static gboolean _cogl_winsys_onscreen_init (CoglOnscreen *onscreen, GError **error) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen); CoglContext *context = framebuffer->context; CoglDisplay *display = context->display; CoglDisplayEGL *egl_display = display->winsys; CoglDisplayKMS *kms_display = egl_display->platform; CoglRenderer *renderer = display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; CoglRendererKMS *kms_renderer = egl_renderer->platform; CoglOnscreenEGL *egl_onscreen; CoglOnscreenKMS *kms_onscreen; int i; _COGL_RETURN_VAL_IF_FAIL (egl_display->egl_context, FALSE); onscreen->winsys = g_slice_new0 (CoglOnscreenEGL); egl_onscreen = onscreen->winsys; kms_onscreen = g_slice_new0 (CoglOnscreenKMS); egl_onscreen->platform = kms_onscreen; context->glGenRenderbuffers (2, kms_onscreen->color_rb); for (i = 0; i < 2; i++) { uint32_t handle, stride; kms_onscreen->bo[i] = gbm_bo_create (kms_renderer->gbm, kms_display->mode.hdisplay, kms_display->mode.vdisplay, GBM_BO_FORMAT_XRGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING); if (!kms_onscreen->bo[i]) { g_set_error (error, COGL_WINSYS_ERROR, COGL_WINSYS_ERROR_CREATE_CONTEXT, "Failed to allocate buffer"); return FALSE; } kms_onscreen->image[i] = _cogl_egl_create_image (context, EGL_NATIVE_PIXMAP_KHR, kms_onscreen->bo[i], NULL); if (kms_onscreen->image[i] == EGL_NO_IMAGE_KHR) { g_set_error (error, COGL_WINSYS_ERROR, COGL_WINSYS_ERROR_CREATE_CONTEXT, "Failed to create EGL image"); return FALSE; } context->glBindRenderbuffer (GL_RENDERBUFFER_EXT, kms_onscreen->color_rb[i]); context->glEGLImageTargetRenderbufferStorage (GL_RENDERBUFFER, kms_onscreen->image[i]); context->glBindRenderbuffer (GL_RENDERBUFFER_EXT, 0); handle = gbm_bo_get_handle (kms_onscreen->bo[i]).u32; stride = gbm_bo_get_pitch (kms_onscreen->bo[i]); if (drmModeAddFB (kms_renderer->fd, kms_display->mode.hdisplay, kms_display->mode.vdisplay, 24, 32, stride, handle, &kms_onscreen->fb_id[i]) != 0) { g_set_error (error, COGL_WINSYS_ERROR, COGL_WINSYS_ERROR_CREATE_CONTEXT, "Failed to create framebuffer from buffer"); return FALSE; } } context->glGenFramebuffers (1, &kms_onscreen->fb); context->glBindFramebuffer (GL_FRAMEBUFFER_EXT, kms_onscreen->fb); context->glGenRenderbuffers (1, &kms_onscreen->depth_rb); context->glBindRenderbuffer (GL_RENDERBUFFER_EXT, kms_onscreen->depth_rb); context->glRenderbufferStorage (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, kms_display->mode.hdisplay, kms_display->mode.vdisplay); context->glBindRenderbuffer (GL_RENDERBUFFER_EXT, 0); context->glFramebufferRenderbuffer (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, kms_onscreen->depth_rb); kms_onscreen->current_frame = 0; _cogl_winsys_onscreen_swap_buffers (onscreen); _cogl_framebuffer_winsys_update_size (framebuffer, kms_display->width, kms_display->height); return TRUE; }
static void _cogl_winsys_onscreen_swap_buffers (CoglOnscreen *onscreen) { CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context; CoglDisplayEGL *egl_display = context->display->winsys; CoglDisplayKMS *kms_display = egl_display->platform; CoglRenderer *renderer = context->display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; CoglRendererKMS *kms_renderer = egl_renderer->platform; CoglOnscreenEGL *egl_onscreen = onscreen->winsys; CoglOnscreenKMS *kms_onscreen = egl_onscreen->platform; uint32_t handle, stride; CoglFlipKMS *flip; GList *l; /* If we already have a pending swap then block until it completes */ while (kms_onscreen->next_fb_id != 0) handle_drm_event (kms_renderer); /* First chain-up. This will call eglSwapBuffers */ parent_vtable->onscreen_swap_buffers (onscreen); /* Now we need to set the CRTC to whatever is the front buffer */ kms_onscreen->next_bo = gbm_surface_lock_front_buffer (kms_onscreen->surface); #if (COGL_VERSION_ENCODE (COGL_GBM_MAJOR, COGL_GBM_MINOR, COGL_GBM_MICRO) >= \ COGL_VERSION_ENCODE (8, 1, 0)) stride = gbm_bo_get_stride (kms_onscreen->next_bo); #else stride = gbm_bo_get_pitch (kms_onscreen->next_bo); #endif handle = gbm_bo_get_handle (kms_onscreen->next_bo).u32; if (drmModeAddFB (kms_renderer->fd, kms_display->width, kms_display->height, 24, /* depth */ 32, /* bpp */ stride, handle, &kms_onscreen->next_fb_id)) { g_warning ("Failed to create new back buffer handle: %m"); gbm_surface_release_buffer (kms_onscreen->surface, kms_onscreen->next_bo); kms_onscreen->next_bo = NULL; kms_onscreen->next_fb_id = 0; return; } /* If this is the first framebuffer to be presented then we now setup the * crtc modes... */ if (kms_display->pending_set_crtc) { setup_crtc_modes (context->display, kms_onscreen->next_fb_id); kms_display->pending_set_crtc = FALSE; } flip = g_slice_new0 (CoglFlipKMS); flip->onscreen = onscreen; for (l = kms_display->outputs; l; l = l->next) { CoglOutputKMS *output = l->data; if (drmModePageFlip (kms_renderer->fd, output->encoder->crtc_id, kms_onscreen->next_fb_id, DRM_MODE_PAGE_FLIP_EVENT, flip)) { g_warning ("Failed to flip: %m"); continue; } flip->pending++; } if (flip->pending == 0) { drmModeRmFB (kms_renderer->fd, kms_onscreen->next_fb_id); gbm_surface_release_buffer (kms_onscreen->surface, kms_onscreen->next_bo); kms_onscreen->next_bo = NULL; kms_onscreen->next_fb_id = 0; g_slice_free (CoglFlipKMS, flip); flip = NULL; } else { /* Ensure the onscreen remains valid while it has any pending flips... */ cogl_object_ref (flip->onscreen); } }
void QKmsBufferManager::setupBuffersForMode(const drmModeModeInfo &mode, int numBuffers) { eglMakeCurrent(m_screen->device()->eglDisplay(), EGL_NO_SURFACE, EGL_NO_SURFACE, m_screen->device()->eglContext()); m_screen->bindFramebuffer(); if (m_frameBufferObject) { clearBuffers(); } else { //Setup Framebuffer Object glGenFramebuffers(1, &m_frameBufferObject); glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferObject); } //Setup shared Depth/Stencil buffer glGenRenderbuffers(1, &m_depthAndStencilBufferObject); glBindRenderbuffer(GL_RENDERBUFFER, m_depthAndStencilBufferObject); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, mode.hdisplay, mode.vdisplay); //Setup "numBuffer" many rendering targets for (int i = 0; i < numBuffers; i++) { QKmsFramebuffer *buffer = new QKmsFramebuffer(); glGenRenderbuffers(1, &buffer->renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, buffer->renderBuffer); buffer->graphicsBufferObject = gbm_bo_create(m_screen->device()->gbmDevice(), mode.hdisplay, mode.vdisplay, GBM_BO_FORMAT_XRGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING); buffer->eglImage = eglCreateImageKHR(m_screen->device()->eglDisplay(), 0, EGL_NATIVE_PIXMAP_KHR, buffer->graphicsBufferObject, 0); glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER, buffer->eglImage); quint32 stride = gbm_bo_get_pitch(buffer->graphicsBufferObject); quint32 handle = gbm_bo_get_handle(buffer->graphicsBufferObject).u32; int status = drmModeAddFB(m_screen->device()->fd(), mode.hdisplay, mode.vdisplay, 32, 32, stride, handle, &buffer->framebufferId); //Todo: IF this returns true, then this is one less buffer that we use //Not so fatal, but not handled at the moment. if (status) qFatal("failed to add framebuffer"); m_framebuffers.append(buffer); } //Attach the Depth and Stencil buffer glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthAndStencilBufferObject); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthAndStencilBufferObject); //Attach renderbuffer as Color Attachment. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, this->renderTargetBuffer()); }