mirror of
https://github.com/gnif/LookingGlass.git
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158 lines
4.1 KiB
C
158 lines
4.1 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2023 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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#pragma once
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#include <stdbool.h>
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#include "egl.h"
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#include "egltypes.h"
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#include "shader.h"
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#include "model.h"
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#include "common/framebuffer.h"
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#include "common/types.h"
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#include "util.h"
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include "texture_util.h"
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typedef struct EGL_Model EGL_Model;
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typedef struct EGL_TexUpdate
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{
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/* the type of this update */
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EGL_TexType type;
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int x, y, width, height;
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//pitch = row length in pixels
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//stride = row length in bytes
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int pitch, stride;
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union
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{
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/* EGL_TEXTYPE_BUFFER */
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struct
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{
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// true if row 0 is the top of the image
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bool topDown;
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const uint8_t * buffer;
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};
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/* EGL_TEXTYPE_FRAMEBUFFER */
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struct
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{
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const FrameBuffer * frame;
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const FrameDamageRect * rects;
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int rectCount;
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};
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/* EGL_TEXTYPE_DMABUF */
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int dmaFD;
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};
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}
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EGL_TexUpdate;
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typedef struct EGL_Texture EGL_Texture;
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typedef struct EGL_TextureOps
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{
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/* allocate & initialize an EGL_Texture */
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bool (*init)(EGL_Texture ** texture, EGL_TexType type, EGLDisplay * display);
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/* free the EGL_Texture */
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void (*free)(EGL_Texture * texture);
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/* setup/reconfigure the texture format */
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bool (*setup)(EGL_Texture * texture, const EGL_TexSetup * setup);
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/* update the texture */
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bool (*update)(EGL_Texture * texture, const EGL_TexUpdate * update);
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/* called from a background job to prepare the texture for use before bind */
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enum EGL_TexStatus (*process)(EGL_Texture * texture);
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/* get the texture for use */
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enum EGL_TexStatus (*get)(EGL_Texture * texture, GLuint * tex);
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/* bind the texture for use */
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enum EGL_TexStatus (*bind)(EGL_Texture * texture);
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}
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EGL_TextureOps;
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struct EGL_Texture
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{
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struct EGL_TextureOps ops;
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EGL_TexType type;
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GLuint sampler;
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EGL_TexFormat format;
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};
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bool egl_textureInit(EGL_Texture ** texture, EGLDisplay * display,
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EGL_TexType type);
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void egl_textureFree(EGL_Texture ** tex);
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bool egl_textureSetup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt,
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size_t width, size_t height, size_t stride, size_t pitch);
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bool egl_textureUpdate(EGL_Texture * texture, const uint8_t * buffer,
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bool topDown);
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bool egl_textureUpdateRect(EGL_Texture * texture,
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int x, int y, int width, int height, int stride, int pitch,
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const uint8_t * buffer, bool topDown);
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bool egl_textureUpdateFromFrame(EGL_Texture * texture,
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const FrameBuffer * frame, const FrameDamageRect * damageRects,
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int damageRectsCount);
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bool egl_textureUpdateFromDMA(EGL_Texture * texture,
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const FrameBuffer * frame, const int dmaFd);
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enum EGL_TexStatus egl_textureProcess(EGL_Texture * texture);
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static inline EGL_TexStatus egl_textureGet(EGL_Texture * texture, GLuint * tex,
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unsigned int * sizeX, unsigned int * sizeY)
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{
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if (sizeX)
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*sizeX = texture->format.width;
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if (sizeY)
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*sizeY = texture->format.height;
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return texture->ops.get(texture, tex);
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}
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enum EGL_TexStatus egl_textureBind(EGL_Texture * texture);
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typedef void * PostProcessHandle;
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PostProcessHandle egl_textureAddFilter(EGL_Texture * texture,
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EGL_Shader * shader, bool enabled);
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void egl_textureEnableFilter(PostProcessHandle * handle, bool enable);
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void egl_textureSetFilterRes(PostProcessHandle * handle,
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unsigned int x, unsigned int y);
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void egl_textureInvalidate(EGL_Texture * texture);
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void egl_textureGetFinalSize(EGL_Texture * texture, struct Rect * rect);
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