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

181 lines
4.2 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
*/
#include "texture.h"
#include <stdbool.h>
#include <string.h>
#include "shader.h"
#include "common/framebuffer.h"
#include "common/debug.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "texture_buffer.h"
extern const EGL_TextureOps EGL_TextureBuffer;
extern const EGL_TextureOps EGL_TextureBufferStream;
extern const EGL_TextureOps EGL_TextureFrameBuffer;
extern const EGL_TextureOps EGL_TextureDMABUF;
typedef struct RenderStep
{
EGL_Texture *owner;
bool enabled;
bool ready;
GLuint fb;
GLuint tex;
EGL_Shader * shader;
unsigned int width, height;
GLint uInRes;
GLint uOutRes;
}
RenderStep;
bool egl_textureInit(EGL_Texture ** texture_, EGLDisplay * display,
EGL_TexType type, bool streaming)
{
const EGL_TextureOps * ops;
switch(type)
{
case EGL_TEXTYPE_BUFFER:
ops = streaming ? &EGL_TextureBufferStream : &EGL_TextureBuffer;
break;
case EGL_TEXTYPE_FRAMEBUFFER:
DEBUG_ASSERT(streaming);
ops = &EGL_TextureFrameBuffer;
break;
case EGL_TEXTYPE_DMABUF:
DEBUG_ASSERT(streaming);
ops = &EGL_TextureDMABUF;
break;
default:
return false;
}
*texture_ = NULL;
if (!ops->init(texture_, display))
return false;
EGL_Texture * this = *texture_;
memcpy(&this->ops, ops, sizeof(*ops));
glGenSamplers(1, &this->sampler);
glSamplerParameteri(this->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(this->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glSamplerParameteri(this->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
return true;
}
void egl_textureFree(EGL_Texture ** tex)
{
EGL_Texture * this = *tex;
glDeleteSamplers(1, &this->sampler);
this->ops.free(this);
*tex = NULL;
}
bool egl_textureSetup(EGL_Texture * this, enum EGL_PixelFormat pixFmt,
size_t width, size_t height, size_t stride)
{
const struct EGL_TexSetup setup =
{
.pixFmt = pixFmt,
.width = width,
.height = height,
.stride = stride
};
if (!egl_texUtilGetFormat(&setup, &this->format))
return false;
return this->ops.setup(this, &setup);
}
bool egl_textureUpdate(EGL_Texture * this, const uint8_t * buffer)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_BUFFER,
.buffer = buffer
};
return this->ops.update(this, &update);
}
bool egl_textureUpdateFromFrame(EGL_Texture * this,
const FrameBuffer * frame, const FrameDamageRect * damageRects,
int damageRectsCount)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_FRAMEBUFFER,
.frame = frame,
.rects = damageRects,
.rectCount = damageRectsCount,
};
return this->ops.update(this, &update);
}
bool egl_textureUpdateFromDMA(EGL_Texture * this,
const FrameBuffer * frame, const int dmaFd)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_DMABUF,
.dmaFD = dmaFd
};
/* wait for completion */
framebuffer_wait(frame, this->format.bufferSize);
return this->ops.update(this, &update);
}
enum EGL_TexStatus egl_textureProcess(EGL_Texture * this)
{
return this->ops.process(this);
}
enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
{
GLuint tex;
EGL_TexStatus status;
if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK)
return status;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glBindSampler(0, this->sampler);
return EGL_TEX_STATUS_OK;
}