kolibrios-fun/contrib/sdk/sources/render/swap.c

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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "render.h"
#include <kos32sys.h>
void render_swap_and_blit(struct render *render)
{
char proc_info[1024];
EGLContext context;
EGLSurface draw, read;
int winx, winy;
float dst_xscale, dst_yscale;
float *vertices = render->vertices;
float *texcoords = render->texcoords;
int r, b;
if(render == NULL)
return;
get_proc_info(proc_info);
winx = *(uint32_t*)(proc_info+34);
winy = *(uint32_t*)(proc_info+38);
context = eglGetCurrentContext();
draw = eglGetCurrentSurface(EGL_DRAW);
read = eglGetCurrentSurface(EGL_READ);
eglSwapBuffers(render->dpy,draw);
if (!eglMakeCurrent(render->dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, render->context))
{
printf("failed to make window current");
goto err1;
};
#if 0
glUseProgram(render->blit_prog);
glUniform1i(render->sampler, 0);
glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),render->vertices);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords);
glEnableVertexAttribArray(1);
#endif
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, render->tx_buffers[render->back_buffer]);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
dst_xscale = 1.0/render->scr_width;
dst_yscale = 1.0/render->scr_height;
r = winx + render->dx + render->width;
b = winy + render->dy + render->height;
float t0, t1, t2, t5;
vertices[0] = t0 = 2*(winx+render->dx)*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*(winy+render->dy)*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);
render->back_buffer++;
render->back_buffer&=1;
err1:
eglMakeCurrent(render->dpy, draw, read, context);
}