[egl] added intial cursor support

This commit is contained in:
Geoffrey McRae 2018-09-24 19:48:11 +10:00
parent c0c63fd93b
commit d331a3dd5a
6 changed files with 379 additions and 60 deletions

View File

@ -19,6 +19,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "lg-renderer.h" #include "lg-renderer.h"
#include "debug.h" #include "debug.h"
#include "utils.h"
#include <SDL2/SDL_syswm.h> #include <SDL2/SDL_syswm.h>
#include <SDL2/SDL_egl.h> #include <SDL2/SDL_egl.h>
@ -40,6 +41,7 @@ static struct Options defaultOptions =
struct Models struct Models
{ {
struct EGL_Model * desktop; struct EGL_Model * desktop;
struct EGL_Model * mouse;
}; };
struct Shaders struct Shaders
@ -47,11 +49,15 @@ struct Shaders
struct EGL_Shader * rgba; struct EGL_Shader * rgba;
struct EGL_Shader * bgra; struct EGL_Shader * bgra;
struct EGL_Shader * yuv; struct EGL_Shader * yuv;
struct EGL_Shader * mouse_bgra;
struct EGL_Shader * mouse_mask;
}; };
struct Textures struct Textures
{ {
struct EGL_Texture * desktop; struct EGL_Texture * desktop;
struct EGL_Texture * mouse;
}; };
struct Inst struct Inst
@ -77,8 +83,27 @@ struct Inst
size_t frameSize; size_t frameSize;
const uint8_t * data; const uint8_t * data;
bool update; bool update;
int screenW, screenH;
bool mouseVisible;
float mouseX, mouseY, mouseW, mouseH;
float mouseScaleX, mouseScaleY;
EGL_Shader * mouseShader;
GLint mouseUniformLoc;
LG_Lock mouseLock;
LG_RendererCursor mouseCursor;
int mouseWidth;
int mouseHeight;
int mousePitch;
uint8_t * mouseData;
size_t mouseDataSize;
bool mouseUpdate;
}; };
void update_mouse_shape(struct Inst * this);
const char * egl_get_name() const char * egl_get_name()
{ {
return "EGL"; return "EGL";
@ -100,6 +125,8 @@ bool egl_create(void ** opaque, const LG_RendererParams params)
memcpy(&this->params, &params , sizeof(LG_RendererParams)); memcpy(&this->params, &params , sizeof(LG_RendererParams));
memcpy(&this->opt , &defaultOptions, sizeof(struct Options )); memcpy(&this->opt , &defaultOptions, sizeof(struct Options ));
LG_LOCK_INIT(this->mouseLock);
return true; return true;
} }
@ -118,25 +145,72 @@ void egl_deinitialize(void * opaque)
struct Inst * this = (struct Inst *)opaque; struct Inst * this = (struct Inst *)opaque;
egl_model_free (&this->models .desktop); egl_model_free (&this->models .desktop);
egl_shader_free (&this->shaders .rgba ); egl_model_free (&this->models .mouse );
egl_shader_free (&this->shaders .bgra ); egl_shader_free (&this->shaders .rgba );
egl_shader_free (&this->shaders .yuv ); egl_shader_free (&this->shaders .bgra );
egl_shader_free (&this->shaders .yuv );
egl_shader_free (&this->shaders .mouse_bgra);
egl_shader_free (&this->shaders .mouse_mask);
egl_texture_free(&this->textures.desktop); egl_texture_free(&this->textures.desktop);
egl_texture_free(&this->textures.mouse );
LG_LOCK_FREE(this->mouseLock);
if (this->mouseData)
free(this->mouseData);
free(this); free(this);
} }
void egl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect) void egl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
{ {
struct Inst * this = (struct Inst *)opaque;
this->screenW = width;
this->screenH = height;
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
this->mouseScaleX = 2.0f / width ;
this->mouseScaleY = 2.0f / height;
this->mouseW = this->mouseWidth * (1.0f / this->screenW);
this->mouseH = this->mouseHeight * (1.0f / this->screenH);
} }
bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data) bool egl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
{ {
struct Inst * this = (struct Inst *)opaque;
LG_LOCK(this->mouseLock);
this->mouseCursor = cursor;
this->mouseWidth = width;
this->mouseHeight = height;
this->mousePitch = pitch;
this->mouseW = this->mouseWidth * (1.0f / this->screenW);
this->mouseH = this->mouseHeight * (1.0f / this->screenH);
const size_t size = height * pitch;
if (size > this->mouseDataSize)
{
if (this->mouseData)
free(this->mouseData);
this->mouseData = (uint8_t *)malloc(size);
this->mouseDataSize = size;
}
memcpy(this->mouseData, data, size);
this->mouseUpdate = true;
LG_UNLOCK(this->mouseLock);
return true; return true;
} }
bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const int y) bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const int y)
{ {
struct Inst * this = (struct Inst *)opaque;
this->mouseVisible = visible;
this->mouseX = ((float)x * this->mouseScaleX) - 1.0f;
this->mouseY = ((float)y * this->mouseScaleY) - 1.0f;
return true; return true;
} }
@ -254,7 +328,7 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER)); DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
DEBUG_INFO("Version : %s", glGetString(GL_VERSION )); DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
static const GLfloat desktop[] = static const GLfloat square[] =
{ {
-1.0f, -1.0f, 0.0f, -1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f,
@ -270,25 +344,61 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
1.0f, 0.0f 1.0f, 0.0f
}; };
if (!egl_shader_init(&this->shaders.rgba)) return false; if (!egl_shader_init(&this->shaders.rgba))
if (!egl_shader_init(&this->shaders.bgra)) return false; return false;
if (!egl_shader_init(&this->shaders.yuv )) return false;
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; if (!egl_shader_init(&this->shaders.bgra))
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; return false;
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;
if (!egl_shader_init(&this->shaders.yuv))
return false;
if (!egl_shader_init(&this->shaders.mouse_bgra))
return false;
if (!egl_shader_init(&this->shaders.mouse_mask))
return false;
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;
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;
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;
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)))
return false;
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)))
return false;
if (!egl_texture_init(&this->textures.desktop)) if (!egl_texture_init(&this->textures.desktop))
return false; return false;
if (!egl_texture_init(&this->textures.mouse))
return false;
if (!egl_model_init(&this->models.desktop)) if (!egl_model_init(&this->models.desktop))
return false; return false;
egl_model_set_verticies(this->models.desktop, desktop, sizeof(desktop) / sizeof(GLfloat)); if (!egl_model_init(&this->models.mouse))
egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat)); return false;
egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat));
egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_texture (this->models.desktop, this->textures.desktop); egl_model_set_texture (this->models.desktop, this->textures.desktop);
egl_model_set_verticies(this->models.mouse, square , sizeof(square) / sizeof(GLfloat));
egl_model_set_uvs (this->models.mouse, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_texture (this->models.mouse, this->textures.mouse);
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0); eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
glEnable (GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
return true; return true;
} }
@ -301,33 +411,165 @@ bool egl_render(void * opaque, SDL_Window * window)
if (this->sourceChanged) if (this->sourceChanged)
{ {
this->sourceChanged = false; this->sourceChanged = false;
if (!egl_texture_init_streaming( if (!egl_texture_setup(
this->textures.desktop, this->textures.desktop,
this->pixFmt, this->pixFmt,
this->format.width, this->format.width,
this->format.height, this->format.height,
this->frameSize this->frameSize,
true
)) ))
return false; return false;
egl_model_set_shader(this->models.desktop, this->shader); egl_model_set_shader(this->models.desktop, this->shader);
} }
if (!egl_texture_stream_buffer(this->textures.desktop, this->data)) if (!egl_texture_update(this->textures.desktop, this->data))
return false; return false;
this->update = false; this->update = false;
} }
if (this->mouseUpdate)
update_mouse_shape(this);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
egl_model_render(this->models.desktop); egl_model_render(this->models.desktop);
if (this->mouseVisible)
{
egl_shader_use(this->mouseShader);
glUniform4f(this->mouseUniformLoc, this->mouseX, this->mouseY, this->mouseW, this->mouseH);
egl_model_render(this->models.mouse);
}
eglSwapBuffers(this->display, this->surface); eglSwapBuffers(this->display, this->surface);
return true; return true;
} }
void update_mouse_shape(struct Inst * this)
{
LG_LOCK(this->mouseLock);
this->mouseUpdate = false;
const LG_RendererCursor cursor = this->mouseCursor;
const int width = this->mouseWidth;
const int height = this->mouseHeight;
//const int pitch = this->mousePitch;
const uint8_t * data = this->mouseData;
// tmp buffer for masked colour
uint32_t tmp[width * height];
switch(cursor)
{
case LG_CURSOR_MASKED_COLOR:
{
for(int i = 0; i < width * height; ++i)
{
const uint32_t c = ((uint32_t *)data)[i];
tmp[i] = (c & ~0xFF000000) | (c & 0xFF000000 ? 0x0 : 0xFF000000);
}
data = (uint8_t *)tmp;
// fall through to LG_CURSOR_COLOR
//
// technically we should also create an XOR texture from the data but this
// usage seems very rare in modern software.
}
case LG_CURSOR_COLOR:
{
egl_texture_setup(
this->textures.mouse,
EGL_PF_BGRA,
width,
height,
width * height * 4,
false
);
this->mouseShader = this->shaders.mouse_bgra;
egl_texture_update(this->textures.mouse, data);
egl_model_set_shader(this->models.mouse, this->mouseShader);
this->mouseUniformLoc = egl_shader_get_uniform_location(this->mouseShader, "mouse");
break;
}
case LG_CURSOR_MONOCHROME:
{
#if 0
const int hheight = height / 2;
uint32_t d[width * height];
for(int y = 0; y < hheight; ++y)
for(int x = 0; x < width; ++x)
{
const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
const uint8_t * srcXor = srcAnd + pitch * hheight;
const uint8_t mask = 0x80 >> (x % 8);
const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
d[y * width + x ] = andMask;
d[y * width + x + width * hheight] = xorMask;
}
#endif
/*TODO : convert this into a pixel shader
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glTexImage2D
(
GL_TEXTURE_2D,
0 ,
GL_RGBA,
width ,
height ,
0 ,
GL_RGBA,
GL_UNSIGNED_BYTE,
d
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->mousePos.w = width;
this->mousePos.h = hheight;
glNewList(this->mouseList, GL_COMPILE);
glEnable(GL_COLOR_LOGIC_OP);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glLogicOp(GL_AND);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
glEnd();
glLogicOp(GL_XOR);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_COLOR_LOGIC_OP);
glEndList();
*/
break;
}
}
this->mouseUpdate = true;
LG_UNLOCK(this->mouseLock);
}
static void handle_opt_vsync(void * opaque, const char *value) static void handle_opt_vsync(void * opaque, const char *value)
{ {
struct Inst * this = (struct Inst *)opaque; struct Inst * this = (struct Inst *)opaque;

View File

@ -212,3 +212,8 @@ void egl_shader_associate_textures(EGL_Shader * shader, const int count)
} }
glUseProgram(0); glUseProgram(0);
} }
GLint egl_shader_get_uniform_location(EGL_Shader * shader, const char * name)
{
return glGetUniformLocation(shader->shader, name);
}

View File

@ -34,3 +34,4 @@ bool egl_shader_compile(EGL_Shader * model, const char * vertex_code, size_t ver
void egl_shader_use (EGL_Shader * shader); void egl_shader_use (EGL_Shader * shader);
void egl_shader_associate_textures(EGL_Shader * shader, const int count); 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

@ -37,17 +37,45 @@ void main()\
}\ }\
"; ";
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_rgba[] = "\ static const char egl_fragment_shader_rgba[] = "\
#version 300 es\n\ #version 300 es\n\
\ \
in highp vec2 uv;\ in highp vec2 uv;\
out highp vec3 color;\ out highp vec4 color;\
\ \
uniform sampler2D sampler1;\ uniform sampler2D sampler1;\
\ \
void main()\ 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\ #version 300 es\n\
\ \
in highp vec2 uv;\ in highp vec2 uv;\
out highp vec3 color;\ out highp vec4 color;\
\ \
uniform sampler2D sampler1;\ uniform sampler2D sampler1;\
\ \
void main()\ void main()\
{\ {\
highp vec3 tmp = texture(sampler1, uv).rgb;\ highp vec4 tmp = texture(sampler1, uv);\
color.r = tmp.b;\ color.r = tmp.b;\
color.g = tmp.g;\ color.g = tmp.g;\
color.b = tmp.r;\ 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 #endif

View File

@ -31,6 +31,7 @@ struct EGL_Texture
{ {
enum EGL_PixelFormat pixFmt; enum EGL_PixelFormat pixFmt;
size_t width, height; size_t width, height;
bool streaming;
int textureCount; int textureCount;
GLuint textures[3]; GLuint textures[3];
@ -77,24 +78,21 @@ void egl_texture_free(EGL_Texture ** texture)
*texture = NULL; *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) int textureCount;
{
glDeleteTextures(texture->textureCount, texture->textures);
texture->textureCount = 0;
}
texture->pixFmt = pixFmt; texture->pixFmt = pixFmt;
texture->width = width; texture->width = width;
texture->height = height; texture->height = height;
texture->pboBufferSize = bufferSize; texture->pboBufferSize = bufferSize;
texture->streaming = streaming;
switch(pixFmt) switch(pixFmt)
{ {
case EGL_PF_RGBA: case EGL_PF_RGBA:
case EGL_PF_BGRA: case EGL_PF_BGRA:
texture->textureCount = 1; textureCount = 1;
texture->format = GL_BGRA; texture->format = GL_BGRA;
texture->planes[0][0] = width; texture->planes[0][0] = width;
texture->planes[0][1] = height; texture->planes[0][1] = height;
@ -102,7 +100,7 @@ bool egl_texture_init_streaming(EGL_Texture * texture, enum EGL_PixelFormat pixF
break; break;
case EGL_PF_YUV420: case EGL_PF_YUV420:
texture->textureCount = 3; textureCount = 3;
texture->format = GL_RED; texture->format = GL_RED;
texture->planes[0][0] = width; texture->planes[0][0] = width;
texture->planes[0][1] = height; texture->planes[0][1] = height;
@ -120,9 +118,20 @@ bool egl_texture_init_streaming(EGL_Texture * texture, enum EGL_PixelFormat pixF
return false; return false;
} }
glGenTextures(texture->textureCount, texture->textures); if (textureCount > texture->textureCount)
glGenSamplers(texture->textureCount, texture->samplers); {
for(int i = 0; i < texture->textureCount; ++i) 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_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_MAG_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]); glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, texture->format, texture->planes[i][0], texture->planes[i][1], glTexImage2D(GL_TEXTURE_2D, 0, texture->format, texture->planes[i][0], texture->planes[i][1],
0, texture->format, GL_UNSIGNED_BYTE, NULL); 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); if (!texture->hasPBO)
texture->hasPBO = true; {
} glGenBuffers(2, texture->pbo);
texture->hasPBO = true;
}
for(int i = 0; i < 2; ++i) for(int i = 0; i < 2; ++i)
{ {
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[i]); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[i]);
glBufferData( glBufferData(
GL_PIXEL_UNPACK_BUFFER, GL_PIXEL_UNPACK_BUFFER,
bufferSize, bufferSize,
NULL, NULL,
GL_DYNAMIC_DRAW GL_DYNAMIC_DRAW
); );
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
} }
return true; 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) if (texture->streaming)
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]); if (++texture->pboIndex == 2)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1], texture->pboIndex = 0;
texture->format, GL_UNSIGNED_BYTE, (const void *)texture->offsets[i]);
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 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; return true;
} }

View File

@ -37,7 +37,7 @@ enum EGL_PixelFormat
bool egl_texture_init(EGL_Texture ** tex); bool egl_texture_init(EGL_Texture ** tex);
void egl_texture_free(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_setup (EGL_Texture * texture, enum EGL_PixelFormat pixfmt, size_t width, size_t height, size_t bufferSize, bool streaming);
bool egl_texture_stream_buffer (EGL_Texture * texture, const uint8_t * buffer); bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer);
void egl_texture_bind (EGL_Texture * texture); void egl_texture_bind (EGL_Texture * texture);
int egl_texture_count (EGL_Texture * texture); int egl_texture_count (EGL_Texture * texture);