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Regard whitespace Rev 4495 → Rev 4498

/contrib/sdk/samples/Mesa/gl-render/main.c
14,15 → 14,40
#include <kos32sys.h>
#include <pixlib2.h>
 
enum px_buffer
{
PX_FRONT = 0,
PX_BACK = 1
};
 
struct render
{
EGLDisplay dpy;
EGLContext context;
GLuint framebuffer;
EGLImageKHR front, back, screen;
GLuint tx_buffers[2];
GLuint tx_screen;
int back_buffer;
GLuint blit_prog;
GLint sampler;
float vertices[8], texcoords[8];
};
 
 
EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
int width, int height, int stride, int name);
GLuint create_framebuffer(int width, int height, GLuint *tex);
GLint create_shader(GLenum type, const char *source);
struct render* create_render(EGLDisplay dpy, EGLSurface surface);
void blit_texture(struct render *render, GLuint tex, int x, int y, int w, int h);
void render_swap_buffers(struct render *render, int x, int y, int w, int h);
 
int main()
{
struct gbm_device *gbm;
struct gbm_surface *gs;
struct render *render;
 
EGLDisplay dpy;
EGLint major, minor;
29,13 → 54,11
 
EGLContext context;
EGLSurface surface;
EGLImageKHR front,fb_image;
 
EGLConfig config;
 
EGLint config_attribs[32];
EGLint num_configs, i;
GLuint texture, buffer;
GLuint f_tex;
 
int fd;
 
85,13 → 108,10
 
gs = gbm_surface_create(gbm, 400, 300, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING);
 
 
BeginDraw();
DrawWindow(20, 20, 400+9, 300+24, "gl-render", 0x000000, 0x74);
EndDraw();
 
sna_create_mask();
 
surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL);
if (surface == EGL_NO_SURFACE)
printf("failed to create surface");
100,13 → 120,6
printf("failed to make window current");
 
 
front = eglGetBufferImage(dpy, surface, EGL_DRM_BUFFER_BACK);
glGenTextures(1, &f_tex);
glBindTexture(GL_TEXTURE_2D, f_tex);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,front);
glBindTexture(GL_TEXTURE_2D, 0);
 
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
134,37 → 147,263
 
glFlush();
 
glBindFramebuffer(GL_FRAMEBUFFER, 0);
asm volatile ("int3");
 
if(fd)
render = create_render(dpy, surface);
glViewport(0, 0, 1024, 768);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
 
render_swap_buffers(render, 20, 20, 400, 300);
 
glFinish();
eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
// eglDestroySurface(dpy, surface);
// gbm_surface_destroy(gs);
eglDestroyContext(dpy, context);
eglTerminate(dpy);
 
while(1)
{
int ret;
delay(1);
}
 
return 0;
}
 
int drmIoctl(int fd, unsigned long request, void *arg)
{
ioctl_t io;
 
io.handle = fd;
io.io_code = request;
io.input = arg;
io.inp_size = 64;
io.output = NULL;
io.out_size = 0;
 
return call_service(&io);
}
 
EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
int width, int height, int stride, int name)
{
EGLImageKHR image;
EGLint attribs[] = {
EGL_WIDTH, 0,
EGL_HEIGHT, 0,
EGL_DRM_BUFFER_STRIDE_MESA, 0,
EGL_DRM_BUFFER_FORMAT_MESA,
EGL_DRM_BUFFER_FORMAT_ARGB32_MESA,
EGL_DRM_BUFFER_USE_MESA,
EGL_DRM_BUFFER_USE_SHARE_MESA |
EGL_DRM_BUFFER_USE_SCANOUT_MESA,
EGL_NONE
};
attribs[1] = width;
attribs[3] = height;
attribs[5] = stride/4;
 
printf("%s w:%d :%d pitch:%d handle %d\n", __FUNCTION__,
width, height, stride, name);
 
image = eglCreateImageKHR(display, context, EGL_DRM_BUFFER_MESA,
(void *) (uintptr_t)name, attribs);
 
return image;
}
 
GLint create_shader(GLenum type, const char *source)
{
GLint ok;
GLint shader;
 
shader = glCreateShader(type);
if(shader == 0)
goto err;
 
glShaderSource(shader, 1, (const GLchar **) &source, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (!ok) {
GLchar *info;
GLint size;
 
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
info = malloc(size);
 
glGetShaderInfoLog(shader, size, NULL, info);
printf("Failed to compile %s: %s\n",
type == GL_FRAGMENT_SHADER ? "FS" : "VS",info);
printf("Program source:\n%s", source);
printf("GLSL compile failure\n");
free(info);
glDeleteProgram(shader);
shader = 0;
}
err:
return shader;
}
 
 
struct render* create_render(EGLDisplay dpy, EGLSurface surface)
{
const char *vs_src =
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
"varying vec2 source_texture;\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
" source_texture = v_texcoord0.xy;\n"
"}\n";
 
const char *fs_src =
// "precision mediump float;\n"
"varying vec2 source_texture;\n"
"uniform sampler2D sampler;\n"
"void main()\n"
"{\n"
" vec3 cg = texture2D(sampler, source_texture).rgb;\n"
" gl_FragColor = vec4(cg.r,cg.g,cg.b,1.0);\n"
"}\n";
EGLint config_attribs[14];
EGLConfig config;
EGLint num_configs;
 
EGLContext context;
 
struct drm_i915_fb_info fb;
GLint vs_shader, fs_shader;
GLenum status;
struct drm_i915_fb_info fb;
GLint ret;
int fd;
struct render *render;
 
 
 
fd = get_service("DISPLAY");
 
memset(&fb, 0, sizeof(fb));
ret = drmIoctl(fd, SRV_FBINFO, &fb);
if( ret != 0 )
printf("failed to get framebuffer info\n");
{ printf("failed to get framebuffer info\n");
goto err;
};
 
fb_image = px_create_image(dpy,context,fb.width,fb.height,
render = (struct render*)malloc(sizeof(struct render));
if(render == NULL)
goto err;
 
render->dpy = dpy;
 
render->front = eglGetBufferImage(dpy, surface, EGL_DRM_BUFFER_FRONT);
if(render->front == EGL_NO_IMAGE_KHR)
goto err1;
 
render->back = eglGetBufferImage(dpy, surface, EGL_DRM_BUFFER_BACK);
if( render->back == EGL_NO_IMAGE_KHR)
goto err2;
 
glGenTextures(2, render->tx_buffers);
if(glGetError() != GL_NO_ERROR)
goto err3;
 
glBindTexture(GL_TEXTURE_2D, render->tx_buffers[EGL_DRM_BUFFER_FRONT]);
if(glGetError() != GL_NO_ERROR)
goto err4;
 
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->front);
if(glGetError() != GL_NO_ERROR)
goto err4;
 
glBindTexture(GL_TEXTURE_2D, render->tx_buffers[EGL_DRM_BUFFER_BACK]);
if(glGetError() != GL_NO_ERROR)
goto err4;
 
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->back);
if(glGetError() != GL_NO_ERROR)
goto err4;
 
glBindTexture(GL_TEXTURE_2D, 0);
 
render->back_buffer = EGL_DRM_BUFFER_BACK;
 
context = eglGetCurrentContext();
 
config_attribs[0] = EGL_RED_SIZE;
config_attribs[1] = 1;
config_attribs[2] = EGL_GREEN_SIZE;
config_attribs[3] = 1;
config_attribs[4] = EGL_BLUE_SIZE;
config_attribs[5] = 1;
config_attribs[6] = EGL_DEPTH_SIZE;
config_attribs[7] = 1;
 
config_attribs[8] = EGL_SURFACE_TYPE;
config_attribs[9] = EGL_WINDOW_BIT;
 
config_attribs[10] = EGL_RENDERABLE_TYPE;
config_attribs[11] = EGL_OPENGL_BIT;
config_attribs[12] = EGL_NONE;
 
if (!eglChooseConfig(dpy,config_attribs, &config, 1, &num_configs) || !num_configs)
{
printf("failed to choose a config");
goto err4;
}
 
render->context = eglCreateContext(dpy, config, EGL_NO_CONTEXT, NULL);
if (!context)
{
printf("failed to create context");
goto err4;
};
 
if (!eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, render->context))
{
printf("failed to make window current");
goto err5;
};
 
render->screen = px_create_image(dpy,context,fb.width,fb.height,
fb.pitch,fb.name);
if(render->screen == EGL_NO_IMAGE_KHR)
goto err6;
 
printf("fb_image %p\n", fb_image);
glGenTextures(1, &render->tx_screen);
if(glGetError() != GL_NO_ERROR)
goto err6;
 
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glBindTexture(GL_TEXTURE_2D, render->tx_screen);
if(glGetError() != GL_NO_ERROR)
goto err7;
 
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->screen);
if(glGetError() != GL_NO_ERROR)
goto err7;
 
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,fb_image);
glBindTexture(GL_TEXTURE_2D, 0);
 
glGenFramebuffers(1, &buffer);
glBindFramebuffer(GL_FRAMEBUFFER, buffer);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture,0);
glGenFramebuffers(1, &render->framebuffer);
if(glGetError() != GL_NO_ERROR)
goto err8;
 
glBindFramebuffer(GL_FRAMEBUFFER, render->framebuffer);
if(glGetError() != GL_NO_ERROR)
goto err9;
 
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, render->tx_screen,0);
 
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
193,82 → 432,108
str = "unknown error";
break;
}
 
printf("destination is framebuffer incomplete: %s [%#x]\n",
str, status);
printf("destination is framebuffer incomplete: %s [%#x]\n", str, status);
goto err9;
}
}
 
glViewport(0, 0, 1024, 768);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
render->blit_prog = glCreateProgram();
if(render->blit_prog == 0)
goto err9;
 
vs_shader = create_shader(GL_VERTEX_SHADER,vs_src);
if(vs_shader == 0)
goto err10;
 
const char *vs_src =
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
"varying vec2 source_texture;\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
" source_texture = v_texcoord0.xy;\n"
"}\n";
 
const char *fs_src =
// "precision mediump float;\n"
"varying vec2 source_texture;\n"
"uniform sampler2D sampler;\n"
"void main()\n"
"{\n"
" vec3 cg = texture2D(sampler, source_texture).rgb;\n"
" gl_FragColor = vec4(cg.r,cg.g,cg.b,1.0);\n"
"}\n";
 
GLuint blit_prog;
GLint vs_shader, fs_shader;
 
asm volatile ("int3");
 
blit_prog = glCreateProgram();
vs_shader = create_shader(GL_VERTEX_SHADER,vs_src);
fs_shader = create_shader(GL_FRAGMENT_SHADER, fs_src);
glAttachShader(blit_prog, vs_shader);
glAttachShader(blit_prog, fs_shader);
glBindAttribLocation(blit_prog, 0, "v_position");
glBindAttribLocation(blit_prog, 1, "v_texcoord0");
if(fs_shader == 0)
goto err11;
 
GLint ok;
glAttachShader(render->blit_prog, vs_shader);
glAttachShader(render->blit_prog, fs_shader);
glBindAttribLocation(render->blit_prog, 0, "v_position");
glBindAttribLocation(render->blit_prog, 1, "v_texcoord0");
glLinkProgram(render->blit_prog);
 
glLinkProgram(blit_prog);
glGetProgramiv(blit_prog, GL_LINK_STATUS, &ok);
if (!ok) {
glGetProgramiv(render->blit_prog, GL_LINK_STATUS, &ret);
if (!ret)
{
GLchar *info;
GLint size;
 
glGetProgramiv(blit_prog, GL_INFO_LOG_LENGTH, &size);
glGetProgramiv(render->blit_prog, GL_INFO_LOG_LENGTH, &size);
info = malloc(size);
 
glGetProgramInfoLog(blit_prog, size, NULL, info);
glGetProgramInfoLog(render->blit_prog, size, NULL, info);
printf("Failed to link: %s\n", info);
printf("GLSL link failure\n");
free(info);
}
 
GLint sampler;
float vertices[8], texcoords[8];
GLfloat dst_xscale, dst_yscale; //, src_xscale, src_yscale;
int l, t, r, b, stride;
render->sampler = glGetUniformLocation(render->blit_prog,"sampler");
 
sampler = glGetUniformLocation(blit_prog,"sampler");
glUseProgram(blit_prog);
glUniform1i(sampler, 0);
eglMakeCurrent(dpy, surface, surface, context);
 
glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),vertices);
return render;
 
err11:
glDeleteShader(vs_shader);
err10:
glDeleteProgram(render->blit_prog);
err9:
glDeleteFramebuffers(1, &render->framebuffer);
err8:
eglDestroyImageKHR(dpy, render->screen);
err7:
glDeleteTextures(1, &render->tx_screen);
err6:
eglMakeCurrent(dpy, surface, surface, context);
err5:
eglDestroyContext(dpy, render->context);
err4:
glDeleteTextures(2, render->tx_buffers);
err3:
eglDestroyImageKHR(dpy, render->back);
err2:
eglDestroyImageKHR(dpy, render->front);
err1:
free(render);
err:
return NULL;
};
 
void render_swap_buffers(struct render *render, int x, int y, int w, int h)
{
EGLContext context;
EGLSurface draw, read;
 
float dst_xscale, dst_yscale;
float *vertices = render->vertices;
float *texcoords = render->texcoords;
int r, b;
 
if(render == NULL)
return;
 
context = eglGetCurrentContext();
draw = eglGetCurrentSurface(EGL_DRAW);
read = eglGetCurrentSurface(EGL_READ);
 
eglSwapBuffers(render->dpy,draw);
 
if (!eglMakeCurrent(render->dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, render->context))
{
printf("failed to make window current");
goto err1;
};
 
glUseProgram(render->blit_prog);
glUniform1i(render->sampler, 0);
 
glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),render->vertices);
glEnableVertexAttribArray(0);
 
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, f_tex);
glBindTexture(GL_TEXTURE_2D, render->tx_buffers[render->back_buffer]);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
276,30 → 541,24
GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
 
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),texcoords);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords);
glEnableVertexAttribArray(1);
 
dst_xscale = 1.0/1024;
dst_yscale = 1.0/768;
// src_xscale = 1.0/400;
// src_yscale = 1.0/300;
 
stride = 2;
r = x+w-1;
b = y+h-1;
 
l = 20;
t = 20;
r = l+400;
b = t+300;
 
float t0, t1, t2, t5;
 
vertices[0] = t0 = 2*l*dst_xscale - 1.0;
vertices[0] = t0 = 2*x*dst_xscale - 1.0;
vertices[1 * 2] = t2 = 2*r*dst_xscale - 1.0;
 
vertices[2 * 2] = t2;
vertices[3 * 2] = t0;
 
vertices[1] = t1 = 2*t*dst_yscale - 1.0;
vertices[1] = t1 = 2*y*dst_yscale - 1.0;
vertices[2*2+1] = t5 = 2*b*dst_yscale - 1.0;
vertices[1*2+1] = t1;
vertices[3*2+1] = t5;
320,89 → 579,14
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
 
glFinish();
eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
// eglDestroySurface(dpy, surface);
// gbm_surface_destroy(gs);
eglDestroyContext(dpy, context);
eglTerminate(dpy);
render->back_buffer++;
render->back_buffer&=1;
 
while(1)
{
delay(1);
err1:
eglMakeCurrent(render->dpy, draw, read, context);
}
 
return 0;
}
 
int drmIoctl(int fd, unsigned long request, void *arg)
{
ioctl_t io;
 
io.handle = fd;
io.io_code = request;
io.input = arg;
io.inp_size = 64;
io.output = NULL;
io.out_size = 0;
 
return call_service(&io);
}
 
EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
int width, int height, int stride, int name)
{
EGLImageKHR image;
EGLint attribs[] = {
EGL_WIDTH, 0,
EGL_HEIGHT, 0,
EGL_DRM_BUFFER_STRIDE_MESA, 0,
EGL_DRM_BUFFER_FORMAT_MESA,
EGL_DRM_BUFFER_FORMAT_ARGB32_MESA,
EGL_DRM_BUFFER_USE_MESA,
EGL_DRM_BUFFER_USE_SHARE_MESA |
EGL_DRM_BUFFER_USE_SCANOUT_MESA,
EGL_NONE
};
attribs[1] = width;
attribs[3] = height;
attribs[5] = stride/4;
 
printf("%s w:%d :%d pitch:%d handle %d\n", __FUNCTION__,
width, height, stride, name);
 
image = eglCreateImageKHR(display, context, EGL_DRM_BUFFER_MESA,
(void *) (uintptr_t)name, attribs);
 
return image;
}
 
GLint create_shader(GLenum type, const char *source)
{
GLint ok;
GLint prog;
 
prog = glCreateShader(type);
glShaderSource(prog, 1, (const GLchar **) &source, NULL);
glCompileShader(prog);
glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
if (!ok) {
GLchar *info;
GLint size;
 
glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
info = malloc(size);
 
glGetShaderInfoLog(prog, size, NULL, info);
printf("Failed to compile %s: %s\n",
type == GL_FRAGMENT_SHADER ? "FS" : "VS",info);
printf("Program source:\n%s", source);
printf("GLSL compile failure\n");
}
 
return prog;
}
 
#if 0
GLuint create_framebuffer(int width, int height, GLuint *tex)
{
GLuint buffer;
423,3 → 607,4
GL_TEXTURE_2D, *tex,0);
return buffer;
}
#endif