looking-glass/client/renderers/EGL/desktop.h
Quantum ac3677d9ae [client] egl: implement partial copies for framebuffer textures
This uses the same line sweep algorithm originally created to copy DXGI
textures to IVSHMEM to implement the copy from IVSHMEM to memory-mapped
pixel buffer objects.
2021-08-08 08:30:11 +10:00

49 lines
1.8 KiB
C

/**
* Looking Glass
* Copyright © 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
*/
#pragma once
#include <stdbool.h>
#include "interface/renderer.h"
#include "desktop_rects.h"
typedef struct EGL_Desktop EGL_Desktop;
enum EGL_DesktopScaleType
{
EGL_DESKTOP_NOSCALE,
EGL_DESKTOP_UPSCALE,
EGL_DESKTOP_DOWNSCALE,
};
struct Option;
bool egl_desktop_scale_validate(struct Option * opt, const char ** error);
bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA, int maxRects);
void egl_desktop_free(EGL_Desktop ** desktop);
void egl_desktop_config_ui(EGL_Desktop * desktop);
bool egl_desktop_setup (EGL_Desktop * desktop, const LG_RendererFormat format);
bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd,
const FrameDamageRect * damageRects, int damageRectsCount);
bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
LG_RendererRotate rotate, const struct DamageRects * rects);