forked from KolibriOS/kolibrios
361 lines
9.8 KiB
C
361 lines
9.8 KiB
C
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <sys/time.h>
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#include "render.h"
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#include <i915_drm.h>
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#include <kos32sys.h>
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static int drm_ioctl(int fd, unsigned long request, void *arg)
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{
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ioctl_t io;
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io.handle = fd;
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io.io_code = request;
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io.input = arg;
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io.inp_size = 64;
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io.output = NULL;
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io.out_size = 0;
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return call_service(&io);
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}
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static EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
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int width, int height, int stride, int name)
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{
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EGLImageKHR image;
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EGLint attribs[] = {
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EGL_WIDTH, 0,
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EGL_HEIGHT, 0,
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EGL_DRM_BUFFER_STRIDE_MESA, 0,
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EGL_DRM_BUFFER_FORMAT_MESA,
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EGL_DRM_BUFFER_FORMAT_ARGB32_MESA,
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EGL_DRM_BUFFER_USE_MESA,
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EGL_DRM_BUFFER_USE_SHARE_MESA |
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EGL_DRM_BUFFER_USE_SCANOUT_MESA,
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EGL_NONE
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};
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attribs[1] = width;
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attribs[3] = height;
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attribs[5] = stride/4;
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printf("%s w:%d :%d pitch:%d handle %d\n", __FUNCTION__,
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width, height, stride, name);
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image = eglCreateImageKHR(display, context, EGL_DRM_BUFFER_MESA,
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(void *) (uintptr_t)name, attribs);
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return image;
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}
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static GLint create_shader(GLenum type, const char *source)
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{
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GLint ok;
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GLint shader;
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shader = glCreateShader(type);
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if(shader == 0)
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goto err;
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glShaderSource(shader, 1, (const GLchar **) &source, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
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if (!ok) {
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GLchar *info;
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GLint size;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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glGetShaderInfoLog(shader, size, NULL, info);
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printf("Failed to compile %s: %s\n",
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type == GL_FRAGMENT_SHADER ? "FS" : "VS",info);
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printf("Program source:\n%s", source);
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printf("GLSL compile failure\n");
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free(info);
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glDeleteProgram(shader);
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shader = 0;
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}
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err:
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return shader;
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}
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struct render* create_render(EGLDisplay dpy, EGLSurface surface, int dx, int dy)
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{
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const char *vs_src =
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"attribute vec4 v_position;\n"
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"attribute vec4 v_texcoord0;\n"
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"varying vec2 source_texture;\n"
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"void main()\n"
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"{\n"
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" gl_Position = v_position;\n"
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" source_texture = v_texcoord0.xy;\n"
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"}\n";
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const char *fs_src =
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// "precision mediump float;\n"
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"varying vec2 source_texture;\n"
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"uniform sampler2D sampler;\n"
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"void main()\n"
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"{\n"
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" vec3 cg = texture2D(sampler, source_texture).rgb;\n"
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" gl_FragColor = vec4(cg.r,cg.g,cg.b,1.0);\n"
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"}\n";
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EGLint config_attribs[14];
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EGLConfig config;
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EGLint num_configs;
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EGLContext context;
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struct drm_i915_fb_info fb;
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GLint vs_shader, fs_shader;
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GLenum status;
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GLint ret;
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int fd;
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struct render *render;
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fd = get_service("DISPLAY");
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memset(&fb, 0, sizeof(fb));
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ret = drm_ioctl(fd, SRV_FBINFO, &fb);
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if( ret != 0 )
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{ printf("failed to get framebuffer info\n");
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goto err;
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};
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render = (struct render*)malloc(sizeof(struct render));
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if(render == NULL)
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goto err;
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render->fd = fd;
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render->dpy = dpy;
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render->dx = dx;
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render->dy = dy;
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if(!eglQuerySurface(dpy, surface, EGL_WIDTH, &render->width))
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goto err1;
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if(!eglQuerySurface(dpy, surface, EGL_HEIGHT, &render->height))
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goto err1;
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render->scr_width = fb.width;
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render->scr_height = fb.height;
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render->front = eglGetBufferImage(dpy, surface, EGL_DRM_BUFFER_FRONT);
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if(render->front == EGL_NO_IMAGE_KHR)
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goto err1;
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render->back = eglGetBufferImage(dpy, surface, EGL_DRM_BUFFER_BACK);
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if( render->back == EGL_NO_IMAGE_KHR)
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goto err2;
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context = eglGetCurrentContext();
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config_attribs[0] = EGL_RED_SIZE;
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config_attribs[1] = 1;
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config_attribs[2] = EGL_GREEN_SIZE;
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config_attribs[3] = 1;
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config_attribs[4] = EGL_BLUE_SIZE;
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config_attribs[5] = 1;
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config_attribs[6] = EGL_DEPTH_SIZE;
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config_attribs[7] = 1;
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config_attribs[8] = EGL_SURFACE_TYPE;
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config_attribs[9] = EGL_WINDOW_BIT;
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config_attribs[10] = EGL_RENDERABLE_TYPE;
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config_attribs[11] = EGL_OPENGL_BIT;
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config_attribs[12] = EGL_NONE;
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if (!eglChooseConfig(dpy,config_attribs, &config, 1, &num_configs) || !num_configs)
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{
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printf("failed to choose a config");
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goto err3;
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}
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render->context = eglCreateContext(dpy, config, EGL_NO_CONTEXT, NULL);
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if (!context)
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{
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printf("failed to create context");
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goto err3;
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};
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if (!eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, render->context))
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{
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printf("failed to make window current");
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goto err4;
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};
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glGenTextures(2, render->tx_buffers);
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if(glGetError() != GL_NO_ERROR)
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goto err5;
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glBindTexture(GL_TEXTURE_2D, render->tx_buffers[EGL_DRM_BUFFER_FRONT]);
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if(glGetError() != GL_NO_ERROR)
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goto err6;
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->front);
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if(glGetError() != GL_NO_ERROR)
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goto err6;
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glBindTexture(GL_TEXTURE_2D, render->tx_buffers[EGL_DRM_BUFFER_BACK]);
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if(glGetError() != GL_NO_ERROR)
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goto err6;
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->back);
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if(glGetError() != GL_NO_ERROR)
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goto err6;
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glBindTexture(GL_TEXTURE_2D, 0);
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render->back_buffer = EGL_DRM_BUFFER_BACK;
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render->screen = px_create_image(dpy,context,fb.width,fb.height,
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fb.pitch,fb.name);
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if(render->screen == EGL_NO_IMAGE_KHR)
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goto err6;
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glGenTextures(1, &render->tx_screen);
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if(glGetError() != GL_NO_ERROR)
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goto err6;
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glBindTexture(GL_TEXTURE_2D, render->tx_screen);
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if(glGetError() != GL_NO_ERROR)
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goto err7;
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,render->screen);
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if(glGetError() != GL_NO_ERROR)
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goto err7;
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenFramebuffers(1, &render->framebuffer);
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if(glGetError() != GL_NO_ERROR)
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goto err8;
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glBindFramebuffer(GL_FRAMEBUFFER, render->framebuffer);
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if(glGetError() != GL_NO_ERROR)
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goto err9;
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glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, render->tx_screen,0);
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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const char *str;
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switch (status)
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{
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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str = "incomplete attachment";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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str = "incomplete/missing attachment";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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str = "incomplete draw buffer";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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str = "incomplete read buffer";
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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str = "unsupported";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
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str = "incomplete multiple";
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break;
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default:
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str = "unknown error";
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break;
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}
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printf("destination is framebuffer incomplete: %s [%#x]\n", str, status);
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goto err9;
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}
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glViewport(0, 0, render->scr_width, render->scr_height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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render->blit_prog = glCreateProgram();
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if(render->blit_prog == 0)
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goto err9;
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vs_shader = create_shader(GL_VERTEX_SHADER,vs_src);
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if(vs_shader == 0)
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goto err10;
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fs_shader = create_shader(GL_FRAGMENT_SHADER, fs_src);
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if(fs_shader == 0)
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goto err11;
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glAttachShader(render->blit_prog, vs_shader);
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glAttachShader(render->blit_prog, fs_shader);
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glBindAttribLocation(render->blit_prog, 0, "v_position");
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glBindAttribLocation(render->blit_prog, 1, "v_texcoord0");
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glLinkProgram(render->blit_prog);
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glGetProgramiv(render->blit_prog, GL_LINK_STATUS, &ret);
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if (!ret)
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{
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GLchar *info;
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GLint size;
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glGetProgramiv(render->blit_prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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glGetProgramInfoLog(render->blit_prog, size, NULL, info);
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printf("Failed to link: %s\n", info);
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printf("GLSL link failure\n");
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free(info);
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}
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render->sampler = glGetUniformLocation(render->blit_prog,"sampler");
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eglMakeCurrent(dpy, surface, surface, context);
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return render;
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err11:
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glDeleteShader(vs_shader);
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err10:
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glDeleteProgram(render->blit_prog);
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err9:
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glDeleteFramebuffers(1, &render->framebuffer);
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err8:
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eglDestroyImageKHR(dpy, render->screen);
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err7:
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glDeleteTextures(1, &render->tx_screen);
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err6:
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glDeleteTextures(2, render->tx_buffers);
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err5:
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eglMakeCurrent(dpy, surface, surface, context);
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err4:
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eglDestroyContext(dpy, render->context);
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err3:
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eglDestroyImageKHR(dpy, render->back);
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err2:
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eglDestroyImageKHR(dpy, render->front);
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err1:
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free(render);
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err:
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return NULL;
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};
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