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

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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "render.h"
#include <i915_drm.h>
#include <kos32sys.h>
#define WIN_STATE_MINIMIZED 0x02
#define WIN_STATE_ROLLED 0x04
static int drm_ioctl(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);
}
void render_swap_and_blit(struct render *render)
{
char proc_info[1024];
struct drm_i915_mask_update update;
EGLContext context;
EGLSurface draw, read;
uint32_t winx, winy, winw, winh;
uint8_t state;
float xscale, yscale;
float *vertices = render->vertices;
float *texcoords = render->tc_src;
int r, b;
if(render == NULL)
return;
get_proc_info(proc_info);
winx = *(uint32_t*)(proc_info+34);
winy = *(uint32_t*)(proc_info+38);
winw = *(uint32_t*)(proc_info+42)+1;
winh = *(uint32_t*)(proc_info+46)+1;
state = *(uint8_t*)(proc_info+70);
if(state & (WIN_STATE_MINIMIZED|WIN_STATE_ROLLED))
return;
context = eglGetCurrentContext();
draw = eglGetCurrentSurface(EGL_DRAW);
read = eglGetCurrentSurface(EGL_READ);
eglSwapBuffers(render->dpy,draw);
render->back_buffer++;
render->back_buffer&=1;
update.handle = render->mask_handle;
update.dx = render->dx;
update.dy = render->dy;
update.width = render->width;
update.height = render->height;
update.bo_pitch = (render->width+15) & ~15;
update.bo_map = (int)render->mask_buffer;
if(drm_ioctl(render->fd, 45, &update))
return;
if (!eglMakeCurrent(render->dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, render->context))
{
printf("failed to make window current");
goto err1;
};
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, render->tx_buffers[render->back_buffer]);
xscale = 1.0/render->scr_width;
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)*xscale - 1.0;
vertices[1 * 2] = t2 = 2*r*xscale - 1.0;
vertices[2 * 2] = t2;
vertices[3 * 2] = t0;
vertices[1] = t1 = 2*(winy+render->dy)*yscale - 1.0;
vertices[2*2+1] = t5 = 2*b*yscale - 1.0;
vertices[1*2+1] = t1;
vertices[3*2+1] = t5;
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
err1:
eglMakeCurrent(render->dpy, draw, read, context);
}