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https://github.com/gnif/LookingGlass.git
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b4b4a37b2b
According to Erik @ NVidia the open source NVidia driver will not create a EGLImage from a DMABUF if the target is not GL_TEXTURE_EXTERNAL_OES. This change set converts the dmabuf texture from GL_TEXTURE_2D to GL_TEXTURE_EXTERNAL_OES and at runtime performs a global search & replace on fragment shaders as needed to remain compatible, replacing `sampler2D` with `samplerExternalOES`. Ref: https://github.com/NVIDIA/open-gpu-kernel-modules/discussions/243#discussioncomment-3283415
58 lines
1.9 KiB
C
58 lines
1.9 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2022 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include "texture.h"
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#include "texture_util.h"
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#include "common/locking.h"
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#define EGL_TEX_BUFFER_MAX 2
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typedef struct TextureBuffer
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{
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EGL_Texture base;
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bool free;
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int texCount;
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GLuint tex[EGL_TEX_BUFFER_MAX];
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EGL_TexBuffer buf[EGL_TEX_BUFFER_MAX];
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int bufFree;
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GLsync sync;
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LG_Lock copyLock;
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int bufIndex;
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int rIndex;
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}
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TextureBuffer;
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bool egl_texBufferInit(EGL_Texture ** texture_, EGL_TexType type,
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EGLDisplay * display);
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void egl_texBufferFree(EGL_Texture * texture_);
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bool egl_texBufferSetup(EGL_Texture * texture_, const EGL_TexSetup * setup);
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EGL_TexStatus egl_texBufferProcess(EGL_Texture * texture_);
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EGL_TexStatus egl_texBufferGet(EGL_Texture * texture_, GLuint * tex);
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EGL_TexStatus egl_texBufferBind(EGL_Texture * texture_);
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bool egl_texBufferStreamInit(EGL_Texture ** texture_, EGL_TexType type,
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EGLDisplay * display);
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bool egl_texBufferStreamSetup(EGL_Texture * texture_,
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const EGL_TexSetup * setup);
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EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture_);
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EGL_TexStatus egl_texBufferStreamGet(EGL_Texture * texture_, GLuint * tex);
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