mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 14:03:40 +00:00
[client] egl: re-implement DMABUF (untested)
This commit is contained in:
parent
bae19cb130
commit
f3413815a9
@ -748,6 +748,9 @@ static bool egl_render_startup(void * opaque, bool useDMA)
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else
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DEBUG_INFO("glEGLImageTargetTexture2DOES unavilable, DMA support disabled");
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if (!this->dmaSupport)
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useDMA = false;
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if (debugContext)
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{
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if ((esMaj > 3 || (esMaj == 3 && esMin >= 2)) && g_egl_dynProcs.glDebugMessageCallback)
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@ -60,6 +60,7 @@ bool egl_texture_init(EGL_Texture ** texture, EGLDisplay * display,
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return false;
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}
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*texture = NULL;
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if (!ops->init(texture, display))
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return false;
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@ -50,33 +50,41 @@ static void eglTexBuffer_cleanup(TextureBuffer * this)
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// common functions
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bool eglTexBuffer_init(EGL_Texture ** texture_, EGLDisplay * display)
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bool eglTexBuffer_init(EGL_Texture ** texture, EGLDisplay * display)
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{
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TextureBuffer * this = (TextureBuffer *)calloc(1, sizeof(*this));
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TextureBuffer * this;
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if (!*texture)
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{
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this = (TextureBuffer *)calloc(1, sizeof(*this));
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if (!this)
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{
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DEBUG_ERROR("Failed to malloc TexB");
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return false;
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}
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*texture_ = &this->base;
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*texture = &this->base;
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this->free = true;
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}
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else
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this = UPCAST(TextureBuffer, *texture);
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this->display = display;
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this->texCount = 1;
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return true;
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}
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void eglTexBuffer_free(EGL_Texture * texture_)
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void eglTexBuffer_free(EGL_Texture * texture)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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eglTexBuffer_cleanup(this);
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LG_LOCK_FREE(this->copyLock);
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if (this->free)
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free(this);
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}
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bool eglTexBuffer_setup(EGL_Texture * texture_, const EGL_TexSetup * setup)
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bool eglTexBuffer_setup(EGL_Texture * texture, const EGL_TexSetup * setup)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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eglTexBuffer_cleanup(this);
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@ -110,9 +118,9 @@ bool eglTexBuffer_setup(EGL_Texture * texture_, const EGL_TexSetup * setup)
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return true;
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}
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static bool eglTexBuffer_update(EGL_Texture * texture_, const EGL_TexUpdate * update)
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static bool eglTexBuffer_update(EGL_Texture * texture, const EGL_TexUpdate * update)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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assert(update->type == EGL_TEXTYPE_BUFFER);
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glBindTexture(GL_TEXTURE_2D, this->tex[0]);
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@ -129,14 +137,14 @@ static bool eglTexBuffer_update(EGL_Texture * texture_, const EGL_TexUpdate * up
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return true;
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}
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EGL_TexStatus eglTexBuffer_process(EGL_Texture * texture_)
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EGL_TexStatus eglTexBuffer_process(EGL_Texture * texture)
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{
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return EGL_TEX_STATUS_OK;
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}
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EGL_TexStatus eglTexBuffer_bind(EGL_Texture * texture_)
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EGL_TexStatus eglTexBuffer_bind(EGL_Texture * texture)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, this->tex[0]);
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@ -147,31 +155,31 @@ EGL_TexStatus eglTexBuffer_bind(EGL_Texture * texture_)
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// streaming functions
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bool eglTexBuffer_stream_init(EGL_Texture ** texture_, EGLDisplay * display)
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bool eglTexBuffer_stream_init(EGL_Texture ** texture, EGLDisplay * display)
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{
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if (!eglTexBuffer_init(texture_, display))
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if (!eglTexBuffer_init(texture, display))
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return false;
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TextureBuffer * this = UPCAST(TextureBuffer, *texture_);
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TextureBuffer * this = UPCAST(TextureBuffer, *texture);
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this->texCount = 2;
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LG_LOCK_INIT(this->copyLock);
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return true;
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}
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bool eglTexBuffer_stream_setup(EGL_Texture * texture_, const EGL_TexSetup * setup)
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bool eglTexBuffer_stream_setup(EGL_Texture * texture, const EGL_TexSetup * setup)
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{
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if (!eglTexBuffer_setup(texture_, setup))
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if (!eglTexBuffer_setup(texture, setup))
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return false;
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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return eglTexUtilGenBuffers(&this->format, this->buf, this->texCount);
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}
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static bool eglTexBuffer_stream_update(EGL_Texture * texture_,
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static bool eglTexBuffer_stream_update(EGL_Texture * texture,
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const EGL_TexUpdate * update)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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assert(update->type == EGL_TEXTYPE_BUFFER);
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LG_LOCK(this->copyLock);
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@ -183,9 +191,9 @@ static bool eglTexBuffer_stream_update(EGL_Texture * texture_,
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return true;
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}
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EGL_TexStatus eglTexBuffer_stream_process(EGL_Texture * texture_)
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EGL_TexStatus eglTexBuffer_stream_process(EGL_Texture * texture)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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LG_LOCK(this->copyLock);
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@ -225,9 +233,9 @@ EGL_TexStatus eglTexBuffer_stream_process(EGL_Texture * texture_)
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return EGL_TEX_STATUS_OK;
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}
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EGL_TexStatus eglTexBuffer_stream_bind(EGL_Texture * texture_)
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EGL_TexStatus eglTexBuffer_stream_bind(EGL_Texture * texture)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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if (this->rIndex == -1)
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return EGL_TEX_STATUS_NOTREADY;
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@ -27,8 +27,8 @@
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typedef struct TextureBuffer
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{
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EGL_Texture base;
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bool free;
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EGLDisplay display;
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EGL_TexFormat format;
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int texCount;
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GLuint tex[2];
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@ -19,62 +19,227 @@
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*/
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#include "texture.h"
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#include "texture_buffer.h"
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#include "egl_dynprocs.h"
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#include "egldebug.h"
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typedef struct TexDMABUF
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{
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EGL_Texture base;
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TextureBuffer base;
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EGLDisplay display;
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GLuint fbo;
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GLuint tex;
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size_t imageCount;
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size_t imageUsed;
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struct
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{
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int fd;
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EGLImage image;
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}
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* images;
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}
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TexDMABUF;
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EGL_TextureOps EGL_TextureDMABUF;
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static bool eglTexDMABUF_init(EGL_Texture ** texture_, EGLDisplay * display)
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// internal functions
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static void eglTexDMABUF_cleanup(TexDMABUF * this)
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{
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TexDMABUF * texture = (TexDMABUF *)calloc(sizeof(*texture), 1);
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*texture_ = &texture->base;
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if (this->fbo)
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{
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glDeleteFramebuffers(1, &this->fbo);
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this->fbo = 0;
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}
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if (this->tex)
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{
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glDeleteTextures(1, &this->tex);
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this->tex = 0;
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}
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for(size_t i = 0; i < this->imageUsed; ++i)
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eglDestroyImage(this->display, this->images[i].image);
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this->imageUsed = 0;
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}
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// dmabuf functions
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static bool eglTexDMABUF_init(EGL_Texture ** texture, EGLDisplay * display)
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{
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TexDMABUF * this = (TexDMABUF *)calloc(sizeof(*this), 1);
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*texture = &this->base.base;
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EGL_Texture * parent = &this->base.base;
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if (!eglTexBuffer_init(&parent, display))
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{
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free(this);
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*texture = NULL;
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return false;
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}
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this->display = display;
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return true;
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}
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static void eglTexDMABUF_free(EGL_Texture * texture)
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{
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TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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TexDMABUF * this = UPCAST(TexDMABUF , parent);
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eglTexDMABUF_cleanup(this);
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free(this->images);
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eglTexBuffer_free(&parent->base);
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free(this);
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}
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static bool eglTexDMABUF_setup(EGL_Texture * texture, const EGL_TexSetup * setup)
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{
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TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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TexDMABUF * this = UPCAST(TexDMABUF , parent);
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eglTexDMABUF_cleanup(this);
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if (!eglTexBuffer_setup(&parent->base, setup))
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return false;
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glGenFramebuffers(1, &this->fbo);
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glGenTextures (1, &this->tex);
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glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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parent->format.intFormat,
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parent->format.width,
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parent->format.height,
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0,
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parent->format.format,
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parent->format.dataType,
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NULL);
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return true;
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}
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static void eglTexDMABUF_free(EGL_Texture * texture_)
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{
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TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
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free(texture);
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}
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static bool eglTexDMABUF_setup(EGL_Texture * texture_,
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const EGL_TexSetup * setup)
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{
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TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
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(void)texture;
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return false;
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}
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static bool eglTexDMABUF_update(EGL_Texture * texture_,
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static bool eglTexDMABUF_update(EGL_Texture * texture,
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const EGL_TexUpdate * update)
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{
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TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
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(void)texture;
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TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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TexDMABUF * this = UPCAST(TexDMABUF , parent);
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EGLImage image = EGL_NO_IMAGE;
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for(int i = 0; i < this->imageUsed; ++i)
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if (this->images[i].fd == update->dmaFD)
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{
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image = this->images[i].image;
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break;
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}
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if (image == EGL_NO_IMAGE)
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{
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EGLAttrib const attribs[] =
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{
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EGL_WIDTH , parent->format.width,
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EGL_HEIGHT , parent->format.height,
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EGL_LINUX_DRM_FOURCC_EXT , parent->format.fourcc,
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EGL_DMA_BUF_PLANE0_FD_EXT , update->dmaFD,
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EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
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EGL_DMA_BUF_PLANE0_PITCH_EXT , parent->format.stride,
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EGL_NONE , EGL_NONE
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};
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image = eglCreateImage(
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this->display,
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EGL_NO_CONTEXT,
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EGL_LINUX_DMA_BUF_EXT,
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(EGLClientBuffer)NULL,
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attribs);
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if (image == EGL_NO_IMAGE)
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{
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DEBUG_EGL_ERROR("Failed to create EGLImage for DMA transfer");
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return false;
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}
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if (this->imageUsed == this->imageCount)
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{
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size_t newCount = this->imageCount * 2 + 2;
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void * new = realloc(this->images, newCount * sizeof(*this->images));
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if (!new)
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{
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DEBUG_ERROR("Failed to allocate memory");
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eglDestroyImage(this->display, image);
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return false;
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}
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this->imageCount = newCount;
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this->images = new;
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}
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const size_t index = this->imageUsed++;
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this->images[index].fd = update->dmaFD;
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this->images[index].image = image;
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}
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glBindTexture(GL_TEXTURE_2D, this->tex);
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g_egl_dynProcs.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
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/* should any of the following even be here? move to process? - gnif */
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glBindFramebuffer(GL_FRAMEBUFFER, this->fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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this->tex, 0);
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glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, parent->format.width,
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parent->format.height);
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GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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switch(glClientWaitSync(fence, 0, 20000000)) //20ms
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{
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case GL_ALREADY_SIGNALED:
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case GL_CONDITION_SATISFIED:
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break;
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case GL_TIMEOUT_EXPIRED:
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break;
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case GL_WAIT_FAILED:
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case GL_INVALID_VALUE:
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DEBUG_GL_ERROR("glClientWaitSync failed");
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break;
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}
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glDeleteSync(fence);
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return true;
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}
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static EGL_TexStatus eglTexDMABUF_process(EGL_Texture * texture_)
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static EGL_TexStatus eglTexDMABUF_process(EGL_Texture * texture)
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{
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TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
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(void)texture;
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// TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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// TexDMABUF * this = UPCAST(TexDMABUF , parent);
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return EGL_TEX_STATUS_ERROR;
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return EGL_TEX_STATUS_OK;
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}
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static EGL_TexStatus eglTexDMABUF_bind(EGL_Texture * texture_)
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static EGL_TexStatus eglTexDMABUF_bind(EGL_Texture * texture)
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{
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TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
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(void)texture;
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TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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// TexDMABUF * this = UPCAST(TexDMABUF , parent);
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return EGL_TEX_STATUS_ERROR;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
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glBindSampler(0, parent->sampler);
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return EGL_TEX_STATUS_OK;
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}
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EGL_TextureOps EGL_TextureDMABUF =
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@ -25,9 +25,9 @@
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#include "texture_buffer.h"
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#include "common/debug.h"
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static bool eglTexFB_update(EGL_Texture * texture_, const EGL_TexUpdate * update)
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static bool eglTexFB_update(EGL_Texture * texture, const EGL_TexUpdate * update)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture_);
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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assert(update->type == EGL_TEXTYPE_FRAMEBUFFER);
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LG_LOCK(this->copyLock);
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@ -149,6 +149,10 @@ static int renderThread(void * unused)
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return 1;
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}
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if (g_state.lgr->supports &&
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!g_state.lgr->supports(g_state.lgrData, LG_SUPPORTS_DMABUF))
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g_state.useDMA = false;
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/* start up the fps timer */
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LGTimer * fpsTimer;
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if (!lgCreateTimer(500, fpsTimerFn, NULL, &fpsTimer))
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@ -925,18 +929,16 @@ static int lg_run(void)
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}
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}
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g_state.useDMA =
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g_params.allowDMA &&
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ivshmemHasDMA(&g_state.shm) &&
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g_state.lgr->supports &&
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g_state.lgr->supports(g_state.lgrData, LG_SUPPORTS_DMABUF);
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if (!g_state.lgr)
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{
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DEBUG_INFO("Unable to find a suitable renderer");
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return -1;
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}
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g_state.useDMA =
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g_params.allowDMA &&
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ivshmemHasDMA(&g_state.shm);
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// initialize the window dimensions at init for renderers
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g_state.windowW = g_params.w;
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g_state.windowH = g_params.h;
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