/** * 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 */ #include "texture.h" #include #include #include "shader.h" #include "common/framebuffer.h" #include "common/debug.h" #include #include #include "texture_buffer.h" extern const EGL_TextureOps EGL_TextureBuffer; extern const EGL_TextureOps EGL_TextureBufferStream; extern const EGL_TextureOps EGL_TextureFrameBuffer; extern const EGL_TextureOps EGL_TextureDMABUF; typedef struct RenderStep { EGL_Texture *owner; bool enabled; bool ready; GLuint fb; GLuint tex; EGL_Shader * shader; unsigned int width, height; GLint uInRes; GLint uOutRes; } RenderStep; bool egl_textureInit(EGL_Texture ** texture_, EGLDisplay * display, EGL_TexType type, bool streaming) { const EGL_TextureOps * ops; switch(type) { case EGL_TEXTYPE_BUFFER: ops = streaming ? &EGL_TextureBufferStream : &EGL_TextureBuffer; break; case EGL_TEXTYPE_FRAMEBUFFER: DEBUG_ASSERT(streaming); ops = &EGL_TextureFrameBuffer; break; case EGL_TEXTYPE_DMABUF: DEBUG_ASSERT(streaming); ops = &EGL_TextureDMABUF; break; default: return false; } *texture_ = NULL; if (!ops->init(texture_, display)) return false; EGL_Texture * this = *texture_; memcpy(&this->ops, ops, sizeof(*ops)); glGenSamplers(1, &this->sampler); glSamplerParameteri(this->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glSamplerParameteri(this->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE); glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE); return true; } void egl_textureFree(EGL_Texture ** tex) { EGL_Texture * this = *tex; glDeleteSamplers(1, &this->sampler); this->ops.free(this); *tex = NULL; } bool egl_textureSetup(EGL_Texture * this, enum EGL_PixelFormat pixFmt, size_t width, size_t height, size_t stride) { const struct EGL_TexSetup setup = { .pixFmt = pixFmt, .width = width, .height = height, .stride = stride }; if (!egl_texUtilGetFormat(&setup, &this->format)) return false; return this->ops.setup(this, &setup); } bool egl_textureUpdate(EGL_Texture * this, const uint8_t * buffer) { const struct EGL_TexUpdate update = { .type = EGL_TEXTYPE_BUFFER, .buffer = buffer }; return this->ops.update(this, &update); } bool egl_textureUpdateFromFrame(EGL_Texture * this, const FrameBuffer * frame, const FrameDamageRect * damageRects, int damageRectsCount) { const struct EGL_TexUpdate update = { .type = EGL_TEXTYPE_FRAMEBUFFER, .frame = frame, .rects = damageRects, .rectCount = damageRectsCount, }; return this->ops.update(this, &update); } bool egl_textureUpdateFromDMA(EGL_Texture * this, const FrameBuffer * frame, const int dmaFd) { const struct EGL_TexUpdate update = { .type = EGL_TEXTYPE_DMABUF, .dmaFD = dmaFd }; /* wait for completion */ framebuffer_wait(frame, this->format.bufferSize); return this->ops.update(this, &update); } enum EGL_TexStatus egl_textureProcess(EGL_Texture * this) { return this->ops.process(this); } enum EGL_TexStatus egl_textureBind(EGL_Texture * this) { GLuint tex; EGL_TexStatus status; if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK) return status; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex); glBindSampler(0, this->sampler); return EGL_TEX_STATUS_OK; }