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

138 lines
3.3 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 <assert.h>
#include "shader.h"
#include "common/framebuffer.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;
bool egl_texture_init(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:
assert(streaming);
ops = &EGL_TextureFrameBuffer;
break;
case EGL_TEXTYPE_DMABUF:
assert(streaming);
ops = &EGL_TextureDMABUF;
break;
default:
return false;
}
*texture = NULL;
if (!ops->init(texture, display))
return false;
(*texture)->ops = ops;
return true;
}
void egl_texture_free(EGL_Texture ** tex)
{
(*tex)->ops->free(*tex);
*tex = NULL;
}
bool egl_texture_setup(EGL_Texture * texture, 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
};
texture->size = height * stride;
return texture->ops->setup(texture, &setup);
}
bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_BUFFER,
.buffer = buffer
};
return texture->ops->update(texture, &update);
}
bool egl_texture_update_from_frame(EGL_Texture * texture,
const FrameBuffer * frame, const FrameDamageRect * damageRects,
int damageRectsCount)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_FRAMEBUFFER,
.frame = frame,
.rects = damageRects,
.rectCount = damageRectsCount,
};
return texture->ops->update(texture, &update);
}
bool egl_texture_update_from_dma(EGL_Texture * texture,
const FrameBuffer * frame, const int dmaFd)
{
const struct EGL_TexUpdate update =
{
.type = EGL_TEXTYPE_DMABUF,
.dmaFD = dmaFd
};
/* wait for completion */
framebuffer_wait(frame, texture->size);
return texture->ops->update(texture, &update);
}
enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
{
return texture->ops->process(texture);
}
enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
{
return texture->ops->bind(texture);
}