From f7f3dfbc869fa5e9da7d68f684796d7324935907 Mon Sep 17 00:00:00 2001 From: Alexandros Frantzis Date: Mon, 15 Nov 2010 12:57:20 +0200 Subject: [PATCH] egl: Add texture from pixmap example for GLES2. --- src/egl/opengles2/Makefile.am | 4 + src/egl/opengles2/matrix.c | 174 +++++ src/egl/opengles2/matrix.h | 10 + src/egl/opengles2/texture_from_pixmap_glesv2.c | 798 ++++++++++++++++++++++++ 4 files changed, 986 insertions(+), 0 deletions(-) create mode 100644 src/egl/opengles2/matrix.c create mode 100644 src/egl/opengles2/matrix.h create mode 100644 src/egl/opengles2/texture_from_pixmap_glesv2.c diff --git a/src/egl/opengles2/Makefile.am b/src/egl/opengles2/Makefile.am index d3dab3f..322a1d3 100644 --- a/src/egl/opengles2/Makefile.am +++ b/src/egl/opengles2/Makefile.am @@ -41,6 +41,7 @@ if HAVE_GLESV2 noinst_PROGRAMS = \ es2_info \ es2gears \ + texture_from_pixmap_glesv2 \ tri endif endif @@ -49,3 +50,6 @@ es2_info_LDADD = $(X11_LIBS) tri_LDADD = $(X11_LIBS) es2gears_LDADD = ../eglut/libeglut_x11.la + +texture_from_pixmap_glesv2_LDADD = $(X11_LIBS) +texture_from_pixmap_glesv2_SOURCES = texture_from_pixmap_glesv2.c matrix.c diff --git a/src/egl/opengles2/matrix.c b/src/egl/opengles2/matrix.c new file mode 100644 index 0000000..bca3a0f --- /dev/null +++ b/src/egl/opengles2/matrix.c @@ -0,0 +1,174 @@ +#define _GNU_SOURCE + +#include "matrix.h" +#include +#include +#include + +static GLfloat identity[16] = { + 1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0, +}; + +/** + * Multiplies two 4x4 matrices. + * + * The result is stored in matrix m. + * + * @param m the first matrix to multiply + * @param n the second matrix to multiply + */ +void +matrix_multiply(GLfloat *m, const GLfloat *n) +{ + GLfloat tmp[16]; + const GLfloat *row, *column; + div_t d; + int i, j; + + for (i = 0; i < 16; i++) { + tmp[i] = 0; + d = div(i, 4); + row = n + d.quot * 4; + column = m + d.rem; + for (j = 0; j < 4; j++) + tmp[i] += row[j] * column[j * 4]; + } + memcpy(m, &tmp, sizeof tmp); +} + +/** + * Rotates a 4x4 matrix. + * + * @param[in,out] m the matrix to rotate + * @param angle the angle to rotate + * @param x the x component of the direction to rotate to + * @param y the y component of the direction to rotate to + * @param z the z component of the direction to rotate to + */ +void +matrix_rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z) +{ + double s, c; + + sincos(angle, &s, &c); + GLfloat r[16] = { + x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0, + x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0, + x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0, + 0, 0, 0, 1 + }; + + matrix_multiply(m, r); +} + + +/** + * Translates a 4x4 matrix. + * + * @param[in,out] m the matrix to translate + * @param x the x component of the direction to translate to + * @param y the y component of the direction to translate to + * @param z the z component of the direction to translate to + */ +void +matrix_translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z) +{ + GLfloat t[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 }; + + matrix_multiply(m, t); +} + +/** + * Creates an identity 4x4 matrix. + * + * @param m the matrix make an identity matrix + */ +void +matrix_identity(GLfloat *m) +{ + memcpy(m, identity, sizeof(identity)); +} + +/** + * Transposes a 4x4 matrix. + * + * @param m the matrix to transpose + */ +void +matrix_transpose(GLfloat *m) +{ + GLfloat t[16] = { + m[0], m[4], m[8], m[12], + m[1], m[5], m[9], m[13], + m[2], m[6], m[10], m[14], + m[3], m[7], m[11], m[15]}; + + memcpy(m, t, sizeof(t)); +} + +/** + * Inverts a 4x4 matrix. + * + * This function can currently handle only pure translation-rotation matrices. + * Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118 + * for an explanation. + */ +void +matrix_invert(GLfloat *m) +{ + GLfloat t[16]; + matrix_identity(t); + + // Extract and invert the translation part 't'. The inverse of a + // translation matrix can be calculated by negating the translation + // coordinates. + t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14]; + + // Invert the rotation part 'r'. The inverse of a rotation matrix is + // equal to its transpose. + m[12] = m[13] = m[14] = 0; + matrix_transpose(m); + + // inv(m) = inv(r) * inv(t) + matrix_multiply(m, t); +} + +/** + * Calculate a perspective projection transformation. + * + * @param m the matrix to save the transformation in + * @param fovy the field of view in the y direction + * @param aspect the view aspect ratio + * @param zNear the near clipping plane + * @param zFar the far clipping plane + */ +void matrix_perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, + GLfloat zNear, GLfloat zFar) +{ + GLfloat tmp[16]; + matrix_identity(tmp); + + double sine, cosine, cotangent, deltaZ; + GLfloat radians = fovy / 2 * M_PI / 180; + + deltaZ = zFar - zNear; + sincos(radians, &sine, &cosine); + + if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) + return; + + cotangent = cosine / sine; + + tmp[0] = cotangent / aspect; + tmp[5] = cotangent; + tmp[10] = -(zFar + zNear) / deltaZ; + tmp[11] = -1; + tmp[14] = -2 * zNear * zFar / deltaZ; + tmp[15] = 0; + + memcpy(m, tmp, sizeof(tmp)); +} + diff --git a/src/egl/opengles2/matrix.h b/src/egl/opengles2/matrix.h new file mode 100644 index 0000000..dad3289 --- /dev/null +++ b/src/egl/opengles2/matrix.h @@ -0,0 +1,10 @@ +#include + +void matrix_multiply(GLfloat *m, const GLfloat *n); +void matrix_rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +void matrix_translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z); +void matrix_identity(GLfloat *m); +void matrix_transpose(GLfloat *m); +void matrix_invert(GLfloat *m); +void matrix_perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar); + diff --git a/src/egl/opengles2/texture_from_pixmap_glesv2.c b/src/egl/opengles2/texture_from_pixmap_glesv2.c new file mode 100644 index 0000000..5fb7a5b --- /dev/null +++ b/src/egl/opengles2/texture_from_pixmap_glesv2.c @@ -0,0 +1,798 @@ +/* + * Mesa 3-D graphics library + * Version: 7.9 + * + * Copyright (C) 2010 LunarG Inc. + * + * 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, sublicense, + * 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 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 NONINFRINGEMENT. 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. + * + * Authors: + * Chia-I Wu + * Alexandros Frantzis (GLES2.0 port) + */ + +/* + * This demo uses EGL_KHR_image_pixmap and GL_OES_EGL_image to demonstrate + * texture-from-pixmap. + */ + +#include +#include +#include +#include +#include /* for usleep */ +#include /* for gettimeofday */ +#include +#include +#include +#include +#include +#include +#include +#include +#include "matrix.h" + +#define DEG2RAD(d) (2 * M_PI * (d) / 360.0) + +static const char vertex_shader[] = +"#ifdef GL_ES\n" +"precision mediump float;\n" +"#endif\n" +"attribute vec3 position;\n" +"attribute vec2 texcoord;\n" +"\n" +"uniform mat4 ModelViewProjectionMatrix;\n" +"\n" +"varying vec2 TextureCoord;\n" +"\n" +"void main(void)\n" +"{\n" +" TextureCoord = texcoord;\n" +" // Transform the position to clip coordinates\n" +" gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);\n" +"}"; + +static const char fragment_shader[] = +"#ifdef GL_ES\n" +"precision mediump float;\n" +"#endif\n" +"uniform sampler2D Texture0;\n" +"varying vec2 TextureCoord;\n" +"\n" +"void main(void)\n" +"{\n" +" vec4 texel = texture2D(Texture0, TextureCoord);\n" +" gl_FragColor = texel;\n" +"}"; + +struct app_data { + /* native */ + Display *xdpy; + Window canvas, cube; + Pixmap pix; + unsigned int width, height, depth; + GC fg, bg; + XImage *ximage; + + /* EGL */ + EGLDisplay dpy; + EGLContext ctx; + EGLSurface surf; + EGLImageKHR img; + PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR; + PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR; + + /* OpenGL ES */ + GLuint texture; + PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; + + /* Shaders */ + GLfloat projection_matrix[16]; + GLfloat model_view_matrix[16]; + GLuint model_view_projection_matrix_loc; + GLuint texture0_loc; + + /* app state */ + Bool loop; + Bool redraw, reshape; + + struct { + Bool active; + unsigned long next_frame; /* in ms */ + float view_rotx; + float view_roty; + float view_rotz; + + } animate; + + struct { + Bool active; + int x1, y1; + int x2, y2; + } paint; + + struct { + Bool force_pot; + Bool use_egl_image; + } options; +}; + +static unsigned int +nearest_pot(unsigned int n) +{ + int k; + if (n == 0) + return 1; + for (k = sizeof(unsigned int) * 8 - 1; ((1U << k) & n) == 0; k--); + if (((1U << (k - 1)) & n) == 0) + return (1U) << k; + return (1U) << (k + 1); +} + +static void +gl_redraw(struct app_data *data) +{ + const GLfloat verts[4][3] = { + { -1, -1, 0 }, + { 1, -1, 0 }, + { 1, 1, 0 }, + { -1, 1, 0 } + }; + const GLfloat texcoords[4][2] = { + { 0, 1 }, + { 1, 1 }, + { 1, 0 }, + { 0, 0 } + }; + const GLfloat faces[6][4] = { + { 0, 0, 1, 0 }, + { 90, 0, 1, 0 }, + { 180, 0, 1, 0 }, + { 270, 0, 1, 0 }, + { 90, 1, 0, 0 }, + { -90, 1, 0, 0 } + }; + GLint i; + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, data->texture); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + /* Set up the position of the attributes in the vertex array */ + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, verts); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoords); + + /* Enable the attributes */ + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + + GLfloat transform[16]; + GLfloat model_view[16]; + GLfloat model_view_projection[16]; + + /* Rotate the view */ + memcpy(transform, data->model_view_matrix, sizeof(transform)); + matrix_rotate(transform, DEG2RAD(data->animate.view_rotx), 1, 0, 0); + matrix_rotate(transform, DEG2RAD(data->animate.view_roty), 0, 1, 0); + matrix_rotate(transform, DEG2RAD(data->animate.view_rotz), 0, 0, 1); + + /* Draw the triangle strips that comprise the cube */ + for (i = 0; i < 6; i++) { + /* Set up transformation for each face of the cube */ + memcpy(model_view, transform, sizeof(model_view)); + matrix_rotate(model_view, DEG2RAD(faces[i][0]), faces[i][1], + faces[i][2], faces[i][3]); + matrix_translate(model_view, 0.0, 0.0, 1.0); + memcpy(model_view_projection, data->projection_matrix, + sizeof(model_view_projection)); + matrix_multiply(model_view_projection, model_view); + + /* Load shader ModelViewProjection uniform */ + glUniformMatrix4fv(data->model_view_projection_matrix_loc, 1, GL_FALSE, + model_view_projection); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + + /* Disable the attributes */ + glDisableVertexAttribArray(1); + glDisableVertexAttribArray(0); +} + +static void +gl_reshape(struct app_data *data) +{ + GLfloat ar = data->width / (float)data->height; + + /* Update the projection matrix */ + matrix_perspective(data->projection_matrix, 22.6, ar, 5.0, 60.0); + + /* Update the modelview matrix */ + matrix_identity(data->model_view_matrix); + matrix_translate(data->model_view_matrix, 0.0, 0.0, -10.0); + + /* Set the viewport */ + glViewport(0, 0, (GLint) data->width, (GLint) data->height); +} + +static void +app_redraw(struct app_data *data) +{ + /* if the pixmap has changed... */ + if (data->reshape || data->paint.active) { + eglWaitNative(EGL_CORE_NATIVE_ENGINE); + + /* + * The extension only states that + * + * If an application specifies an EGLImage sibling as the destination + * for rendering and/or pixel download operations (e.g., as an + * OpenGL-ES framebuffer object, glTexSubImage2D, etc.), the modified + * image results will be observed by all EGLImage siblings in all + * client API contexts. + * + * Though not required by the drivers I tested, I think the rules of + * "Propagating Changes to Objects" should apply here. That is, the + * changes made by the native engine must be completed and the resource + * must be re-attached. + */ + if (data->options.use_egl_image) { + data->glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, + (GLeglImageOES) data->img); + } + else { + /* Normal texture data upload */ + + /* + * It seems that is faster to call XGetImage rather than + * XGetSubImage... + */ + if (data->ximage) + XDestroyImage(data->ximage); + data->ximage = XGetImage(data->xdpy, data->pix, 0, 0, + data->width, data->height, + AllPlanes, ZPixmap); + + /* + * Note that the data we get from the pixmap is BGRA but the texture + * expects RGBA, so what we are doing here is technically incorrect. + * However, for the black-and-white pixmaps we care about here it + * doesn't make any difference. + */ + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, + data->width, data->height, + GL_RGBA, GL_UNSIGNED_BYTE, + data->ximage->data); + } + + /* Update the on-screen representation of the pixmap */ + XCopyArea(data->xdpy, data->pix, data->canvas, data->fg, + 0, 0, data->width, data->height, 0, 0); + } + + gl_redraw(data); + + eglSwapBuffers(data->dpy, data->surf); +} + +static void +app_reshape(struct app_data *data) +{ + const EGLint img_attribs[] = { + EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, + EGL_NONE + }; + + XResizeWindow(data->xdpy, data->cube, data->width, data->height); + XMoveWindow(data->xdpy, data->cube, data->width, 0); + + if (data->img) + data->eglDestroyImageKHR(data->dpy, data->img); + if (data->pix) + XFreePixmap(data->xdpy, data->pix); + + data->pix = XCreatePixmap(data->xdpy, data->canvas, data->width, + data->height, data->depth); + XFillRectangle(data->xdpy, data->pix, data->bg, 0, 0, data->width, + data->height); + + if (data->options.use_egl_image) { + data->img = data->eglCreateImageKHR(data->dpy, EGL_NO_CONTEXT, + EGL_NATIVE_PIXMAP_KHR, (EGLClientBuffer) data->pix, img_attribs); + } + else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, + data->width, data->height, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } + + gl_reshape(data); +} + +static void +app_toggle_animate(struct app_data *data) +{ + data->animate.active = !data->animate.active; + + if (data->animate.active) { + struct timeval tv; + + gettimeofday(&tv, NULL); + data->animate.next_frame = tv.tv_sec * 1000 + tv.tv_usec / 1000; + } +} + +static void +app_next_event(struct app_data *data) +{ + XEvent event; + + data->reshape = False; + data->redraw = False; + data->paint.active = False; + + if (data->animate.active) { + struct timeval tv; + unsigned long now; + + gettimeofday(&tv, NULL); + now = tv.tv_sec * 1000 + tv.tv_usec / 1000; + + /* wait for next frame */ + if (!XPending(data->xdpy) && now < data->animate.next_frame) { + usleep((data->animate.next_frame - now) * 1000); + gettimeofday(&tv, NULL); + now = tv.tv_sec * 1000 + tv.tv_usec / 1000; + } + + while (now >= data->animate.next_frame) { + data->animate.view_rotx += 1.0; + data->animate.view_roty += 2.0; + data->animate.view_rotz += 1.5; + + /* 30fps */ + data->animate.next_frame += 1000 / 30; + } + + /* check again in case there were events when sleeping */ + if (!XPending(data->xdpy)) { + data->redraw = True; + return; + } + } + + XNextEvent(data->xdpy, &event); + + switch (event.type) { + case ConfigureNotify: + data->width = event.xconfigure.width / 2; + data->height = event.xconfigure.height; + data->reshape = True; + if (data->options.force_pot) { + data->width = nearest_pot(data->width); + data->height = nearest_pot(data->height); + } + break; + case Expose: + data->redraw = True; + break; + case KeyPress: + { + int code; + + code = XLookupKeysym(&event.xkey, 0); + switch (code) { + case XK_a: + app_toggle_animate(data); + break; + case XK_Escape: + data->loop = False; + break; + default: + break; + } + } + break; + case ButtonPress: + data->paint.x1 = data->paint.x2 = event.xbutton.x; + data->paint.y1 = data->paint.y2 = event.xbutton.y; + break; + case ButtonRelease: + data->paint.active = False; + break; + case MotionNotify: + data->paint.x1 = data->paint.x2; + data->paint.y1 = data->paint.y2; + data->paint.x2 = event.xmotion.x; + data->paint.y2 = event.xmotion.y; + data->paint.active = True; + break; + default: + break; + } + + if (data->paint.active || data->reshape) + data->redraw = True; +} + +static void +app_init_gl(struct app_data *data) +{ + GLuint v, f, program; + const char *p; + char msg[512]; + + glClearColor(0.1, 0.1, 0.3, 0.0); + + glGenTextures(1, &data->texture); + + glBindTexture(GL_TEXTURE_2D, data->texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glEnable(GL_CULL_FACE); + glEnable(GL_DEPTH_TEST); + + /* Compile the vertex shader */ + p = vertex_shader; + v = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(v, 1, &p, NULL); + glCompileShader(v); + glGetShaderInfoLog(v, sizeof msg, NULL, msg); + printf("vertex shader compilation info: %s\n", msg); + + /* Compile the fragment shader */ + p = fragment_shader; + f = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(f, 1, &p, NULL); + glCompileShader(f); + glGetShaderInfoLog(f, sizeof msg, NULL, msg); + printf("fragment shader compilation info: %s\n", msg); + + /* Create and link the shader program */ + program = glCreateProgram(); + glAttachShader(program, v); + glAttachShader(program, f); + glBindAttribLocation(program, 0, "position"); + glBindAttribLocation(program, 1, "texcoord"); + + glLinkProgram(program); + glGetProgramInfoLog(program, sizeof msg, NULL, msg); + printf("shader program link info: %s\n", msg); + + /* Enable the shaders */ + glUseProgram(program); + + /* Get the locations of the uniforms so we can access them */ + data->model_view_projection_matrix_loc = + glGetUniformLocation(program, "ModelViewProjectionMatrix"); + data->texture0_loc = glGetUniformLocation(program, "Texture0"); + + /* We just use the first texture unit throughout the program */ + glUniform1i(data->texture0_loc, 0); +} + +static Bool +app_init_exts(struct app_data *data) +{ + const char *exts; + Bool result = True; + + exts = eglQueryString(data->dpy, EGL_EXTENSIONS); + printf("==== EGL extensions ====\n%s\n", exts); + data->eglCreateImageKHR = + (PFNEGLCREATEIMAGEKHRPROC) eglGetProcAddress("eglCreateImageKHR"); + data->eglDestroyImageKHR = + (PFNEGLDESTROYIMAGEKHRPROC) eglGetProcAddress("eglDestroyImageKHR"); + if (!exts || !strstr(exts, "EGL_KHR_image_pixmap") || + !data->eglCreateImageKHR || !data->eglDestroyImageKHR) { + printf("** EGL does not support EGL_KHR_image_pixmap!\n"); + result &= False; + } + + exts = (const char *) glGetString(GL_EXTENSIONS); + printf("==== GL extensions ====\n%s\n", exts); + data->glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) + eglGetProcAddress("glEGLImageTargetTexture2DOES"); + if (!exts || !strstr(exts, "GL_OES_EGL_image") || + !data->glEGLImageTargetTexture2DOES) { + printf("** OpenGL ES2.0 does not support GL_OES_EGL_image!\n"); + result &= False; + } + printf("=======================\n"); + + return result; +} + +static void +app_run(struct app_data *data) +{ + Window root; + int x, y; + unsigned int border; + + if (!eglMakeCurrent(data->dpy, data->surf, data->surf, data->ctx)) + return; + + if (!app_init_exts(data)) { + data->options.use_egl_image = False; + printf("** Required EGL/GLES2.0 extensions not present.\n" + "** Falling back to XImage/glTexImage2D texture update method!\n"); + } + + app_init_gl(data); + + printf("==> Draw something on the left with the mouse! <==\n"); + + if (!XGetGeometry(data->xdpy, data->canvas, &root, + &x, &y, &data->width, &data->height, + &border, &data->depth)) + return; + data->width /= 2; + if (data->options.force_pot) { + data->width = nearest_pot(data->width); + data->height = nearest_pot(data->height); + } + + /* Force an initial resize/redraw */ + data->paint.active = True; + data->reshape = True; + app_reshape(data); + app_redraw(data); + + XMapWindow(data->xdpy, data->canvas); + XMapWindow(data->xdpy, data->cube); + + app_toggle_animate(data); + data->loop = True; + + while (data->loop) { + app_next_event(data); + + if (data->reshape) + app_reshape(data); + if (data->paint.active) { + XDrawLine(data->xdpy, data->pix, data->fg, + data->paint.x1, data->paint.y1, + data->paint.x2, data->paint.y2); + } + + if (data->redraw) + app_redraw(data); + } + + eglMakeCurrent(data->dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); +} + +static Bool +make_x_window(struct app_data *data, const char *name, + int x, int y, int width, int height) +{ + static const EGLint attribs[] = { + EGL_RED_SIZE, 0, + EGL_GREEN_SIZE, 0, + EGL_BLUE_SIZE, 0, + EGL_DEPTH_SIZE, 0, + EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, + EGL_NONE + }; + static const EGLint ctx_attribs[] = { + EGL_CONTEXT_CLIENT_VERSION, 2, + EGL_NONE + }; + int scrnum; + XSetWindowAttributes attr; + unsigned long mask; + Window root; + Window win; + XVisualInfo *visInfo, visTemplate; + int num_visuals; + EGLConfig config; + EGLint num_configs; + EGLint vid; + + scrnum = DefaultScreen( data->xdpy ); + root = RootWindow( data->xdpy, scrnum ); + + if (!eglChooseConfig( data->dpy, attribs, &config, 1, &num_configs)) { + printf("Error: couldn't get an EGL visual config\n"); + exit(1); + } + + assert(config); + assert(num_configs > 0); + + if (!eglGetConfigAttrib(data->dpy, config, EGL_NATIVE_VISUAL_ID, &vid)) { + printf("Error: eglGetConfigAttrib() failed\n"); + exit(1); + } + + /* The X window visual must match the EGL config */ + visTemplate.visualid = vid; + visInfo = XGetVisualInfo(data->xdpy, VisualIDMask, &visTemplate, &num_visuals); + if (!visInfo) { + printf("Error: couldn't get X visual\n"); + exit(1); + } + + /* window attributes */ + attr.background_pixel = 0; + attr.border_pixel = 0; + attr.colormap = XCreateColormap( data->xdpy, root, visInfo->visual, AllocNone); + attr.event_mask = StructureNotifyMask | ExposureMask | + KeyPressMask | ButtonPressMask | ButtonMotionMask; + mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask; + + win = XCreateWindow(data->xdpy, root, 0, 0, width * 2, height, + 0, visInfo->depth, InputOutput, + visInfo->visual, mask, &attr); + + /* set hints and properties */ + { + XSizeHints sizehints; + sizehints.x = x; + sizehints.y = y; + sizehints.width = width; + sizehints.height = height; + sizehints.flags = USSize | USPosition; + XSetNormalHints(data->xdpy, win, &sizehints); + XSetStandardProperties(data->xdpy, win, name, name, + None, (char **)NULL, 0, &sizehints); + } + + data->canvas = win; + + attr.event_mask = 0x0; + win = XCreateWindow(data->xdpy, win, width, 0, width, height, + 0, visInfo->depth, InputOutput, + visInfo->visual, mask, &attr); + data->cube = win; + + eglBindAPI(EGL_OPENGL_ES_API); + + data->ctx = eglCreateContext(data->dpy, config, EGL_NO_CONTEXT, ctx_attribs ); + if (!data->ctx) { + printf("Error: eglCreateContext failed\n"); + exit(1); + } + + data->surf = eglCreateWindowSurface(data->dpy, config, data->cube, NULL); + if (!data->surf) { + printf("Error: eglCreateWindowSurface failed\n"); + exit(1); + } + + XFree(visInfo); + + return (data->canvas && data->cube && data->ctx && data->surf); +} + +static void +app_fini(struct app_data *data) +{ + if (data->img) + data->eglDestroyImageKHR(data->dpy, data->img); + if (data->pix) + XFreePixmap(data->xdpy, data->pix); + + if (data->fg) + XFreeGC(data->xdpy, data->fg); + if (data->bg) + XFreeGC(data->xdpy, data->bg); + + if (data->surf) + eglDestroySurface(data->dpy, data->surf); + if (data->ctx) + eglDestroyContext(data->dpy, data->ctx); + + if (data->cube) + XDestroyWindow(data->xdpy, data->cube); + if (data->canvas) + XDestroyWindow(data->xdpy, data->canvas); + + if (data->dpy) + eglTerminate(data->dpy); + if (data->xdpy) + XCloseDisplay(data->xdpy); +} + +static Bool +parse_args(struct app_data *data, int argc, char **argv) +{ + int i; + data->options.force_pot = False; + data->options.use_egl_image = True; + + for (i = 1; i < argc; i++) { + if (!strcmp(argv[i], "--force-pot")) + data->options.force_pot = True; + else if (!strcmp(argv[i], "--no-egl-image")) + data->options.use_egl_image = False; + else if (!strcmp(argv[i], "--help")) { + printf("An EGL/GLES2.0 example of using EGL_KHR_image_pixmap for texture-from-pixmap.\n" + "\n" + "Options:\n" + " --force-pot Force the usage of power of two textures\n" + " --no-egl-image Don't use EGLImage for accelerated TFP (use glTexImage2D)\n" + " --help Display help\n"); + return False; + } + } + + return True; +} + +static Bool +app_init(struct app_data *data, int argc, char **argv) +{ + XGCValues gc_vals; + + memset(data, 0, sizeof(*data)); + + if (!parse_args(data, argc, argv)) + return False; + + data->xdpy = XOpenDisplay(NULL); + if (!data->xdpy) + goto fail; + + data->dpy = eglGetDisplay(data->xdpy); + if (!data->dpy || !eglInitialize(data->dpy, NULL, NULL)) + goto fail; + + if (!make_x_window(data, "EGLImage TFP", 0, 0, 300, 300)) + goto fail; + + gc_vals.function = GXcopy; + gc_vals.foreground = WhitePixel(data->xdpy, DefaultScreen(data->xdpy)); + gc_vals.line_width = 3; + gc_vals.line_style = LineSolid; + gc_vals.fill_style = FillSolid; + + data->fg = XCreateGC(data->xdpy, data->canvas, + GCFunction | GCForeground | GCLineWidth | GCLineStyle | GCFillStyle, + &gc_vals); + gc_vals.foreground = BlackPixel(data->xdpy, DefaultScreen(data->xdpy)); + data->bg = XCreateGC(data->xdpy, data->canvas, + GCFunction | GCForeground | GCLineWidth | GCLineStyle | GCFillStyle, + &gc_vals); + if (!data->fg || !data->bg) + goto fail; + + return True; + +fail: + app_fini(data); + return False; +} + +int +main(int argc, char **argv) +{ + struct app_data data; + + if (app_init(&data, argc, argv)) { + app_run(&data); + app_fini(&data); + } + + return 0; +} -- 1.7.1