mirror of
https://github.com/gnif/LookingGlass.git
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418 lines
10 KiB
C
418 lines
10 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 <stdbool.h>
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#include <assert.h>
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#include <string.h>
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#include "shader.h"
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#include "common/framebuffer.h"
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#include "common/debug.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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typedef struct RenderStep
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{
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GLuint fb;
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GLuint tex;
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EGL_Shader * shader;
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float scale;
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unsigned int width, height;
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GLint uInRes;
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GLint uOutRes;
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}
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RenderStep;
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bool egl_textureInit(EGL * egl, EGL_Texture ** texture_,
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EGLDisplay * display, 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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*texture_ = NULL;
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if (!ops->init(texture_, display))
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return false;
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EGL_Texture * this = *texture_;
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memcpy(&this->ops, ops, sizeof(*ops));
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this->egl = egl;
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glGenSamplers(1, &this->sampler);
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glSamplerParameteri(this->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(this->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
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glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
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this->scale = 1.0f;
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return true;
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}
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void egl_textureFree(EGL_Texture ** tex)
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{
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EGL_Texture * this = *tex;
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if (this->render)
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{
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RenderStep * step;
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while(ll_shift(this->render, (void **)&step))
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{
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if (step->fb)
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glDeleteFramebuffers(1, &step->fb);
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glDeleteTextures(1, &step->tex);
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free(step);
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}
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ll_free(this->render);
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egl_modelFree(&this->model);
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ringbuffer_free(&this->textures);
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free(this->bindData);
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}
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glDeleteSamplers(1, &this->sampler);
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this->ops.free(this);
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*tex = NULL;
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}
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bool setupRenderStep(EGL_Texture * this, RenderStep * step)
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{
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step->width = this->format.width * step->scale;
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step->height = this->format.height * step->scale;
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glBindTexture(GL_TEXTURE_2D, step->tex);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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this->format.intFormat,
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step->width,
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step->height,
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0,
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this->format.format,
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this->format.dataType,
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NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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bool egl_textureSetup(EGL_Texture * this, 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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this->size = height * stride;
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if (!egl_texUtilGetFormat(&setup, &this->format))
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return false;
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this->formatValid = true;
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/* reconfigure any intermediate render steps */
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if (this->render)
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{
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RenderStep * step;
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for(ll_reset(this->render); ll_walk(this->render, (void **)&step); )
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if (!setupRenderStep(this, step))
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return false;
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}
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return this->ops.setup(this, &setup);
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}
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bool egl_textureUpdate(EGL_Texture * this, 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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if (this->ops.update(this, &update))
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{
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atomic_store(&this->updated, true);
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return true;
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}
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return false;
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}
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bool egl_textureUpdateFromFrame(EGL_Texture * this,
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const FrameBuffer * frame, const FrameDamageRect * damageRects,
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int damageRectsCount)
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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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.rects = damageRects,
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.rectCount = damageRectsCount,
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};
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if (this->ops.update(this, &update))
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{
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atomic_store(&this->updated, true);
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return true;
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}
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return false;
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}
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bool egl_textureUpdateFromDMA(EGL_Texture * this,
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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, this->size);
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if (this->ops.update(this, &update))
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{
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atomic_store(&this->updated, true);
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return true;
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}
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return false;
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}
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enum EGL_TexStatus egl_textureProcess(EGL_Texture * this)
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{
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EGL_TexStatus status;
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if ((status = this->ops.process(this)) == EGL_TEX_STATUS_OK)
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{
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if (atomic_exchange(&this->updated, false))
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this->postProcessed = false;
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}
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return status;
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}
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typedef struct BindInfo
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{
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GLuint tex;
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unsigned int width;
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unsigned int height;
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}
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BindInfo;
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typedef struct BindData
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{
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GLuint sampler;
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GLuint dimensions[0];
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}
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BindData;
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static bool rbBindTexture(int index, void * value, void * udata)
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{
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BindInfo * bi = (BindInfo *)value;
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BindData * bd = (BindData *)udata;
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glActiveTexture(GL_TEXTURE0 + index);
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glBindTexture(GL_TEXTURE_2D, bi->tex);
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glBindSampler(0, bd->sampler);
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bd->dimensions[index * 2 + 0] = bi->width;
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bd->dimensions[index * 2 + 1] = bi->height;
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return true;
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}
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enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
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{
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GLuint tex;
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EGL_TexStatus status;
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if (!this->render)
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{
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if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK)
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return status;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex);
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glBindSampler(0, this->sampler);
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return EGL_TEX_STATUS_OK;
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}
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if (this->bindDataSize < ll_count(this->render))
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{
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free(this->bindData);
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BindData * bd = (BindData *)calloc(1, sizeof(struct BindData) +
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sizeof(bd->dimensions[0]) * ll_count(this->render) * 2);
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bd->sampler = this->sampler;
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this->bindData = bd;
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this->bindDataSize = ll_count(this->render);
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}
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BindData * bd = (BindData *)this->bindData;
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RenderStep * step;
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ringbuffer_reset(this->textures);
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/* if the postProcessing has not yet been done */
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if (!this->postProcessed)
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{
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if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK)
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return status;
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ringbuffer_push(this->textures, &(BindInfo) {
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.tex = tex,
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.width = this->format.width,
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.height = this->format.height
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});
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ringbuffer_forEach(this->textures, rbBindTexture, bd, true);
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for(ll_reset(this->render); ll_walk(this->render, (void **)&step); )
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{
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/* create the framebuffer here as it must be in the same gl context as
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* it's usage */
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if (!step->fb)
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{
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glGenFramebuffers(1, &step->fb);
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glBindFramebuffer(GL_FRAMEBUFFER, step->fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, step->tex, 0);
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glDrawBuffers(1, &(GLenum){GL_COLOR_ATTACHMENT0});
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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DEBUG_ERROR("Failed to setup the shader framebuffer");
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return EGL_TEX_STATUS_ERROR;
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}
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}
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else
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glBindFramebuffer(GL_FRAMEBUFFER, step->fb);
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glViewport(0, 0, step->width, step->height);
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/* use the shader (also configures it's set uniforms) */
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egl_shaderUse(step->shader);
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/* set the size uniforms */
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glUniform2uiv(step->uInRes,
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ringbuffer_getCount(this->textures), bd->dimensions);
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glUniform2ui(step->uOutRes, step->width, step->height);
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/* render the scene */
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egl_modelRender(this->model);
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/* push the details into the ringbuffer for the next pass */
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ringbuffer_push(this->textures, &(BindInfo) {
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.tex = step->tex,
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.width = step->width,
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.height = step->height
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});
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/* bind the textures for the next pass */
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ringbuffer_forEach(this->textures, rbBindTexture, bd, true);
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}
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/* restore the state and the viewport */
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glUseProgram(0);
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egl_resetViewport(this->egl);
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this->postProcessed = true;
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}
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else
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{
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/* bind the last texture */
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ll_peek_tail(this->render, (void **)&step);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, step->tex);
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glBindSampler(0, this->sampler);
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}
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return EGL_TEX_STATUS_OK;
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}
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enum EGL_TexStatus egl_textureAddShader(EGL_Texture * this, EGL_Shader * shader,
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float outputScale)
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{
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if (!this->render)
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{
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this->render = ll_new();
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egl_modelInit(&this->model);
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egl_modelSetDefault(this->model, false);
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this->textures = ringbuffer_new(8, sizeof(BindInfo));
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}
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RenderStep * step = calloc(1, sizeof(*step));
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glGenTextures(1, &step->tex);
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step->shader = shader;
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step->scale = outputScale;
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step->uInRes = egl_shaderGetUniform(shader, "uInRes" );
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step->uOutRes = egl_shaderGetUniform(shader, "uOutRes");
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this->scale = outputScale;
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if (this->formatValid)
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if (!setupRenderStep(this, step))
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{
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glDeleteTextures(1, &step->tex);
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free(step);
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return EGL_TEX_STATUS_ERROR;
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}
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ll_push(this->render, step);
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return EGL_TEX_STATUS_OK;
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}
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float egl_textureGetScale(EGL_Texture * this)
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{
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return this->scale;
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}
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