/** * Looking Glass * Copyright © 2017-2021 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 */ #pragma once #include #include "shader.h" #include "common/framebuffer.h" #include "util.h" #include #include struct EGL_TextureOps; typedef struct EGL_Texture { const struct EGL_TextureOps * ops; // needed for dmabuf size_t size; } EGL_Texture; typedef enum EGL_TexType { EGL_TEXTYPE_BUFFER, EGL_TEXTYPE_FRAMEBUFFER, EGL_TEXTYPE_DMABUF } EGL_TexType; typedef enum EGL_PixelFormat { EGL_PF_RGBA, EGL_PF_BGRA, EGL_PF_RGBA10, EGL_PF_RGBA16F } EGL_PixelFormat; typedef enum EGL_TexStatus { EGL_TEX_STATUS_NOTREADY, EGL_TEX_STATUS_OK, EGL_TEX_STATUS_ERROR } EGL_TexStatus; typedef struct EGL_TexSetup { /* the pixel format of the texture */ EGL_PixelFormat pixFmt; /* the width of the texture in pixels */ size_t width; /* the height of the texture in pixels */ size_t height; /* the stide of the texture in bytes */ size_t stride; } EGL_TexSetup; typedef struct EGL_TexUpdate { /* the type of this update */ EGL_TexType type; union { /* EGL_TEXTURE_BUFFER */ const uint8_t * buffer; /* EGL_TEXTURE_FRAMEBUFFER */ struct { const FrameBuffer * frame; const FrameDamageRect * rects; int rectCount; }; /* EGL_TEXTURE_DMABUF */ int dmaFD; }; } EGL_TexUpdate; typedef struct EGL_TextureOps { /* allocate & initialize an EGL_Texture */ bool (*init)(EGL_Texture ** texture, EGLDisplay * display); /* free the EGL_Texture */ void (*free)(EGL_Texture * texture); /* setup/reconfigure the texture format */ bool (*setup)(EGL_Texture * texture, const EGL_TexSetup * setup); /* update the texture */ bool (*update)(EGL_Texture * texture, const EGL_TexUpdate * update); /* called from a background job to prepare the texture for use before bind */ enum EGL_TexStatus (*process)(EGL_Texture * texture); /* bind the texture for use */ enum EGL_TexStatus (*bind)(EGL_Texture * texture); } EGL_TextureOps; bool egl_texture_init(EGL_Texture ** texture, EGLDisplay * display, EGL_TexType type, bool streaming); void egl_texture_free(EGL_Texture ** tex); bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_t width, size_t height, size_t stride); bool egl_texture_update (EGL_Texture * texture, const uint8_t * buffer); bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer * frame, const FrameDamageRect * damageRects, int damageRectsCount); bool egl_texture_update_from_dma(EGL_Texture * texture, const FrameBuffer * frame, const int dmaFd); enum EGL_TexStatus egl_texture_process(EGL_Texture * texture); enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture); int egl_texture_count(EGL_Texture * texture);