GL blitter: create texture for window's mask

git-svn-id: svn://kolibrios.org@4517 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
Sergey Semyonov (Serge) 2014-01-23 11:07:33 +00:00
parent 3e68853ae6
commit c7be7bd71e
4 changed files with 97 additions and 9 deletions

View File

@ -7,6 +7,7 @@
#include <i915_drm.h> #include <i915_drm.h>
#include <kos32sys.h> #include <kos32sys.h>
void create_mask(struct render *render);
static int drm_ioctl(int fd, unsigned long request, void *arg) static int drm_ioctl(int fd, unsigned long request, void *arg)
{ {
@ -242,6 +243,8 @@ struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
create_mask(render);
glGenFramebuffers(1, &render->framebuffer); glGenFramebuffers(1, &render->framebuffer);
if(glGetError() != GL_NO_ERROR) if(glGetError() != GL_NO_ERROR)
goto err8; goto err8;
@ -326,6 +329,15 @@ struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
render->sampler = glGetUniformLocation(render->blit_prog,"sampler"); render->sampler = glGetUniformLocation(render->blit_prog,"sampler");
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);
eglMakeCurrent(dpy, surface, surface, context); eglMakeCurrent(dpy, surface, surface, context);
return render; return render;
@ -358,3 +370,74 @@ err:
void create_mask(struct render *render)
{
static EGLint attrib[] =
{
EGL_GL_TEXTURE_LEVEL_KHR, 0,
EGL_NONE
};
struct drm_i915_gem_mmap mmap_arg;
EGLint handle, stride;
int pitch;
void *data;
glGenTextures(1, &render->tx_mask);
if(glGetError() != GL_NO_ERROR)
goto err1;
glBindTexture(GL_TEXTURE_2D, render->tx_mask);
if(glGetError() != GL_NO_ERROR)
goto err2;
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
pitch = (render->width+3) & -4;
data = user_alloc(pitch*render->height);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, render->width, render->height, 0,
GL_RED,GL_UNSIGNED_BYTE, data);
user_free(data);
if(glGetError() != GL_NO_ERROR)
goto err2;
render->mask = eglCreateImageKHR(render->dpy, render->context,
EGL_GL_TEXTURE_2D_KHR,(EGLClientBuffer)render->tx_mask,attrib);
if(render->mask == EGL_NO_IMAGE_KHR)
goto err2;
if(!eglExportDRMImageMESA(render->dpy, render->mask, NULL, &handle, &stride))
goto err3;
glBindTexture(GL_TEXTURE_2D, 0);
mmap_arg.handle = handle;
mmap_arg.offset = 0;
mmap_arg.size = stride * render->height;
if (drm_ioctl(render->fd, DRM_IOCTL_I915_GEM_MMAP, &mmap_arg))
{
printf("%s: failed to mmap image %p handle=%d, %d bytes, into CPU domain\n",
__FUNCTION__, render->mask, handle, stride*render->height);
goto err3;
}
render->mask_buffer = (void *)(uintptr_t)mmap_arg.addr_ptr;
printf("%s: mmap image %p handle=%d, %d bytes to %p\n",
__FUNCTION__, render->mask, handle, stride*render->height, render->mask_buffer);
return;
err3:
eglDestroyImageKHR(render->dpy, render->mask);
err2:
glBindTexture(GL_TEXTURE_2D, 0);
err1:
glDeleteTextures(1, &render->tx_mask);
};

View File

@ -23,9 +23,11 @@ struct render
EGLint width, height; EGLint width, height;
EGLint scr_width, scr_height; EGLint scr_width, scr_height;
GLuint framebuffer; GLuint framebuffer;
EGLImageKHR front, back, screen; EGLImageKHR screen, front, back, mask;
GLuint tx_buffers[2]; GLuint tx_buffers[2];
GLuint tx_screen; GLuint tx_screen;
GLuint tx_mask;
void *mask_buffer;
int back_buffer; int back_buffer;
GLuint blit_prog; GLuint blit_prog;
GLint sampler; GLint sampler;

View File

@ -38,12 +38,18 @@ void render_swap_and_blit(struct render *render)
goto err1; goto err1;
}; };
#if 0
glUseProgram(render->blit_prog); glUseProgram(render->blit_prog);
glUniform1i(render->sampler, 0); glUniform1i(render->sampler, 0);
glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),render->vertices); glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),render->vertices);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords);
glEnableVertexAttribArray(1);
#endif
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, render->tx_buffers[render->back_buffer]); glBindTexture(GL_TEXTURE_2D, render->tx_buffers[render->back_buffer]);
glTexParameteri(GL_TEXTURE_2D, glTexParameteri(GL_TEXTURE_2D,
@ -53,9 +59,6 @@ void render_swap_and_blit(struct render *render)
GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAG_FILTER,
GL_NEAREST); GL_NEAREST);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords);
glEnableVertexAttribArray(1);
dst_xscale = 1.0/render->scr_width; dst_xscale = 1.0/render->scr_width;
dst_yscale = 1.0/render->scr_height; dst_yscale = 1.0/render->scr_height;
@ -86,10 +89,10 @@ void render_swap_and_blit(struct render *render)
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(0); // glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1); // glDisableVertexAttribArray(1);
glDisable(GL_TEXTURE_2D); // glDisable(GL_TEXTURE_2D);
glUseProgram(0); // glUseProgram(0);
render->back_buffer++; render->back_buffer++;
render->back_buffer&=1; render->back_buffer&=1;