forked from KolibriOS/kolibrios
GL blitter: create texture for window's mask
git-svn-id: svn://kolibrios.org@4517 a494cfbc-eb01-0410-851d-a64ba20cac60
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3e68853ae6
commit
c7be7bd71e
@ -7,6 +7,7 @@
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#include <i915_drm.h>
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#include <kos32sys.h>
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void create_mask(struct render *render);
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static int drm_ioctl(int fd, unsigned long request, void *arg)
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{
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@ -242,6 +243,8 @@ struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
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glBindTexture(GL_TEXTURE_2D, 0);
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create_mask(render);
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glGenFramebuffers(1, &render->framebuffer);
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if(glGetError() != GL_NO_ERROR)
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goto err8;
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@ -326,6 +329,15 @@ struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
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render->sampler = glGetUniformLocation(render->blit_prog,"sampler");
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glUseProgram(render->blit_prog);
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glUniform1i(render->sampler, 0);
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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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glEnableVertexAttribArray(1);
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eglMakeCurrent(dpy, surface, surface, context);
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return render;
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@ -358,3 +370,74 @@ err:
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void create_mask(struct render *render)
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{
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static EGLint attrib[] =
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{
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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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EGLint handle, stride;
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int pitch;
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void *data;
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glGenTextures(1, &render->tx_mask);
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if(glGetError() != GL_NO_ERROR)
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goto err1;
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glBindTexture(GL_TEXTURE_2D, render->tx_mask);
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if(glGetError() != GL_NO_ERROR)
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goto err2;
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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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data = user_alloc(pitch*render->height);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, render->width, render->height, 0,
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GL_RED,GL_UNSIGNED_BYTE, data);
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user_free(data);
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if(glGetError() != GL_NO_ERROR)
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goto err2;
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render->mask = eglCreateImageKHR(render->dpy, render->context,
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EGL_GL_TEXTURE_2D_KHR,(EGLClientBuffer)render->tx_mask,attrib);
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if(render->mask == EGL_NO_IMAGE_KHR)
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goto err2;
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if(!eglExportDRMImageMESA(render->dpy, render->mask, NULL, &handle, &stride))
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goto err3;
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glBindTexture(GL_TEXTURE_2D, 0);
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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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{
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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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goto err3;
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}
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render->mask_buffer = (void *)(uintptr_t)mmap_arg.addr_ptr;
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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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return;
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err3:
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eglDestroyImageKHR(render->dpy, render->mask);
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err2:
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glBindTexture(GL_TEXTURE_2D, 0);
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err1:
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glDeleteTextures(1, &render->tx_mask);
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};
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@ -23,9 +23,11 @@ struct render
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EGLint width, height;
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EGLint scr_width, scr_height;
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GLuint framebuffer;
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EGLImageKHR front, back, screen;
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EGLImageKHR screen, front, back, mask;
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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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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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@ -38,12 +38,18 @@ void render_swap_and_blit(struct render *render)
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goto err1;
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};
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#if 0
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glUseProgram(render->blit_prog);
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glUniform1i(render->sampler, 0);
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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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glEnableVertexAttribArray(1);
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#endif
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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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@ -53,9 +59,6 @@ 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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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords);
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glEnableVertexAttribArray(1);
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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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@ -86,10 +89,10 @@ void render_swap_and_blit(struct render *render)
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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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// 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->back_buffer++;
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render->back_buffer&=1;
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