LookingGlass/client/renderers/EGL/texture_dmabuf.c
Geoffrey McRae 13d9c84dc9 [client] egl: replace monolithic EGLTexture with modular version
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.
2021-08-02 23:37:33 +10:00

89 lines
2.2 KiB
C

/**
* Looking Glass
* Copyright (C) 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"
typedef struct TexDMABUF
{
EGL_Texture base;
}
TexDMABUF;
EGL_TextureOps EGL_TextureDMABUF;
static bool eglTexDMABUF_init(EGL_Texture ** texture_, EGLDisplay * display)
{
TexDMABUF * texture = (TexDMABUF *)calloc(sizeof(*texture), 1);
*texture_ = &texture->base;
return true;
}
static void eglTexDMABUF_free(EGL_Texture * texture_)
{
TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
free(texture);
}
static bool eglTexDMABUF_setup(EGL_Texture * texture_,
const EGL_TexSetup * setup)
{
TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
(void)texture;
return false;
}
static bool eglTexDMABUF_update(EGL_Texture * texture_,
const EGL_TexUpdate * update)
{
TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
(void)texture;
return false;
}
static EGL_TexStatus eglTexDMABUF_process(EGL_Texture * texture_)
{
TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
(void)texture;
return EGL_TEX_STATUS_ERROR;
}
static EGL_TexStatus eglTexDMABUF_bind(EGL_Texture * texture_)
{
TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
(void)texture;
return EGL_TEX_STATUS_ERROR;
}
EGL_TextureOps EGL_TextureDMABUF =
{
.init = eglTexDMABUF_init,
.free = eglTexDMABUF_free,
.setup = eglTexDMABUF_setup,
.update = eglTexDMABUF_update,
.process = eglTexDMABUF_process,
.bind = eglTexDMABUF_bind
};