LookingGlass/client/renderers/EGL/texture_buffer.c

332 lines
7.8 KiB
C

/**
* Looking Glass
* Copyright © 2017-2024 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_buffer.h"
#include "egldebug.h"
#include <string.h>
// forwards
extern const EGL_TextureOps EGL_TextureBuffer;
extern const EGL_TextureOps EGL_TextureBufferStream;
// internal functions
static void egl_texBuffer_cleanup(TextureBuffer * this)
{
egl_texUtilFreeBuffers(this->buf, this->texCount);
if (this->tex[0])
glDeleteTextures(this->texCount, this->tex);
if (this->sync)
{
glDeleteSync(this->sync);
this->sync = 0;
}
}
// common functions
bool egl_texBufferInit(EGL_Texture ** texture, EGL_TexType type,
EGLDisplay * display)
{
TextureBuffer * this;
if (!*texture)
{
this = calloc(1, sizeof(*this));
if (!this)
{
DEBUG_ERROR("Failed to malloc TexB");
return false;
}
*texture = &this->base;
this->free = true;
}
else
this = UPCAST(TextureBuffer, *texture);
this->texCount = 1;
return true;
}
void egl_texBufferFree(EGL_Texture * texture)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture);
egl_texBuffer_cleanup(this);
LG_LOCK_FREE(this->copyLock);
if (this->free)
free(this);
}
bool egl_texBufferSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture);
egl_texBuffer_cleanup(this);
glGenTextures(this->texCount, this->tex);
for(int i = 0; i < this->texCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, this->tex[i]);
glTexImage2D(GL_TEXTURE_2D,
0,
texture->format.intFormat,
texture->format.width,
texture->format.height,
0,
texture->format.format,
texture->format.dataType,
NULL);
}
glBindTexture(GL_TEXTURE_2D, 0);
this->rIndex = -1;
return true;
}
static bool egl_texBufferUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture);
DEBUG_ASSERT(update->type == EGL_TEXTYPE_BUFFER);
glBindTexture(GL_TEXTURE_2D, this->tex[0]);
glPixelStorei(GL_UNPACK_ROW_LENGTH, update->stride);
glTexSubImage2D(GL_TEXTURE_2D,
0,
update->x,
update->y,
update->width,
update->height,
texture->format.format,
texture->format.dataType,
update->buffer);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
EGL_TexStatus egl_texBufferProcess(EGL_Texture * texture)
{
return EGL_TEX_STATUS_OK;
}
EGL_TexStatus egl_texBufferGet(EGL_Texture * texture, GLuint * tex,
EGL_PixelFormat * fmt)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture);
*tex = this->tex[0];
return EGL_TEX_STATUS_OK;
}
// streaming functions
bool egl_texBufferStreamInit(EGL_Texture ** texture, EGL_TexType type,
EGLDisplay * display)
{
if (!egl_texBufferInit(texture, type, display))
return false;
TextureBuffer * this = UPCAST(TextureBuffer, *texture);
switch(type)
{
case EGL_TEXTYPE_BUFFER_STREAM:
case EGL_TEXTYPE_FRAMEBUFFER:
case EGL_TEXTYPE_DMABUF:
this->texCount = 2;
break;
case EGL_TEXTYPE_BUFFER_MAP:
this->texCount = 1;
break;
default:
DEBUG_UNREACHABLE();
}
LG_LOCK_INIT(this->copyLock);
return true;
}
bool egl_texBufferStreamSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
{
if (!egl_texBufferSetup(texture, setup))
return false;
TextureBuffer * this = UPCAST(TextureBuffer, texture);
return egl_texUtilGenBuffers(&texture->format, this->buf, this->texCount);
}
static bool egl_texBufferStreamUpdate(EGL_Texture * texture,
const EGL_TexUpdate * update)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture);
DEBUG_ASSERT(update->type == EGL_TEXTYPE_BUFFER);
LG_LOCK(this->copyLock);
uint8_t * dst = this->buf[this->bufIndex].map +
texture->format.pitch * update->y +
update->x * texture->format.bpp;
if (update->topDown)
{
const uint8_t * src = update->buffer;
for(int y = 0; y < update->height; ++y)
{
memcpy(dst, src, update->pitch);
dst += texture->format.pitch;
src += update->pitch;
}
}
else
{
const uint8_t * src = update->buffer + update->pitch * update->height;
for(int y = 0; y < update->height; ++y)
{
src -= update->pitch;
memcpy(dst, src, update->pitch);
dst += texture->format.pitch;
}
}
this->buf[this->bufIndex].updated = true;
LG_UNLOCK(this->copyLock);
return true;
}
EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture);
LG_LOCK(this->copyLock);
GLuint tex = this->tex[this->bufIndex];
EGL_TexBuffer * buffer = &this->buf[this->bufIndex];
if (buffer->updated && this->sync == 0)
{
this->rIndex = this->bufIndex;
if (++this->bufIndex == this->texCount)
this->bufIndex = 0;
}
LG_UNLOCK(this->copyLock);
if (buffer->updated)
{
buffer->updated = false;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->pbo);
glBindTexture(GL_TEXTURE_2D, tex);
glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->format.stride);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0,
texture->format.width,
texture->format.height,
texture->format.format,
texture->format.dataType,
(const void *)0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
this->sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
}
return EGL_TEX_STATUS_OK;
}
EGL_TexStatus egl_texBufferStreamGet(EGL_Texture * texture, GLuint * tex,
EGL_PixelFormat * fmt)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture);
if (this->rIndex == -1)
return EGL_TEX_STATUS_NOTREADY;
if (this->sync)
{
switch(glClientWaitSync(this->sync, 0, 40000000)) // 40ms
{
case GL_ALREADY_SIGNALED:
case GL_CONDITION_SATISFIED:
glDeleteSync(this->sync);
this->sync = 0;
break;
case GL_TIMEOUT_EXPIRED:
return EGL_TEX_STATUS_NOTREADY;
case GL_WAIT_FAILED:
case GL_INVALID_VALUE:
glDeleteSync(this->sync);
this->sync = 0;
DEBUG_GL_ERROR("glClientWaitSync failed");
return EGL_TEX_STATUS_ERROR;
}
}
*tex = this->tex[this->rIndex];
return EGL_TEX_STATUS_OK;
}
EGL_TexStatus egl_texBufferBind(EGL_Texture * texture)
{
GLuint tex;
EGL_TexStatus status;
if ((status = texture->ops.get(texture, &tex, NULL)) != EGL_TEX_STATUS_OK)
return status;
glBindTexture(GL_TEXTURE_2D, tex);
return EGL_TEX_STATUS_OK;
}
const EGL_TextureOps EGL_TextureBuffer =
{
.init = egl_texBufferInit,
.free = egl_texBufferFree,
.setup = egl_texBufferSetup,
.update = egl_texBufferUpdate,
.process = egl_texBufferProcess,
.get = egl_texBufferGet,
.bind = egl_texBufferBind
};
const EGL_TextureOps EGL_TextureBufferStream =
{
.init = egl_texBufferStreamInit,
.free = egl_texBufferFree,
.setup = egl_texBufferStreamSetup,
.update = egl_texBufferStreamUpdate,
.process = egl_texBufferStreamProcess,
.get = egl_texBufferStreamGet,
.bind = egl_texBufferBind
};