gles2: allow to specify texture target type

Allow to set the texture target type when generating/binding the
texture.  This allows us to attach the texture type to the texture so we
don't have to keep the logic elsewhere.
master
Guido Günther 7 years ago
parent 453516a621
commit b3cb5a36c7

@ -37,6 +37,7 @@ struct wlr_gles2_texture {
GLuint tex_id; GLuint tex_id;
const struct pixel_format *pixel_format; const struct pixel_format *pixel_format;
EGLImageKHR image; EGLImageKHR image;
GLenum target;
}; };
struct shaders { struct shaders {

@ -22,14 +22,16 @@ static struct pixel_format external_pixel_format = {
.shader = &shaders.external .shader = &shaders.external
}; };
static void gles2_texture_ensure_texture(struct wlr_gles2_texture *texture) { static void gles2_texture_ensure_texture(struct wlr_gles2_texture *texture,
GLenum target) {
if (texture->tex_id) { if (texture->tex_id) {
return; return;
} }
texture->target = target;
GL_CALL(glGenTextures(1, &texture->tex_id)); GL_CALL(glGenTextures(1, &texture->tex_id));
GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->tex_id)); GL_CALL(glBindTexture(target, texture->tex_id));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); GL_CALL(glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); GL_CALL(glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
} }
static bool gles2_texture_upload_pixels(struct wlr_texture *_texture, static bool gles2_texture_upload_pixels(struct wlr_texture *_texture,
@ -47,7 +49,7 @@ static bool gles2_texture_upload_pixels(struct wlr_texture *_texture,
texture->wlr_texture.format = format; texture->wlr_texture.format = format;
texture->pixel_format = fmt; texture->pixel_format = fmt;
gles2_texture_ensure_texture(texture); gles2_texture_ensure_texture(texture, GL_TEXTURE_2D);
GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->tex_id)); GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->tex_id));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride)); GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride));
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, fmt->gl_format, width, height, 0, GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, fmt->gl_format, width, height, 0,
@ -100,7 +102,7 @@ static bool gles2_texture_upload_shm(struct wlr_texture *_texture,
texture->wlr_texture.format = format; texture->wlr_texture.format = format;
texture->pixel_format = fmt; texture->pixel_format = fmt;
gles2_texture_ensure_texture(texture); gles2_texture_ensure_texture(texture, GL_TEXTURE_2D);
GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->tex_id)); GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->tex_id));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, pitch)); GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, pitch));
GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0)); GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0));
@ -185,9 +187,8 @@ static bool gles2_texture_upload_drm(struct wlr_texture *_tex,
return false; return false;
} }
gles2_texture_ensure_texture(tex); gles2_texture_ensure_texture(tex, target);
GL_CALL(glBindTexture(GL_TEXTURE_2D, tex->tex_id)); GL_CALL(glBindTexture(GL_TEXTURE_2D, tex->tex_id));
EGLint attribs[] = { EGL_WAYLAND_PLANE_WL, 0, EGL_NONE }; EGLint attribs[] = { EGL_WAYLAND_PLANE_WL, 0, EGL_NONE };
if (tex->image) { if (tex->image) {
@ -220,7 +221,7 @@ static bool gles2_texture_upload_eglimage(struct wlr_texture *wlr_tex,
tex->wlr_texture.width = width; tex->wlr_texture.width = width;
tex->wlr_texture.height = height; tex->wlr_texture.height = height;
gles2_texture_ensure_texture(tex); gles2_texture_ensure_texture(tex, GL_TEXTURE_2D);
GL_CALL(glActiveTexture(GL_TEXTURE0)); GL_CALL(glActiveTexture(GL_TEXTURE0));
GL_CALL(glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex->tex_id)); GL_CALL(glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex->tex_id));
@ -254,7 +255,7 @@ static bool gles2_texture_upload_dmabuf(struct wlr_texture *_tex,
GLenum target = GL_TEXTURE_2D; GLenum target = GL_TEXTURE_2D;
const struct pixel_format *pf = const struct pixel_format *pf =
gl_format_for_wl_format(WL_SHM_FORMAT_ARGB8888); gl_format_for_wl_format(WL_SHM_FORMAT_ARGB8888);
gles2_texture_ensure_texture(tex); gles2_texture_ensure_texture(tex, target);
GL_CALL(glBindTexture(target, tex->tex_id)); GL_CALL(glBindTexture(target, tex->tex_id));
tex->image = wlr_egl_create_image_from_dmabuf(tex->egl, &dmabuf->attributes); tex->image = wlr_egl_create_image_from_dmabuf(tex->egl, &dmabuf->attributes);
GL_CALL(glActiveTexture(GL_TEXTURE0)); GL_CALL(glActiveTexture(GL_TEXTURE0));

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