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Line 87... Line 87...
87
struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
87
struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
88
{
88
{
89
    const char *vs_src =
89
    const char *vs_src =
90
	    "attribute vec4 v_position;\n"
90
	    "attribute vec4 v_position;\n"
91
	    "attribute vec4 v_texcoord0;\n"
91
	    "attribute vec4 v_texcoord0;\n"
-
 
92
        "attribute vec4 v_texcoord1;\n"
92
	    "varying vec2 source_texture;\n"
93
	    "varying vec2 source_texture;\n"
-
 
94
        "varying vec2 mask_texture;\n"
93
	    "void main()\n"
95
        "void main()\n"
94
	    "{\n"
96
	    "{\n"
95
	    "	gl_Position = v_position;\n"
97
	    "	gl_Position = v_position;\n"
96
	    "	source_texture = v_texcoord0.xy;\n"
98
	    "	source_texture = v_texcoord0.xy;\n"
-
 
99
        "   mask_texture   = v_texcoord1.xy;\n"
97
	    "}\n";
100
	    "}\n";
Line 98... Line 101...
98
 
101
 
99
	const char *fs_src =
-
 
100
//	    "precision mediump float;\n"
102
	const char *fs_src =
-
 
103
	    "varying vec2 source_texture;\n"
101
	    "varying vec2 source_texture;\n"
104
        "varying vec2 mask_texture;\n"
-
 
105
        "uniform sampler2D sampler_src;\n"
102
	    "uniform sampler2D sampler;\n"
106
        "uniform sampler2D sampler_mask;\n"
103
	    "void main()\n"
107
	    "void main()\n"
104
	    "{\n"
108
	    "{\n"
105
	    "   vec3 cg = texture2D(sampler, source_texture).rgb;\n"
109
        "   float ca = texture2D(sampler_mask, mask_texture).r;\n"
106
	    "   gl_FragColor = vec4(cg.r,cg.g,cg.b,1.0);\n"
110
        "   gl_FragColor = vec4(texture2D(sampler_src, source_texture).rgb, ca);\n"
-
 
111
	    "}\n";
107
	    "}\n";
112
 
108
    EGLint config_attribs[14];
113
    EGLint config_attribs[14];
109
    EGLConfig config;
114
    EGLConfig config;
Line 110... Line 115...
110
    EGLint num_configs;
115
    EGLint num_configs;
Line 308... Line 313...
308
 
313
 
309
    glAttachShader(render->blit_prog, vs_shader);
314
    glAttachShader(render->blit_prog, vs_shader);
310
    glAttachShader(render->blit_prog, fs_shader);
315
    glAttachShader(render->blit_prog, fs_shader);
311
    glBindAttribLocation(render->blit_prog, 0, "v_position");
316
    glBindAttribLocation(render->blit_prog, 0, "v_position");
-
 
317
    glBindAttribLocation(render->blit_prog, 1, "v_texcoord0");
Line 312... Line 318...
312
    glBindAttribLocation(render->blit_prog, 1, "v_texcoord0");
318
    glBindAttribLocation(render->blit_prog, 2, "v_texcoord1");
313
 
319
 
314
    glLinkProgram(render->blit_prog);
320
    glLinkProgram(render->blit_prog);
315
    glGetProgramiv(render->blit_prog, GL_LINK_STATUS, &ret);
321
    glGetProgramiv(render->blit_prog, GL_LINK_STATUS, &ret);
Line 325... Line 331...
325
        printf("Failed to link: %s\n", info);
331
        printf("Failed to link: %s\n", info);
326
        printf("GLSL link failure\n");
332
        printf("GLSL link failure\n");
327
        free(info);
333
        free(info);
328
    }
334
    }
Line 329... Line 335...
329
 
335
 
-
 
336
    render->sampler = glGetUniformLocation(render->blit_prog,"sampler_src");
Line 330... Line 337...
330
    render->sampler = glGetUniformLocation(render->blit_prog,"sampler");
337
    render->sm_mask = glGetUniformLocation(render->blit_prog,"sampler_mask");
331
 
338
 
-
 
339
    glUseProgram(render->blit_prog);
Line 332... Line 340...
332
    glUseProgram(render->blit_prog);
340
    glUniform1i(render->sampler, 0);
333
    glUniform1i(render->sampler, 0);
341
    glUniform1i(render->sm_mask, 1);
Line 334... Line 342...
334
 
342
 
335
    glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),render->vertices);
343
    glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),render->vertices);
Line -... Line 344...
-
 
344
    glEnableVertexAttribArray(0);
-
 
345
 
-
 
346
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->tc_src);
-
 
347
    glEnableVertexAttribArray(1);
-
 
348
 
-
 
349
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->tc_mask);
-
 
350
    glEnableVertexAttribArray(2);
-
 
351
 
-
 
352
    glEnable(GL_BLEND);
-
 
353
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-
 
354
 
-
 
355
    glActiveTexture(GL_TEXTURE1);
-
 
356
    glBindTexture(GL_TEXTURE_2D, render->tx_mask);
-
 
357
    glTexParameteri(GL_TEXTURE_2D,
-
 
358
                  GL_TEXTURE_MIN_FILTER,
336
    glEnableVertexAttribArray(0);
359
                  GL_NEAREST);
Line 337... Line 360...
337
 
360
    glTexParameteri(GL_TEXTURE_2D,
Line 338... Line 361...
338
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords);
361
                  GL_TEXTURE_MAG_FILTER,
Line 376... Line 399...
376
    static EGLint attrib[] =
399
    static EGLint attrib[] =
377
    {
400
    {
378
        EGL_GL_TEXTURE_LEVEL_KHR, 0,
401
        EGL_GL_TEXTURE_LEVEL_KHR, 0,
379
        EGL_NONE
402
        EGL_NONE
380
    };
403
    };
381
    struct drm_i915_gem_mmap mmap_arg;
404
    struct drm_i915_gem_mmap_gtt mmap_arg;
382
    EGLint handle, stride;
405
    EGLint handle, stride;
383
    int pitch;
406
    int winw, winh, pitch;
384
    void *data;
407
    void *data;
Line 385... Line 408...
385
 
408
 
386
    glGenTextures(1, &render->tx_mask);
409
    glGenTextures(1, &render->tx_mask);
387
    if(glGetError() != GL_NO_ERROR)
410
    if(glGetError() != GL_NO_ERROR)
Line 392... Line 415...
392
       goto err2;
415
       goto err2;
Line 393... Line 416...
393
 
416
 
394
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
417
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
Line -... Line 418...
-
 
418
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
-
 
419
 
-
 
420
    winw = render->width+10;
395
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
421
    winh = render->height+20+5;
-
 
422
 
-
 
423
    pitch = (winw+3) & -4;
Line 396... Line 424...
396
 
424
 
Line 397... Line 425...
397
    pitch = (render->width+3) & -4;
425
    data = user_alloc(pitch * winh);
398
 
426
 
Line 399... Line 427...
399
    data = user_alloc(pitch*render->height);
427
    memset(data, 0x20, pitch * winh);
Line 400... Line 428...
400
 
428
 
Line 417... Line 445...
417
 
445
 
Line 418... Line 446...
418
    glBindTexture(GL_TEXTURE_2D, 0);
446
    glBindTexture(GL_TEXTURE_2D, 0);
419
 
447
 
420
    mmap_arg.handle = handle;
448
    mmap_arg.handle = handle;
421
    mmap_arg.offset = 0;
449
    mmap_arg.offset = 0;
422
    mmap_arg.size = stride * render->height;
450
//    mmap_arg.size = stride * winh;
423
    if (drm_ioctl(render->fd, DRM_IOCTL_I915_GEM_MMAP, &mmap_arg))
451
    if (drm_ioctl(render->fd, DRM_IOCTL_I915_GEM_MMAP_GTT, &mmap_arg))
424
    {
452
    {
425
        printf("%s: failed to mmap image %p handle=%d, %d bytes, into CPU domain\n",
453
        printf("%s: failed to mmap image %p handle=%d, %d bytes, into CPU domain\n",
426
               __FUNCTION__, render->mask, handle, stride*render->height);
454
               __FUNCTION__, render->mask, handle, stride*winh);
Line 427... Line 455...
427
        goto err3;
455
        goto err3;
-
 
456
    }
Line 428... Line 457...
428
    }
457
 
429
 
458
    render->mask_buffer = (void *)(uintptr_t)mmap_arg.offset;
Line 430... Line 459...
430
    render->mask_buffer = (void *)(uintptr_t)mmap_arg.addr_ptr;
459
    render->mask_handle = handle;
Line 431... Line 460...
431
 
460
 
432
    printf("%s: mmap image %p handle=%d, %d bytes to %p\n",
461
    printf("%s: mmap image %p handle=%d, stride %d %d bytes to %p\n",