renderer: Split buffer import and rendering

shader-damage-experiments
Andri Yngvason 2020-03-24 22:48:13 +00:00
parent 9d058c85ce
commit 4da96d0dc1
3 changed files with 29 additions and 24 deletions

View File

@ -18,7 +18,7 @@
#include <GLES2/gl2.h>
#include <EGL/egl.h>
#include <wayland-client-protocol.h>
#include <unistd.h>
#include <wayland-client.h>
struct dmabuf_frame;
@ -59,10 +59,18 @@ int renderer_init(struct renderer* self, const struct output* output,
enum renderer_input_type input_type);
void renderer_destroy(struct renderer* self);
int render_dmabuf_frame(struct renderer* self, struct dmabuf_frame* frame);
int render_framebuffer(struct renderer* self, const void* addr, uint32_t format,
uint32_t width, uint32_t height, uint32_t stride);
int renderer_import_dmabuf_frame(struct renderer* self, GLuint tex,
struct dmabuf_frame* frame);
int renderer_import_framebuffer(struct renderer* self, GLuint tex,
const void* addr, uint32_t format,
uint32_t width, uint32_t height,
uint32_t stride);
/* Copy a horizontal stripe from the GL frame into a pixel buffer */
void render_copy_pixels(struct renderer* self, void* dst, uint32_t y,
uint32_t height);
GLuint renderer_next_tex(struct renderer* self);
GLuint renderer_last_tex(const struct renderer* self);
void render(void);

View File

@ -516,7 +516,9 @@ void wayvnc_process_frame(struct wayvnc* self)
struct nvnc_fb* fb = nvnc_fb_new(fb_width, fb_height, format);
void* addr = nvnc_fb_get_addr(fb);
render_dmabuf_frame(&self->renderer, frame);
GLuint tex = renderer_next_tex(&self->renderer);
renderer_import_dmabuf_frame(&self->renderer, tex, frame);
render();
render_copy_pixels(&self->renderer, addr, 0, fb_height);
wayvnc_update_vnc(self, fb);
@ -540,8 +542,10 @@ void wayvnc_process_screen(struct wayvnc* self)
struct nvnc_fb* fb = nvnc_fb_new(fb_width, fb_height, renderer_format);
void* addr = nvnc_fb_get_addr(fb);
render_framebuffer(&self->renderer, pixels, frame_format, width, height,
stride);
GLuint tex = renderer_next_tex(&self->renderer);
renderer_import_framebuffer(&self->renderer, tex, pixels, frame_format,
width, height, stride);
render();
render_copy_pixels(&self->renderer, addr, 0, fb_height);
wayvnc_update_vnc(self, fb);

View File

@ -322,14 +322,14 @@ fragment_failure:
return rc;
}
static inline GLuint gl_next_tex(struct renderer* self)
GLuint renderer_next_tex(struct renderer* self)
{
GLuint tex = self->tex[self->tex_index];
self->tex_index = (self->tex_index + 1) % ARRAY_LEN(self->tex);
return tex;
}
static inline GLuint gl_last_tex(const struct renderer* self)
GLuint renderer_last_tex(const struct renderer* self)
{
size_t len = ARRAY_LEN(self->tex);
size_t index = (len + self->tex_index - 1) % len;
@ -342,7 +342,7 @@ void gl_clear(void)
glClear(GL_COLOR_BUFFER_BIT);
}
void gl_render(void)
void render(void)
{
static const GLfloat s_vertices[4][2] = {
{ -1.0, 1.0 },
@ -550,7 +550,8 @@ static void dmabuf_attr_append_planes(EGLint* dst, int* i,
#undef APPEND_PLANE_ATTR
}
int render_dmabuf_frame(struct renderer* self, struct dmabuf_frame* frame)
int renderer_import_dmabuf_frame(struct renderer* self, GLuint tex,
struct dmabuf_frame* frame)
{
int index = 0;
EGLint attr[6 + 10 * 4 + 1];
@ -570,10 +571,10 @@ int render_dmabuf_frame(struct renderer* self, struct dmabuf_frame* frame)
if (!image)
return -1;
GLuint tex = gl_next_tex(self);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex);
glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, image);
eglDestroyImageKHR(self->display, image);
glUseProgram(self->shader.program);
@ -582,18 +583,14 @@ int render_dmabuf_frame(struct renderer* self, struct dmabuf_frame* frame)
const float* proj = transforms[self->output->transform];
glUniformMatrix2fv(self->shader.u_proj, 1, GL_FALSE, proj);
gl_render();
glBindTexture(GL_TEXTURE_2D, 0);
eglDestroyImageKHR(self->display, image);
return 0;
}
int render_framebuffer(struct renderer* self, const void* addr, uint32_t format,
uint32_t width, uint32_t height, uint32_t stride)
int renderer_import_framebuffer(struct renderer* self, GLuint tex,
const void* addr, uint32_t format,
uint32_t width, uint32_t height,
uint32_t stride)
{
GLuint tex = gl_next_tex(self);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
@ -614,10 +611,6 @@ int render_framebuffer(struct renderer* self, const void* addr, uint32_t format,
const float* proj = transforms[self->output->transform];
glUniformMatrix2fv(self->shader.u_proj, 1, GL_FALSE, proj);
gl_render();
glBindTexture(GL_TEXTURE_2D, 0);
return 0;
}