LookingGlass/client/renderers/EGL/shader.h
Geoffrey McRae b4b4a37b2b [client] egl: switch to using GL_TEXTURE_EXTERNAL_OES for DMABUF
According to Erik @ NVidia the open source NVidia driver will not
create a EGLImage from a DMABUF if the target is not
GL_TEXTURE_EXTERNAL_OES. This change set converts the dmabuf texture
from GL_TEXTURE_2D to GL_TEXTURE_EXTERNAL_OES and at runtime performs a
global search & replace on fragment shaders as needed to remain
compatible, replacing `sampler2D` with `samplerExternalOES`.

Ref: https://github.com/NVIDIA/open-gpu-kernel-modules/discussions/243#discussioncomment-3283415
2023-03-09 09:20:01 +11:00

115 lines
2.7 KiB
C

/**
* 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 <stdbool.h>
#include <stddef.h>
#include <GLES3/gl3.h>
#include "common/countedbuffer.h"
typedef struct EGL_Shader EGL_Shader;
enum EGL_UniformType
{
EGL_UNIFORM_TYPE_1F,
EGL_UNIFORM_TYPE_2F,
EGL_UNIFORM_TYPE_3F,
EGL_UNIFORM_TYPE_4F,
EGL_UNIFORM_TYPE_1I,
EGL_UNIFORM_TYPE_2I,
EGL_UNIFORM_TYPE_3I,
EGL_UNIFORM_TYPE_4I,
EGL_UNIFORM_TYPE_1UI,
EGL_UNIFORM_TYPE_2UI,
EGL_UNIFORM_TYPE_3UI,
EGL_UNIFORM_TYPE_4UI,
// vectors
EGL_UNIFORM_TYPE_1FV,
EGL_UNIFORM_TYPE_2FV,
EGL_UNIFORM_TYPE_3FV,
EGL_UNIFORM_TYPE_4FV,
EGL_UNIFORM_TYPE_1IV,
EGL_UNIFORM_TYPE_2IV,
EGL_UNIFORM_TYPE_3IV,
EGL_UNIFORM_TYPE_4IV,
EGL_UNIFORM_TYPE_1UIV,
EGL_UNIFORM_TYPE_2UIV,
EGL_UNIFORM_TYPE_3UIV,
EGL_UNIFORM_TYPE_4UIV,
// matrices
EGL_UNIFORM_TYPE_M2FV,
EGL_UNIFORM_TYPE_M3FV,
EGL_UNIFORM_TYPE_M4FV,
EGL_UNIFORM_TYPE_M2x3FV,
EGL_UNIFORM_TYPE_M3x2FV,
EGL_UNIFORM_TYPE_M2x4FV,
EGL_UNIFORM_TYPE_M4x2FV,
EGL_UNIFORM_TYPE_M3x4FV,
EGL_UNIFORM_TYPE_M4x3FV
};
typedef struct EGL_Uniform
{
enum EGL_UniformType type;
GLint location;
union
{
GLfloat f [4];
GLint i [4];
GLuint ui[4];
CountedBuffer * v;
struct
{
CountedBuffer * v;
GLboolean transpose;
}
m;
};
}
EGL_Uniform;
bool egl_shaderInit(EGL_Shader ** shader);
void egl_shaderFree(EGL_Shader ** shader);
bool egl_shaderLoad(EGL_Shader * model, const char * vertex_file,
const char * fragment_file, bool useDMA);
bool egl_shaderCompile(EGL_Shader * model, const char * vertex_code,
size_t vertex_size, const char * fragment_code, size_t fragment_size,
bool useDMA);
void egl_shaderSetUniforms(EGL_Shader * shader, EGL_Uniform * uniforms,
int count);
void egl_shaderFreeUniforms(EGL_Shader * shader);
void egl_shaderUse(EGL_Shader * shader);
void egl_shaderAssocTextures(EGL_Shader * shader, const int count);
GLint egl_shaderGetUniform(EGL_Shader * shader, const char * name);