/** * 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 #include "texture_buffer.h" #include "common/debug.h" static bool eglTexFB_update(EGL_Texture * texture_, const EGL_TexUpdate * update) { TextureBuffer * this = UPCAST(TextureBuffer, texture_); assert(update->type == EGL_TEXTYPE_FRAMEBUFFER); LG_LOCK(this->copyLock); framebuffer_read( update->frame, this->buf[this->bufIndex].map, this->format.stride, this->format.height, this->format.width, this->format.bpp, this->format.stride ); this->buf[this->bufIndex].updated = true; LG_UNLOCK(this->copyLock); return true; } EGL_TextureOps EGL_TextureFrameBuffer = { .init = eglTexBuffer_stream_init, .free = eglTexBuffer_free, .setup = eglTexBuffer_stream_setup, .update = eglTexFB_update, .process = eglTexBuffer_stream_process, .bind = eglTexBuffer_stream_bind };