render: Add a function to render plain framebuffer
parent
8cc00dd5eb
commit
1132dd6a3c
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@ -26,6 +26,7 @@ struct renderer {
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EGLSurface surface;
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EGLContext context;
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GLuint dmabuf_shader_program;
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GLuint texture_shader_program;
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uint32_t width;
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uint32_t height;
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GLint read_format;
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59
src/render.c
59
src/render.c
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@ -20,6 +20,7 @@
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#include <stdint.h>
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#include <stdbool.h>
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#include <assert.h>
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#include <wayland-client.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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@ -53,6 +54,24 @@
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X_GL_EXTENSIONS
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#undef X
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GLenum gl_format_from_wl_shm(GLuint* result, enum wl_shm_format format)
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{
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switch (format) {
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case WL_SHM_FORMAT_ARGB8888:
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case WL_SHM_FORMAT_XRGB8888:
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*result = GL_BGRA_EXT;
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return 0;
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case WL_SHM_FORMAT_ABGR8888:
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case WL_SHM_FORMAT_XBGR8888:
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*result = GL_RGBA;
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return 0;
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default:
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break;
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}
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return -1;
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}
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static inline void* gl_load_single_extension(const char* name)
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{
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void* ext = eglGetProcAddress(name);
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@ -166,6 +185,14 @@ static const char dmabuf_fragment_src[] =
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" gl_FragColor = texture2D(u_tex, v_texture);\n"
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"}\n";
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static const char texture_fragment_src[] =
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"precision mediump float;\n"
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"uniform sampler2D u_tex;\n"
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"varying vec2 v_texture;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(u_tex, v_texture);\n"
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"}\n";
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static int gl_compile_shader_program(GLuint* dst, const char* vertex_src,
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const char* fragment_src)
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{
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@ -317,7 +344,10 @@ int renderer_init(struct renderer* self, uint32_t width, uint32_t height)
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dmabuf_fragment_src) < 0)
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goto shader_failure;
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glUseProgram(self->dmabuf_shader_program);
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if (gl_compile_shader_program(&self->texture_shader_program,
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dmabuf_vertex_src,
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texture_fragment_src) < 0)
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goto shader_failure;
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self->width = width;
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self->height = height;
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@ -392,6 +422,7 @@ int render_dmabuf_frame(struct renderer* self, struct dmabuf_frame* frame)
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, image);
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glUseProgram(self->dmabuf_shader_program);
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gl_render();
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -401,6 +432,32 @@ int render_dmabuf_frame(struct renderer* self, struct dmabuf_frame* frame)
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return 0;
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}
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int render_framebuffer(struct renderer* self, const void* addr, uint32_t format,
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uint32_t width, uint32_t height, uint32_t stride)
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{
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GLuint tex;
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glGenTextures(1, &tex);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex);
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GLenum gl_format;
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if (gl_format_from_wl_shm(&gl_format, format) < 0)
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return -1;
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride / 4);
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glTexImage2D(GL_TEXTURE_2D, 0, self->read_format, width, height, 0,
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gl_format, GL_UNSIGNED_BYTE, addr);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
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glUseProgram(self->texture_shader_program);
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gl_render();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDeleteTextures(1, &tex);
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return 0;
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}
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void render_copy_pixels(struct renderer* self, void* dst, uint32_t y,
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uint32_t height)
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{
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