forked from KolibriOS/kolibrios
108 lines
2.6 KiB
C
108 lines
2.6 KiB
C
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "render.h"
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#include <drm/i915_drm.h>
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#include <kos32sys.h>
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#define WIN_STATE_MINIMIZED 0x02
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#define WIN_STATE_ROLLED 0x04
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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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uint32_t winx, winy, winw, winh;
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uint8_t state;
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float xscale, yscale;
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float *vertices = render->vertices;
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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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return;
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get_proc_info(proc_info);
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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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state = *(uint8_t*)(proc_info+70);
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if(state & (WIN_STATE_MINIMIZED|WIN_STATE_ROLLED))
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return;
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context = eglGetCurrentContext();
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draw = eglGetCurrentSurface(EGL_DRAW);
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read = eglGetCurrentSurface(EGL_READ);
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eglSwapBuffers(render->dpy,draw);
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render->back_buffer++;
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render->back_buffer&=1;
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update.handle = render->mask_handle;
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update.dx = render->dx;
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update.dy = render->dy;
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update.width = render->width;
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update.height = render->height;
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update.bo_pitch = (render->width+15) & ~15;
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update.bo_map = (int)render->mask_buffer;
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if(drm_ioctl(render->fd, 45, &update))
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return;
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if (!eglMakeCurrent(render->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 err1;
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};
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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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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)*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)*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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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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err1:
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eglMakeCurrent(render->dpy, draw, read, context);
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}
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