wlroots-hyprland/render/wlr_texture.c
Simon Ser 9d55f712e3 render: introduce wlr_texture_from_buffer
This adds a a function to create a wlr_texture from a wlr_buffer.

The main motivation for this is to allow the renderer to create a
single wlr_texture per wlr_buffer. This can avoid needless imports
by re-using existing textures.
2021-05-17 16:22:43 +02:00

75 lines
2.1 KiB
C

#include <assert.h>
#include <stdbool.h>
#include <stdlib.h>
#include <wlr/render/interface.h>
#include <wlr/render/wlr_texture.h>
#include "render/wlr_texture.h"
void wlr_texture_init(struct wlr_texture *texture,
const struct wlr_texture_impl *impl, uint32_t width, uint32_t height) {
texture->impl = impl;
texture->width = width;
texture->height = height;
}
void wlr_texture_destroy(struct wlr_texture *texture) {
if (texture && texture->impl && texture->impl->destroy) {
texture->impl->destroy(texture);
} else {
free(texture);
}
}
struct wlr_texture *wlr_texture_from_pixels(struct wlr_renderer *renderer,
uint32_t fmt, uint32_t stride, uint32_t width, uint32_t height,
const void *data) {
assert(width > 0);
assert(height > 0);
assert(stride >= width);
assert(data);
return renderer->impl->texture_from_pixels(renderer, fmt, stride, width,
height, data);
}
struct wlr_texture *wlr_texture_from_wl_drm(struct wlr_renderer *renderer,
struct wl_resource *data) {
if (!renderer->impl->texture_from_wl_drm) {
return NULL;
}
return renderer->impl->texture_from_wl_drm(renderer, data);
}
struct wlr_texture *wlr_texture_from_dmabuf(struct wlr_renderer *renderer,
struct wlr_dmabuf_attributes *attribs) {
if (!renderer->impl->texture_from_dmabuf) {
return NULL;
}
return renderer->impl->texture_from_dmabuf(renderer, attribs);
}
struct wlr_texture *wlr_texture_from_buffer(struct wlr_renderer *renderer,
struct wlr_buffer *buffer) {
assert(!renderer->rendering);
if (!renderer->impl->texture_from_buffer) {
return NULL;
}
return renderer->impl->texture_from_buffer(renderer, buffer);
}
bool wlr_texture_is_opaque(struct wlr_texture *texture) {
if (!texture->impl->is_opaque) {
return false;
}
return texture->impl->is_opaque(texture);
}
bool wlr_texture_write_pixels(struct wlr_texture *texture,
uint32_t stride, uint32_t width, uint32_t height,
uint32_t src_x, uint32_t src_y, uint32_t dst_x, uint32_t dst_y,
const void *data) {
if (!texture->impl->write_pixels) {
return false;
}
return texture->impl->write_pixels(texture, stride, width, height,
src_x, src_y, dst_x, dst_y, data);
}