forked from KolibriOS/kolibrios
gl-render: successful blit using glsl shader
git-svn-id: svn://kolibrios.org@4485 a494cfbc-eb01-0410-851d-a64ba20cac60
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@ -16,6 +16,8 @@
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EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
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int width, int height, int stride, int name);
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GLuint create_framebuffer(int width, int height, GLuint *tex);
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GLint create_shader(GLenum type, const char *source);
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int main()
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{
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@ -32,9 +34,8 @@ int main()
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EGLint config_attribs[32];
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EGLint num_configs, i;
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GLint list;
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GLuint texture, buffer;
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GLuint texture, buffer, front;
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GLuint f_tex;
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int fd;
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@ -82,7 +83,7 @@ int main()
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if (!context)
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printf("failed to create context");
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gs = gbm_surface_create(gbm, 1024, 768, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING);
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// gs = gbm_surface_create(gbm, 1024, 768, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING);
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BeginDraw();
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@ -91,14 +92,43 @@ int main()
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sna_create_mask();
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surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL);
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if (surface == EGL_NO_SURFACE)
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printf("failed to create surface");
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// surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL);
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// if (surface == EGL_NO_SURFACE)
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// printf("failed to create surface");
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if (!eglMakeCurrent(dpy, surface, surface, context))
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if (!eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, context))
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printf("failed to make window current");
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front = create_framebuffer(400,300,&f_tex);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glViewport(0, 0, 400, 300);
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glClearColor( 0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glBegin(GL_QUADS);
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glColor3f(1,0,0);
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glVertex3f( 0.9, -0.9, -30.0);
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glColor3f(1,1,0);
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glVertex3f( 0.9, 0.9, -30.0);
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glColor3f(1,1,1);
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glVertex3f( 0.1, 0.9, -30.0);
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glColor3f(1,0,1);
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glVertex3f( 0.1, -0.9, -30.0);
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glEnd();
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glFlush();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if(fd)
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{
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int ret;
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@ -115,8 +145,6 @@ int main()
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printf("fb_image %p\n", fb_image);
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asm volatile ("int3");
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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@ -162,66 +190,128 @@ int main()
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printf("destination is framebuffer incomplete: %s [%#x]\n",
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str, status);
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}
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glViewport(0, 0,fb.width, fb.height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 100.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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glClearColor( 0, 0, 0, 1);
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glViewport(0, 0, 1024, 768);
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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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list = glGenLists(1);
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glNewList(list, GL_COMPILE);
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/* XXX: this state-change will only be executed if list is called
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* from outside a begin/end pair:
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*/
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glShadeModel( GL_FLAT );
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glBegin(GL_TRIANGLES);
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glColor3f(0,0,.7);
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glVertex3f( -0.9, 0.9, -30.0);
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glColor3f(0,.9,0);
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glVertex3f( -0.9, -0.9, -30.0);
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glColor3f(.8,0,0);
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glVertex3f( 0.9, 0.0, -30.0);
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glEnd();
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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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/* This statechange is potentially NOT redundant:
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*/
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glShadeModel( GL_FLAT );
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glBegin(GL_TRIANGLES);
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glColor3f(0,1,0);
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glVertex3f( -0.5, 0.5, -30.0);
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glColor3f(0,0,1);
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glVertex3f( -0.5, -0.5, -30.0);
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glColor3f(1,0,0);
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glVertex3f( 0.5, 0.0, -30.0);
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glEnd();
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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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glEndList();
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GLuint blit_prog;
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GLint vs_shader, fs_shader;
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asm volatile ("int3");
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glDrawBuffer(GL_BACK);
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blit_prog = glCreateProgram();
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vs_shader = create_shader(GL_VERTEX_SHADER,vs_src);
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fs_shader = create_shader(GL_FRAGMENT_SHADER, fs_src);
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glAttachShader(blit_prog, vs_shader);
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glAttachShader(blit_prog, fs_shader);
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glBindAttribLocation(blit_prog, 0, "v_position");
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glBindAttribLocation(blit_prog, 1, "v_texcoord0");
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glClear(GL_COLOR_BUFFER_BIT);
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GLint ok;
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glShadeModel( GL_SMOOTH );
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glLinkProgram(blit_prog);
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glGetProgramiv(blit_prog, GL_LINK_STATUS, &ok);
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if (!ok) {
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GLchar *info;
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GLint size;
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glBegin(GL_TRIANGLES);
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glGetProgramiv(blit_prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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/* Note: call the list from inside a begin/end pair. The end is
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* provided by the display list...
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*/
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glCallList(list);
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glFlush();
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glGetProgramInfoLog(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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}
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GLint sampler;
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float vertices[8], texcoords[8];
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GLfloat dst_xscale, dst_yscale; //, src_xscale, src_yscale;
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int l, t, r, b, stride;
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// eglSwapBuffers(dpy, surface);
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sampler = glGetUniformLocation(blit_prog,"sampler");
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glUseProgram(blit_prog);
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glUniform1i(sampler, 0);
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glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),vertices);
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glEnableVertexAttribArray(0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, f_tex);
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glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),texcoords);
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glEnableVertexAttribArray(1);
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dst_xscale = 1.0/1024;
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dst_yscale = 1.0/768;
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// src_xscale = 1.0/400;
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// src_yscale = 1.0/300;
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stride = 2;
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l = 20;
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t = 20;
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r = l+400;
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b = t+300;
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float t0, t1, t2, t5;
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vertices[0] = t0 = 2*l*dst_xscale - 1.0;
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vertices[1 * 2] = t2 = 2*r*dst_xscale - 1.0;
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vertices[2 * 2] = t2;
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vertices[3 * 2] = t0;
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vertices[1] = t1 = 2*t*dst_yscale - 1.0;
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vertices[2*2+1] = t5 = 2*b*dst_yscale - 1.0;
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vertices[1*2+1] = t1;
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vertices[3*2+1] = t5;
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texcoords[0] = 0.0;
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texcoords[1] = 0.0;
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texcoords[1*2] = 1.0;
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texcoords[1*2+1]= 0.0;
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texcoords[2*2] = 1.0;
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texcoords[2*2+1]= 1.0;
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texcoords[3*2] = 0.0;
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texcoords[3*2+1]= 1.0;
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisable(GL_TEXTURE_2D);
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glUseProgram(0);
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glFinish();
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eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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@ -269,7 +359,7 @@ EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
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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;
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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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@ -279,3 +369,50 @@ EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
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return image;
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}
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GLint create_shader(GLenum type, const char *source)
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{
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GLint ok;
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GLint prog;
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prog = glCreateShader(type);
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glShaderSource(prog, 1, (const GLchar **) &source, NULL);
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glCompileShader(prog);
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glGetShaderiv(prog, 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(prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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glGetShaderInfoLog(prog, 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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}
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return prog;
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}
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GLuint create_framebuffer(int width, int height, GLuint *tex)
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{
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GLuint buffer;
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glGenTextures(1, tex);
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glBindTexture(GL_TEXTURE_2D, *tex);
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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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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenFramebuffers(1, &buffer);
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glBindFramebuffer(GL_FRAMEBUFFER, buffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, *tex,0);
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return buffer;
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}
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