FramebufferImpl *DXGISwapChainWindowSurfaceWGL::createDefaultFramebuffer(
    const gl::Context *context,
    const gl::FramebufferState &data)
{
    const FunctionsGL *functions = GetFunctionsGL(context);
    StateManagerGL *stateManager = GetStateManagerGL(context);

    GLuint framebufferID = 0;
    functions->genFramebuffers(1, &framebufferID);
    stateManager->bindFramebuffer(GL_FRAMEBUFFER, framebufferID);
    functions->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
                                       mColorRenderbufferID);

    if (mDepthBufferFormat != GL_NONE)
    {
        const gl::InternalFormat &depthStencilFormatInfo =
            gl::GetSizedInternalFormatInfo(mDepthBufferFormat);
        if (depthStencilFormatInfo.depthBits > 0)
        {
            functions->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
                                               mDepthRenderbufferID);
        }
        if (depthStencilFormatInfo.stencilBits > 0)
        {
            functions->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
                                               GL_RENDERBUFFER, mDepthRenderbufferID);
        }
    }

    return new FramebufferGL(data, framebufferID, true);
}
Esempio n. 2
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TextureImpl *ContextGL::createTexture(const gl::TextureState &state)
{
    const FunctionsGL *functions = getFunctions();
    StateManagerGL *stateManager = getStateManager();

    GLuint texture = 0;
    functions->genTextures(1, &texture);
    stateManager->bindTexture(state.getType(), texture);

    return new TextureGL(state, texture);
}
Esempio n. 3
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angle::Result ImageEGL::setRenderbufferStorage(const gl::Context *context,
                                               RenderbufferGL *renderbuffer,
                                               GLenum *outInternalFormat)
{
    const FunctionsGL *functionsGL = GetFunctionsGL(context);
    StateManagerGL *stateManager   = GetStateManagerGL(context);

    // Make sure this renderbuffer is bound
    stateManager->bindRenderbuffer(GL_RENDERBUFFER, renderbuffer->getRenderbufferID());

    // Bind the image to the renderbuffer
    functionsGL->eGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER, mImage);
    *outInternalFormat = mNativeInternalFormat;

    return angle::Result::Continue;
}
Esempio n. 4
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GLuint DisplayOzone::Buffer::getTexture()
{
    // TODO(fjhenigman) Try not to create a new texture every time.  That already works on Intel
    // and should work on Mali with proper fences.
    FunctionsGL *gl    = mDisplay->mFunctionsGL;
    StateManagerGL *sm = mDisplay->getRenderer()->getStateManager();

    gl->genTextures(1, &mTexture);
    sm->bindTexture(GL_TEXTURE_2D, mTexture);
    gl->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    gl->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    gl->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    gl->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    ASSERT(mImage != EGL_NO_IMAGE_KHR);
    gl->eglImageTargetTexture2DOES(GL_TEXTURE_2D, mImage);
    return mTexture;
}
Esempio n. 5
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angle::Result ImageEGL::setTexture2D(const gl::Context *context,
                                     gl::TextureType type,
                                     TextureGL *texture,
                                     GLenum *outInternalFormat)
{
    const FunctionsGL *functionsGL = GetFunctionsGL(context);
    StateManagerGL *stateManager   = GetStateManagerGL(context);

    // Make sure this texture is bound
    stateManager->bindTexture(type, texture->getTextureID());

    // Bind the image to the texture
    functionsGL->eGLImageTargetTexture2DOES(ToGLenum(type), mImage);
    *outInternalFormat = mNativeInternalFormat;

    return angle::Result::Continue;
}
Esempio n. 6
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void DisplayOzone::drawBuffer(Buffer *buffer)
{
    if (!mDrawing)
    {
        // get buffer on which to draw window
        if (mUnused)
        {
            mDrawing = mUnused;
            mUnused  = nullptr;
        }
        else
        {
            mDrawing = new Buffer(this, GBM_BO_USE_RENDERING | GBM_BO_USE_SCANOUT,
                                  GBM_FORMAT_ARGB8888, DRM_FORMAT_ARGB8888, DRM_FORMAT_XRGB8888,
                                  true, true);  // XXX shouldn't need stencil
            if (!mDrawing || !mDrawing->initialize(mWidth, mHeight))
            {
                return;
            }
        }

        StateManagerGL *sm = getRenderer()->getStateManager();
        sm->bindFramebuffer(GL_DRAW_FRAMEBUFFER, mDrawing->getGLFB());
        sm->setClearColor(gl::ColorF(0, 0, 0, 1));
        sm->setClearDepth(1);
        sm->setScissorTestEnabled(false);
        sm->setColorMask(true, true, true, true);
        sm->setDepthMask(true);
        mFunctionsGL->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    }

    drawWithTexture(buffer);
    presentScreen();
}
Esempio n. 7
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void DisplayOzone::drawWithTexture(Buffer *buffer)
{
    FunctionsGL *gl    = mFunctionsGL;
    StateManagerGL *sm = getRenderer()->getStateManager();

    if (!mProgram)
    {
        const GLchar *vertexSource =
            "#version 100\n"
            "attribute vec3 vertex;\n"
            "uniform vec2 center;\n"
            "uniform vec2 windowSize;\n"
            "uniform vec2 borderSize;\n"
            "uniform float depth;\n"
            "varying vec3 texCoord;\n"
            "void main()\n"
            "{\n"
            "    vec2 pos = vertex.xy * (windowSize + borderSize * vertex.z);\n"
            "    gl_Position = vec4(center + pos, depth, 1);\n"
            "    texCoord = vec3(pos / windowSize * vec2(.5, -.5) + vec2(.5, .5), vertex.z);\n"
            "}\n";

        const GLchar *fragmentSource =
            "#version 100\n"
            "precision mediump float;\n"
            "uniform sampler2D tex;\n"
            "varying vec3 texCoord;\n"
            "void main()\n"
            "{\n"
            "    if (texCoord.z > 0.)\n"
            "    {\n"
            "        float c = abs((texCoord.z * 2.) - 1.);\n"
            "        gl_FragColor = vec4(c, c, c, 1);\n"
            "    }\n"
            "    else\n"
            "    {\n"
            "        gl_FragColor = texture2D(tex, texCoord.xy);\n"
            "    }\n"
            "}\n";

        mVertexShader   = makeShader(GL_VERTEX_SHADER, vertexSource);
        mFragmentShader = makeShader(GL_FRAGMENT_SHADER, fragmentSource);
        mProgram = gl->createProgram();
        gl->attachShader(mProgram, mVertexShader);
        gl->attachShader(mProgram, mFragmentShader);
        gl->bindAttribLocation(mProgram, 0, "vertex");
        gl->linkProgram(mProgram);
        GLint linked;
        gl->getProgramiv(mProgram, GL_LINK_STATUS, &linked);
        ASSERT(linked);
        mCenterUniform     = gl->getUniformLocation(mProgram, "center");
        mWindowSizeUniform = gl->getUniformLocation(mProgram, "windowSize");
        mBorderSizeUniform = gl->getUniformLocation(mProgram, "borderSize");
        mDepthUniform      = gl->getUniformLocation(mProgram, "depth");
        GLint texUniform = gl->getUniformLocation(mProgram, "tex");
        sm->useProgram(mProgram);
        gl->uniform1i(texUniform, 0);

        // clang-format off
        const GLfloat vertices[] =
        {
             // window corners, and window border inside corners
             1, -1, 0,
            -1, -1, 0,
             1,  1, 0,
            -1,  1, 0,
             // window border outside corners
             1, -1, 1,
            -1, -1, 1,
             1,  1, 1,
            -1,  1, 1,
        };
        // clang-format on
        gl->genBuffers(1, &mVertexBuffer);
        sm->bindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        gl->bufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

        // window border triangle strip
        const GLuint borderStrip[] = {5, 0, 4, 2, 6, 3, 7, 1, 5, 0};

        gl->genBuffers(1, &mIndexBuffer);
        sm->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
        gl->bufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(borderStrip), borderStrip, GL_STATIC_DRAW);
    }
    else
    {
        sm->useProgram(mProgram);
        sm->bindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        sm->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
    }

    // convert from pixels to "-1 to 1" space
    const NativeWindow *n = buffer->getNative();
    double x              = n->x * 2. / mWidth - 1;
    double y              = n->y * 2. / mHeight - 1;
    double halfw          = n->width * 1. / mWidth;
    double halfh          = n->height * 1. / mHeight;
    double borderw        = n->borderWidth * 2. / mWidth;
    double borderh        = n->borderHeight * 2. / mHeight;

    gl->uniform2f(mCenterUniform, x + halfw, y + halfh);
    gl->uniform2f(mWindowSizeUniform, halfw, halfh);
    gl->uniform2f(mBorderSizeUniform, borderw, borderh);
    gl->uniform1f(mDepthUniform, n->depth / 1e6);

    sm->setBlendEnabled(false);
    sm->setCullFaceEnabled(false);
    sm->setStencilTestEnabled(false);
    sm->setScissorTestEnabled(false);
    sm->setDepthTestEnabled(true);
    sm->setColorMask(true, true, true, true);
    sm->setDepthMask(true);
    sm->setDepthRange(0, 1);
    sm->setDepthFunc(GL_LESS);
    sm->setViewport(gl::Rectangle(0, 0, mWidth, mHeight));
    sm->activeTexture(0);
    GLuint tex = buffer->getTexture();
    sm->bindTexture(GL_TEXTURE_2D, tex);
    gl->vertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    gl->enableVertexAttribArray(0);
    sm->bindFramebuffer(GL_DRAW_FRAMEBUFFER, mDrawing->getGLFB());
    gl->drawArrays(GL_TRIANGLE_STRIP, 0, 4);
    gl->drawElements(GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, 0);
    sm->deleteTexture(tex);
}
Esempio n. 8
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bool DisplayOzone::Buffer::resize(int32_t width, int32_t height)
{
    if (mWidth == width && mHeight == height)
    {
        return true;
    }

    reset();

    if (width <= 0 || height <= 0)
    {
        return true;
    }

    mBO = gbm_bo_create(mDisplay->mGBM, width, height, mGBMFormat, mUseFlags);
    if (!mBO)
    {
        return false;
    }

    mDMABuf = gbm_bo_get_fd(mBO);
    if (mDMABuf < 0)
    {
        return false;
    }

    // clang-format off
    const EGLint attr[] =
    {
        EGL_WIDTH, width,
        EGL_HEIGHT, height,
        EGL_LINUX_DRM_FOURCC_EXT, UnsignedToSigned(mDRMFormat),
        EGL_DMA_BUF_PLANE0_FD_EXT, mDMABuf,
        EGL_DMA_BUF_PLANE0_PITCH_EXT, UnsignedToSigned(gbm_bo_get_stride(mBO)),
        EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
        EGL_NONE,
    };
    // clang-format on

    mImage = mDisplay->mEGL->createImageKHR(EGL_NO_CONTEXT, EGL_LINUX_DMA_BUF_EXT, nullptr, attr);
    if (mImage == EGL_NO_IMAGE_KHR)
    {
        return false;
    }

    FunctionsGL *gl    = mDisplay->mFunctionsGL;
    StateManagerGL *sm = mDisplay->getRenderer()->getStateManager();

    gl->genRenderbuffers(1, &mColorBuffer);
    sm->bindRenderbuffer(GL_RENDERBUFFER, mColorBuffer);
    gl->eglImageTargetRenderbufferStorageOES(GL_RENDERBUFFER, mImage);

    sm->bindFramebuffer(GL_FRAMEBUFFER, mGLFB);
    gl->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER,
                                mColorBuffer);

    if (mDepthBits || mStencilBits)
    {
        gl->genRenderbuffers(1, &mDSBuffer);
        sm->bindRenderbuffer(GL_RENDERBUFFER, mDSBuffer);
        gl->renderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height);
    }

    if (mDepthBits)
    {
        gl->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
                                    mDSBuffer);
    }

    if (mStencilBits)
    {
        gl->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                    mDSBuffer);
    }

    mWidth  = width;
    mHeight = height;
    return true;
}