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Regard whitespace Rev 4484 → Rev 4485

/contrib/sdk/samples/Mesa/gl-render/main.c
16,6 → 16,8
 
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);
 
int main()
{
32,10 → 34,9
 
EGLint config_attribs[32];
EGLint num_configs, i;
GLint list;
GLuint texture, buffer;
GLuint texture, buffer, front;
GLuint f_tex;
 
 
int fd;
 
fd = get_service("DISPLAY");
82,7 → 83,7
if (!context)
printf("failed to create context");
 
gs = gbm_surface_create(gbm, 1024, 768, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING);
// gs = gbm_surface_create(gbm, 1024, 768, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING);
 
 
BeginDraw();
91,14 → 92,43
 
sna_create_mask();
 
surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL);
if (surface == EGL_NO_SURFACE)
printf("failed to create surface");
// surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL);
// if (surface == EGL_NO_SURFACE)
// printf("failed to create surface");
 
if (!eglMakeCurrent(dpy, surface, surface, context))
if (!eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, context))
printf("failed to make window current");
 
 
front = create_framebuffer(400,300,&f_tex);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
 
glViewport(0, 0, 400, 300);
 
glClearColor( 0, 0, 0, 1);
 
glClear(GL_COLOR_BUFFER_BIT);
 
glBegin(GL_QUADS);
glColor3f(1,0,0);
glVertex3f( 0.9, -0.9, -30.0);
glColor3f(1,1,0);
glVertex3f( 0.9, 0.9, -30.0);
 
glColor3f(1,1,1);
glVertex3f( 0.1, 0.9, -30.0);
glColor3f(1,0,1);
glVertex3f( 0.1, -0.9, -30.0);
glEnd();
 
glFlush();
 
glBindFramebuffer(GL_FRAMEBUFFER, 0);
 
if(fd)
{
int ret;
115,8 → 145,6
 
printf("fb_image %p\n", fb_image);
 
asm volatile ("int3");
 
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
162,67 → 190,129
printf("destination is framebuffer incomplete: %s [%#x]\n",
str, status);
}
}
 
glViewport(0, 0,fb.width, fb.height);
 
glViewport(0, 0, 1024, 768);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
 
 
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");
 
GLint ok;
 
glLinkProgram(blit_prog);
glGetProgramiv(blit_prog, GL_LINK_STATUS, &ok);
if (!ok) {
GLchar *info;
GLint size;
 
glGetProgramiv(blit_prog, GL_INFO_LOG_LENGTH, &size);
info = malloc(size);
 
glGetProgramInfoLog(blit_prog, size, NULL, info);
printf("Failed to link: %s\n", info);
printf("GLSL link failure\n");
}
 
glClearColor( 0, 0, 0, 1);
GLint sampler;
float vertices[8], texcoords[8];
GLfloat dst_xscale, dst_yscale; //, src_xscale, src_yscale;
int l, t, r, b, stride;
 
list = glGenLists(1);
glNewList(list, GL_COMPILE);
sampler = glGetUniformLocation(blit_prog,"sampler");
glUseProgram(blit_prog);
glUniform1i(sampler, 0);
 
/* XXX: this state-change will only be executed if list is called
* from outside a begin/end pair:
*/
glShadeModel( GL_FLAT );
glBegin(GL_TRIANGLES);
glColor3f(0,0,.7);
glVertex3f( -0.9, 0.9, -30.0);
glColor3f(0,.9,0);
glVertex3f( -0.9, -0.9, -30.0);
glColor3f(.8,0,0);
glVertex3f( 0.9, 0.0, -30.0);
glEnd();
glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),vertices);
glEnableVertexAttribArray(0);
 
/* This statechange is potentially NOT redundant:
*/
glShadeModel( GL_FLAT );
glBegin(GL_TRIANGLES);
glColor3f(0,1,0);
glVertex3f( -0.5, 0.5, -30.0);
glColor3f(0,0,1);
glVertex3f( -0.5, -0.5, -30.0);
glColor3f(1,0,0);
glVertex3f( 0.5, 0.0, -30.0);
glEnd();
glActiveTexture(GL_TEXTURE0);
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);
 
glEndList();
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),texcoords);
glEnableVertexAttribArray(1);
 
asm volatile ("int3");
dst_xscale = 1.0/1024;
dst_yscale = 1.0/768;
// src_xscale = 1.0/400;
// src_yscale = 1.0/300;
 
glDrawBuffer(GL_BACK);
stride = 2;
 
glClear(GL_COLOR_BUFFER_BIT);
l = 20;
t = 20;
r = l+400;
b = t+300;
 
glShadeModel( GL_SMOOTH );
float t0, t1, t2, t5;
 
glBegin(GL_TRIANGLES);
vertices[0] = t0 = 2*l*dst_xscale - 1.0;
vertices[1 * 2] = t2 = 2*r*dst_xscale - 1.0;
 
/* Note: call the list from inside a begin/end pair. The end is
* provided by the display list...
*/
glCallList(list);
glFlush();
vertices[2 * 2] = t2;
vertices[3 * 2] = t0;
 
vertices[1] = t1 = 2*t*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;
 
// eglSwapBuffers(dpy, surface);
texcoords[0] = 0.0;
texcoords[1] = 0.0;
texcoords[1*2] = 1.0;
texcoords[1*2+1]= 0.0;
texcoords[2*2] = 1.0;
texcoords[2*2+1]= 1.0;
texcoords[3*2] = 0.0;
texcoords[3*2+1]= 1.0;
 
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
 
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
 
glFinish();
eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
// eglDestroySurface(dpy, surface);
269,7 → 359,7
};
attribs[1] = width;
attribs[3] = height;
attribs[5] = stride;
attribs[5] = stride/4;
 
printf("%s w:%d :%d pitch:%d handle %d\n", __FUNCTION__,
width, height, stride, name);
279,3 → 369,50
 
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;
}
 
GLuint create_framebuffer(int width, int height, GLuint *tex)
{
GLuint buffer;
 
glGenTextures(1, tex);
glBindTexture(GL_TEXTURE_2D, *tex);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
 
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
 
glGenFramebuffers(1, &buffer);
glBindFramebuffer(GL_FRAMEBUFFER, buffer);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, *tex,0);
return buffer;
}