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-rw-r--r--raspberrypi/test/gles_video.c383
1 files changed, 383 insertions, 0 deletions
diff --git a/raspberrypi/test/gles_video.c b/raspberrypi/test/gles_video.c
new file mode 100644
index 0000000..4d7d405
--- /dev/null
+++ b/raspberrypi/test/gles_video.c
@@ -0,0 +1,383 @@
+#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,
+};
+
+#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_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,
+ 0, &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;
+
+ 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 );
+ if (filter==0) {
+ filter_min = GL_NEAREST;
+ filter_mag = GL_NEAREST;
+ } else if (filter==1) {
+ filter_min = GL_LINEAR_MIPMAP_LINEAR;
+ filter_mag = GL_LINEAR;
+ } else if (filter==2) {
+ filter_min = GL_LINEAR_MIPMAP_NEAREST;
+ filter_mag = GL_LINEAR;
+
+ }
+
+}
+
+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_MIN_FILTER, filter_min);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_mag);
+ 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);
+}