From 05df377e5f7daad6e7ee64c39c79d565e596e9a0 Mon Sep 17 00:00:00 2001 From: "Sergey Semyonov (Serge)" Date: Tue, 21 Jan 2014 08:09:01 +0000 Subject: [PATCH] regl-render: swap n blit git-svn-id: svn://kolibrios.org@4498 a494cfbc-eb01-0410-851d-a64ba20cac60 --- contrib/sdk/samples/Mesa/gl-render/main.c | 587 ++++++++++++++-------- 1 file changed, 386 insertions(+), 201 deletions(-) diff --git a/contrib/sdk/samples/Mesa/gl-render/main.c b/contrib/sdk/samples/Mesa/gl-render/main.c index b02d744d41..c17f0fab46 100644 --- a/contrib/sdk/samples/Mesa/gl-render/main.c +++ b/contrib/sdk/samples/Mesa/gl-render/main.c @@ -14,28 +14,51 @@ #include #include +enum px_buffer +{ + PX_FRONT = 0, + PX_BACK = 1 +}; + +struct render +{ + EGLDisplay dpy; + EGLContext context; + GLuint framebuffer; + EGLImageKHR front, back, screen; + GLuint tx_buffers[2]; + GLuint tx_screen; + int back_buffer; + GLuint blit_prog; + GLint sampler; + float vertices[8], texcoords[8]; +}; + + 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); +struct render* create_render(EGLDisplay dpy, EGLSurface surface); +void blit_texture(struct render *render, GLuint tex, int x, int y, int w, int h); +void render_swap_buffers(struct render *render, int x, int y, int w, int h); int main() { struct gbm_device *gbm; struct gbm_surface *gs; + struct render *render; 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; @@ -85,13 +108,10 @@ int main() 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"); @@ -100,13 +120,6 @@ int main() 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(); @@ -134,191 +147,16 @@ int main() glFlush(); - glBindFramebuffer(GL_FRAMEBUFFER, 0); + asm volatile ("int3"); - 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); + render = create_render(dpy, surface); + 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); + render_swap_buffers(render, 20, 20, 400, 300); glFinish(); eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); @@ -380,29 +218,375 @@ EGLImageKHR px_create_image(EGLDisplay display, EGLContext context, GLint create_shader(GLenum type, const char *source) { GLint ok; - GLint prog; + GLint shader; - prog = glCreateShader(type); - glShaderSource(prog, 1, (const GLchar **) &source, NULL); - glCompileShader(prog); - glGetShaderiv(prog, GL_COMPILE_STATUS, &ok); + shader = glCreateShader(type); + if(shader == 0) + goto err; + + glShaderSource(shader, 1, (const GLchar **) &source, NULL); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); if (!ok) { GLchar *info; GLint size; - glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size); + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &size); info = malloc(size); - glGetShaderInfoLog(prog, size, NULL, info); + glGetShaderInfoLog(shader, 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"); + free(info); + glDeleteProgram(shader); + shader = 0; } - - return prog; +err: + return shader; } + +struct render* create_render(EGLDisplay dpy, EGLSurface surface) +{ + 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"; + EGLint config_attribs[14]; + EGLConfig config; + EGLint num_configs; + + EGLContext context; + + struct drm_i915_fb_info fb; + GLint vs_shader, fs_shader; + GLenum status; + GLint ret; + int fd; + struct render *render; + + + + fd = get_service("DISPLAY"); + + memset(&fb, 0, sizeof(fb)); + ret = drmIoctl(fd, SRV_FBINFO, &fb); + if( ret != 0 ) + { printf("failed to get framebuffer info\n"); + goto err; + }; + + render = (struct render*)malloc(sizeof(struct render)); + if(render == NULL) + goto err; + + render->dpy = dpy; + + render->front = eglGetBufferImage(dpy, surface, EGL_DRM_BUFFER_FRONT); + if(render->front == EGL_NO_IMAGE_KHR) + goto err1; + + render->back = eglGetBufferImage(dpy, surface, EGL_DRM_BUFFER_BACK); + if( render->back == EGL_NO_IMAGE_KHR) + goto err2; + + glGenTextures(2, render->tx_buffers); + if(glGetError() != GL_NO_ERROR) + goto err3; + + glBindTexture(GL_TEXTURE_2D, render->tx_buffers[EGL_DRM_BUFFER_FRONT]); + if(glGetError() != GL_NO_ERROR) + goto err4; + + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->front); + if(glGetError() != GL_NO_ERROR) + goto err4; + + glBindTexture(GL_TEXTURE_2D, render->tx_buffers[EGL_DRM_BUFFER_BACK]); + if(glGetError() != GL_NO_ERROR) + goto err4; + + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->back); + if(glGetError() != GL_NO_ERROR) + goto err4; + + glBindTexture(GL_TEXTURE_2D, 0); + + render->back_buffer = EGL_DRM_BUFFER_BACK; + + context = eglGetCurrentContext(); + + config_attribs[0] = EGL_RED_SIZE; + config_attribs[1] = 1; + config_attribs[2] = EGL_GREEN_SIZE; + config_attribs[3] = 1; + config_attribs[4] = EGL_BLUE_SIZE; + config_attribs[5] = 1; + config_attribs[6] = EGL_DEPTH_SIZE; + config_attribs[7] = 1; + + config_attribs[8] = EGL_SURFACE_TYPE; + config_attribs[9] = EGL_WINDOW_BIT; + + config_attribs[10] = EGL_RENDERABLE_TYPE; + config_attribs[11] = EGL_OPENGL_BIT; + config_attribs[12] = EGL_NONE; + + if (!eglChooseConfig(dpy,config_attribs, &config, 1, &num_configs) || !num_configs) + { + printf("failed to choose a config"); + goto err4; + } + + render->context = eglCreateContext(dpy, config, EGL_NO_CONTEXT, NULL); + if (!context) + { + printf("failed to create context"); + goto err4; + }; + + if (!eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, render->context)) + { + printf("failed to make window current"); + goto err5; + }; + + render->screen = px_create_image(dpy,context,fb.width,fb.height, + fb.pitch,fb.name); + if(render->screen == EGL_NO_IMAGE_KHR) + goto err6; + + glGenTextures(1, &render->tx_screen); + if(glGetError() != GL_NO_ERROR) + goto err6; + + glBindTexture(GL_TEXTURE_2D, render->tx_screen); + if(glGetError() != GL_NO_ERROR) + goto err7; + + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->screen); + if(glGetError() != GL_NO_ERROR) + goto err7; + + glBindTexture(GL_TEXTURE_2D, 0); + + glGenFramebuffers(1, &render->framebuffer); + if(glGetError() != GL_NO_ERROR) + goto err8; + + glBindFramebuffer(GL_FRAMEBUFFER, render->framebuffer); + if(glGetError() != GL_NO_ERROR) + goto err9; + + glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, render->tx_screen,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); + goto err9; + } + + render->blit_prog = glCreateProgram(); + if(render->blit_prog == 0) + goto err9; + + vs_shader = create_shader(GL_VERTEX_SHADER,vs_src); + if(vs_shader == 0) + goto err10; + + fs_shader = create_shader(GL_FRAGMENT_SHADER, fs_src); + if(fs_shader == 0) + goto err11; + + glAttachShader(render->blit_prog, vs_shader); + glAttachShader(render->blit_prog, fs_shader); + glBindAttribLocation(render->blit_prog, 0, "v_position"); + glBindAttribLocation(render->blit_prog, 1, "v_texcoord0"); + glLinkProgram(render->blit_prog); + + glGetProgramiv(render->blit_prog, GL_LINK_STATUS, &ret); + if (!ret) + { + GLchar *info; + GLint size; + + glGetProgramiv(render->blit_prog, GL_INFO_LOG_LENGTH, &size); + info = malloc(size); + + glGetProgramInfoLog(render->blit_prog, size, NULL, info); + printf("Failed to link: %s\n", info); + printf("GLSL link failure\n"); + free(info); + } + + render->sampler = glGetUniformLocation(render->blit_prog,"sampler"); + + eglMakeCurrent(dpy, surface, surface, context); + + return render; + +err11: + glDeleteShader(vs_shader); +err10: + glDeleteProgram(render->blit_prog); +err9: + glDeleteFramebuffers(1, &render->framebuffer); +err8: + eglDestroyImageKHR(dpy, render->screen); +err7: + glDeleteTextures(1, &render->tx_screen); +err6: + eglMakeCurrent(dpy, surface, surface, context); +err5: + eglDestroyContext(dpy, render->context); +err4: + glDeleteTextures(2, render->tx_buffers); +err3: + eglDestroyImageKHR(dpy, render->back); +err2: + eglDestroyImageKHR(dpy, render->front); +err1: + free(render); +err: + return NULL; +}; + +void render_swap_buffers(struct render *render, int x, int y, int w, int h) +{ + EGLContext context; + EGLSurface draw, read; + + float dst_xscale, dst_yscale; + float *vertices = render->vertices; + float *texcoords = render->texcoords; + int r, b; + + if(render == NULL) + return; + + 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; + }; + + glUseProgram(render->blit_prog); + glUniform1i(render->sampler, 0); + + glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),render->vertices); + glEnableVertexAttribArray(0); + + 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); + + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords); + glEnableVertexAttribArray(1); + + dst_xscale = 1.0/1024; + dst_yscale = 1.0/768; + + r = x+w-1; + b = y+h-1; + + float t0, t1, t2, t5; + + vertices[0] = t0 = 2*x*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*y*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); +} + +#if 0 GLuint create_framebuffer(int width, int height, GLuint *tex) { GLuint buffer; @@ -423,3 +607,4 @@ GLuint create_framebuffer(int width, int height, GLuint *tex) GL_TEXTURE_2D, *tex,0); return buffer; } +#endif