming)
|
||||
{
|
||||
glGenBuffers(2, texture->pbo);
|
||||
texture->hasPBO = true;
|
||||
}
|
||||
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);
|
||||
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_stream_buffer(EGL_Texture * texture, const uint8_t * buffer)
|
||||
bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
|
||||
{
|
||||
if (++texture->pboIndex == 2)
|
||||
texture->pboIndex = 0;
|
||||
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
|
||||
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize, buffer);
|
||||
for(int i = 0; i < texture->textureCount; ++i)
|
||||
if (texture->streaming)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
|
||||
texture->format, GL_UNSIGNED_BYTE, (const void *)texture->offsets[i]);
|
||||
}
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
if (++texture->pboIndex == 2)
|
||||
texture->pboIndex = 0;
|
||||
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
|
||||
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize, buffer);
|
||||
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, GL_UNSIGNED_BYTE, (const void *)texture->offsets[i]);
|
||||
}
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
}
|
||||
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, GL_UNSIGNED_BYTE, buffer + texture->offsets[i]);
|
||||
}
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -37,7 +37,7 @@ enum EGL_PixelFormat
|
||||
bool egl_texture_init(EGL_Texture ** tex);
|
||||
void egl_texture_free(EGL_Texture ** tex);
|
||||
|
||||
bool egl_texture_init_streaming(EGL_Texture * texture, enum EGL_PixelFormat pixfmt, size_t width, size_t height, size_t bufferSize);
|
||||
bool egl_texture_stream_buffer (EGL_Texture * texture, const uint8_t * buffer);
|
||||
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);
|
Loading…
Reference in New Issue
Block a user