/** * Looking Glass * Copyright © 2017-2022 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 "egl.h" #include "egltypes.h" #include "shader.h" #include "model.h" #include "common/framebuffer.h" #include "common/types.h" #include "util.h" #include #include #include "texture_util.h" typedef struct EGL_Model EGL_Model; typedef struct EGL_TexUpdate { /* the type of this update */ EGL_TexType type; int x, y, width, height; //pitch = row length in pixels //stride = row length in bytes int pitch, stride; union { /* EGL_TEXTYPE_BUFFER */ struct { // true if row 0 is the top of the image bool topDown; const uint8_t * buffer; }; /* EGL_TEXTYPE_FRAMEBUFFER */ struct { const FrameBuffer * frame; const FrameDamageRect * rects; int rectCount; }; /* EGL_TEXTYPE_DMABUF */ int dmaFD; }; } EGL_TexUpdate; typedef struct EGL_Texture EGL_Texture; typedef struct EGL_TextureOps { /* allocate & initialize an EGL_Texture */ bool (*init)(EGL_Texture ** texture, EGL_TexType type, 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); /* get the texture for use */ enum EGL_TexStatus (*get)(EGL_Texture * texture, GLuint * tex); } EGL_TextureOps; struct EGL_Texture { struct EGL_TextureOps ops; EGL_TexType type; GLuint sampler; EGL_TexFormat format; }; bool egl_textureInit(EGL_Texture ** texture, EGLDisplay * display, EGL_TexType type); void egl_textureFree(EGL_Texture ** tex); bool egl_textureSetup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_t width, size_t height, size_t stride); bool egl_textureUpdate(EGL_Texture * texture, const uint8_t * buffer, bool topDown); bool egl_textureUpdateRect(EGL_Texture * texture, int x, int y, int width, int height, int stride, const uint8_t * buffer, bool topDown); bool egl_textureUpdateFromFrame(EGL_Texture * texture, const FrameBuffer * frame, const FrameDamageRect * damageRects, int damageRectsCount); bool egl_textureUpdateFromDMA(EGL_Texture * texture, const FrameBuffer * frame, const int dmaFd); enum EGL_TexStatus egl_textureProcess(EGL_Texture * texture); static inline EGL_TexStatus egl_textureGet(EGL_Texture * texture, GLuint * tex, unsigned int * sizeX, unsigned int * sizeY) { if (sizeX) *sizeX = texture->format.width; if (sizeY) *sizeY = texture->format.height; return texture->ops.get(texture, tex); } enum EGL_TexStatus egl_textureBind(EGL_Texture * texture); typedef void * PostProcessHandle; PostProcessHandle egl_textureAddFilter(EGL_Texture * texture, EGL_Shader * shader, bool enabled); void egl_textureEnableFilter(PostProcessHandle * handle, bool enable); void egl_textureSetFilterRes(PostProcessHandle * handle, unsigned int x, unsigned int y); void egl_textureInvalidate(EGL_Texture * texture); void egl_textureGetFinalSize(EGL_Texture * texture, struct Rect * rect);