gl-render: successful blit using glsl shader

git-svn-id: svn://kolibrios.org@4485 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
Sergey Semyonov (Serge) 2014-01-19 17:12:34 +00:00
parent b90b0dc20e
commit 5501dd00fe

View File

@ -16,6 +16,8 @@
EGLImageKHR px_create_image(EGLDisplay display, EGLContext context, EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
int width, int height, int stride, int name); int width, int height, int stride, int name);
GLuint create_framebuffer(int width, int height, GLuint *tex);
GLint create_shader(GLenum type, const char *source);
int main() int main()
{ {
@ -32,9 +34,8 @@ int main()
EGLint config_attribs[32]; EGLint config_attribs[32];
EGLint num_configs, i; EGLint num_configs, i;
GLint list; GLuint texture, buffer, front;
GLuint texture, buffer; GLuint f_tex;
int fd; int fd;
@ -82,7 +83,7 @@ int main()
if (!context) if (!context)
printf("failed to create context"); printf("failed to create context");
gs = gbm_surface_create(gbm, 1024, 768, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING); // gs = gbm_surface_create(gbm, 1024, 768, GBM_BO_FORMAT_ARGB8888, GBM_BO_USE_RENDERING);
BeginDraw(); BeginDraw();
@ -91,14 +92,43 @@ int main()
sna_create_mask(); sna_create_mask();
surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL); // surface = eglCreateWindowSurface(dpy,config, (EGLNativeWindowType)gs, NULL);
if (surface == EGL_NO_SURFACE) // if (surface == EGL_NO_SURFACE)
printf("failed to create surface"); // printf("failed to create surface");
if (!eglMakeCurrent(dpy, surface, surface, context)) if (!eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, context))
printf("failed to make window current"); printf("failed to make window current");
front = create_framebuffer(400,300,&f_tex);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, 400, 300);
glClearColor( 0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_QUADS);
glColor3f(1,0,0);
glVertex3f( 0.9, -0.9, -30.0);
glColor3f(1,1,0);
glVertex3f( 0.9, 0.9, -30.0);
glColor3f(1,1,1);
glVertex3f( 0.1, 0.9, -30.0);
glColor3f(1,0,1);
glVertex3f( 0.1, -0.9, -30.0);
glEnd();
glFlush();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if(fd) if(fd)
{ {
int ret; int ret;
@ -115,8 +145,6 @@ int main()
printf("fb_image %p\n", fb_image); printf("fb_image %p\n", fb_image);
asm volatile ("int3");
glGenTextures(1, &texture); glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture); glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
@ -162,66 +190,128 @@ int main()
printf("destination is framebuffer incomplete: %s [%#x]\n", printf("destination is framebuffer incomplete: %s [%#x]\n",
str, status); str, status);
} }
glViewport(0, 0,fb.width, fb.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
} }
glClearColor( 0, 0, 0, 1); glViewport(0, 0, 1024, 768);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
list = glGenLists(1);
glNewList(list, GL_COMPILE);
/* XXX: this state-change will only be executed if list is called const char *vs_src =
* from outside a begin/end pair: "attribute vec4 v_position;\n"
*/ "attribute vec4 v_texcoord0;\n"
glShadeModel( GL_FLAT ); "varying vec2 source_texture;\n"
glBegin(GL_TRIANGLES); "void main()\n"
glColor3f(0,0,.7); "{\n"
glVertex3f( -0.9, 0.9, -30.0); " gl_Position = v_position;\n"
glColor3f(0,.9,0); " source_texture = v_texcoord0.xy;\n"
glVertex3f( -0.9, -0.9, -30.0); "}\n";
glColor3f(.8,0,0);
glVertex3f( 0.9, 0.0, -30.0);
glEnd();
/* This statechange is potentially NOT redundant: const char *fs_src =
*/ // "precision mediump float;\n"
glShadeModel( GL_FLAT ); "varying vec2 source_texture;\n"
glBegin(GL_TRIANGLES); "uniform sampler2D sampler;\n"
glColor3f(0,1,0); "void main()\n"
glVertex3f( -0.5, 0.5, -30.0); "{\n"
glColor3f(0,0,1); " vec3 cg = texture2D(sampler, source_texture).rgb;\n"
glVertex3f( -0.5, -0.5, -30.0); " gl_FragColor = vec4(cg.r,cg.g,cg.b,1.0);\n"
glColor3f(1,0,0); "}\n";
glVertex3f( 0.5, 0.0, -30.0);
glEnd();
glEndList(); GLuint blit_prog;
GLint vs_shader, fs_shader;
asm volatile ("int3"); asm volatile ("int3");
glDrawBuffer(GL_BACK); blit_prog = glCreateProgram();
vs_shader = create_shader(GL_VERTEX_SHADER,vs_src);
fs_shader = create_shader(GL_FRAGMENT_SHADER, fs_src);
glAttachShader(blit_prog, vs_shader);
glAttachShader(blit_prog, fs_shader);
glBindAttribLocation(blit_prog, 0, "v_position");
glBindAttribLocation(blit_prog, 1, "v_texcoord0");
glClear(GL_COLOR_BUFFER_BIT); GLint ok;
glShadeModel( GL_SMOOTH ); glLinkProgram(blit_prog);
glGetProgramiv(blit_prog, GL_LINK_STATUS, &ok);
if (!ok) {
GLchar *info;
GLint size;
glBegin(GL_TRIANGLES); glGetProgramiv(blit_prog, GL_INFO_LOG_LENGTH, &size);
info = malloc(size);
/* Note: call the list from inside a begin/end pair. The end is glGetProgramInfoLog(blit_prog, size, NULL, info);
* provided by the display list... printf("Failed to link: %s\n", info);
*/ printf("GLSL link failure\n");
glCallList(list); }
glFlush();
GLint sampler;
float vertices[8], texcoords[8];
GLfloat dst_xscale, dst_yscale; //, src_xscale, src_yscale;
int l, t, r, b, stride;
// eglSwapBuffers(dpy, surface); sampler = glGetUniformLocation(blit_prog,"sampler");
glUseProgram(blit_prog);
glUniform1i(sampler, 0);
glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),vertices);
glEnableVertexAttribArray(0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, f_tex);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),texcoords);
glEnableVertexAttribArray(1);
dst_xscale = 1.0/1024;
dst_yscale = 1.0/768;
// src_xscale = 1.0/400;
// src_yscale = 1.0/300;
stride = 2;
l = 20;
t = 20;
r = l+400;
b = t+300;
float t0, t1, t2, t5;
vertices[0] = t0 = 2*l*dst_xscale - 1.0;
vertices[1 * 2] = t2 = 2*r*dst_xscale - 1.0;
vertices[2 * 2] = t2;
vertices[3 * 2] = t0;
vertices[1] = t1 = 2*t*dst_yscale - 1.0;
vertices[2*2+1] = t5 = 2*b*dst_yscale - 1.0;
vertices[1*2+1] = t1;
vertices[3*2+1] = t5;
texcoords[0] = 0.0;
texcoords[1] = 0.0;
texcoords[1*2] = 1.0;
texcoords[1*2+1]= 0.0;
texcoords[2*2] = 1.0;
texcoords[2*2+1]= 1.0;
texcoords[3*2] = 0.0;
texcoords[3*2+1]= 1.0;
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
glFinish(); glFinish();
eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
@ -269,7 +359,7 @@ EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
}; };
attribs[1] = width; attribs[1] = width;
attribs[3] = height; attribs[3] = height;
attribs[5] = stride; attribs[5] = stride/4;
printf("%s w:%d :%d pitch:%d handle %d\n", __FUNCTION__, printf("%s w:%d :%d pitch:%d handle %d\n", __FUNCTION__,
width, height, stride, name); width, height, stride, name);
@ -279,3 +369,50 @@ EGLImageKHR px_create_image(EGLDisplay display, EGLContext context,
return image; return image;
} }
GLint create_shader(GLenum type, const char *source)
{
GLint ok;
GLint prog;
prog = glCreateShader(type);
glShaderSource(prog, 1, (const GLchar **) &source, NULL);
glCompileShader(prog);
glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
if (!ok) {
GLchar *info;
GLint size;
glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
info = malloc(size);
glGetShaderInfoLog(prog, 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");
}
return prog;
}
GLuint create_framebuffer(int width, int height, GLuint *tex)
{
GLuint buffer;
glGenTextures(1, tex);
glBindTexture(GL_TEXTURE_2D, *tex);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &buffer);
glBindFramebuffer(GL_FRAMEBUFFER, buffer);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, *tex,0);
return buffer;
}