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 |