compositor: add support for OES_EGL_image_external

In cases where the GPU can natively handle certain YUV formats,
eglQueryWaylandBufferWL() can return the value EGL_TEXTURE_EXTERNAL_WL
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

v1: original
v2: rename EGL_TEXTURE_EXTERNAL_OES -> EGL_TEXTURE_EXTERNAL_WL and query
    for the extension
v3: fix build without updated mesa headers, if EGL_TEXTURE_EXTERNAL_WL
    #define is missing from older mesa headers.
v4: resend without missing parts

Signed-off-by: Rob Clark <rob@ti.com>
dev
Rob Clark 12 years ago committed by Kristian Høgsberg
parent a91291c4d6
commit e3b9591513
  1. 47
      src/compositor.c
  2. 2
      src/compositor.h
  3. 5
      src/weston-egl-ext.h

@ -739,14 +739,14 @@ ensure_textures(struct weston_surface *es, int num_textures)
for (i = es->num_textures; i < num_textures; i++) { for (i = es->num_textures; i < num_textures; i++) {
glGenTextures(1, &es->textures[i]); glGenTextures(1, &es->textures[i]);
glBindTexture(GL_TEXTURE_2D, es->textures[i]); glBindTexture(es->target, es->textures[i]);
glTexParameteri(GL_TEXTURE_2D, glTexParameteri(es->target,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, glTexParameteri(es->target,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} }
es->num_textures = num_textures; es->num_textures = num_textures;
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(es->target, 0);
} }
static void static void
@ -791,6 +791,7 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
if (wl_buffer_is_shm(buffer)) { if (wl_buffer_is_shm(buffer)) {
es->pitch = wl_shm_buffer_get_stride(buffer) / 4; es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
es->shader = &ec->texture_shader_rgba; es->shader = &ec->texture_shader_rgba;
es->target = GL_TEXTURE_2D;
ensure_textures(es, 1); ensure_textures(es, 1);
glBindTexture(GL_TEXTURE_2D, es->textures[0]); glBindTexture(GL_TEXTURE_2D, es->textures[0]);
@ -806,7 +807,7 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
for (i = 0; i < es->num_images; i++) for (i = 0; i < es->num_images; i++)
ec->destroy_image(ec->egl_display, es->images[i]); ec->destroy_image(ec->egl_display, es->images[i]);
es->num_images = 0; es->num_images = 0;
es->target = GL_TEXTURE_2D;
switch (format) { switch (format) {
case EGL_TEXTURE_RGB: case EGL_TEXTURE_RGB:
case EGL_TEXTURE_RGBA: case EGL_TEXTURE_RGBA:
@ -814,6 +815,11 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
num_planes = 1; num_planes = 1;
es->shader = &ec->texture_shader_rgba; es->shader = &ec->texture_shader_rgba;
break; break;
case EGL_TEXTURE_EXTERNAL_WL:
num_planes = 1;
es->target = GL_TEXTURE_EXTERNAL_OES;
es->shader = &ec->texture_shader_egl_external;
break;
case EGL_TEXTURE_Y_UV_WL: case EGL_TEXTURE_Y_UV_WL:
num_planes = 2; num_planes = 2;
es->shader = &ec->texture_shader_y_uv; es->shader = &ec->texture_shader_y_uv;
@ -844,8 +850,8 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
es->num_images++; es->num_images++;
glActiveTexture(GL_TEXTURE0 + i); glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, es->textures[i]); glBindTexture(es->target, es->textures[i]);
ec->image_target_texture_2d(GL_TEXTURE_2D, ec->image_target_texture_2d(es->target,
es->images[i]); es->images[i]);
} }
@ -965,9 +971,9 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output,
for (i = 0; i < es->num_textures; i++) { for (i = 0; i < es->num_textures; i++) {
glUniform1i(es->shader->tex_uniforms[i], i); glUniform1i(es->shader->tex_uniforms[i], i);
glActiveTexture(GL_TEXTURE0 + i); glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, es->textures[i]); glBindTexture(es->target, es->textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(es->target, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); glTexParameteri(es->target, GL_TEXTURE_MAG_FILTER, filter);
} }
v = ec->vertices.data; v = ec->vertices.data;
@ -2848,6 +2854,19 @@ static const char texture_fragment_shader_rgba[] =
FRAGMENT_SHADER_EXIT FRAGMENT_SHADER_EXIT
"}\n"; "}\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[] = static const char texture_fragment_shader_y_uv[] =
"precision mediump float;\n" "precision mediump float;\n"
"uniform sampler2D tex;\n" "uniform sampler2D tex;\n"
@ -3287,6 +3306,7 @@ WL_EXPORT int
weston_compositor_init_gl(struct weston_compositor *ec) weston_compositor_init_gl(struct weston_compositor *ec)
{ {
const char *extensions; const char *extensions;
int has_egl_image_external = 0;
log_egl_gl_info(ec->egl_display); log_egl_gl_info(ec->egl_display);
@ -3322,6 +3342,9 @@ weston_compositor_init_gl(struct weston_compositor *ec)
if (strstr(extensions, "GL_EXT_unpack_subimage")) if (strstr(extensions, "GL_EXT_unpack_subimage"))
ec->has_unpack_subimage = 1; ec->has_unpack_subimage = 1;
if (strstr(extensions, "GL_OES_EGL_image_external"))
has_egl_image_external = 1;
extensions = extensions =
(const char *) eglQueryString(ec->egl_display, EGL_EXTENSIONS); (const char *) eglQueryString(ec->egl_display, EGL_EXTENSIONS);
if (!extensions) { if (!extensions) {
@ -3345,6 +3368,10 @@ weston_compositor_init_gl(struct weston_compositor *ec)
if (weston_shader_init(&ec->texture_shader_rgba, if (weston_shader_init(&ec->texture_shader_rgba,
vertex_shader, texture_fragment_shader_rgba) < 0) vertex_shader, texture_fragment_shader_rgba) < 0)
return -1; return -1;
if (has_egl_image_external &&
weston_shader_init(&ec->texture_shader_egl_external,
vertex_shader, texture_fragment_shader_egl_external) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_uv, if (weston_shader_init(&ec->texture_shader_y_uv,
vertex_shader, texture_fragment_shader_y_uv) < 0) vertex_shader, texture_fragment_shader_y_uv) < 0)
return -1; return -1;

@ -277,6 +277,7 @@ struct weston_compositor {
EGLConfig egl_config; EGLConfig egl_config;
GLuint fbo; GLuint fbo;
struct weston_shader texture_shader_rgba; 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_uv;
struct weston_shader texture_shader_y_u_v; struct weston_shader texture_shader_y_u_v;
struct weston_shader texture_shader_y_xuxv; struct weston_shader texture_shader_y_xuxv;
@ -448,6 +449,7 @@ struct weston_surface {
struct wl_list frame_callback_list; struct wl_list frame_callback_list;
EGLImageKHR images[3]; EGLImageKHR images[3];
GLenum target;
int num_images; int num_images;
struct wl_buffer *buffer; struct wl_buffer *buffer;

@ -39,6 +39,7 @@
#define EGL_TEXTURE_Y_U_V_WL 0x31D7 #define EGL_TEXTURE_Y_U_V_WL 0x31D7
#define EGL_TEXTURE_Y_UV_WL 0x31D8 #define EGL_TEXTURE_Y_UV_WL 0x31D8
#define EGL_TEXTURE_Y_XUXV_WL 0x31D9 #define EGL_TEXTURE_Y_XUXV_WL 0x31D9
#define EGL_TEXTURE_EXTERNAL_WL 0x31DA
struct wl_display; struct wl_display;
struct wl_buffer; struct wl_buffer;
@ -53,4 +54,8 @@ typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYWAYLANDBUFFERWL) (EGLDisplay dpy, st
#endif #endif
#ifndef EGL_TEXTURE_EXTERNAL_WL
#define EGL_TEXTURE_EXTERNAL_WL 0x31DA
#endif
#endif #endif

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