regl-render: swap n blit
git-svn-id: svn://kolibrios.org@4498 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
parent
5e9c271f01
commit
05df377e5f
@ -14,28 +14,51 @@
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#include <kos32sys.h>
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#include <pixlib2.h>
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enum px_buffer
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{
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PX_FRONT = 0,
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PX_BACK = 1
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};
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struct render
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{
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EGLDisplay dpy;
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EGLContext context;
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GLuint framebuffer;
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EGLImageKHR front, back, screen;
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GLuint tx_buffers[2];
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GLuint tx_screen;
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int back_buffer;
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GLuint blit_prog;
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GLint sampler;
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float vertices[8], texcoords[8];
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};
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EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
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int width, int height, int stride, int name);
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GLuint create_framebuffer(int width, int height, GLuint *tex);
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GLint create_shader(GLenum type, const char *source);
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struct render* create_render(EGLDisplay dpy, EGLSurface surface);
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void blit_texture(struct render *render, GLuint tex, int x, int y, int w, int h);
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void render_swap_buffers(struct render *render, int x, int y, int w, int h);
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int main()
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{
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struct gbm_device *gbm;
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struct gbm_surface *gs;
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struct render *render;
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EGLDisplay dpy;
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EGLint major, minor;
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EGLContext context;
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EGLSurface surface;
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EGLImageKHR front,fb_image;
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EGLConfig config;
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EGLint config_attribs[32];
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EGLint num_configs, i;
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GLuint texture, buffer;
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GLuint f_tex;
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int fd;
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@ -85,13 +108,10 @@ int main()
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gs = gbm_surface_create(gbm, 400, 300, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING);
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BeginDraw();
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DrawWindow(20, 20, 400+9, 300+24, "gl-render", 0x000000, 0x74);
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EndDraw();
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sna_create_mask();
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surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL);
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if (surface == EGL_NO_SURFACE)
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printf("failed to create surface");
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@ -100,13 +120,6 @@ int main()
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printf("failed to make window current");
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front = eglGetBufferImage(dpy, surface, EGL_DRM_BUFFER_BACK);
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glGenTextures(1, &f_tex);
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glBindTexture(GL_TEXTURE_2D, f_tex);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,front);
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glBindTexture(GL_TEXTURE_2D, 0);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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@ -134,191 +147,16 @@ int main()
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glFlush();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if(fd)
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{
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int ret;
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GLenum status;
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struct drm_i915_fb_info fb;
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memset(&fb, 0, sizeof(fb));
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ret = drmIoctl(fd, SRV_FBINFO, &fb);
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if( ret != 0 )
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printf("failed to get framebuffer info\n");
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fb_image = px_create_image(dpy,context,fb.width,fb.height,
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fb.pitch,fb.name);
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printf("fb_image %p\n", fb_image);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,fb_image);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenFramebuffers(1, &buffer);
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glBindFramebuffer(GL_FRAMEBUFFER, buffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, texture,0);
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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const char *str;
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switch (status)
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{
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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str = "incomplete attachment";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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str = "incomplete/missing attachment";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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str = "incomplete draw buffer";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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str = "incomplete read buffer";
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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str = "unsupported";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
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str = "incomplete multiple";
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break;
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default:
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str = "unknown error";
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break;
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}
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printf("destination is framebuffer incomplete: %s [%#x]\n",
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str, status);
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}
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}
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asm volatile ("int3");
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render = create_render(dpy, surface);
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glViewport(0, 0, 1024, 768);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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const char *vs_src =
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"attribute vec4 v_position;\n"
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"attribute vec4 v_texcoord0;\n"
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"varying vec2 source_texture;\n"
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"void main()\n"
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"{\n"
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" gl_Position = v_position;\n"
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" source_texture = v_texcoord0.xy;\n"
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"}\n";
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const char *fs_src =
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// "precision mediump float;\n"
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"varying vec2 source_texture;\n"
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"uniform sampler2D sampler;\n"
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"void main()\n"
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"{\n"
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" vec3 cg = texture2D(sampler, source_texture).rgb;\n"
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" gl_FragColor = vec4(cg.r,cg.g,cg.b,1.0);\n"
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"}\n";
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GLuint blit_prog;
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GLint vs_shader, fs_shader;
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asm volatile ("int3");
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blit_prog = glCreateProgram();
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vs_shader = create_shader(GL_VERTEX_SHADER,vs_src);
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fs_shader = create_shader(GL_FRAGMENT_SHADER, fs_src);
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glAttachShader(blit_prog, vs_shader);
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glAttachShader(blit_prog, fs_shader);
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glBindAttribLocation(blit_prog, 0, "v_position");
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glBindAttribLocation(blit_prog, 1, "v_texcoord0");
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GLint ok;
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glLinkProgram(blit_prog);
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glGetProgramiv(blit_prog, GL_LINK_STATUS, &ok);
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if (!ok) {
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GLchar *info;
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GLint size;
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glGetProgramiv(blit_prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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glGetProgramInfoLog(blit_prog, size, NULL, info);
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printf("Failed to link: %s\n", info);
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printf("GLSL link failure\n");
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}
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GLint sampler;
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float vertices[8], texcoords[8];
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GLfloat dst_xscale, dst_yscale; //, src_xscale, src_yscale;
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int l, t, r, b, stride;
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sampler = glGetUniformLocation(blit_prog,"sampler");
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glUseProgram(blit_prog);
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glUniform1i(sampler, 0);
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glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),vertices);
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glEnableVertexAttribArray(0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, f_tex);
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glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),texcoords);
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glEnableVertexAttribArray(1);
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dst_xscale = 1.0/1024;
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dst_yscale = 1.0/768;
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// src_xscale = 1.0/400;
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// src_yscale = 1.0/300;
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stride = 2;
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l = 20;
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t = 20;
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r = l+400;
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b = t+300;
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float t0, t1, t2, t5;
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vertices[0] = t0 = 2*l*dst_xscale - 1.0;
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vertices[1 * 2] = t2 = 2*r*dst_xscale - 1.0;
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vertices[2 * 2] = t2;
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vertices[3 * 2] = t0;
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vertices[1] = t1 = 2*t*dst_yscale - 1.0;
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vertices[2*2+1] = t5 = 2*b*dst_yscale - 1.0;
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vertices[1*2+1] = t1;
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vertices[3*2+1] = t5;
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texcoords[0] = 0.0;
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texcoords[1] = 0.0;
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texcoords[1*2] = 1.0;
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texcoords[1*2+1]= 0.0;
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texcoords[2*2] = 1.0;
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texcoords[2*2+1]= 1.0;
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texcoords[3*2] = 0.0;
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texcoords[3*2+1]= 1.0;
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisable(GL_TEXTURE_2D);
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glUseProgram(0);
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render_swap_buffers(render, 20, 20, 400, 300);
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glFinish();
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eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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@ -380,29 +218,375 @@ EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
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GLint create_shader(GLenum type, const char *source)
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{
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GLint ok;
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GLint prog;
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GLint shader;
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prog = glCreateShader(type);
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glShaderSource(prog, 1, (const GLchar **) &source, NULL);
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glCompileShader(prog);
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glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
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shader = glCreateShader(type);
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if(shader == 0)
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goto err;
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glShaderSource(shader, 1, (const GLchar **) &source, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
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if (!ok) {
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GLchar *info;
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GLint size;
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glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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glGetShaderInfoLog(prog, size, NULL, info);
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glGetShaderInfoLog(shader, size, NULL, info);
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printf("Failed to compile %s: %s\n",
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type == GL_FRAGMENT_SHADER ? "FS" : "VS",info);
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printf("Program source:\n%s", source);
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printf("GLSL compile failure\n");
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free(info);
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glDeleteProgram(shader);
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shader = 0;
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}
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err:
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return shader;
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}
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return prog;
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struct render* create_render(EGLDisplay dpy, EGLSurface surface)
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{
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const char *vs_src =
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"attribute vec4 v_position;\n"
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"attribute vec4 v_texcoord0;\n"
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"varying vec2 source_texture;\n"
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"void main()\n"
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"{\n"
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" gl_Position = v_position;\n"
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" source_texture = v_texcoord0.xy;\n"
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"}\n";
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const char *fs_src =
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// "precision mediump float;\n"
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"varying vec2 source_texture;\n"
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"uniform sampler2D sampler;\n"
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"void main()\n"
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"{\n"
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" vec3 cg = texture2D(sampler, source_texture).rgb;\n"
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" gl_FragColor = vec4(cg.r,cg.g,cg.b,1.0);\n"
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"}\n";
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EGLint config_attribs[14];
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EGLConfig config;
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EGLint num_configs;
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EGLContext context;
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struct drm_i915_fb_info fb;
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GLint vs_shader, fs_shader;
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GLenum status;
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GLint ret;
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int fd;
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struct render *render;
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fd = get_service("DISPLAY");
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memset(&fb, 0, sizeof(fb));
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ret = drmIoctl(fd, SRV_FBINFO, &fb);
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if( ret != 0 )
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{ printf("failed to get framebuffer info\n");
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goto err;
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};
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render = (struct render*)malloc(sizeof(struct render));
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if(render == NULL)
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goto err;
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render->dpy = dpy;
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render->front = eglGetBufferImage(dpy, surface, EGL_DRM_BUFFER_FRONT);
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if(render->front == EGL_NO_IMAGE_KHR)
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goto err1;
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render->back = eglGetBufferImage(dpy, surface, EGL_DRM_BUFFER_BACK);
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if( render->back == EGL_NO_IMAGE_KHR)
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goto err2;
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glGenTextures(2, render->tx_buffers);
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if(glGetError() != GL_NO_ERROR)
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goto err3;
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glBindTexture(GL_TEXTURE_2D, render->tx_buffers[EGL_DRM_BUFFER_FRONT]);
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if(glGetError() != GL_NO_ERROR)
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goto err4;
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->front);
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if(glGetError() != GL_NO_ERROR)
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goto err4;
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glBindTexture(GL_TEXTURE_2D, render->tx_buffers[EGL_DRM_BUFFER_BACK]);
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if(glGetError() != GL_NO_ERROR)
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goto err4;
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->back);
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if(glGetError() != GL_NO_ERROR)
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goto err4;
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glBindTexture(GL_TEXTURE_2D, 0);
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render->back_buffer = EGL_DRM_BUFFER_BACK;
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context = eglGetCurrentContext();
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config_attribs[0] = EGL_RED_SIZE;
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config_attribs[1] = 1;
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config_attribs[2] = EGL_GREEN_SIZE;
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config_attribs[3] = 1;
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config_attribs[4] = EGL_BLUE_SIZE;
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config_attribs[5] = 1;
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config_attribs[6] = EGL_DEPTH_SIZE;
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config_attribs[7] = 1;
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config_attribs[8] = EGL_SURFACE_TYPE;
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config_attribs[9] = EGL_WINDOW_BIT;
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config_attribs[10] = EGL_RENDERABLE_TYPE;
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config_attribs[11] = EGL_OPENGL_BIT;
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config_attribs[12] = EGL_NONE;
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if (!eglChooseConfig(dpy,config_attribs, &config, 1, &num_configs) || !num_configs)
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{
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printf("failed to choose a config");
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goto err4;
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}
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render->context = eglCreateContext(dpy, config, EGL_NO_CONTEXT, NULL);
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if (!context)
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{
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printf("failed to create context");
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goto err4;
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};
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if (!eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, render->context))
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{
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printf("failed to make window current");
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goto err5;
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};
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render->screen = px_create_image(dpy,context,fb.width,fb.height,
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fb.pitch,fb.name);
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if(render->screen == EGL_NO_IMAGE_KHR)
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goto err6;
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glGenTextures(1, &render->tx_screen);
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if(glGetError() != GL_NO_ERROR)
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goto err6;
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glBindTexture(GL_TEXTURE_2D, render->tx_screen);
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if(glGetError() != GL_NO_ERROR)
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goto err7;
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->screen);
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if(glGetError() != GL_NO_ERROR)
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goto err7;
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenFramebuffers(1, &render->framebuffer);
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if(glGetError() != GL_NO_ERROR)
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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)
|
||||
{
|
||||
const char *str;
|
||||
switch (status)
|
||||
{
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
||||
str = "incomplete attachment";
|
||||
break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
||||
str = "incomplete/missing attachment";
|
||||
break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
|
||||
str = "incomplete draw buffer";
|
||||
break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
|
||||
str = "incomplete read buffer";
|
||||
break;
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED:
|
||||
str = "unsupported";
|
||||
break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
|
||||
str = "incomplete multiple";
|
||||
break;
|
||||
default:
|
||||
str = "unknown error";
|
||||
break;
|
||||
}
|
||||
printf("destination is framebuffer incomplete: %s [%#x]\n", str, status);
|
||||
goto err9;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
fs_shader = create_shader(GL_FRAGMENT_SHADER, fs_src);
|
||||
if(fs_shader == 0)
|
||||
goto err11;
|
||||
|
||||
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);
|
||||
|
||||
glGetProgramiv(render->blit_prog, GL_LINK_STATUS, &ret);
|
||||
if (!ret)
|
||||
{
|
||||
GLchar *info;
|
||||
GLint size;
|
||||
|
||||
glGetProgramiv(render->blit_prog, GL_INFO_LOG_LENGTH, &size);
|
||||
info = malloc(size);
|
||||
|
||||
glGetProgramInfoLog(render->blit_prog, size, NULL, info);
|
||||
printf("Failed to link: %s\n", info);
|
||||
printf("GLSL link failure\n");
|
||||
free(info);
|
||||
}
|
||||
|
||||
render->sampler = glGetUniformLocation(render->blit_prog,"sampler");
|
||||
|
||||
eglMakeCurrent(dpy, surface, surface, context);
|
||||
|
||||
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, render->tx_buffers[render->back_buffer]);
|
||||
glTexParameteri(GL_TEXTURE_2D,
|
||||
GL_TEXTURE_MIN_FILTER,
|
||||
GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D,
|
||||
GL_TEXTURE_MAG_FILTER,
|
||||
GL_NEAREST);
|
||||
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
dst_xscale = 1.0/1024;
|
||||
dst_yscale = 1.0/768;
|
||||
|
||||
r = x+w-1;
|
||||
b = y+h-1;
|
||||
|
||||
float t0, t1, t2, t5;
|
||||
|
||||
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*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;
|
||||
|
||||
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);
|
||||
|
||||
render->back_buffer++;
|
||||
render->back_buffer&=1;
|
||||
|
||||
err1:
|
||||
eglMakeCurrent(render->dpy, draw, read, context);
|
||||
}
|
||||
|
||||
#if 0
|
||||
GLuint create_framebuffer(int width, int height, GLuint *tex)
|
||||
{
|
||||
GLuint buffer;
|
||||
@ -423,3 +607,4 @@ GLuint create_framebuffer(int width, int height, GLuint *tex)
|
||||
GL_TEXTURE_2D, *tex,0);
|
||||
return buffer;
|
||||
}
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user