clients/simple-dmabuf-egl: Render a moving square

Render a moving square instead of just clearing the buffer, to help
uncover rendering issues (e.g. modifier-related issues) which may not be
visible with a simple glClear.

Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
dev
Alexandros Frantzis 6 years ago
parent e9700f62af
commit 9985c534b8
  1. 2
      Makefile.am
  2. 3
      clients/meson.build
  3. 222
      clients/simple-dmabuf-egl.c

@ -690,7 +690,7 @@ nodist_weston_simple_dmabuf_egl_SOURCES = \
protocol/linux-dmabuf-unstable-v1-protocol.c \
protocol/linux-dmabuf-unstable-v1-client-protocol.h
weston_simple_dmabuf_egl_CFLAGS = $(AM_CFLAGS) $(SIMPLE_DMABUF_EGL_CLIENT_CFLAGS)
weston_simple_dmabuf_egl_LDADD = $(SIMPLE_DMABUF_EGL_CLIENT_LIBS) libshared.la
weston_simple_dmabuf_egl_LDADD = $(SIMPLE_DMABUF_EGL_CLIENT_LIBS) libshared.la -lm
endif
noinst_LTLIBRARIES += libtoytoolkit.la

@ -61,7 +61,8 @@ simple_clients = [
],
'dep_objs': [
dep_wayland_client,
dep_libdrm
dep_libdrm,
dep_libm
],
'deps': [ 'egl', 'glesv2', 'gbm' ]
},

@ -37,6 +37,7 @@
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <sys/time.h>
#include <drm_fourcc.h>
#include <xf86drm.h>
@ -125,6 +126,12 @@ struct window {
struct wl_callback *callback;
bool initialized;
bool wait_for_configure;
struct {
GLuint program;
GLuint pos;
GLuint color;
GLuint offset_uniform;
} gl;
};
static sig_atomic_t running = 1;
@ -426,6 +433,117 @@ static const struct zxdg_toplevel_v6_listener xdg_toplevel_listener = {
xdg_toplevel_handle_close,
};
static const char *vert_shader_text =
"uniform float offset;\n"
"attribute vec4 pos;\n"
"attribute vec4 color;\n"
"varying vec4 v_color;\n"
"void main() {\n"
" gl_Position = pos + vec4(offset, offset, 0.0, 0.0);\n"
" v_color = color;\n"
"}\n";
static const char *frag_shader_text =
"precision mediump float;\n"
"varying vec4 v_color;\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}\n";
static GLuint
create_shader(const char *source, GLenum shader_type)
{
GLuint shader;
GLint status;
shader = glCreateShader(shader_type);
assert(shader != 0);
glShaderSource(shader, 1, (const char **) &source, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status) {
char log[1000];
GLsizei len;
glGetShaderInfoLog(shader, 1000, &len, log);
fprintf(stderr, "Error: compiling %s: %*s\n",
shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
len, log);
return 0;
}
return shader;
}
static GLuint
create_and_link_program(GLuint vert, GLuint frag)
{
GLint status;
GLuint program = glCreateProgram();
glAttachShader(program, vert);
glAttachShader(program, frag);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) {
char log[1000];
GLsizei len;
glGetProgramInfoLog(program, 1000, &len, log);
fprintf(stderr, "Error: linking:\n%*s\n", len, log);
return 0;
}
return program;
}
static bool
window_set_up_gl(struct window *window)
{
GLuint vert = create_shader(vert_shader_text, GL_VERTEX_SHADER);
GLuint frag = create_shader(frag_shader_text, GL_FRAGMENT_SHADER);
window->gl.program = create_and_link_program(vert, frag);
glDeleteShader(vert);
glDeleteShader(frag);
window->gl.pos = glGetAttribLocation(window->gl.program, "pos");
window->gl.color = glGetAttribLocation(window->gl.program, "color");
glUseProgram(window->gl.program);
window->gl.offset_uniform =
glGetUniformLocation(window->gl.program, "offset");
return window->gl.program != 0;
}
static void
destroy_window(struct window *window)
{
int i;
if (window->gl.program)
glDeleteProgram(window->gl.program);
if (window->callback)
wl_callback_destroy(window->callback);
for (i = 0; i < NUM_BUFFERS; i++) {
if (window->buffers[i].buffer)
buffer_free(&window->buffers[i]);
}
if (window->xdg_toplevel)
zxdg_toplevel_v6_destroy(window->xdg_toplevel);
if (window->xdg_surface)
zxdg_surface_v6_destroy(window->xdg_surface);
wl_surface_destroy(window->surface);
free(window);
}
static struct window *
create_window(struct display *display, int width, int height)
{
@ -486,31 +604,19 @@ create_window(struct display *display, int width, int height)
width, height);
if (ret < 0)
return NULL;
goto error;
}
return window;
}
static void
destroy_window(struct window *window)
{
int i;
if (!window_set_up_gl(window))
goto error;
if (window->callback)
wl_callback_destroy(window->callback);
return window;
for (i = 0; i < NUM_BUFFERS; i++) {
if (window->buffers[i].buffer)
buffer_free(&window->buffers[i]);
}
error:
if (window)
destroy_window(window);
if (window->xdg_toplevel)
zxdg_toplevel_v6_destroy(window->xdg_toplevel);
if (window->xdg_surface)
zxdg_surface_v6_destroy(window->xdg_surface);
wl_surface_destroy(window->surface);
free(window);
return NULL;
}
static struct buffer *
@ -527,13 +633,67 @@ window_next_buffer(struct window *window)
static const struct wl_callback_listener frame_listener;
/* Renders a square moving from the lower left corner to the
* upper right corner of the window. The square's vertices have
* the following colors:
*
* green +-----+ yellow
* | |
* | |
* red +-----+ blue
*/
static void
render(struct window *window, struct buffer *buffer)
{
/* Complete a movement iteration in 5000 ms. */
static const uint64_t iteration_ms = 5000;
static const GLfloat verts[4][2] = {
{ -0.5, -0.5 },
{ -0.5, 0.5 },
{ 0.5, -0.5 },
{ 0.5, 0.5 }
};
static const GLfloat colors[4][3] = {
{ 1, 0, 0 },
{ 0, 1, 0 },
{ 0, 0, 1 },
{ 1, 1, 0 }
};
GLfloat offset;
struct timeval tv;
uint64_t time_ms;
gettimeofday(&tv, NULL);
time_ms = tv.tv_sec * 1000 + tv.tv_usec / 1000;
/* Split time_ms in repeating windows of [0, iteration_ms) and map them
* to offsets in the [-0.5, 0.5) range. */
offset = (time_ms % iteration_ms) / (float) iteration_ms - 0.5;
/* Direct all GL draws to the buffer through the FBO */
glBindFramebuffer(GL_FRAMEBUFFER, buffer->gl_fbo);
glViewport(0, 0, window->width, window->height);
glUniform1f(window->gl.offset_uniform, offset);
glClearColor(0.0,0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glVertexAttribPointer(window->gl.pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(window->gl.color, 3, GL_FLOAT, GL_FALSE, 0, colors);
glEnableVertexAttribArray(window->gl.pos);
glEnableVertexAttribArray(window->gl.color);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(window->gl.pos);
glDisableVertexAttribArray(window->gl.color);
}
static void
redraw(void *data, struct wl_callback *callback, uint32_t time)
{
/* With a 60Hz redraw rate this completes a cycle in 3 seconds */
static const int MAX_STEP = 180;
static int step = 0;
static int step_dir = 1;
struct window *window = data;
struct buffer *buffer;
@ -545,19 +705,7 @@ redraw(void *data, struct wl_callback *callback, uint32_t time)
abort();
}
/* Direct all GL draws to the buffer through the FBO */
glBindFramebuffer(GL_FRAMEBUFFER, buffer->gl_fbo);
/* Cycle between 0 and MAX_STEP */
step += step_dir;
if (step == 0 || step == MAX_STEP)
step_dir = -step_dir;
glClearColor(0.0,
(float) step / MAX_STEP,
1.0 - (float) step / MAX_STEP,
1.0);
glClear(GL_COLOR_BUFFER_BIT);
render(window, buffer);
glFinish();
wl_surface_attach(window->surface, buffer->buffer, 0, 0);

Loading…
Cancel
Save