GL blitter: use per pixel mask texture as alpha channel source

git-svn-id: svn://kolibrios.org@4523 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
Sergey Semyonov (Serge) 2014-01-24 12:10:27 +00:00
parent 738e6b0db0
commit 7b7c0326ac
4 changed files with 100 additions and 31 deletions

View File

@ -15,7 +15,7 @@ void render_blit(struct render *render, enum px_buffer buffer)
float dst_xscale, dst_yscale; float dst_xscale, dst_yscale;
float *vertices = render->vertices; float *vertices = render->vertices;
float *texcoords = render->texcoords; float *texcoords = render->tc_src;
int r, b; int r, b;
if(render == NULL) if(render == NULL)
@ -51,7 +51,7 @@ void render_blit(struct render *render, enum px_buffer buffer)
GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAG_FILTER,
GL_NEAREST); GL_NEAREST);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->tc_src);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
dst_xscale = 1.0/render->scr_width; dst_xscale = 1.0/render->scr_width;

View File

@ -89,22 +89,27 @@ struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
const char *vs_src = const char *vs_src =
"attribute vec4 v_position;\n" "attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n" "attribute vec4 v_texcoord0;\n"
"attribute vec4 v_texcoord1;\n"
"varying vec2 source_texture;\n" "varying vec2 source_texture;\n"
"varying vec2 mask_texture;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" gl_Position = v_position;\n" " gl_Position = v_position;\n"
" source_texture = v_texcoord0.xy;\n" " source_texture = v_texcoord0.xy;\n"
" mask_texture = v_texcoord1.xy;\n"
"}\n"; "}\n";
const char *fs_src = const char *fs_src =
// "precision mediump float;\n"
"varying vec2 source_texture;\n" "varying vec2 source_texture;\n"
"uniform sampler2D sampler;\n" "varying vec2 mask_texture;\n"
"uniform sampler2D sampler_src;\n"
"uniform sampler2D sampler_mask;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" vec3 cg = texture2D(sampler, source_texture).rgb;\n" " float ca = texture2D(sampler_mask, mask_texture).r;\n"
" gl_FragColor = vec4(cg.r,cg.g,cg.b,1.0);\n" " gl_FragColor = vec4(texture2D(sampler_src, source_texture).rgb, ca);\n"
"}\n"; "}\n";
EGLint config_attribs[14]; EGLint config_attribs[14];
EGLConfig config; EGLConfig config;
EGLint num_configs; EGLint num_configs;
@ -310,6 +315,7 @@ struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
glAttachShader(render->blit_prog, fs_shader); glAttachShader(render->blit_prog, fs_shader);
glBindAttribLocation(render->blit_prog, 0, "v_position"); glBindAttribLocation(render->blit_prog, 0, "v_position");
glBindAttribLocation(render->blit_prog, 1, "v_texcoord0"); glBindAttribLocation(render->blit_prog, 1, "v_texcoord0");
glBindAttribLocation(render->blit_prog, 2, "v_texcoord1");
glLinkProgram(render->blit_prog); glLinkProgram(render->blit_prog);
glGetProgramiv(render->blit_prog, GL_LINK_STATUS, &ret); glGetProgramiv(render->blit_prog, GL_LINK_STATUS, &ret);
@ -327,17 +333,34 @@ struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
free(info); free(info);
} }
render->sampler = glGetUniformLocation(render->blit_prog,"sampler"); render->sampler = glGetUniformLocation(render->blit_prog,"sampler_src");
render->sm_mask = glGetUniformLocation(render->blit_prog,"sampler_mask");
glUseProgram(render->blit_prog); glUseProgram(render->blit_prog);
glUniform1i(render->sampler, 0); glUniform1i(render->sampler, 0);
glUniform1i(render->sm_mask, 1);
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); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->tc_src);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->tc_mask);
glEnableVertexAttribArray(2);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, render->tx_mask);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
eglMakeCurrent(dpy, surface, surface, context); eglMakeCurrent(dpy, surface, surface, context);
return render; return render;
@ -378,9 +401,9 @@ void create_mask(struct render *render)
EGL_GL_TEXTURE_LEVEL_KHR, 0, EGL_GL_TEXTURE_LEVEL_KHR, 0,
EGL_NONE EGL_NONE
}; };
struct drm_i915_gem_mmap mmap_arg; struct drm_i915_gem_mmap_gtt mmap_arg;
EGLint handle, stride; EGLint handle, stride;
int pitch; int winw, winh, pitch;
void *data; void *data;
glGenTextures(1, &render->tx_mask); glGenTextures(1, &render->tx_mask);
@ -394,11 +417,16 @@ void create_mask(struct render *render)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
pitch = (render->width+3) & -4; winw = render->width+10;
winh = render->height+20+5;
data = user_alloc(pitch*render->height); pitch = (winw+3) & -4;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, render->width, render->height, 0, data = user_alloc(pitch * winh);
memset(data, 0x20, pitch * winh);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, winw, winh, 0,
GL_RED,GL_UNSIGNED_BYTE, data); GL_RED,GL_UNSIGNED_BYTE, data);
user_free(data); user_free(data);
@ -419,18 +447,19 @@ void create_mask(struct render *render)
mmap_arg.handle = handle; mmap_arg.handle = handle;
mmap_arg.offset = 0; mmap_arg.offset = 0;
mmap_arg.size = stride * render->height; // mmap_arg.size = stride * winh;
if (drm_ioctl(render->fd, DRM_IOCTL_I915_GEM_MMAP, &mmap_arg)) if (drm_ioctl(render->fd, DRM_IOCTL_I915_GEM_MMAP_GTT, &mmap_arg))
{ {
printf("%s: failed to mmap image %p handle=%d, %d bytes, into CPU domain\n", printf("%s: failed to mmap image %p handle=%d, %d bytes, into CPU domain\n",
__FUNCTION__, render->mask, handle, stride*render->height); __FUNCTION__, render->mask, handle, stride*winh);
goto err3; goto err3;
} }
render->mask_buffer = (void *)(uintptr_t)mmap_arg.addr_ptr; render->mask_buffer = (void *)(uintptr_t)mmap_arg.offset;
render->mask_handle = handle;
printf("%s: mmap image %p handle=%d, %d bytes to %p\n", printf("%s: mmap image %p handle=%d, stride %d %d bytes to %p\n",
__FUNCTION__, render->mask, handle, stride*render->height, render->mask_buffer); __FUNCTION__, render->mask, handle, stride, stride*winh, render->mask_buffer);
return; return;

View File

@ -27,11 +27,12 @@ struct render
GLuint tx_buffers[2]; GLuint tx_buffers[2];
GLuint tx_screen; GLuint tx_screen;
GLuint tx_mask; GLuint tx_mask;
GLuint mask_handle;
void *mask_buffer; void *mask_buffer;
int back_buffer; int back_buffer;
GLuint blit_prog; GLuint blit_prog;
GLint sampler; GLint sampler, sm_mask;
float vertices[8], texcoords[8]; float vertices[8],tc_src[8],tc_mask[8];
}; };
struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy); struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy);

View File

@ -3,19 +3,35 @@
#include <string.h> #include <string.h>
#include "render.h" #include "render.h"
#include <i915_drm.h>
#include <kos32sys.h> #include <kos32sys.h>
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) void render_swap_and_blit(struct render *render)
{ {
char proc_info[1024]; char proc_info[1024];
struct drm_i915_mask_update update;
EGLContext context; EGLContext context;
EGLSurface draw, read; EGLSurface draw, read;
int winx, winy; int winx, winy, winw, winh;
float dst_xscale, dst_yscale; float xscale, yscale;
float *vertices = render->vertices; float *vertices = render->vertices;
float *texcoords = render->texcoords; float *texcoords = render->tc_src;
int r, b; int r, b;
if(render == NULL) if(render == NULL)
@ -25,6 +41,8 @@ void render_swap_and_blit(struct render *render)
winx = *(uint32_t*)(proc_info+34); winx = *(uint32_t*)(proc_info+34);
winy = *(uint32_t*)(proc_info+38); winy = *(uint32_t*)(proc_info+38);
winw = *(uint32_t*)(proc_info+42)+1;
winh = *(uint32_t*)(proc_info+46)+1;
context = eglGetCurrentContext(); context = eglGetCurrentContext();
draw = eglGetCurrentSurface(EGL_DRAW); draw = eglGetCurrentSurface(EGL_DRAW);
@ -50,6 +68,10 @@ void render_swap_and_blit(struct render *render)
#endif #endif
update.handle = render->mask_handle;
update.bo_map = (int)render->mask_buffer;
drm_ioctl(render->fd, SRV_MASK_UPDATE, &update);
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,
@ -59,22 +81,23 @@ void render_swap_and_blit(struct render *render)
GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAG_FILTER,
GL_NEAREST); GL_NEAREST);
dst_xscale = 1.0/render->scr_width;
dst_yscale = 1.0/render->scr_height; xscale = 1.0/render->scr_width;
yscale = 1.0/render->scr_height;
r = winx + render->dx + render->width; r = winx + render->dx + render->width;
b = winy + render->dy + render->height; b = winy + render->dy + render->height;
float t0, t1, t2, t5; float t0, t1, t2, t5;
vertices[0] = t0 = 2*(winx+render->dx)*dst_xscale - 1.0; vertices[0] = t0 = 2*(winx+render->dx)*xscale - 1.0;
vertices[1 * 2] = t2 = 2*r*dst_xscale - 1.0; vertices[1 * 2] = t2 = 2*r*xscale - 1.0;
vertices[2 * 2] = t2; vertices[2 * 2] = t2;
vertices[3 * 2] = t0; vertices[3 * 2] = t0;
vertices[1] = t1 = 2*(winy+render->dy)*dst_yscale - 1.0; vertices[1] = t1 = 2*(winy+render->dy)*yscale - 1.0;
vertices[2*2+1] = t5 = 2*b*dst_yscale - 1.0; vertices[2*2+1] = t5 = 2*b*yscale - 1.0;
vertices[1*2+1] = t1; vertices[1*2+1] = t1;
vertices[3*2+1] = t5; vertices[3*2+1] = t5;
@ -87,7 +110,23 @@ void render_swap_and_blit(struct render *render)
texcoords[3*2] = 0.0; texcoords[3*2] = 0.0;
texcoords[3*2+1]= 1.0; texcoords[3*2+1]= 1.0;
texcoords = render->tc_mask;
xscale = 1.0/winw;
yscale = 1.0/winh;
texcoords[0] = render->dx * xscale;
texcoords[1] = render->dy * yscale;
texcoords[1*2] = (render->dx+render->width)*xscale;
texcoords[1*2+1]= render->dy * yscale;
texcoords[2*2] = (render->dx+render->width)*xscale;
texcoords[2*2+1]= (render->dy+render->height)*yscale;
texcoords[3*2] = render->dx * xscale;
texcoords[3*2+1]= (render->dy+render->height)*yscale;
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glFlush();
// glDisableVertexAttribArray(0); // glDisableVertexAttribArray(0);
// glDisableVertexAttribArray(1); // glDisableVertexAttribArray(1);