render: Add a function to render plain framebuffer

shader-damage
Andri Yngvason 2019-10-09 22:37:46 +00:00
parent 8cc00dd5eb
commit 1132dd6a3c
2 changed files with 59 additions and 1 deletions

View File

@ -26,6 +26,7 @@ struct renderer {
EGLSurface surface;
EGLContext context;
GLuint dmabuf_shader_program;
GLuint texture_shader_program;
uint32_t width;
uint32_t height;
GLint read_format;

View File

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