diff options
-rw-r--r-- | Makefile.am | 1 | ||||
-rw-r--r-- | common.c | 3 | ||||
-rw-r--r-- | common.h | 11 | ||||
-rw-r--r-- | cube-tex.c | 572 | ||||
-rw-r--r-- | kmscube.c | 34 |
5 files changed, 617 insertions, 4 deletions
diff --git a/Makefile.am b/Makefile.am index e8d5bac..ae17157 100644 --- a/Makefile.am +++ b/Makefile.am @@ -43,6 +43,7 @@ kmscube_SOURCES = \ common.c \ common.h \ cube-smooth.c \ + cube-tex.c \ frame-512x512-NV12.c \ frame-512x512-RGBA.c \ kmscube.c \ @@ -71,6 +71,9 @@ int init_egl(struct egl *egl, const struct gbm *gbm) } while (0) get_proc(eglGetPlatformDisplayEXT); + get_proc(eglCreateImageKHR); + get_proc(eglDestroyImageKHR); + get_proc(glEGLImageTargetTexture2DOES); if (egl->eglGetPlatformDisplayEXT) { egl->display = egl->eglGetPlatformDisplayEXT(EGL_PLATFORM_GBM_KHR, @@ -31,6 +31,7 @@ #include <EGL/eglext.h> #include <gbm.h> +#include <drm/drm_fourcc.h> #define GL_GLEXT_PROTOTYPES 1 #include <GLES2/gl2.h> @@ -54,6 +55,9 @@ struct egl { EGLSurface surface; PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT; + PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR; + PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR; + PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; void (*draw)(unsigned i); }; @@ -62,7 +66,14 @@ int init_egl(struct egl *egl, const struct gbm *gbm); int create_program(const char *vs_src, const char *fs_src); int link_program(unsigned program); +enum mode { + SMOOTH, /* smooth-shaded */ + RGBA, /* single-plane RGBA */ + NV12_2IMG, /* NV12, handled as two textures and converted to RGB in shader */ + NV12_1IMG, /* NV12, imported as planar YUV eglimg */ +}; const struct egl * init_cube_smooth(const struct gbm *gbm); +const struct egl * init_cube_tex(const struct gbm *gbm, enum mode mode); #endif /* _COMMON_H */ diff --git a/cube-tex.c b/cube-tex.c new file mode 100644 index 0000000..1e7741d --- /dev/null +++ b/cube-tex.c @@ -0,0 +1,572 @@ +/* + * Copyright (c) 2017 Rob Clark <rclark@redhat.com> + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sub license, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the + * next paragraph) shall be included in all copies or substantial portions + * of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +#include <assert.h> +#include <stdio.h> +#include <stdlib.h> +#include <string.h> + +#include "common.h" +#include "esUtil.h" + + +struct { + struct egl egl; + + GLfloat aspect; + enum mode mode; + const struct gbm *gbm; + + GLuint program; + /* uniform handles: */ + GLint modelviewmatrix, modelviewprojectionmatrix, normalmatrix; + GLint texture, textureuv; + GLuint vbo; + GLuint positionsoffset, texcoordsoffset, normalsoffset; + GLuint tex[2]; +} gl; + +const struct egl *egl = &gl.egl; + +static const GLfloat vVertices[] = { + // front + -1.0f, -1.0f, +1.0f, + +1.0f, -1.0f, +1.0f, + -1.0f, +1.0f, +1.0f, + +1.0f, +1.0f, +1.0f, + // back + +1.0f, -1.0f, -1.0f, + -1.0f, -1.0f, -1.0f, + +1.0f, +1.0f, -1.0f, + -1.0f, +1.0f, -1.0f, + // right + +1.0f, -1.0f, +1.0f, + +1.0f, -1.0f, -1.0f, + +1.0f, +1.0f, +1.0f, + +1.0f, +1.0f, -1.0f, + // left + -1.0f, -1.0f, -1.0f, + -1.0f, -1.0f, +1.0f, + -1.0f, +1.0f, -1.0f, + -1.0f, +1.0f, +1.0f, + // top + -1.0f, +1.0f, +1.0f, + +1.0f, +1.0f, +1.0f, + -1.0f, +1.0f, -1.0f, + +1.0f, +1.0f, -1.0f, + // bottom + -1.0f, -1.0f, -1.0f, + +1.0f, -1.0f, -1.0f, + -1.0f, -1.0f, +1.0f, + +1.0f, -1.0f, +1.0f, +}; + +GLfloat vTexCoords[] = { + //front + 1.0f, 1.0f, + 0.0f, 1.0f, + 1.0f, 0.0f, + 0.0f, 0.0f, + //back + 1.0f, 1.0f, + 0.0f, 1.0f, + 1.0f, 0.0f, + 0.0f, 0.0f, + //right + 1.0f, 1.0f, + 0.0f, 1.0f, + 1.0f, 0.0f, + 0.0f, 0.0f, + //left + 1.0f, 1.0f, + 0.0f, 1.0f, + 1.0f, 0.0f, + 0.0f, 0.0f, + //top + 1.0f, 1.0f, + 0.0f, 1.0f, + 1.0f, 0.0f, + 0.0f, 0.0f, + //bottom + 1.0f, 0.0f, + 0.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, +}; + +static const GLfloat vNormals[] = { + // front + +0.0f, +0.0f, +1.0f, // forward + +0.0f, +0.0f, +1.0f, // forward + +0.0f, +0.0f, +1.0f, // forward + +0.0f, +0.0f, +1.0f, // forward + // back + +0.0f, +0.0f, -1.0f, // backward + +0.0f, +0.0f, -1.0f, // backward + +0.0f, +0.0f, -1.0f, // backward + +0.0f, +0.0f, -1.0f, // backward + // right + +1.0f, +0.0f, +0.0f, // right + +1.0f, +0.0f, +0.0f, // right + +1.0f, +0.0f, +0.0f, // right + +1.0f, +0.0f, +0.0f, // right + // left + -1.0f, +0.0f, +0.0f, // left + -1.0f, +0.0f, +0.0f, // left + -1.0f, +0.0f, +0.0f, // left + -1.0f, +0.0f, +0.0f, // left + // top + +0.0f, +1.0f, +0.0f, // up + +0.0f, +1.0f, +0.0f, // up + +0.0f, +1.0f, +0.0f, // up + +0.0f, +1.0f, +0.0f, // up + // bottom + +0.0f, -1.0f, +0.0f, // down + +0.0f, -1.0f, +0.0f, // down + +0.0f, -1.0f, +0.0f, // down + +0.0f, -1.0f, +0.0f // down +}; + +static const char *vertex_shader_source = + "uniform mat4 modelviewMatrix; \n" + "uniform mat4 modelviewprojectionMatrix;\n" + "uniform mat3 normalMatrix; \n" + " \n" + "attribute vec4 in_position; \n" + "attribute vec3 in_normal; \n" + "attribute vec2 in_TexCoord; \n" + " \n" + "vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n" + " \n" + "varying vec4 vVaryingColor; \n" + "varying vec2 vTexCoord; \n" + " \n" + "void main() \n" + "{ \n" + " gl_Position = modelviewprojectionMatrix * in_position;\n" + " vec3 vEyeNormal = normalMatrix * in_normal;\n" + " vec4 vPosition4 = modelviewMatrix * in_position;\n" + " vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n" + " vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n" + " float diff = max(0.0, dot(vEyeNormal, vLightDir));\n" + " vVaryingColor = vec4(diff * vec3(1.0, 1.0, 1.0), 1.0);\n" + " vTexCoord = in_TexCoord; \n" + "} \n"; + +static const char *fragment_shader_source_1img = + "#extension GL_OES_EGL_image_external : enable\n" + "precision mediump float; \n" + " \n" + "uniform samplerExternalOES uTex; \n" + " \n" + "varying vec4 vVaryingColor; \n" + "varying vec2 vTexCoord; \n" + " \n" + "void main() \n" + "{ \n" + " gl_FragColor = vVaryingColor * texture2D(uTex, vTexCoord);\n" + "} \n"; + +static const char *fragment_shader_source_2img = + "#extension GL_OES_EGL_image_external : enable \n" + "precision mediump float; \n" + " \n" + "uniform samplerExternalOES uTexY; \n" + "uniform samplerExternalOES uTexUV; \n" + " \n" + "varying vec4 vVaryingColor; \n" + "varying vec2 vTexCoord; \n" + " \n" + "mat4 csc = mat4(1.0, 0.0, 1.402, -0.701, \n" + " 1.0, -0.344, -0.714, 0.529, \n" + " 1.0, 1.772, 0.0, -0.886, \n" + " 0.0, 0.0, 0.0, 0.0); \n" + " \n" + "void main() \n" + "{ \n" + " vec4 yuv; \n" + " yuv.x = texture2D(uTexY, vTexCoord).x; \n" + " yuv.yz = texture2D(uTexUV, vTexCoord).xy; \n" + " yuv.w = 1.0; \n" + " gl_FragColor = vVaryingColor * (yuv * csc);\n" + "} \n"; + +static const uint32_t texw = 512, texh = 512; + +static int get_fd_rgba(uint32_t *pstride) +{ + struct gbm_bo *bo; + void *map_data = NULL; + uint32_t stride; + extern const uint32_t raw_512x512_rgba[]; + uint8_t *map, *src = (uint8_t *)raw_512x512_rgba; + int fd; + + /* NOTE: do not actually use GBM_BO_USE_WRITE since that gets us a dumb buffer: */ + bo = gbm_bo_create(gl.gbm->dev, texw, texh, GBM_FORMAT_ARGB8888, GBM_BO_USE_LINEAR); + + map = gbm_bo_map(bo, 0, 0, texw, texh, GBM_BO_TRANSFER_WRITE, &stride, &map_data); + + for (int i = 0; i < texh; i++) { + memcpy(&map[stride * i], &src[texw * 4 * i], texw * 4); + } + + gbm_bo_unmap(bo, map_data); + + fd = gbm_bo_get_fd(bo); + + /* we have the fd now, no longer need the bo: */ + gbm_bo_destroy(bo); + + *pstride = stride; + + return fd; +} + +static int get_fd_y(uint32_t *pstride) +{ + struct gbm_bo *bo; + void *map_data = NULL; + uint32_t stride; + extern const uint32_t raw_512x512_nv12[]; + uint8_t *map, *src = (uint8_t *)raw_512x512_nv12; + int fd; + + /* NOTE: do not actually use GBM_BO_USE_WRITE since that gets us a dumb buffer: */ + /* hmm, no R8/R8G8 gbm formats?? */ + bo = gbm_bo_create(gl.gbm->dev, texw/4, texh, GBM_FORMAT_ARGB8888, GBM_BO_USE_LINEAR); + + map = gbm_bo_map(bo, 0, 0, texw/4, texh, GBM_BO_TRANSFER_WRITE, &stride, &map_data); + + for (int i = 0; i < texh; i++) { + memcpy(&map[stride * i], &src[texw * i], texw); + } + + gbm_bo_unmap(bo, map_data); + + fd = gbm_bo_get_fd(bo); + + /* we have the fd now, no longer need the bo: */ + gbm_bo_destroy(bo); + + *pstride = stride; + + return fd; +} + +static int get_fd_uv(uint32_t *pstride) +{ + struct gbm_bo *bo; + void *map_data = NULL; + uint32_t stride; + extern const uint32_t raw_512x512_nv12[]; + uint8_t *map, *src = &((uint8_t *)raw_512x512_nv12)[texw * texh]; + int fd; + + /* NOTE: do not actually use GBM_BO_USE_WRITE since that gets us a dumb buffer: */ + /* hmm, no R8/R8G8 gbm formats?? */ + bo = gbm_bo_create(gl.gbm->dev, texw/2/2, texh/2, GBM_FORMAT_ARGB8888, GBM_BO_USE_LINEAR); + + map = gbm_bo_map(bo, 0, 0, texw/2/2, texh/2, GBM_BO_TRANSFER_WRITE, &stride, &map_data); + + for (int i = 0; i < texh/2; i++) { + memcpy(&map[stride * i], &src[texw * i], texw); + } + + gbm_bo_unmap(bo, map_data); + + fd = gbm_bo_get_fd(bo); + + /* we have the fd now, no longer need the bo: */ + gbm_bo_destroy(bo); + + *pstride = stride; + + return fd; +} + +static int init_tex_rgba(void) +{ + uint32_t stride; + int fd = get_fd_rgba(&stride); + const EGLint attr[] = { + EGL_WIDTH, texw, + EGL_HEIGHT, texh, + EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_ABGR8888, + EGL_DMA_BUF_PLANE0_FD_EXT, fd, + EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0, + EGL_DMA_BUF_PLANE0_PITCH_EXT, stride, + EGL_NONE + }; + EGLImage img; + + glGenTextures(1, gl.tex); + + img = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT, + EGL_LINUX_DMA_BUF_EXT, NULL, attr); + assert(img); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[0]); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + egl->glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, img); + + egl->eglDestroyImageKHR(egl->display, img); + + return 0; +} + +static int init_tex_nv12_2img(void) +{ + uint32_t stride_y, stride_uv; + int fd_y = get_fd_y(&stride_y); + int fd_uv = get_fd_uv(&stride_uv); + const EGLint attr_y[] = { + EGL_WIDTH, texw, + EGL_HEIGHT, texh, + EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_R8, + EGL_DMA_BUF_PLANE0_FD_EXT, fd_y, + EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0, + EGL_DMA_BUF_PLANE0_PITCH_EXT, stride_y, + EGL_NONE + }; + const EGLint attr_uv[] = { + EGL_WIDTH, texw/2, + EGL_HEIGHT, texh/2, + EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_GR88, + EGL_DMA_BUF_PLANE0_FD_EXT, fd_uv, + EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0, + EGL_DMA_BUF_PLANE0_PITCH_EXT, stride_uv, + EGL_NONE + }; + EGLImage img_y, img_uv; + + glGenTextures(2, gl.tex); + + /* Y plane texture: */ + img_y = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT, + EGL_LINUX_DMA_BUF_EXT, NULL, attr_y); + assert(img_y); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[0]); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + egl->glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, img_y); + + egl->eglDestroyImageKHR(egl->display, img_y); + + /* UV plane texture: */ + img_uv = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT, + EGL_LINUX_DMA_BUF_EXT, NULL, attr_uv); + assert(img_uv); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[1]); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + egl->glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, img_uv); + + egl->eglDestroyImageKHR(egl->display, img_uv); + + return 0; +} + +static int init_tex_nv12_1img(void) +{ + uint32_t stride_y, stride_uv; + int fd_y = get_fd_y(&stride_y); + int fd_uv = get_fd_uv(&stride_uv); + const EGLint attr[] = { + EGL_WIDTH, texw, + EGL_HEIGHT, texh, + EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_NV12, + EGL_DMA_BUF_PLANE0_FD_EXT, fd_y, + EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0, + EGL_DMA_BUF_PLANE0_PITCH_EXT, stride_y, + EGL_DMA_BUF_PLANE1_FD_EXT, fd_uv, + EGL_DMA_BUF_PLANE1_OFFSET_EXT, 0, + EGL_DMA_BUF_PLANE1_PITCH_EXT, stride_uv, + EGL_NONE + }; + EGLImage img; + + glGenTextures(1, gl.tex); + + img = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT, + EGL_LINUX_DMA_BUF_EXT, NULL, attr); + assert(img); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[0]); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + egl->glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, img); + + egl->eglDestroyImageKHR(egl->display, img); + + return 0; +} + +static int init_tex(enum mode mode) +{ + switch (mode) { + case RGBA: + return init_tex_rgba(); + case NV12_2IMG: + return init_tex_nv12_2img(); + case NV12_1IMG: + return init_tex_nv12_1img(); + } + return -1; +} + +static void draw_cube_tex(unsigned i) +{ + ESMatrix modelview; + + /* clear the color buffer */ + glClearColor(0.5, 0.5, 0.5, 1.0); + glClear(GL_COLOR_BUFFER_BIT); + + esMatrixLoadIdentity(&modelview); + esTranslate(&modelview, 0.0f, 0.0f, -8.0f); + esRotate(&modelview, 45.0f + (0.25f * i), 1.0f, 0.0f, 0.0f); + esRotate(&modelview, 45.0f - (0.5f * i), 0.0f, 1.0f, 0.0f); + esRotate(&modelview, 10.0f + (0.15f * i), 0.0f, 0.0f, 1.0f); + + ESMatrix projection; + esMatrixLoadIdentity(&projection); + esFrustum(&projection, -2.8f, +2.8f, -2.8f * gl.aspect, +2.8f * gl.aspect, 6.0f, 10.0f); + + ESMatrix modelviewprojection; + esMatrixLoadIdentity(&modelviewprojection); + esMatrixMultiply(&modelviewprojection, &modelview, &projection); + + float normal[9]; + normal[0] = modelview.m[0][0]; + normal[1] = modelview.m[0][1]; + normal[2] = modelview.m[0][2]; + normal[3] = modelview.m[1][0]; + normal[4] = modelview.m[1][1]; + normal[5] = modelview.m[1][2]; + normal[6] = modelview.m[2][0]; + normal[7] = modelview.m[2][1]; + normal[8] = modelview.m[2][2]; + + glUniformMatrix4fv(gl.modelviewmatrix, 1, GL_FALSE, &modelview.m[0][0]); + glUniformMatrix4fv(gl.modelviewprojectionmatrix, 1, GL_FALSE, &modelviewprojection.m[0][0]); + glUniformMatrix3fv(gl.normalmatrix, 1, GL_FALSE, normal); + glUniform1i(gl.texture, 0); /* '0' refers to texture unit 0. */ + + if (gl.mode == NV12_2IMG) + glUniform1i(gl.textureuv, 1); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArrays(GL_TRIANGLE_STRIP, 4, 4); + glDrawArrays(GL_TRIANGLE_STRIP, 8, 4); + glDrawArrays(GL_TRIANGLE_STRIP, 12, 4); + glDrawArrays(GL_TRIANGLE_STRIP, 16, 4); + glDrawArrays(GL_TRIANGLE_STRIP, 20, 4); +} + +const struct egl * init_cube_tex(const struct gbm *gbm, enum mode mode) +{ + const char *fragment_shader_source = (mode == NV12_2IMG) ? + fragment_shader_source_2img : fragment_shader_source_1img; + int ret; + + ret = init_egl(&gl.egl, gbm); + if (ret) + return NULL; + + if (!gl.egl.eglCreateImageKHR) { + printf("no eglCreateImageKHR\n"); + return NULL; + } + + gl.aspect = (GLfloat)(gbm->height) / (GLfloat)(gbm->width); + gl.mode = mode; + gl.gbm = gbm; + + ret = create_program(vertex_shader_source, fragment_shader_source); + if (ret < 0) + return NULL; + + gl.program = ret; + + glBindAttribLocation(gl.program, 0, "in_position"); + glBindAttribLocation(gl.program, 1, "in_normal"); + glBindAttribLocation(gl.program, 2, "in_color"); + + ret = link_program(gl.program); + if (ret) + return NULL; + + glUseProgram(gl.program); + + gl.modelviewmatrix = glGetUniformLocation(gl.program, "modelviewMatrix"); + gl.modelviewprojectionmatrix = glGetUniformLocation(gl.program, "modelviewprojectionMatrix"); + gl.normalmatrix = glGetUniformLocation(gl.program, "normalMatrix"); + if (mode == NV12_2IMG) { + gl.texture = glGetUniformLocation(gl.program, "uTexY"); + gl.textureuv = glGetUniformLocation(gl.program, "uTexUV"); + } else { + gl.texture = glGetUniformLocation(gl.program, "uTex"); + } + + glViewport(0, 0, gbm->width, gbm->height); + glEnable(GL_CULL_FACE); + + gl.positionsoffset = 0; + gl.texcoordsoffset = sizeof(vVertices); + gl.normalsoffset = sizeof(vVertices) + sizeof(vTexCoords); + + glGenBuffers(1, &gl.vbo); + glBindBuffer(GL_ARRAY_BUFFER, gl.vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices) + sizeof(vTexCoords) + sizeof(vNormals), 0, GL_STATIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, gl.positionsoffset, sizeof(vVertices), &vVertices[0]); + glBufferSubData(GL_ARRAY_BUFFER, gl.texcoordsoffset, sizeof(vTexCoords), &vTexCoords[0]); + glBufferSubData(GL_ARRAY_BUFFER, gl.normalsoffset, sizeof(vNormals), &vNormals[0]); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.positionsoffset); + glEnableVertexAttribArray(0); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.normalsoffset); + glEnableVertexAttribArray(1); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.texcoordsoffset); + glEnableVertexAttribArray(2); + + ret = init_tex(mode); + if (ret) { + printf("failed to initialize EGLImage texture\n"); + return NULL; + } + + gl.egl.draw = draw_cube_tex; + + return &gl.egl; +} @@ -232,10 +232,11 @@ static void page_flip_handler(int fd, unsigned int frame, *waiting_for_flip = 0; } -static const char *shortopts = "D:"; +static const char *shortopts = "D:M:"; static const struct option longopts[] = { {"device", required_argument, 0, 'D'}, + {"mode", required_argument, 0, 'M'}, {0, 0, 0, 0} }; @@ -244,7 +245,12 @@ static void usage(const char *name) printf("Usage: %s [-D]\n" "\n" "options:\n" - " -D, --device=DEVICE use the given device\n", + " -D, --device=DEVICE use the given device\n" + " -M, --mode=MODE specify mode, one of:\n" + " smooth - smooth shaded cube (default)\n" + " rgba - rgba textured cube\n" + " nv12-2img - yuv textured (color conversion in shader)\n" + " nv12-1img - yuv textured (single nv12 texture)\n", name); } @@ -259,6 +265,7 @@ int main(int argc, char *argv[]) struct drm_fb *fb; uint32_t i = 0; const char *device = "/dev/dri/card0"; + enum mode mode = SMOOTH; int opt, ret; while ((opt = getopt_long_only(argc, argv, shortopts, longopts, NULL)) != -1) { @@ -266,8 +273,22 @@ int main(int argc, char *argv[]) case 'D': device = optarg; break; + case 'M': + if (strcmp(optarg, "smooth") == 0) { + mode = SMOOTH; + } else if (strcmp(optarg, "rgba") == 0) { + mode = RGBA; + } else if (strcmp(optarg, "nv12-2img") == 0) { + mode = NV12_2IMG; + } else if (strcmp(optarg, "nv12-1img") == 0) { + mode = NV12_1IMG; + } else { + printf("invalid mode: %s\n", optarg); + usage(argv[0]); + return -1; + } + break; default: - printf("error: unknown option: %c\n", opt); usage(argv[0]); return -1; } @@ -289,7 +310,12 @@ int main(int argc, char *argv[]) return -1; } - egl = init_cube_smooth(gbm); + if (mode == SMOOTH) { + egl = init_cube_smooth(gbm); + } else { + egl = init_cube_tex(gbm, mode); + } + if (!egl) { printf("failed to initialize EGL\n"); return -1; |