looking-glass/client/renderers/EGL/texture_dmabuf.c

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/**
* Looking Glass
* Copyright (C) 2017-2021 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.h"
#include "texture_buffer.h"
#include <assert.h>
#include "egl_dynprocs.h"
#include "egldebug.h"
typedef struct TexDMABUF
{
TextureBuffer base;
EGLDisplay display;
size_t imageCount;
size_t imageUsed;
struct
{
int fd;
EGLImage image;
}
* images;
}
TexDMABUF;
EGL_TextureOps EGL_TextureDMABUF;
// internal functions
static void eglTexDMABUF_cleanup(TexDMABUF * this)
{
for (size_t i = 0; i < this->imageUsed; ++i)
eglDestroyImage(this->display, this->images[i].image);
this->imageUsed = 0;
}
// dmabuf functions
static bool eglTexDMABUF_init(EGL_Texture ** texture, EGLDisplay * display)
{
TexDMABUF * this = (TexDMABUF *)calloc(sizeof(*this), 1);
*texture = &this->base.base;
EGL_Texture * parent = &this->base.base;
if (!eglTexBuffer_init(&parent, display))
{
free(this);
*texture = NULL;
return false;
}
this->display = display;
return true;
}
static void eglTexDMABUF_free(EGL_Texture * texture)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent);
eglTexDMABUF_cleanup(this);
free(this->images);
eglTexBuffer_free(&parent->base);
free(this);
}
static bool eglTexDMABUF_setup(EGL_Texture * texture, const EGL_TexSetup * setup)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent);
eglTexDMABUF_cleanup(this);
if (!eglTexBuffer_setup(&parent->base, setup))
return false;
glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
glTexImage2D(GL_TEXTURE_2D,
0,
parent->format.intFormat,
parent->format.width,
parent->format.height,
0,
parent->format.format,
parent->format.dataType,
NULL);
return true;
}
static bool eglTexDMABUF_update(EGL_Texture * texture,
const EGL_TexUpdate * update)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent);
assert(update->type == EGL_TEXTYPE_DMABUF);
EGLImage image = EGL_NO_IMAGE;
for(int i = 0; i < this->imageUsed; ++i)
if (this->images[i].fd == update->dmaFD)
{
image = this->images[i].image;
break;
}
if (image == EGL_NO_IMAGE)
{
EGLAttrib const attribs[] =
{
EGL_WIDTH , parent->format.width,
EGL_HEIGHT , parent->format.height,
EGL_LINUX_DRM_FOURCC_EXT , parent->format.fourcc,
EGL_DMA_BUF_PLANE0_FD_EXT , update->dmaFD,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE0_PITCH_EXT , parent->format.stride,
EGL_NONE , EGL_NONE
};
image = eglCreateImage(
this->display,
EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
(EGLClientBuffer)NULL,
attribs);
if (image == EGL_NO_IMAGE)
{
DEBUG_EGL_ERROR("Failed to create EGLImage for DMA transfer");
return false;
}
if (this->imageUsed == this->imageCount)
{
size_t newCount = this->imageCount * 2 + 2;
void * new = realloc(this->images, newCount * sizeof(*this->images));
if (!new)
{
DEBUG_ERROR("Failed to allocate memory");
eglDestroyImage(this->display, image);
return false;
}
this->imageCount = newCount;
this->images = new;
}
const size_t index = this->imageUsed++;
this->images[index].fd = update->dmaFD;
this->images[index].image = image;
}
glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
g_egl_dynProcs.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
return true;
}
static EGL_TexStatus eglTexDMABUF_process(EGL_Texture * texture)
{
return EGL_TEX_STATUS_OK;
}
static EGL_TexStatus eglTexDMABUF_bind(EGL_Texture * texture)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
glBindSampler(0, parent->sampler);
return EGL_TEX_STATUS_OK;
}
EGL_TextureOps EGL_TextureDMABUF =
{
.init = eglTexDMABUF_init,
.free = eglTexDMABUF_free,
.setup = eglTexDMABUF_setup,
.update = eglTexDMABUF_update,
.process = eglTexDMABUF_process,
.bind = eglTexDMABUF_bind
};