/** * 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.h" #include "texture_buffer.h" #include "common/debug.h" #include "common/KVMFR.h" #include "common/rects.h" struct TexDamage { int count; FrameDamageRect rects[KVMFR_MAX_DAMAGE_RECTS]; }; typedef struct TexFB { TextureBuffer base; struct TexDamage damage[EGL_TEX_BUFFER_MAX]; } TexFB; static bool egl_texFBInit(EGL_Texture ** texture, EGL_TexType type, EGLDisplay * display) { TexFB * this = calloc(1, sizeof(*this)); *texture = &this->base.base; EGL_Texture * parent = &this->base.base; if (!egl_texBufferStreamInit(&parent, type, display)) { free(this); *texture = NULL; return false; } for (int i = 0; i < EGL_TEX_BUFFER_MAX; ++i) this->damage[i].count = -1; return true; } void egl_texFBFree(EGL_Texture * texture) { TextureBuffer * parent = UPCAST(TextureBuffer, texture); TexFB * this = UPCAST(TexFB , parent ); egl_texBufferFree(texture); free(this); } bool egl_texFBSetup(EGL_Texture * texture, const EGL_TexSetup * setup) { TextureBuffer * parent = UPCAST(TextureBuffer, texture); TexFB * this = UPCAST(TexFB , parent ); for (int i = 0; i < EGL_TEX_BUFFER_MAX; ++i) this->damage[i].count = -1; return egl_texBufferStreamSetup(texture, setup); } static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update) { TextureBuffer * parent = UPCAST(TextureBuffer, texture); TexFB * this = UPCAST(TexFB , parent ); DEBUG_ASSERT(update->type == EGL_TEXTYPE_FRAMEBUFFER); LG_LOCK(parent->copyLock); struct TexDamage * damage = this->damage + parent->bufIndex; bool damageAll = !update->rects || update->rectCount == 0 || damage->count < 0 || damage->count + update->rectCount > KVMFR_MAX_DAMAGE_RECTS; if (damageAll) { framebuffer_read( update->frame, parent->buf[parent->bufIndex].map, texture->format.pitch, texture->format.height, texture->format.width, texture->format.bpp, texture->format.pitch ); } else { memcpy(damage->rects + damage->count, update->rects, update->rectCount * sizeof(FrameDamageRect)); damage->count += update->rectCount; if (texture->format.pixFmt == EGL_PF_BGR_32) { FrameDamageRect scaledDamageRects[damage->count]; for (int i = 0; i < damage->count; i++) { FrameDamageRect rect = damage->rects[i]; int originalX = rect.x; int scaledX = originalX * 3 / 4; rect.x = scaledX; rect.width = (((originalX + rect.width) * 3 + 3) / 4) - scaledX; scaledDamageRects[i] = rect; } rectsFramebufferToBuffer( scaledDamageRects, damage->count, texture->format.bpp, parent->buf[parent->bufIndex].map, texture->format.pitch, texture->format.height, update->frame, texture->format.pitch ); } else { rectsFramebufferToBuffer( damage->rects, damage->count, texture->format.bpp, parent->buf[parent->bufIndex].map, texture->format.pitch, texture->format.height, update->frame, texture->format.pitch ); } } parent->buf[parent->bufIndex].updated = true; for (int i = 0; i < EGL_TEX_BUFFER_MAX; ++i) { struct TexDamage * damage = this->damage + i; if (i == parent->bufIndex) damage->count = 0; else if (update->rects && update->rectCount > 0 && damage->count >= 0 && damage->count + update->rectCount <= KVMFR_MAX_DAMAGE_RECTS) { memcpy(damage->rects + damage->count, update->rects, update->rectCount * sizeof(FrameDamageRect)); damage->count += update->rectCount; } else damage->count = -1; } LG_UNLOCK(parent->copyLock); return true; } EGL_TextureOps EGL_TextureFrameBuffer = { .init = egl_texFBInit, .free = egl_texFBFree, .setup = egl_texFBSetup, .update = egl_texFBUpdate, .process = egl_texBufferStreamProcess, .get = egl_texBufferStreamGet, .bind = egl_texBufferBind };