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51b9cd4e5a
This is done for consistency with the license strings in appstrings.c.
205 lines
5.0 KiB
C
205 lines
5.0 KiB
C
/**
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* Looking Glass
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* Copyright © 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 "texture_buffer.h"
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#include <assert.h>
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#include "egl_dynprocs.h"
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#include "egldebug.h"
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typedef struct TexDMABUF
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{
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TextureBuffer base;
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EGLDisplay display;
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size_t imageCount;
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size_t imageUsed;
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struct
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{
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int fd;
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EGLImage image;
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}
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* images;
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}
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TexDMABUF;
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EGL_TextureOps EGL_TextureDMABUF;
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// internal functions
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static void eglTexDMABUF_cleanup(TexDMABUF * this)
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{
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for (size_t i = 0; i < this->imageUsed; ++i)
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eglDestroyImage(this->display, this->images[i].image);
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this->imageUsed = 0;
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}
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// dmabuf functions
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static bool eglTexDMABUF_init(EGL_Texture ** texture, EGLDisplay * display)
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{
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TexDMABUF * this = (TexDMABUF *)calloc(sizeof(*this), 1);
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*texture = &this->base.base;
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EGL_Texture * parent = &this->base.base;
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if (!eglTexBuffer_init(&parent, display))
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{
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free(this);
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*texture = NULL;
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return false;
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}
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this->display = display;
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return true;
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}
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static void eglTexDMABUF_free(EGL_Texture * texture)
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{
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TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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TexDMABUF * this = UPCAST(TexDMABUF , parent);
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eglTexDMABUF_cleanup(this);
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free(this->images);
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eglTexBuffer_free(&parent->base);
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free(this);
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}
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static bool eglTexDMABUF_setup(EGL_Texture * texture, const EGL_TexSetup * setup)
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{
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TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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TexDMABUF * this = UPCAST(TexDMABUF , parent);
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eglTexDMABUF_cleanup(this);
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if (!eglTexBuffer_setup(&parent->base, setup))
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return false;
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glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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parent->format.intFormat,
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parent->format.width,
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parent->format.height,
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0,
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parent->format.format,
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parent->format.dataType,
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NULL);
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return true;
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}
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static bool eglTexDMABUF_update(EGL_Texture * texture,
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const EGL_TexUpdate * update)
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{
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TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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TexDMABUF * this = UPCAST(TexDMABUF , parent);
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assert(update->type == EGL_TEXTYPE_DMABUF);
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EGLImage image = EGL_NO_IMAGE;
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for(int i = 0; i < this->imageUsed; ++i)
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if (this->images[i].fd == update->dmaFD)
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{
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image = this->images[i].image;
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break;
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}
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if (image == EGL_NO_IMAGE)
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{
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EGLAttrib const attribs[] =
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{
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EGL_WIDTH , parent->format.width,
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EGL_HEIGHT , parent->format.height,
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EGL_LINUX_DRM_FOURCC_EXT , parent->format.fourcc,
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EGL_DMA_BUF_PLANE0_FD_EXT , update->dmaFD,
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EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
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EGL_DMA_BUF_PLANE0_PITCH_EXT , parent->format.stride,
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EGL_NONE , EGL_NONE
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};
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image = eglCreateImage(
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this->display,
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EGL_NO_CONTEXT,
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EGL_LINUX_DMA_BUF_EXT,
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(EGLClientBuffer)NULL,
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attribs);
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if (image == EGL_NO_IMAGE)
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{
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DEBUG_EGL_ERROR("Failed to create EGLImage for DMA transfer");
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return false;
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}
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if (this->imageUsed == this->imageCount)
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{
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size_t newCount = this->imageCount * 2 + 2;
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void * new = realloc(this->images, newCount * sizeof(*this->images));
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if (!new)
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{
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DEBUG_ERROR("Failed to allocate memory");
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eglDestroyImage(this->display, image);
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return false;
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}
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this->imageCount = newCount;
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this->images = new;
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}
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const size_t index = this->imageUsed++;
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this->images[index].fd = update->dmaFD;
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this->images[index].image = image;
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}
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glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
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g_egl_dynProcs.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
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return true;
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}
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static EGL_TexStatus eglTexDMABUF_process(EGL_Texture * texture)
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{
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return EGL_TEX_STATUS_OK;
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}
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static EGL_TexStatus eglTexDMABUF_bind(EGL_Texture * texture)
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{
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TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
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glBindSampler(0, parent->sampler);
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return EGL_TEX_STATUS_OK;
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}
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EGL_TextureOps EGL_TextureDMABUF =
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{
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.init = eglTexDMABUF_init,
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.free = eglTexDMABUF_free,
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.setup = eglTexDMABUF_setup,
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.update = eglTexDMABUF_update,
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.process = eglTexDMABUF_process,
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.bind = eglTexDMABUF_bind
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};
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