mirror of
https://github.com/gnif/LookingGlass.git
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13d9c84dc9
The way things were handled in EGLTexture is not only very hard to follow, but broken. This change set breaks up EGLTexture into a modular design making it easier to implement the various versions. Note that DMABUF is currently broken and needs to be re-implemented.
135 lines
3.2 KiB
C
135 lines
3.2 KiB
C
/**
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* Looking Glass
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* Copyright (C) 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "texture.h"
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#include <stdbool.h>
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#include <assert.h>
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#include "shader.h"
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#include "common/framebuffer.h"
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include "texture_buffer.h"
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extern const EGL_TextureOps EGL_TextureBuffer;
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extern const EGL_TextureOps EGL_TextureBufferStream;
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extern const EGL_TextureOps EGL_TextureFrameBuffer;
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extern const EGL_TextureOps EGL_TextureDMABUF;
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bool egl_texture_init(EGL_Texture ** texture, EGLDisplay * display,
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EGL_TexType type, bool streaming)
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{
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const EGL_TextureOps * ops;
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switch(type)
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{
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case EGL_TEXTYPE_BUFFER:
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ops = streaming ? &EGL_TextureBufferStream : &EGL_TextureBuffer;
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break;
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case EGL_TEXTYPE_FRAMEBUFFER:
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assert(streaming);
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ops = &EGL_TextureFrameBuffer;
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break;
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case EGL_TEXTYPE_DMABUF:
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assert(streaming);
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ops = &EGL_TextureDMABUF;
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break;
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default:
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return false;
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}
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if (!ops->init(texture, display))
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return false;
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(*texture)->ops = ops;
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return true;
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}
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void egl_texture_free(EGL_Texture ** tex)
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{
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(*tex)->ops->free(*tex);
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*tex = NULL;
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}
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bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt,
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size_t width, size_t height, size_t stride)
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{
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const struct EGL_TexSetup setup =
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{
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.pixFmt = pixFmt,
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.width = width,
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.height = height,
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.stride = stride
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};
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texture->size = height * stride;
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return texture->ops->setup(texture, &setup);
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}
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bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
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{
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const struct EGL_TexUpdate update =
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{
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.type = EGL_TEXTYPE_BUFFER,
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.buffer = buffer
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};
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return texture->ops->update(texture, &update);
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}
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bool egl_texture_update_from_frame(EGL_Texture * texture,
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const FrameBuffer * frame)
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{
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const struct EGL_TexUpdate update =
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{
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.type = EGL_TEXTYPE_FRAMEBUFFER,
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.frame = frame
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};
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return texture->ops->update(texture, &update);
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}
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bool egl_texture_update_from_dma(EGL_Texture * texture,
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const FrameBuffer * frame, const int dmaFd)
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{
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const struct EGL_TexUpdate update =
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{
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.type = EGL_TEXTYPE_DMABUF,
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.dmaFD = dmaFd
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};
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/* wait for completion */
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framebuffer_wait(frame, texture->size);
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return texture->ops->update(texture, &update);
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}
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enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
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{
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return texture->ops->process(texture);
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}
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enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
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{
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return texture->ops->bind(texture);
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}
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