kolibrios/contrib/sdk/samples/Mesa/gl-render/main.c

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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/time.h>
#define EGL_EGLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#include "EGL/egl.h"
#include "EGL/eglext.h"
#include "GL/gl.h"
#include "gbm.h"
#include <i915_drm.h>
#include <kos32sys.h>
#include <pixlib2.h>
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()
{
struct gbm_device *gbm;
struct gbm_surface *gs;
EGLDisplay dpy;
EGLint major, minor;
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;
fd = get_service("DISPLAY");
gbm = gbm_create_device(fd);
if( gbm == NULL){
printf("failed to initialize GBM device");
return 1;
};
init_pixlib(HW_BIT_BLIT);
dpy = eglGetDisplay((EGLNativeDisplayType)gbm);
if (!eglInitialize(dpy, &major, &minor))
printf("failed to initialize EGL display");
printf("EGL_VERSION = %s\n", eglQueryString(dpy, EGL_VERSION));
printf("EGL_VENDOR = %s\n", eglQueryString(dpy, EGL_VENDOR));
printf("EGL_EXTENSIONS = %s\n", eglQueryString(dpy, EGL_EXTENSIONS));
printf("EGL_CLIENT_APIS = %s\n",eglQueryString(dpy, EGL_CLIENT_APIS));
i = 0;
config_attribs[i++] = EGL_RED_SIZE;
config_attribs[i++] = 1;
config_attribs[i++] = EGL_GREEN_SIZE;
config_attribs[i++] = 1;
config_attribs[i++] = EGL_BLUE_SIZE;
config_attribs[i++] = 1;
config_attribs[i++] = EGL_DEPTH_SIZE;
config_attribs[i++] = 1;
config_attribs[i++] = EGL_SURFACE_TYPE;
config_attribs[i++] = EGL_WINDOW_BIT;
config_attribs[i++] = EGL_RENDERABLE_TYPE;
config_attribs[i++] = EGL_OPENGL_BIT;
config_attribs[i] = EGL_NONE;
if (!eglChooseConfig(dpy,config_attribs, &config, 1, &num_configs) || !num_configs)
printf("failed to choose a config");
eglBindAPI(EGL_OPENGL_API);
context = eglCreateContext(dpy, config, EGL_NO_CONTEXT, NULL);
if (!context)
printf("failed to create context");
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");
if (!eglMakeCurrent(dpy, surface, surface, context))
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();
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;
GLenum status;
struct drm_i915_fb_info fb;
memset(&fb, 0, sizeof(fb));
ret = drmIoctl(fd, SRV_FBINFO, &fb);
if( ret != 0 )
printf("failed to get framebuffer info\n");
fb_image = px_create_image(dpy,context,fb.width,fb.height,
fb.pitch,fb.name);
printf("fb_image %p\n", fb_image);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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);
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);
}
}
glViewport(0, 0, 1024, 768);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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");
}
GLint sampler;
float vertices[8], texcoords[8];
GLfloat dst_xscale, dst_yscale; //, src_xscale, src_yscale;
int l, t, r, b, stride;
sampler = glGetUniformLocation(blit_prog,"sampler");
glUseProgram(blit_prog);
glUniform1i(sampler, 0);
glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),vertices);
glEnableVertexAttribArray(0);
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);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),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;
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[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[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);
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)
{
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 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;
}