/** * Looking Glass * Copyright © 2017-2024 The Looking Glass Authors * https://looking-glass.io * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the Free * Software Foundation; either version 2 of the License, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., 59 * Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "texture_buffer.h" #include "egldebug.h" #include // forwards extern const EGL_TextureOps EGL_TextureBuffer; extern const EGL_TextureOps EGL_TextureBufferStream; // internal functions static void egl_texBuffer_cleanup(TextureBuffer * this) { egl_texUtilFreeBuffers(this->buf, this->texCount); if (this->tex[0]) glDeleteTextures(this->texCount, this->tex); if (this->sync) { glDeleteSync(this->sync); this->sync = 0; } } // common functions bool egl_texBufferInit(EGL_Texture ** texture, EGL_TexType type, EGLDisplay * display) { TextureBuffer * this; if (!*texture) { this = calloc(1, sizeof(*this)); if (!this) { DEBUG_ERROR("Failed to malloc TexB"); return false; } *texture = &this->base; this->free = true; } else this = UPCAST(TextureBuffer, *texture); this->texCount = 1; return true; } void egl_texBufferFree(EGL_Texture * texture) { TextureBuffer * this = UPCAST(TextureBuffer, texture); egl_texBuffer_cleanup(this); LG_LOCK_FREE(this->copyLock); if (this->free) free(this); } bool egl_texBufferSetup(EGL_Texture * texture, const EGL_TexSetup * setup) { TextureBuffer * this = UPCAST(TextureBuffer, texture); egl_texBuffer_cleanup(this); glGenTextures(this->texCount, this->tex); for(int i = 0; i < this->texCount; ++i) { glBindTexture(GL_TEXTURE_2D, this->tex[i]); glTexImage2D(GL_TEXTURE_2D, 0, texture->format.intFormat, texture->format.width, texture->format.height, 0, texture->format.format, texture->format.dataType, NULL); } glBindTexture(GL_TEXTURE_2D, 0); this->rIndex = -1; return true; } static bool egl_texBufferUpdate(EGL_Texture * texture, const EGL_TexUpdate * update) { TextureBuffer * this = UPCAST(TextureBuffer, texture); DEBUG_ASSERT(update->type == EGL_TEXTYPE_BUFFER); glBindTexture(GL_TEXTURE_2D, this->tex[0]); glPixelStorei(GL_UNPACK_ROW_LENGTH, update->stride); glTexSubImage2D(GL_TEXTURE_2D, 0, update->x, update->y, update->width, update->height, texture->format.format, texture->format.dataType, update->buffer); glBindTexture(GL_TEXTURE_2D, 0); return true; } EGL_TexStatus egl_texBufferProcess(EGL_Texture * texture) { return EGL_TEX_STATUS_OK; } EGL_TexStatus egl_texBufferGet(EGL_Texture * texture, GLuint * tex, EGL_PixelFormat * fmt) { TextureBuffer * this = UPCAST(TextureBuffer, texture); *tex = this->tex[0]; return EGL_TEX_STATUS_OK; } // streaming functions bool egl_texBufferStreamInit(EGL_Texture ** texture, EGL_TexType type, EGLDisplay * display) { if (!egl_texBufferInit(texture, type, display)) return false; TextureBuffer * this = UPCAST(TextureBuffer, *texture); switch(type) { case EGL_TEXTYPE_BUFFER_STREAM: case EGL_TEXTYPE_FRAMEBUFFER: case EGL_TEXTYPE_DMABUF: this->texCount = 2; break; case EGL_TEXTYPE_BUFFER_MAP: this->texCount = 1; break; default: DEBUG_UNREACHABLE(); } LG_LOCK_INIT(this->copyLock); return true; } bool egl_texBufferStreamSetup(EGL_Texture * texture, const EGL_TexSetup * setup) { if (!egl_texBufferSetup(texture, setup)) return false; TextureBuffer * this = UPCAST(TextureBuffer, texture); return egl_texUtilGenBuffers(&texture->format, this->buf, this->texCount); } static bool egl_texBufferStreamUpdate(EGL_Texture * texture, const EGL_TexUpdate * update) { TextureBuffer * this = UPCAST(TextureBuffer, texture); DEBUG_ASSERT(update->type == EGL_TEXTYPE_BUFFER); LG_LOCK(this->copyLock); uint8_t * dst = this->buf[this->bufIndex].map + texture->format.pitch * update->y + update->x * texture->format.bpp; if (update->topDown) { const uint8_t * src = update->buffer; for(int y = 0; y < update->height; ++y) { memcpy(dst, src, update->width * texture->format.bpp); dst += texture->format.pitch; src += update->pitch; } } else { const uint8_t * src = update->buffer + update->pitch * update->height; for(int y = 0; y < update->height; ++y) { src -= update->pitch; memcpy(dst, src, update->width * texture->format.bpp); dst += texture->format.pitch; } } this->buf[this->bufIndex].updated = true; LG_UNLOCK(this->copyLock); return true; } EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture) { TextureBuffer * this = UPCAST(TextureBuffer, texture); LG_LOCK(this->copyLock); GLuint tex = this->tex[this->bufIndex]; EGL_TexBuffer * buffer = &this->buf[this->bufIndex]; if (buffer->updated && this->sync == 0) { this->rIndex = this->bufIndex; if (++this->bufIndex == this->texCount) this->bufIndex = 0; } LG_UNLOCK(this->copyLock); if (buffer->updated) { buffer->updated = false; glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->pbo); glBindTexture(GL_TEXTURE_2D, tex); glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->format.stride); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->format.width, texture->format.height, texture->format.format, texture->format.dataType, (const void *)0); glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); this->sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); glFlush(); } return EGL_TEX_STATUS_OK; } EGL_TexStatus egl_texBufferStreamGet(EGL_Texture * texture, GLuint * tex, EGL_PixelFormat * fmt) { TextureBuffer * this = UPCAST(TextureBuffer, texture); if (this->rIndex == -1) return EGL_TEX_STATUS_NOTREADY; if (this->sync) { switch(glClientWaitSync(this->sync, 0, 40000000)) // 40ms { case GL_ALREADY_SIGNALED: case GL_CONDITION_SATISFIED: glDeleteSync(this->sync); this->sync = 0; break; case GL_TIMEOUT_EXPIRED: return EGL_TEX_STATUS_NOTREADY; case GL_WAIT_FAILED: case GL_INVALID_VALUE: glDeleteSync(this->sync); this->sync = 0; DEBUG_GL_ERROR("glClientWaitSync failed"); return EGL_TEX_STATUS_ERROR; } } *tex = this->tex[this->rIndex]; return EGL_TEX_STATUS_OK; } EGL_TexStatus egl_texBufferBind(EGL_Texture * texture) { GLuint tex; EGL_TexStatus status; if ((status = texture->ops.get(texture, &tex, NULL)) != EGL_TEX_STATUS_OK) return status; glBindTexture(GL_TEXTURE_2D, tex); return EGL_TEX_STATUS_OK; } const EGL_TextureOps EGL_TextureBuffer = { .init = egl_texBufferInit, .free = egl_texBufferFree, .setup = egl_texBufferSetup, .update = egl_texBufferUpdate, .process = egl_texBufferProcess, .get = egl_texBufferGet, .bind = egl_texBufferBind }; const EGL_TextureOps EGL_TextureBufferStream = { .init = egl_texBufferStreamInit, .free = egl_texBufferFree, .setup = egl_texBufferStreamSetup, .update = egl_texBufferStreamUpdate, .process = egl_texBufferStreamProcess, .get = egl_texBufferStreamGet, .bind = egl_texBufferBind };