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authorRob Clark <robdclark@gmail.com>2017-02-21 15:39:40 -0500
committerRob Clark <robdclark@gmail.com>2017-02-21 15:39:40 -0500
commit3e78eabeeeeb8476583cf2d37f1bd561307694db (patch)
tree95b519bd94cb268bbbb89a81ed0f8385f0cefe98 /cube-tex.c
parentf639c63a366d34e7d98facd58d0855f9e1ab1d66 (diff)
downloadkmscube-3e78eabeeeeb8476583cf2d37f1bd561307694db.tar.gz
add yuv/rgb tex mode
Diffstat (limited to 'cube-tex.c')
-rw-r--r--cube-tex.c572
1 files changed, 572 insertions, 0 deletions
diff --git a/cube-tex.c b/cube-tex.c
new file mode 100644
index 0000000..1e7741d
--- /dev/null
+++ b/cube-tex.c
@@ -0,0 +1,572 @@
+/*
+ * Copyright (c) 2017 Rob Clark <rclark@redhat.com>
+ *
+ * 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, sub license,
+ * 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 (including the
+ * next paragraph) 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 NON-INFRINGEMENT. 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.
+ */
+
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "common.h"
+#include "esUtil.h"
+
+
+struct {
+ struct egl egl;
+
+ GLfloat aspect;
+ enum mode mode;
+ const struct gbm *gbm;
+
+ GLuint program;
+ /* uniform handles: */
+ GLint modelviewmatrix, modelviewprojectionmatrix, normalmatrix;
+ GLint texture, textureuv;
+ GLuint vbo;
+ GLuint positionsoffset, texcoordsoffset, normalsoffset;
+ GLuint tex[2];
+} gl;
+
+const struct egl *egl = &gl.egl;
+
+static const GLfloat vVertices[] = {
+ // front
+ -1.0f, -1.0f, +1.0f,
+ +1.0f, -1.0f, +1.0f,
+ -1.0f, +1.0f, +1.0f,
+ +1.0f, +1.0f, +1.0f,
+ // back
+ +1.0f, -1.0f, -1.0f,
+ -1.0f, -1.0f, -1.0f,
+ +1.0f, +1.0f, -1.0f,
+ -1.0f, +1.0f, -1.0f,
+ // right
+ +1.0f, -1.0f, +1.0f,
+ +1.0f, -1.0f, -1.0f,
+ +1.0f, +1.0f, +1.0f,
+ +1.0f, +1.0f, -1.0f,
+ // left
+ -1.0f, -1.0f, -1.0f,
+ -1.0f, -1.0f, +1.0f,
+ -1.0f, +1.0f, -1.0f,
+ -1.0f, +1.0f, +1.0f,
+ // top
+ -1.0f, +1.0f, +1.0f,
+ +1.0f, +1.0f, +1.0f,
+ -1.0f, +1.0f, -1.0f,
+ +1.0f, +1.0f, -1.0f,
+ // bottom
+ -1.0f, -1.0f, -1.0f,
+ +1.0f, -1.0f, -1.0f,
+ -1.0f, -1.0f, +1.0f,
+ +1.0f, -1.0f, +1.0f,
+};
+
+GLfloat vTexCoords[] = {
+ //front
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ //back
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ //right
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ //left
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ //top
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ //bottom
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+};
+
+static const GLfloat vNormals[] = {
+ // front
+ +0.0f, +0.0f, +1.0f, // forward
+ +0.0f, +0.0f, +1.0f, // forward
+ +0.0f, +0.0f, +1.0f, // forward
+ +0.0f, +0.0f, +1.0f, // forward
+ // back
+ +0.0f, +0.0f, -1.0f, // backward
+ +0.0f, +0.0f, -1.0f, // backward
+ +0.0f, +0.0f, -1.0f, // backward
+ +0.0f, +0.0f, -1.0f, // backward
+ // right
+ +1.0f, +0.0f, +0.0f, // right
+ +1.0f, +0.0f, +0.0f, // right
+ +1.0f, +0.0f, +0.0f, // right
+ +1.0f, +0.0f, +0.0f, // right
+ // left
+ -1.0f, +0.0f, +0.0f, // left
+ -1.0f, +0.0f, +0.0f, // left
+ -1.0f, +0.0f, +0.0f, // left
+ -1.0f, +0.0f, +0.0f, // left
+ // top
+ +0.0f, +1.0f, +0.0f, // up
+ +0.0f, +1.0f, +0.0f, // up
+ +0.0f, +1.0f, +0.0f, // up
+ +0.0f, +1.0f, +0.0f, // up
+ // bottom
+ +0.0f, -1.0f, +0.0f, // down
+ +0.0f, -1.0f, +0.0f, // down
+ +0.0f, -1.0f, +0.0f, // down
+ +0.0f, -1.0f, +0.0f // down
+};
+
+static const char *vertex_shader_source =
+ "uniform mat4 modelviewMatrix; \n"
+ "uniform mat4 modelviewprojectionMatrix;\n"
+ "uniform mat3 normalMatrix; \n"
+ " \n"
+ "attribute vec4 in_position; \n"
+ "attribute vec3 in_normal; \n"
+ "attribute vec2 in_TexCoord; \n"
+ " \n"
+ "vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n"
+ " \n"
+ "varying vec4 vVaryingColor; \n"
+ "varying vec2 vTexCoord; \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = modelviewprojectionMatrix * in_position;\n"
+ " vec3 vEyeNormal = normalMatrix * in_normal;\n"
+ " vec4 vPosition4 = modelviewMatrix * in_position;\n"
+ " vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n"
+ " vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n"
+ " float diff = max(0.0, dot(vEyeNormal, vLightDir));\n"
+ " vVaryingColor = vec4(diff * vec3(1.0, 1.0, 1.0), 1.0);\n"
+ " vTexCoord = in_TexCoord; \n"
+ "} \n";
+
+static const char *fragment_shader_source_1img =
+ "#extension GL_OES_EGL_image_external : enable\n"
+ "precision mediump float; \n"
+ " \n"
+ "uniform samplerExternalOES uTex; \n"
+ " \n"
+ "varying vec4 vVaryingColor; \n"
+ "varying vec2 vTexCoord; \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = vVaryingColor * texture2D(uTex, vTexCoord);\n"
+ "} \n";
+
+static const char *fragment_shader_source_2img =
+ "#extension GL_OES_EGL_image_external : enable \n"
+ "precision mediump float; \n"
+ " \n"
+ "uniform samplerExternalOES uTexY; \n"
+ "uniform samplerExternalOES uTexUV; \n"
+ " \n"
+ "varying vec4 vVaryingColor; \n"
+ "varying vec2 vTexCoord; \n"
+ " \n"
+ "mat4 csc = mat4(1.0, 0.0, 1.402, -0.701, \n"
+ " 1.0, -0.344, -0.714, 0.529, \n"
+ " 1.0, 1.772, 0.0, -0.886, \n"
+ " 0.0, 0.0, 0.0, 0.0); \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 yuv; \n"
+ " yuv.x = texture2D(uTexY, vTexCoord).x; \n"
+ " yuv.yz = texture2D(uTexUV, vTexCoord).xy; \n"
+ " yuv.w = 1.0; \n"
+ " gl_FragColor = vVaryingColor * (yuv * csc);\n"
+ "} \n";
+
+static const uint32_t texw = 512, texh = 512;
+
+static int get_fd_rgba(uint32_t *pstride)
+{
+ struct gbm_bo *bo;
+ void *map_data = NULL;
+ uint32_t stride;
+ extern const uint32_t raw_512x512_rgba[];
+ uint8_t *map, *src = (uint8_t *)raw_512x512_rgba;
+ int fd;
+
+ /* NOTE: do not actually use GBM_BO_USE_WRITE since that gets us a dumb buffer: */
+ bo = gbm_bo_create(gl.gbm->dev, texw, texh, GBM_FORMAT_ARGB8888, GBM_BO_USE_LINEAR);
+
+ map = gbm_bo_map(bo, 0, 0, texw, texh, GBM_BO_TRANSFER_WRITE, &stride, &map_data);
+
+ for (int i = 0; i < texh; i++) {
+ memcpy(&map[stride * i], &src[texw * 4 * i], texw * 4);
+ }
+
+ gbm_bo_unmap(bo, map_data);
+
+ fd = gbm_bo_get_fd(bo);
+
+ /* we have the fd now, no longer need the bo: */
+ gbm_bo_destroy(bo);
+
+ *pstride = stride;
+
+ return fd;
+}
+
+static int get_fd_y(uint32_t *pstride)
+{
+ struct gbm_bo *bo;
+ void *map_data = NULL;
+ uint32_t stride;
+ extern const uint32_t raw_512x512_nv12[];
+ uint8_t *map, *src = (uint8_t *)raw_512x512_nv12;
+ int fd;
+
+ /* NOTE: do not actually use GBM_BO_USE_WRITE since that gets us a dumb buffer: */
+ /* hmm, no R8/R8G8 gbm formats?? */
+ bo = gbm_bo_create(gl.gbm->dev, texw/4, texh, GBM_FORMAT_ARGB8888, GBM_BO_USE_LINEAR);
+
+ map = gbm_bo_map(bo, 0, 0, texw/4, texh, GBM_BO_TRANSFER_WRITE, &stride, &map_data);
+
+ for (int i = 0; i < texh; i++) {
+ memcpy(&map[stride * i], &src[texw * i], texw);
+ }
+
+ gbm_bo_unmap(bo, map_data);
+
+ fd = gbm_bo_get_fd(bo);
+
+ /* we have the fd now, no longer need the bo: */
+ gbm_bo_destroy(bo);
+
+ *pstride = stride;
+
+ return fd;
+}
+
+static int get_fd_uv(uint32_t *pstride)
+{
+ struct gbm_bo *bo;
+ void *map_data = NULL;
+ uint32_t stride;
+ extern const uint32_t raw_512x512_nv12[];
+ uint8_t *map, *src = &((uint8_t *)raw_512x512_nv12)[texw * texh];
+ int fd;
+
+ /* NOTE: do not actually use GBM_BO_USE_WRITE since that gets us a dumb buffer: */
+ /* hmm, no R8/R8G8 gbm formats?? */
+ bo = gbm_bo_create(gl.gbm->dev, texw/2/2, texh/2, GBM_FORMAT_ARGB8888, GBM_BO_USE_LINEAR);
+
+ map = gbm_bo_map(bo, 0, 0, texw/2/2, texh/2, GBM_BO_TRANSFER_WRITE, &stride, &map_data);
+
+ for (int i = 0; i < texh/2; i++) {
+ memcpy(&map[stride * i], &src[texw * i], texw);
+ }
+
+ gbm_bo_unmap(bo, map_data);
+
+ fd = gbm_bo_get_fd(bo);
+
+ /* we have the fd now, no longer need the bo: */
+ gbm_bo_destroy(bo);
+
+ *pstride = stride;
+
+ return fd;
+}
+
+static int init_tex_rgba(void)
+{
+ uint32_t stride;
+ int fd = get_fd_rgba(&stride);
+ const EGLint attr[] = {
+ EGL_WIDTH, texw,
+ EGL_HEIGHT, texh,
+ EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_ABGR8888,
+ EGL_DMA_BUF_PLANE0_FD_EXT, fd,
+ EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
+ EGL_DMA_BUF_PLANE0_PITCH_EXT, stride,
+ EGL_NONE
+ };
+ EGLImage img;
+
+ glGenTextures(1, gl.tex);
+
+ img = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT,
+ EGL_LINUX_DMA_BUF_EXT, NULL, attr);
+ assert(img);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[0]);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ egl->glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, img);
+
+ egl->eglDestroyImageKHR(egl->display, img);
+
+ return 0;
+}
+
+static int init_tex_nv12_2img(void)
+{
+ uint32_t stride_y, stride_uv;
+ int fd_y = get_fd_y(&stride_y);
+ int fd_uv = get_fd_uv(&stride_uv);
+ const EGLint attr_y[] = {
+ EGL_WIDTH, texw,
+ EGL_HEIGHT, texh,
+ EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_R8,
+ EGL_DMA_BUF_PLANE0_FD_EXT, fd_y,
+ EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
+ EGL_DMA_BUF_PLANE0_PITCH_EXT, stride_y,
+ EGL_NONE
+ };
+ const EGLint attr_uv[] = {
+ EGL_WIDTH, texw/2,
+ EGL_HEIGHT, texh/2,
+ EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_GR88,
+ EGL_DMA_BUF_PLANE0_FD_EXT, fd_uv,
+ EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
+ EGL_DMA_BUF_PLANE0_PITCH_EXT, stride_uv,
+ EGL_NONE
+ };
+ EGLImage img_y, img_uv;
+
+ glGenTextures(2, gl.tex);
+
+ /* Y plane texture: */
+ img_y = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT,
+ EGL_LINUX_DMA_BUF_EXT, NULL, attr_y);
+ assert(img_y);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[0]);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ egl->glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, img_y);
+
+ egl->eglDestroyImageKHR(egl->display, img_y);
+
+ /* UV plane texture: */
+ img_uv = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT,
+ EGL_LINUX_DMA_BUF_EXT, NULL, attr_uv);
+ assert(img_uv);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[1]);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ egl->glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, img_uv);
+
+ egl->eglDestroyImageKHR(egl->display, img_uv);
+
+ return 0;
+}
+
+static int init_tex_nv12_1img(void)
+{
+ uint32_t stride_y, stride_uv;
+ int fd_y = get_fd_y(&stride_y);
+ int fd_uv = get_fd_uv(&stride_uv);
+ const EGLint attr[] = {
+ EGL_WIDTH, texw,
+ EGL_HEIGHT, texh,
+ EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_NV12,
+ EGL_DMA_BUF_PLANE0_FD_EXT, fd_y,
+ EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
+ EGL_DMA_BUF_PLANE0_PITCH_EXT, stride_y,
+ EGL_DMA_BUF_PLANE1_FD_EXT, fd_uv,
+ EGL_DMA_BUF_PLANE1_OFFSET_EXT, 0,
+ EGL_DMA_BUF_PLANE1_PITCH_EXT, stride_uv,
+ EGL_NONE
+ };
+ EGLImage img;
+
+ glGenTextures(1, gl.tex);
+
+ img = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT,
+ EGL_LINUX_DMA_BUF_EXT, NULL, attr);
+ assert(img);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[0]);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ egl->glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, img);
+
+ egl->eglDestroyImageKHR(egl->display, img);
+
+ return 0;
+}
+
+static int init_tex(enum mode mode)
+{
+ switch (mode) {
+ case RGBA:
+ return init_tex_rgba();
+ case NV12_2IMG:
+ return init_tex_nv12_2img();
+ case NV12_1IMG:
+ return init_tex_nv12_1img();
+ }
+ return -1;
+}
+
+static void draw_cube_tex(unsigned i)
+{
+ ESMatrix modelview;
+
+ /* clear the color buffer */
+ glClearColor(0.5, 0.5, 0.5, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ esMatrixLoadIdentity(&modelview);
+ esTranslate(&modelview, 0.0f, 0.0f, -8.0f);
+ esRotate(&modelview, 45.0f + (0.25f * i), 1.0f, 0.0f, 0.0f);
+ esRotate(&modelview, 45.0f - (0.5f * i), 0.0f, 1.0f, 0.0f);
+ esRotate(&modelview, 10.0f + (0.15f * i), 0.0f, 0.0f, 1.0f);
+
+ ESMatrix projection;
+ esMatrixLoadIdentity(&projection);
+ esFrustum(&projection, -2.8f, +2.8f, -2.8f * gl.aspect, +2.8f * gl.aspect, 6.0f, 10.0f);
+
+ ESMatrix modelviewprojection;
+ esMatrixLoadIdentity(&modelviewprojection);
+ esMatrixMultiply(&modelviewprojection, &modelview, &projection);
+
+ float normal[9];
+ normal[0] = modelview.m[0][0];
+ normal[1] = modelview.m[0][1];
+ normal[2] = modelview.m[0][2];
+ normal[3] = modelview.m[1][0];
+ normal[4] = modelview.m[1][1];
+ normal[5] = modelview.m[1][2];
+ normal[6] = modelview.m[2][0];
+ normal[7] = modelview.m[2][1];
+ normal[8] = modelview.m[2][2];
+
+ glUniformMatrix4fv(gl.modelviewmatrix, 1, GL_FALSE, &modelview.m[0][0]);
+ glUniformMatrix4fv(gl.modelviewprojectionmatrix, 1, GL_FALSE, &modelviewprojection.m[0][0]);
+ glUniformMatrix3fv(gl.normalmatrix, 1, GL_FALSE, normal);
+ glUniform1i(gl.texture, 0); /* '0' refers to texture unit 0. */
+
+ if (gl.mode == NV12_2IMG)
+ glUniform1i(gl.textureuv, 1);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
+}
+
+const struct egl * init_cube_tex(const struct gbm *gbm, enum mode mode)
+{
+ const char *fragment_shader_source = (mode == NV12_2IMG) ?
+ fragment_shader_source_2img : fragment_shader_source_1img;
+ int ret;
+
+ ret = init_egl(&gl.egl, gbm);
+ if (ret)
+ return NULL;
+
+ if (!gl.egl.eglCreateImageKHR) {
+ printf("no eglCreateImageKHR\n");
+ return NULL;
+ }
+
+ gl.aspect = (GLfloat)(gbm->height) / (GLfloat)(gbm->width);
+ gl.mode = mode;
+ gl.gbm = gbm;
+
+ ret = create_program(vertex_shader_source, fragment_shader_source);
+ if (ret < 0)
+ return NULL;
+
+ gl.program = ret;
+
+ glBindAttribLocation(gl.program, 0, "in_position");
+ glBindAttribLocation(gl.program, 1, "in_normal");
+ glBindAttribLocation(gl.program, 2, "in_color");
+
+ ret = link_program(gl.program);
+ if (ret)
+ return NULL;
+
+ glUseProgram(gl.program);
+
+ gl.modelviewmatrix = glGetUniformLocation(gl.program, "modelviewMatrix");
+ gl.modelviewprojectionmatrix = glGetUniformLocation(gl.program, "modelviewprojectionMatrix");
+ gl.normalmatrix = glGetUniformLocation(gl.program, "normalMatrix");
+ if (mode == NV12_2IMG) {
+ gl.texture = glGetUniformLocation(gl.program, "uTexY");
+ gl.textureuv = glGetUniformLocation(gl.program, "uTexUV");
+ } else {
+ gl.texture = glGetUniformLocation(gl.program, "uTex");
+ }
+
+ glViewport(0, 0, gbm->width, gbm->height);
+ glEnable(GL_CULL_FACE);
+
+ gl.positionsoffset = 0;
+ gl.texcoordsoffset = sizeof(vVertices);
+ gl.normalsoffset = sizeof(vVertices) + sizeof(vTexCoords);
+
+ glGenBuffers(1, &gl.vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, gl.vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices) + sizeof(vTexCoords) + sizeof(vNormals), 0, GL_STATIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, gl.positionsoffset, sizeof(vVertices), &vVertices[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, gl.texcoordsoffset, sizeof(vTexCoords), &vTexCoords[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, gl.normalsoffset, sizeof(vNormals), &vNormals[0]);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.positionsoffset);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.normalsoffset);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.texcoordsoffset);
+ glEnableVertexAttribArray(2);
+
+ ret = init_tex(mode);
+ if (ret) {
+ printf("failed to initialize EGLImage texture\n");
+ return NULL;
+ }
+
+ gl.egl.draw = draw_cube_tex;
+
+ return &gl.egl;
+}