looking-glass/client/renderers/EGL/texture.h
Quantum 7c872d2d9e [client] egl: properly use OpenGL ES
Instead of using the desktop <GL/gl.h>, we properly use the OpenGL ES 3.x
headers. Also, we now use GL_EXT_buffer_storage for MAP_PERSISTENT_BIT_EXT
and MAP_COHERENT_BIT_EXT as the core versions are only available in desktop
OpenGL 4.4. Similarly, we need GL_EXT_texture_format_BGRA8888 for GL_BGRA_EXT
as GL_BGRA is desktop-only.
2021-07-18 20:44:32 +10:00

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C

/**
* 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
*/
#pragma once
#include <stdbool.h>
#include "shader.h"
#include "common/framebuffer.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
typedef struct EGL_Texture EGL_Texture;
enum EGL_PixelFormat
{
EGL_PF_RGBA,
EGL_PF_BGRA,
EGL_PF_RGBA10,
EGL_PF_RGBA16F,
EGL_PF_YUV420
};
enum EGL_TexStatus
{
EGL_TEX_STATUS_NOTREADY,
EGL_TEX_STATUS_OK,
EGL_TEX_STATUS_ERROR
};
bool egl_texture_init(EGL_Texture ** texture, EGLDisplay * display);
void egl_texture_free(EGL_Texture ** tex);
bool egl_texture_setup (EGL_Texture * texture, enum EGL_PixelFormat pixfmt, size_t width, size_t height, size_t stride, bool streaming, bool useDMA);
bool egl_texture_update (EGL_Texture * texture, const uint8_t * buffer);
bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer * frame);
bool egl_texture_update_from_dma (EGL_Texture * texture, const FrameBuffer * frmame, const int dmaFd);
enum EGL_TexStatus egl_texture_process(EGL_Texture * texture);
enum EGL_TexStatus egl_texture_bind (EGL_Texture * texture);
int egl_texture_count (EGL_Texture * texture);