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-rw-r--r--raspberrypi/test/gles_video.c417
1 files changed, 0 insertions, 417 deletions
diff --git a/raspberrypi/test/gles_video.c b/raspberrypi/test/gles_video.c
deleted file mode 100644
index adf9b03..0000000
--- a/raspberrypi/test/gles_video.c
+++ /dev/null
@@ -1,417 +0,0 @@
-/*
-
-This file is based on Portable ZX-Spectrum emulator.
-Copyright (C) 2001-2012 SMT, Dexus, Alone Coder, deathsoft, djdron, scor
-
-C++ to C code conversion by Pate
-
-Modified by DPR for gpsp for Raspberry Pi
-
-This program is free software: you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation, either version 3 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program. If not, see <http://www.gnu.org/licenses/>.
-
-*/
-
-#include "bcm_host.h"
-#include "GLES/gl.h"
-#include "EGL/egl.h"
-#include "EGL/eglext.h"
-#include "GLES2/gl2.h"
-#include <assert.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <memory.h>
-
-static uint32_t frame_width = 0;
-static uint32_t frame_height = 0;
-
-
-#define SHOW_ERROR gles_show_error();
-
-static void SetOrtho(GLfloat m[4][4], GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far, GLfloat scale_x, GLfloat scale_y);
-
-static const char* vertex_shader =
- "uniform mat4 u_vp_matrix; \n"
- "attribute vec4 a_position; \n"
- "attribute vec2 a_texcoord; \n"
- "varying mediump vec2 v_texcoord; \n"
- "void main() \n"
- "{ \n"
- " v_texcoord = a_texcoord; \n"
- " gl_Position = u_vp_matrix * a_position; \n"
- "} \n";
-
-static const char* fragment_shader =
- "varying mediump vec2 v_texcoord; \n"
- "uniform sampler2D u_texture; \n"
- "void main() \n"
- "{ \n"
- " gl_FragColor = texture2D(u_texture, v_texcoord); \n"
- "} \n";
-/*
-static const GLfloat vertices[] =
-{
- -0.5f, -0.5f, 0.0f,
- +0.5f, -0.5f, 0.0f,
- +0.5f, +0.5f, 0.0f,
- -0.5f, +0.5f, 0.0f,
-};
-*/
-static const GLfloat vertices[] =
-{
- -0.5f, -0.5f, 0.0f,
- -0.5f, +0.5f, 0.0f,
- +0.5f, +0.5f, 0.0f,
- +0.5f, -0.5f, 0.0f,
-};
-
-#define TEX_WIDTH 1024
-#define TEX_HEIGHT 512
-
-static const GLfloat uvs[8];
-
-static const GLushort indices[] =
-{
- 0, 1, 2,
- 0, 2, 3,
-};
-
-static const int kVertexCount = 4;
-static const int kIndexCount = 6;
-
-
-void Create_uvs(GLfloat * matrix, GLfloat max_u, GLfloat max_v) {
- memset(matrix,0,sizeof(GLfloat)*8);
- matrix[3]=max_v;
- matrix[4]=max_u;
- matrix[5]=max_v;
- matrix[6]=max_u;
-
-}
-
-void gles_show_error()
-{
- GLenum error = GL_NO_ERROR;
- error = glGetError();
- if (GL_NO_ERROR != error)
- printf("GL Error %x encountered!\n", error);
-}
-
-static GLuint CreateShader(GLenum type, const char *shader_src)
-{
- GLuint shader = glCreateShader(type);
- if(!shader)
- return 0;
-
- // Load and compile the shader source
- glShaderSource(shader, 1, &shader_src, NULL);
- glCompileShader(shader);
-
- // Check the compile status
- GLint compiled = 0;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
- if(!compiled)
- {
- GLint info_len = 0;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
- if(info_len > 1)
- {
- char* info_log = (char *)malloc(sizeof(char) * info_len);
- glGetShaderInfoLog(shader, info_len, NULL, info_log);
- // TODO(dspringer): We could really use a logging API.
- printf("Error compiling shader:\n%s\n", info_log);
- free(info_log);
- }
- glDeleteShader(shader);
- return 0;
- }
- return shader;
-}
-
-static GLuint CreateProgram(const char *vertex_shader_src, const char *fragment_shader_src)
-{
- GLuint vertex_shader = CreateShader(GL_VERTEX_SHADER, vertex_shader_src);
- if(!vertex_shader)
- return 0;
- GLuint fragment_shader = CreateShader(GL_FRAGMENT_SHADER, fragment_shader_src);
- if(!fragment_shader)
- {
- glDeleteShader(vertex_shader);
- return 0;
- }
-
- GLuint program_object = glCreateProgram();
- if(!program_object)
- return 0;
- glAttachShader(program_object, vertex_shader);
- glAttachShader(program_object, fragment_shader);
-
- // Link the program
- glLinkProgram(program_object);
-
- // Check the link status
- GLint linked = 0;
- glGetProgramiv(program_object, GL_LINK_STATUS, &linked);
- if(!linked)
- {
- GLint info_len = 0;
- glGetProgramiv(program_object, GL_INFO_LOG_LENGTH, &info_len);
- if(info_len > 1)
- {
- char* info_log = (char *)malloc(info_len);
- glGetProgramInfoLog(program_object, info_len, NULL, info_log);
- // TODO(dspringer): We could really use a logging API.
- printf("Error linking program:\n%s\n", info_log);
- free(info_log);
- }
- glDeleteProgram(program_object);
- return 0;
- }
- // Delete these here because they are attached to the program object.
- glDeleteShader(vertex_shader);
- glDeleteShader(fragment_shader);
- return program_object;
-}
-
-typedef struct ShaderInfo {
- GLuint program;
- GLint a_position;
- GLint a_texcoord;
- GLint u_vp_matrix;
- GLint u_texture;
-} ShaderInfo;
-
-static ShaderInfo shader;
-static ShaderInfo shader_filtering;
-static GLuint buffers[3];
-static GLuint textures[2];
-
-
-static void gles2_create()
-{
- memset(&shader, 0, sizeof(ShaderInfo));
- shader.program = CreateProgram(vertex_shader, fragment_shader);
- if(shader.program)
- {
- shader.a_position = glGetAttribLocation(shader.program, "a_position");
- shader.a_texcoord = glGetAttribLocation(shader.program, "a_texcoord");
- shader.u_vp_matrix = glGetUniformLocation(shader.program, "u_vp_matrix");
- shader.u_texture = glGetUniformLocation(shader.program, "u_texture");
- }
- glGenTextures(1, textures);
- glBindTexture(GL_TEXTURE_2D, textures[0]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEX_WIDTH, TEX_HEIGHT, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
-
- Create_uvs(uvs, (float)frame_width/TEX_WIDTH, (float)frame_height/TEX_HEIGHT);
-
- glGenBuffers(3, buffers);
- glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
- glBufferData(GL_ARRAY_BUFFER, kVertexCount * sizeof(GLfloat) * 3, vertices, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, buffers[1]);
- glBufferData(GL_ARRAY_BUFFER, kVertexCount * sizeof(GLfloat) * 2, uvs, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, kIndexCount * sizeof(GL_UNSIGNED_SHORT), indices, GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_DITHER);
-}
-
-static uint32_t screen_width = 0;
-static uint32_t screen_height = 0;
-
-static EGLDisplay display = NULL;
-static EGLSurface surface = NULL;
-static EGLContext context = NULL;
-static EGL_DISPMANX_WINDOW_T nativewindow;
-
-static GLfloat proj[4][4];
-static GLint filter_min;
-static GLint filter_mag;
-
-void video_set_filter(uint32_t filter) {
- if (filter==0) {
- filter_min = GL_NEAREST;
- filter_mag = GL_NEAREST;
- } else {
- filter_min = GL_LINEAR;
- filter_mag = GL_LINEAR;
- }
-}
-
-void video_init(uint32_t _width, uint32_t _height, uint32_t filter)
-{
- if ((_width==0)||(_height==0))
- return;
-
- frame_width = _width;
- frame_height = _height;
-
- //bcm_host_init();
-
- // get an EGL display connection
- display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
- assert(display != EGL_NO_DISPLAY);
-
- // initialize the EGL display connection
- EGLBoolean result = eglInitialize(display, NULL, NULL);
- assert(EGL_FALSE != result);
-
- // get an appropriate EGL frame buffer configuration
- EGLint num_config;
- EGLConfig config;
- static const EGLint attribute_list[] =
- {
- EGL_RED_SIZE, 8,
- EGL_GREEN_SIZE, 8,
- EGL_BLUE_SIZE, 8,
- EGL_ALPHA_SIZE, 8,
- EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
- EGL_NONE
- };
- result = eglChooseConfig(display, attribute_list, &config, 1, &num_config);
- assert(EGL_FALSE != result);
-
- result = eglBindAPI(EGL_OPENGL_ES_API);
- assert(EGL_FALSE != result);
-
- // create an EGL rendering context
- static const EGLint context_attributes[] =
- {
- EGL_CONTEXT_CLIENT_VERSION, 2,
- EGL_NONE
- };
- context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attributes);
- assert(context != EGL_NO_CONTEXT);
-
- // create an EGL window surface
- int32_t success = graphics_get_display_size(0, &screen_width, &screen_height);
- assert(success >= 0);
-
- VC_RECT_T dst_rect;
- dst_rect.x = 0;
- dst_rect.y = 0;
- dst_rect.width = screen_width;
- dst_rect.height = screen_height;
-
- VC_RECT_T src_rect;
- src_rect.x = 0;
- src_rect.y = 0;
- src_rect.width = screen_width << 16;
- src_rect.height = screen_height << 16;
-
- DISPMANX_DISPLAY_HANDLE_T dispman_display = vc_dispmanx_display_open(0);
- DISPMANX_UPDATE_HANDLE_T dispman_update = vc_dispmanx_update_start(0);
- DISPMANX_ELEMENT_HANDLE_T dispman_element = vc_dispmanx_element_add(dispman_update, dispman_display,
- 1, &dst_rect, 0, &src_rect, DISPMANX_PROTECTION_NONE, NULL, NULL, DISPMANX_NO_ROTATE);
-
- nativewindow.element = dispman_element;
- nativewindow.width = screen_width;
- nativewindow.height = screen_height;
- vc_dispmanx_update_submit_sync(dispman_update);
-
- surface = eglCreateWindowSurface(display, config, &nativewindow, NULL);
- assert(surface != EGL_NO_SURFACE);
-
- // connect the context to the surface
- result = eglMakeCurrent(display, surface, surface, context);
- assert(EGL_FALSE != result);
-
- gles2_create();
-
- int r=(screen_height*10/frame_height);
- int h = (frame_height*r)/10;
- int w = (frame_width*r)/10;
- if (w>screen_width) {
- r = (screen_width*10/frame_width);
- h = (frame_height*r)/10;
- w = (frame_width*r)/10;
- }
- glViewport((screen_width-w)/2, (screen_height-h)/2, w, h);
- SetOrtho(proj, -0.5f, +0.5f, +0.5f, -0.5f, -1.0f, 1.0f, 1.0f ,1.0f );
- video_set_filter(filter);
-}
-
-static void gles2_destroy()
-{
- if(!shader.program)
- return;
- glDeleteBuffers(3, buffers); SHOW_ERROR
- glDeleteProgram(shader.program); SHOW_ERROR
-}
-
-static void SetOrtho(GLfloat m[4][4], GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far, GLfloat scale_x, GLfloat scale_y)
-{
- memset(m, 0, 4*4*sizeof(GLfloat));
- m[0][0] = 2.0f/(right - left)*scale_x;
- m[1][1] = 2.0f/(top - bottom)*scale_y;
- m[2][2] = -2.0f/(far - near);
- m[3][0] = -(right + left)/(right - left);
- m[3][1] = -(top + bottom)/(top - bottom);
- m[3][2] = -(far + near)/(far - near);
- m[3][3] = 1;
-}
-#define RGB15(r, g, b) (((r) << (5+6)) | ((g) << 6) | (b))
-
-static void gles2_Draw( uint16_t *pixels)
-{
- if(!shader.program)
- return;
-
- glClear(GL_COLOR_BUFFER_BIT);
-
- glUseProgram(shader.program);
-
- glBindTexture(GL_TEXTURE_2D, textures[0]);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frame_width, frame_height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
- glActiveTexture(GL_TEXTURE0);
- glUniform1i(shader.u_texture, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_mag);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_min);
- glGenerateMipmap(GL_TEXTURE_2D);
-
- glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
- glVertexAttribPointer(shader.a_position, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), NULL);
- glEnableVertexAttribArray(shader.a_position);
-
- glBindBuffer(GL_ARRAY_BUFFER, buffers[1]);
- glVertexAttribPointer(shader.a_texcoord, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
- glEnableVertexAttribArray(shader.a_texcoord);
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2]);
- glUniformMatrix4fv(shader.u_vp_matrix, 1, GL_FALSE, (const GLfloat * )&proj);
- glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_SHORT, 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- //glFlush();
-}
-
-void video_close()
-{
- gles2_destroy();
- // Release OpenGL resources
- eglMakeCurrent( display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );
- eglDestroySurface( display, surface );
- eglDestroyContext( display, context );
- eglTerminate( display );
-}
-
-void video_draw(uint16_t *pixels)
-{
- gles2_Draw (pixels);
- eglSwapBuffers(display, surface);
-}