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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"
-
 
93
	    "varying vec2 source_texture;\n"
92
	    "varying vec2 source_texture;\n"
94
        "varying vec2 mask_texture;\n"
-
 
95
        "void main()\n"
93
        "void main()\n"
96
	    "{\n"
94
	    "{\n"
97
	    "	gl_Position = v_position;\n"
95
	    "	gl_Position = v_position;\n"
98
	    "	source_texture = v_texcoord0.xy;\n"
96
	    "	source_texture = v_texcoord0.xy;\n"
99
        "   mask_texture   = v_texcoord1.xy;\n"
-
 
100
	    "}\n";
97
	    "}\n";
Line 101... Line 98...
101
 
98
 
102
	const char *fs_src =
99
	const char *fs_src =
103
	    "varying vec2 source_texture;\n"
-
 
104
        "varying vec2 mask_texture;\n"
100
	    "varying vec2 source_texture;\n"
105
        "uniform sampler2D sampler_src;\n"
101
        "uniform sampler2D sampler_src;\n"
106
        "uniform sampler2D sampler_mask;\n"
102
        "uniform sampler2D sampler_mask;\n"
107
	    "void main()\n"
103
	    "void main()\n"
108
	    "{\n"
104
	    "{\n"
109
        "   float ca = texture2D(sampler_mask, mask_texture).r;\n"
105
        "   float ca = texture2D(sampler_mask, source_texture).r;\n"
110
        "   gl_FragColor = vec4(texture2D(sampler_src, source_texture).rgb, ca);\n"
106
        "   gl_FragColor = vec4(texture2D(sampler_src, source_texture).rgb, ca);\n"
Line 111... Line 107...
111
	    "}\n";
107
	    "}\n";
112
 
108
 
Line 222... Line 218...
222
    if(glGetError() != GL_NO_ERROR)
218
    if(glGetError() != GL_NO_ERROR)
223
       goto err6;
219
       goto err6;
Line 224... Line 220...
224
 
220
 
Line 225... Line 221...
225
    glBindTexture(GL_TEXTURE_2D, 0);
221
    glBindTexture(GL_TEXTURE_2D, 0);
226
 
-
 
Line 227... Line 222...
227
    render->back_buffer = EGL_DRM_BUFFER_BACK;
222
 
228
 
223
    render->back_buffer = EGL_DRM_BUFFER_FRONT;
229
 
224
 
230
    render->screen = px_create_image(dpy,context,fb.width,fb.height,
225
    render->screen = px_create_image(dpy,context,fb.width,fb.height,
Line 313... Line 308...
313
 
308
 
314
    glAttachShader(render->blit_prog, vs_shader);
309
    glAttachShader(render->blit_prog, vs_shader);
315
    glAttachShader(render->blit_prog, fs_shader);
310
    glAttachShader(render->blit_prog, fs_shader);
316
    glBindAttribLocation(render->blit_prog, 0, "v_position");
311
    glBindAttribLocation(render->blit_prog, 0, "v_position");
317
    glBindAttribLocation(render->blit_prog, 1, "v_texcoord0");
-
 
Line 318... Line 312...
318
    glBindAttribLocation(render->blit_prog, 2, "v_texcoord1");
312
    glBindAttribLocation(render->blit_prog, 1, "v_texcoord0");
319
 
313
 
320
    glLinkProgram(render->blit_prog);
314
    glLinkProgram(render->blit_prog);
321
    glGetProgramiv(render->blit_prog, GL_LINK_STATUS, &ret);
315
    glGetProgramiv(render->blit_prog, GL_LINK_STATUS, &ret);
Line 344... Line 338...
344
    glEnableVertexAttribArray(0);
338
    glEnableVertexAttribArray(0);
Line 345... Line 339...
345
 
339
 
346
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->tc_src);
340
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->tc_src);
Line 347... Line -...
347
    glEnableVertexAttribArray(1);
-
 
348
 
-
 
349
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->tc_mask);
-
 
350
    glEnableVertexAttribArray(2);
341
    glEnableVertexAttribArray(1);
351
 
342
 
Line 352... Line 343...
352
    glEnable(GL_BLEND);
343
    glEnable(GL_BLEND);
353
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
344
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
Line 394... Line 385...
394
 
385
 
395
 
386
 
396
 
387
 
397
void create_mask(struct render *render)
-
 
398
{
388
void create_mask(struct render *render)
399
    static EGLint attrib[] =
-
 
400
    {
389
{
401
        EGL_GL_TEXTURE_LEVEL_KHR, 0,
390
    struct drm_i915_gem_create create;
402
        EGL_NONE
391
    struct drm_gem_flink flink;
403
    };
392
 
404
    struct drm_i915_gem_mmap_gtt mmap_arg;
393
    struct drm_i915_gem_mmap mmap_arg;
-
 
394
    EGLint handle, stride;
-
 
395
    int winw, winh, pitch;
-
 
396
    void *data;
-
 
397
    int ret;
Line 405... Line 398...
405
    EGLint handle, stride;
398
    GLuint mask_handle, mask_name;
406
    int winw, winh, pitch;
399
    EGLImageKHR mask_image;
407
    void *data;
400
 
Line 408... Line 401...
408
 
401
 
409
    glGenTextures(1, &render->tx_mask);
402
    glGenTextures(1, &render->tx_mask);
410
    if(glGetError() != GL_NO_ERROR)
403
    if(glGetError() != GL_NO_ERROR)
Line 411... Line -...
411
       goto err1;
-
 
412
 
-
 
Line 413... Line 404...
413
    glBindTexture(GL_TEXTURE_2D, render->tx_mask);
404
       return;
-
 
405
 
414
    if(glGetError() != GL_NO_ERROR)
406
    glBindTexture(GL_TEXTURE_2D, render->tx_mask);
-
 
407
    if(glGetError() != GL_NO_ERROR)
-
 
408
       goto err1;
-
 
409
 
-
 
410
 
-
 
411
    pitch = (render->width+15) & ~15;
-
 
412
 
-
 
413
    create.size = pitch *render->height;
-
 
414
    create.handle = 0;
-
 
415
    ret = drm_ioctl(render->fd, DRM_IOCTL_I915_GEM_CREATE, &create);
Line -... Line 416...
-
 
416
    if(ret != 0)
415
       goto err2;
417
        goto err1;
Line 416... Line 418...
416
 
418
 
Line -... Line 419...
-
 
419
    flink.handle = create.handle;
-
 
420
    ret = drm_ioctl(render->fd, DRM_IOCTL_GEM_FLINK, &flink);
-
 
421
    if (ret != 0)
-
 
422
        goto err2;
-
 
423
 
-
 
424
    mask_handle = create.handle;
-
 
425
    mask_name = flink.name;
-
 
426
 
-
 
427
    printf("create mask bo handle %d name %d\n", create.handle, flink.name);
-
 
428
 
-
 
429
    EGLint attribs[] = {
417
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
430
        EGL_WIDTH, 0,
-
 
431
        EGL_HEIGHT, 0,
Line 418... Line 432...
418
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
432
        EGL_DRM_BUFFER_STRIDE_MESA, 0,
419
 
433
        EGL_DRM_BUFFER_FORMAT_MESA,
Line 420... Line 434...
420
    winw = render->width+10;
434
        EGL_DRM_BUFFER_FORMAT_R8_MESA,
Line 421... Line -...
421
    winh = render->height+20+5;
-
 
422
 
-
 
Line 423... Line 435...
423
    pitch = (winw+3) & -4;
435
        EGL_DRM_BUFFER_USE_MESA,
424
 
436
        EGL_DRM_BUFFER_USE_SHARE_MESA,
Line 425... Line 437...
425
    data = user_alloc(pitch * winh);
437
        EGL_NONE
426
 
-
 
Line 427... Line 438...
427
    memset(data, 0x20, pitch * winh);
438
    };
428
 
439
    attribs[1] = pitch;
Line 429... Line 440...
429
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, winw, winh, 0,
440
    attribs[3] = render->height;
Line 430... Line 441...
430
                 GL_RED,GL_UNSIGNED_BYTE, data);
441
    attribs[5] = pitch;
431
 
442
 
432
    user_free(data);
443
    mask_image = eglCreateImageKHR(render->dpy, render->context, EGL_DRM_BUFFER_MESA,
433
 
444
                         (void *) (uintptr_t)mask_name, attribs);
434
    if(glGetError() != GL_NO_ERROR)
445
 
435
       goto err2;
446
    printf("create mask image %p\n", mask_image);
436
 
447
 
437
    render->mask = eglCreateImageKHR(render->dpy, render->context,
448
 
438
                                     EGL_GL_TEXTURE_2D_KHR,(EGLClientBuffer)render->tx_mask,attrib);
449
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
Line 439... Line 450...
439
 
450
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
440
    if(render->mask == EGL_NO_IMAGE_KHR)
451
 
441
        goto err2;
-
 
442
 
452
    glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, mask_image);
443
    if(!eglExportDRMImageMESA(render->dpy, render->mask, NULL, &handle, &stride))
453
 
Line 444... Line 454...
444
        goto err3;
454
    if(glGetError() != GL_NO_ERROR)
Line 445... Line 455...
445
 
455
       goto err2;
446
    glBindTexture(GL_TEXTURE_2D, 0);
456
 
447
 
457
    glBindTexture(GL_TEXTURE_2D, 0);
448
    mmap_arg.handle = handle;
458
 
449
    mmap_arg.offset = 0;
459
    mmap_arg.handle = mask_handle;
450
//    mmap_arg.size = stride * winh;
460
    mmap_arg.offset = 0;
451
    if (drm_ioctl(render->fd, DRM_IOCTL_I915_GEM_MMAP_GTT, &mmap_arg))
461
    mmap_arg.size = pitch * render->height;