[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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