#include #include #include #include "render.h" #include #include #define WIN_STATE_MINIMIZED 0x02 #define WIN_STATE_ROLLED 0x04 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) { char proc_info[1024]; struct drm_i915_mask_update update; EGLContext context; EGLSurface draw, read; uint32_t winx, winy, winw, winh; uint8_t state; float xscale, yscale; float *vertices = render->vertices; float *texcoords = render->tc_src; int r, b; if(render == NULL) return; get_proc_info(proc_info); winx = *(uint32_t*)(proc_info+34); winy = *(uint32_t*)(proc_info+38); winw = *(uint32_t*)(proc_info+42)+1; winh = *(uint32_t*)(proc_info+46)+1; state = *(uint8_t*)(proc_info+70); if(state & (WIN_STATE_MINIMIZED|WIN_STATE_ROLLED)) return; context = eglGetCurrentContext(); draw = eglGetCurrentSurface(EGL_DRAW); read = eglGetCurrentSurface(EGL_READ); eglSwapBuffers(render->dpy,draw); render->back_buffer++; render->back_buffer&=1; update.handle = render->mask_handle; update.dx = render->dx; update.dy = render->dy; update.width = render->width; update.height = render->height; update.bo_pitch = (render->width+15) & ~15; update.bo_map = (int)render->mask_buffer; if(drm_ioctl(render->fd, 45, &update)) return; if (!eglMakeCurrent(render->dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, render->context)) { printf("failed to make window current"); goto err1; }; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, render->tx_buffers[render->back_buffer]); xscale = 1.0/render->scr_width; yscale = 1.0/render->scr_height; r = winx + render->dx + render->width; b = winy + render->dy + render->height; float t0, t1, t2, t5; vertices[0] = t0 = 2*(winx+render->dx)*xscale - 1.0; vertices[1 * 2] = t2 = 2*r*xscale - 1.0; vertices[2 * 2] = t2; vertices[3 * 2] = t0; vertices[1] = t1 = 2*(winy+render->dy)*yscale - 1.0; vertices[2*2+1] = t5 = 2*b*yscale - 1.0; vertices[1*2+1] = t1; vertices[3*2+1] = t5; glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // glFlush(); err1: eglMakeCurrent(render->dpy, draw, read, context); }