#include #include #include #include #define EGL_EGLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES #include "EGL/egl.h" #include "EGL/eglext.h" #include "GL/gl.h" #include "gbm.h" #include #include #include 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 fb_image; EGLConfig config; EGLint config_attribs[32]; EGLint num_configs, i; GLuint texture, buffer, front; 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, 1024, 768, 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, EGL_NO_SURFACE, EGL_NO_SURFACE, context)) printf("failed to make window current"); front = create_framebuffer(400,300,&f_tex); 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; }