GL blitter: use per pixel mask texture as alpha channel source
git-svn-id: svn://kolibrios.org@4523 a494cfbc-eb01-0410-851d-a64ba20cac60
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@ -15,7 +15,7 @@ void render_blit(struct render *render, enum px_buffer buffer)
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float dst_xscale, dst_yscale;
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float *vertices = render->vertices;
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float *texcoords = render->texcoords;
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float *texcoords = render->tc_src;
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int r, b;
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if(render == NULL)
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@ -51,7 +51,7 @@ void render_blit(struct render *render, enum px_buffer buffer)
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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),render->texcoords);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->tc_src);
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glEnableVertexAttribArray(1);
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dst_xscale = 1.0/render->scr_width;
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@ -89,22 +89,27 @@ struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
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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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"attribute vec4 v_texcoord1;\n"
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"varying vec2 source_texture;\n"
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"void main()\n"
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"varying vec2 mask_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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" mask_texture = v_texcoord1.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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"varying vec2 mask_texture;\n"
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"uniform sampler2D sampler_src;\n"
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"uniform sampler2D sampler_mask;\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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" float ca = texture2D(sampler_mask, mask_texture).r;\n"
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" gl_FragColor = vec4(texture2D(sampler_src, source_texture).rgb, ca);\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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@ -310,6 +315,7 @@ struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
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glAttachShader(render->blit_prog, fs_shader);
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glBindAttribLocation(render->blit_prog, 0, "v_position");
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glBindAttribLocation(render->blit_prog, 1, "v_texcoord0");
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glBindAttribLocation(render->blit_prog, 2, "v_texcoord1");
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glLinkProgram(render->blit_prog);
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glGetProgramiv(render->blit_prog, GL_LINK_STATUS, &ret);
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@ -327,17 +333,34 @@ struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
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free(info);
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}
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render->sampler = glGetUniformLocation(render->blit_prog,"sampler");
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render->sampler = glGetUniformLocation(render->blit_prog,"sampler_src");
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render->sm_mask = glGetUniformLocation(render->blit_prog,"sampler_mask");
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glUseProgram(render->blit_prog);
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glUniform1i(render->sampler, 0);
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glUniform1i(render->sm_mask, 1);
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glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),render->vertices);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->tc_src);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->tc_mask);
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glEnableVertexAttribArray(2);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, render->tx_mask);
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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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eglMakeCurrent(dpy, surface, surface, context);
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return render;
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@ -378,9 +401,9 @@ void create_mask(struct render *render)
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EGL_GL_TEXTURE_LEVEL_KHR, 0,
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EGL_NONE
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};
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struct drm_i915_gem_mmap mmap_arg;
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struct drm_i915_gem_mmap_gtt mmap_arg;
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EGLint handle, stride;
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int pitch;
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int winw, winh, pitch;
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void *data;
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glGenTextures(1, &render->tx_mask);
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@ -394,11 +417,16 @@ void create_mask(struct render *render)
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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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pitch = (render->width+3) & -4;
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winw = render->width+10;
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winh = render->height+20+5;
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data = user_alloc(pitch*render->height);
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pitch = (winw+3) & -4;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, render->width, render->height, 0,
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data = user_alloc(pitch * winh);
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memset(data, 0x20, pitch * winh);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, winw, winh, 0,
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GL_RED,GL_UNSIGNED_BYTE, data);
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user_free(data);
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@ -419,18 +447,19 @@ void create_mask(struct render *render)
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mmap_arg.handle = handle;
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mmap_arg.offset = 0;
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mmap_arg.size = stride * render->height;
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if (drm_ioctl(render->fd, DRM_IOCTL_I915_GEM_MMAP, &mmap_arg))
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// mmap_arg.size = stride * winh;
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if (drm_ioctl(render->fd, DRM_IOCTL_I915_GEM_MMAP_GTT, &mmap_arg))
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{
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printf("%s: failed to mmap image %p handle=%d, %d bytes, into CPU domain\n",
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__FUNCTION__, render->mask, handle, stride*render->height);
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__FUNCTION__, render->mask, handle, stride*winh);
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goto err3;
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}
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render->mask_buffer = (void *)(uintptr_t)mmap_arg.addr_ptr;
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render->mask_buffer = (void *)(uintptr_t)mmap_arg.offset;
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render->mask_handle = handle;
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printf("%s: mmap image %p handle=%d, %d bytes to %p\n",
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__FUNCTION__, render->mask, handle, stride*render->height, render->mask_buffer);
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printf("%s: mmap image %p handle=%d, stride %d %d bytes to %p\n",
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__FUNCTION__, render->mask, handle, stride, stride*winh, render->mask_buffer);
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return;
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@ -27,11 +27,12 @@ struct render
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GLuint tx_buffers[2];
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GLuint tx_screen;
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GLuint tx_mask;
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GLuint mask_handle;
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void *mask_buffer;
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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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GLint sampler, sm_mask;
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float vertices[8],tc_src[8],tc_mask[8];
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};
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struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy);
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@ -3,19 +3,35 @@
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#include <string.h>
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#include "render.h"
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#include <i915_drm.h>
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#include <kos32sys.h>
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static int drm_ioctl(int fd, unsigned long request, void *arg)
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{
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ioctl_t io;
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io.handle = fd;
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io.io_code = request;
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io.input = arg;
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io.inp_size = 64;
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io.output = NULL;
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io.out_size = 0;
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return call_service(&io);
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}
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void render_swap_and_blit(struct render *render)
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{
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char proc_info[1024];
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struct drm_i915_mask_update update;
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EGLContext context;
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EGLSurface draw, read;
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int winx, winy;
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int winx, winy, winw, winh;
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float dst_xscale, dst_yscale;
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float xscale, yscale;
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float *vertices = render->vertices;
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float *texcoords = render->texcoords;
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float *texcoords = render->tc_src;
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int r, b;
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if(render == NULL)
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@ -25,6 +41,8 @@ void render_swap_and_blit(struct render *render)
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winx = *(uint32_t*)(proc_info+34);
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winy = *(uint32_t*)(proc_info+38);
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winw = *(uint32_t*)(proc_info+42)+1;
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winh = *(uint32_t*)(proc_info+46)+1;
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context = eglGetCurrentContext();
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draw = eglGetCurrentSurface(EGL_DRAW);
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@ -50,6 +68,10 @@ void render_swap_and_blit(struct render *render)
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#endif
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update.handle = render->mask_handle;
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update.bo_map = (int)render->mask_buffer;
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drm_ioctl(render->fd, SRV_MASK_UPDATE, &update);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, render->tx_buffers[render->back_buffer]);
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glTexParameteri(GL_TEXTURE_2D,
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@ -59,22 +81,23 @@ void render_swap_and_blit(struct render *render)
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GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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dst_xscale = 1.0/render->scr_width;
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dst_yscale = 1.0/render->scr_height;
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xscale = 1.0/render->scr_width;
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yscale = 1.0/render->scr_height;
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r = winx + render->dx + render->width;
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b = winy + render->dy + render->height;
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float t0, t1, t2, t5;
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vertices[0] = t0 = 2*(winx+render->dx)*dst_xscale - 1.0;
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vertices[1 * 2] = t2 = 2*r*dst_xscale - 1.0;
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vertices[0] = t0 = 2*(winx+render->dx)*xscale - 1.0;
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vertices[1 * 2] = t2 = 2*r*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*(winy+render->dy)*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] = t1 = 2*(winy+render->dy)*yscale - 1.0;
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vertices[2*2+1] = t5 = 2*b*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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@ -87,7 +110,23 @@ void render_swap_and_blit(struct render *render)
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texcoords[3*2] = 0.0;
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texcoords[3*2+1]= 1.0;
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texcoords = render->tc_mask;
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xscale = 1.0/winw;
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yscale = 1.0/winh;
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texcoords[0] = render->dx * xscale;
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texcoords[1] = render->dy * yscale;
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texcoords[1*2] = (render->dx+render->width)*xscale;
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texcoords[1*2+1]= render->dy * yscale;
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texcoords[2*2] = (render->dx+render->width)*xscale;
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texcoords[2*2+1]= (render->dy+render->height)*yscale;
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texcoords[3*2] = render->dx * xscale;
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texcoords[3*2+1]= (render->dy+render->height)*yscale;
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glFlush();
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// glDisableVertexAttribArray(0);
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// glDisableVertexAttribArray(1);
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