[PATCH weston 2/2] compositor: add support for OES_EGL_image_external

Rob Clark rob at ti.com
Mon Aug 13 16:59:33 PDT 2012


On Mon, Aug 13, 2012 at 5:39 PM, Rob Clark <rob.clark at linaro.org> wrote:
> From: Rob Clark <rob at ti.com>
>
> In cases where the GPU can natively handle certain YUV formats,
> eglQueryWaylandBufferWL() can return the value EGL_TEXTURE_EXTERNAL_OES
> and the compositor will treat the buffer as a single egl-image-external.
>
> See:
> http://www.khronos.org/registry/gles/extensions/OES/OES_EGL_image_external.txt
>
> Signed-off-by: Rob Clark <rob at ti.com>
> ---
>  src/compositor.c     |   42 ++++++++++++++++++++++++++++++++----------
>  src/compositor.h     |    2 ++
>  src/weston-egl-ext.h |    1 +
>  3 files changed, 35 insertions(+), 10 deletions(-)
>
> diff --git a/src/compositor.c b/src/compositor.c
> index b2a3ae9..08e575a 100644
> --- a/src/compositor.c
> +++ b/src/compositor.c
> @@ -719,14 +719,14 @@ ensure_textures(struct weston_surface *es, int num_textures)
>
>         for (i = es->num_textures; i < num_textures; i++) {
>                 glGenTextures(1, &es->textures[i]);
> -               glBindTexture(GL_TEXTURE_2D, es->textures[i]);
> -               glTexParameteri(GL_TEXTURE_2D,
> +               glBindTexture(es->target, es->textures[i]);
> +               glTexParameteri(es->target,
>                                 GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
> -               glTexParameteri(GL_TEXTURE_2D,
> +               glTexParameteri(es->target,
>                                 GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
>         }
>         es->num_textures = num_textures;
> -       glBindTexture(GL_TEXTURE_2D, 0);
> +       glBindTexture(es->target, 0);
>  }
>
>  static void
> @@ -771,6 +771,7 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
>         if (wl_buffer_is_shm(buffer)) {
>                 es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
>                 es->shader = &ec->texture_shader_rgba;
> +               es->target = GL_TEXTURE_2D;
>
>                 ensure_textures(es, 1);
>                 glBindTexture(GL_TEXTURE_2D, es->textures[0]);
> @@ -786,7 +787,7 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
>                 for (i = 0; i < es->num_images; i++)
>                         ec->destroy_image(ec->egl_display, es->images[i]);
>                 es->num_images = 0;
> -
> +               es->target = GL_TEXTURE_2D;
>                 switch (format) {
>                 case EGL_TEXTURE_RGB:
>                 case EGL_TEXTURE_RGBA:
> @@ -794,6 +795,11 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
>                         num_planes = 1;
>                         es->shader = &ec->texture_shader_rgba;
>                         break;
> +               case EGL_TEXTURE_EXTERNAL_OES:

Kristian pointed out to me on IRC that this should be called something
like EGL_TEXTURE_EXTERNAL_WL (or EGL_TEXTURE_EXTERNAL_OES_WL?), so
I'll resubmit these patches..


> +                       num_planes = 1;
> +                       es->target = GL_TEXTURE_EXTERNAL_OES;
> +                       es->shader = &ec->texture_shader_egl_external;
> +                       break;
>                 case EGL_TEXTURE_Y_UV_WL:
>                         num_planes = 2;
>                         es->shader = &ec->texture_shader_y_uv;
> @@ -824,8 +830,8 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
>                         es->num_images++;
>
>                         glActiveTexture(GL_TEXTURE0 + i);
> -                       glBindTexture(GL_TEXTURE_2D, es->textures[i]);
> -                       ec->image_target_texture_2d(GL_TEXTURE_2D,
> +                       glBindTexture(es->target, es->textures[i]);
> +                       ec->image_target_texture_2d(es->target,
>                                                     es->images[i]);
>                 }
>
> @@ -942,9 +948,9 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output,
>         for (i = 0; i < es->num_textures; i++) {
>                 glUniform1i(es->shader->tex_uniforms[i], i);
>                 glActiveTexture(GL_TEXTURE0 + i);
> -               glBindTexture(GL_TEXTURE_2D, es->textures[i]);
> -               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
> -               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
> +               glBindTexture(es->target, es->textures[i]);
> +               glTexParameteri(es->target, GL_TEXTURE_MIN_FILTER, filter);
> +               glTexParameteri(es->target, GL_TEXTURE_MAG_FILTER, filter);
>         }
>
>         v = ec->vertices.data;
> @@ -2842,6 +2848,19 @@ static const char texture_fragment_shader_rgba[] =
>         FRAGMENT_SHADER_EXIT
>         "}\n";
>
> +static const char texture_fragment_shader_egl_external[] =
> +       "#extension GL_OES_EGL_image_external : require\n"
> +       "precision mediump float;\n"
> +       "varying vec2 v_texcoord;\n"
> +       "uniform samplerExternalOES tex;\n"
> +       FRAGMENT_SHADER_UNIFORMS
> +       "void main()\n"
> +       "{\n"
> +       FRAGMENT_SHADER_INIT
> +       "   gl_FragColor = texture2D(tex, v_texcoord)\n;"
> +       FRAGMENT_SHADER_EXIT
> +       "}\n";
> +
>  static const char texture_fragment_shader_y_uv[] =
>         "precision mediump float;\n"
>         "uniform sampler2D tex;\n"
> @@ -3251,6 +3270,9 @@ weston_compositor_init_gl(struct weston_compositor *ec)
>         if (weston_shader_init(&ec->texture_shader_rgba,
>                              vertex_shader, texture_fragment_shader_rgba) < 0)
>                 return -1;
> +       if (weston_shader_init(&ec->texture_shader_egl_external,
> +                               vertex_shader, texture_fragment_shader_egl_external) < 0)

I wonder if some GL implementations would refuse to compile a shader
with '#extension GL_OES_EGL_image_external : require'.. so maybe this
shouldn't be treated as a failure case?

BR,
-R

> +               return -1;
>         if (weston_shader_init(&ec->texture_shader_y_uv,
>                                vertex_shader, texture_fragment_shader_y_uv) < 0)
>                 return -1;
> diff --git a/src/compositor.h b/src/compositor.h
> index 22c0174..be1c2d2 100644
> --- a/src/compositor.h
> +++ b/src/compositor.h
> @@ -271,6 +271,7 @@ struct weston_compositor {
>         EGLConfig egl_config;
>         GLuint fbo;
>         struct weston_shader texture_shader_rgba;
> +       struct weston_shader texture_shader_egl_external;
>         struct weston_shader texture_shader_y_uv;
>         struct weston_shader texture_shader_y_u_v;
>         struct weston_shader texture_shader_y_xuxv;
> @@ -452,6 +453,7 @@ struct weston_surface {
>         struct wl_list frame_callback_list;
>
>         EGLImageKHR images[3];
> +       GLenum target;
>         int num_images;
>
>         struct wl_buffer *buffer;
> diff --git a/src/weston-egl-ext.h b/src/weston-egl-ext.h
> index 8e132c0..5dae03e 100644
> --- a/src/weston-egl-ext.h
> +++ b/src/weston-egl-ext.h
> @@ -39,6 +39,7 @@
>  #define EGL_TEXTURE_Y_U_V_WL            0x31D7
>  #define EGL_TEXTURE_Y_UV_WL             0x31D8
>  #define EGL_TEXTURE_Y_XUXV_WL           0x31D9
> +#define EGL_TEXTURE_EXTERNAL_OES        0x31DA
>
>  struct wl_display;
>  struct wl_buffer;
> --
> 1.7.9.5
>


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