mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 13:37:22 +00:00
213 lines
5.2 KiB
C
213 lines
5.2 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2024 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 <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 "common/array.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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bool egl_textureInit(EGL_Texture ** texture_, EGLDisplay * display,
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EGL_TexType type)
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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 = &EGL_TextureBuffer;
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break;
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case EGL_TEXTYPE_BUFFER_MAP:
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case EGL_TEXTYPE_BUFFER_STREAM:
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ops = &EGL_TextureBufferStream;
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break;
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case EGL_TEXTYPE_FRAMEBUFFER:
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ops = &EGL_TextureFrameBuffer;
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break;
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case EGL_TEXTYPE_DMABUF:
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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_, type, 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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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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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)
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return;
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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 egl_textureSetup(EGL_Texture * this, enum EGL_PixelFormat pixFmt,
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size_t width, size_t height, size_t stride, size_t pitch)
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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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.pitch = pitch,
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};
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if (!egl_texUtilGetFormat(&setup, &this->format))
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return false;
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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, bool topDown)
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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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.x = 0,
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.y = 0,
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.width = this->format.width,
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.height = this->format.height,
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.pitch = this->format.pitch,
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.stride = this->format.stride,
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.topDown = topDown,
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.buffer = buffer
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};
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return this->ops.update(this, &update);
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}
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bool egl_textureUpdateRect(EGL_Texture * this,
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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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{
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x = clamp(x , 0, this->format.width );
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y = clamp(y , 0, this->format.height );
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width = clamp(width , 0, this->format.width - x);
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height = clamp(height, 0, this->format.height - y);
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if (!width || !height)
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return true;
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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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.x = x,
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.y = y,
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.width = width,
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.height = height,
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.stride = stride,
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.pitch = pitch,
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.topDown = topDown,
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.buffer = buffer
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};
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return this->ops.update(this, &update);
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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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.x = 0,
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.y = 0,
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.width = this->format.width,
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.height = this->format.height,
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.pitch = this->format.pitch,
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.stride = this->format.stride,
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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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return this->ops.update(this, &update);
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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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.x = 0,
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.y = 0,
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.width = this->format.width,
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.height = this->format.height,
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.pitch = this->format.pitch,
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.stride = this->format.stride,
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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->format.dataSize);
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return this->ops.update(this, &update);
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}
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enum EGL_TexStatus egl_textureProcess(EGL_Texture * this)
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{
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return this->ops.process(this);
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}
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enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindSampler(0, this->sampler);
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return this->ops.bind(this);
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}
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