kolibrios-gitea/contrib/sdk/sources/render/render.c
Sergey Semyonov (Serge) c7be7bd71e GL blitter: create texture for window's mask
git-svn-id: svn://kolibrios.org@4517 a494cfbc-eb01-0410-851d-a64ba20cac60
2014-01-23 11:07:33 +00:00

444 lines
12 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/time.h>
#include "render.h"
#include <i915_drm.h>
#include <kos32sys.h>
void create_mask(struct render *render);
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);
}
static EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
int width, int height, int stride, int name)
{
EGLImageKHR image;
EGLint attribs[] = {
EGL_WIDTH, 0,
EGL_HEIGHT, 0,
EGL_DRM_BUFFER_STRIDE_MESA, 0,
EGL_DRM_BUFFER_FORMAT_MESA,
EGL_DRM_BUFFER_FORMAT_ARGB32_MESA,
EGL_DRM_BUFFER_USE_MESA,
EGL_DRM_BUFFER_USE_SHARE_MESA |
EGL_DRM_BUFFER_USE_SCANOUT_MESA,
EGL_NONE
};
attribs[1] = width;
attribs[3] = height;
attribs[5] = stride/4;
printf("%s w:%d :%d pitch:%d handle %d\n", __FUNCTION__,
width, height, stride, name);
image = eglCreateImageKHR(display, context, EGL_DRM_BUFFER_MESA,
(void *) (uintptr_t)name, attribs);
return image;
}
static GLint create_shader(GLenum type, const char *source)
{
GLint ok;
GLint shader;
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(shader, GL_INFO_LOG_LENGTH, &size);
info = malloc(size);
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;
}
err:
return shader;
}
struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
{
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 = drm_ioctl(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->fd = fd;
render->dpy = dpy;
render->dx = dx;
render->dy = dy;
if(!eglQuerySurface(dpy, surface, EGL_WIDTH, &render->width))
goto err1;
if(!eglQuerySurface(dpy, surface, EGL_HEIGHT, &render->height))
goto err1;
render->scr_width = fb.width;
render->scr_height = fb.height;
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;
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 err3;
}
render->context = eglCreateContext(dpy, config, EGL_NO_CONTEXT, NULL);
if (!context)
{
printf("failed to create context");
goto err3;
};
if (!eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, render->context))
{
printf("failed to make window current");
goto err4;
};
glGenTextures(2, render->tx_buffers);
if(glGetError() != GL_NO_ERROR)
goto err5;
glBindTexture(GL_TEXTURE_2D, render->tx_buffers[EGL_DRM_BUFFER_FRONT]);
if(glGetError() != GL_NO_ERROR)
goto err6;
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 err6;
glBindTexture(GL_TEXTURE_2D, render->tx_buffers[EGL_DRM_BUFFER_BACK]);
if(glGetError() != GL_NO_ERROR)
goto err6;
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 err6;
glBindTexture(GL_TEXTURE_2D, 0);
render->back_buffer = EGL_DRM_BUFFER_BACK;
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);
create_mask(render);
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;
}
glViewport(0, 0, render->scr_width, render->scr_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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");
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);
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:
glDeleteTextures(2, render->tx_buffers);
err5:
eglMakeCurrent(dpy, surface, surface, context);
err4:
eglDestroyContext(dpy, render->context);
err3:
eglDestroyImageKHR(dpy, render->back);
err2:
eglDestroyImageKHR(dpy, render->front);
err1:
free(render);
err:
return NULL;
};
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);
};