better text perf - less geometry data for complex text drawing.

simpler yuv with matrix.



SVN revision: 43487
This commit is contained in:
Carsten Haitzler 2009-11-06 11:32:23 +00:00
parent 9b56603875
commit 3fa1906514
9 changed files with 232 additions and 209 deletions

View File

@ -62,4 +62,5 @@ shader/font_frag.shd \
shader/font_frag_s3c6410.asm \
shader/font_vert.shd \
shader/yuv_frag.shd \
shader/yuv_frag_s3c6410.asm \
shader/yuv_vert.shd

View File

@ -104,26 +104,11 @@ struct _Evas_GL_Context
RGBA_Draw_Context *dc;
Evas_GL_Shared *shared;
/*
Eina_List *images;
struct {
Eina_List *whole;
Eina_List *atlas[33][3];
} tex;
struct {
GLint max_texture_units;
GLint max_texture_size;
Eina_Bool tex_npo2 : 1;
Eina_Bool tex_rect : 1;
} info;
*/
struct {
int x, y, w, h;
Eina_Bool active : 1;
} clip;
struct {
/* Evas_GL_Program rect, img, font, yuv;*/
GLuint cur_prog;
GLuint cur_tex, cur_texu, cur_texv;
Eina_Bool smooth : 1;
@ -138,8 +123,8 @@ struct _Evas_GL_Context
struct {
int num;
int alloc;
GLint *vertex;
GLfloat *color;
GLshort *vertex;
GLubyte *color;
GLfloat *texuv;
GLfloat *texuv2;
GLfloat *texuv3;
@ -153,7 +138,7 @@ struct _Evas_GL_Texture_Pool
{
Evas_GL_Context *gc;
GLuint texture;
GLuint format;
GLuint intformat, format, dataformat;
int w, h;
int references;
int slot, fslot;

View File

@ -177,12 +177,6 @@ evas_gl_common_context_new(void)
&(shader_font_vert_src),
&(shader_font_frag_src),
"font");
//#if defined (GLES_VARIETY_S3C6410)
// evas_gl_common_shader_program_init(&(shared->shader.yuv),
// &(shader_img_vert_src),
// &(shader_img_frag_src),
// "yuv");
//#else
evas_gl_common_shader_program_init(&(shared->shader.yuv),
&(shader_yuv_vert_src),
&(shader_yuv_frag_src),
@ -191,7 +185,6 @@ evas_gl_common_context_new(void)
glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "tex"), 0);
glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texu"), 1);
glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texv"), 2);
//#endif
// in shader:
// uniform sampler2D tex[8];
//
@ -235,7 +228,6 @@ evas_gl_common_context_free(Evas_GL_Context *gc)
}
free(gc->shared);
shared = NULL;
// FIXME: free shader.rect.prog etc. etc.
}
free(gc->array.vertex);
@ -284,11 +276,6 @@ evas_gl_common_context_resize(Evas_GL_Context *gc, int w, int h)
#define PUSH_TEXUV3(u, v) \
gc->array.texuv3[nu3++] = u; \
gc->array.texuv3[nu3++] = v
#define COLOR_FLOAT(r, g, b, a, fr, fg, fb, fa) \
fr = ((GLfloat)(r)) / 255.0; \
fg = ((GLfloat)(g)) / 255.0; \
fb = ((GLfloat)(b)) / 255.0; \
fa = ((GLfloat)(a)) / 255.0
static inline void
_evas_gl_common_context_array_alloc(Evas_GL_Context *gc)
@ -296,9 +283,9 @@ _evas_gl_common_context_array_alloc(Evas_GL_Context *gc)
if (gc->array.num <= gc->array.alloc) return;
gc->array.alloc += 6 * 1024;
gc->array.vertex = realloc(gc->array.vertex,
gc->array.alloc * sizeof(GLint) * 3);
gc->array.alloc * sizeof(GLshort) * 3);
gc->array.color = realloc(gc->array.color,
gc->array.alloc * sizeof(GLfloat) * 4);
gc->array.alloc * sizeof(GLubyte) * 4);
gc->array.texuv = realloc(gc->array.texuv,
gc->array.alloc * sizeof(GLfloat) * 2);
gc->array.texuv2 = realloc(gc->array.texuv2,
@ -313,7 +300,6 @@ evas_gl_common_context_rectangle_push(Evas_GL_Context *gc,
int r, int g, int b, int a)
{
int pnum, nv, nc, nu, nt, i;
GLfloat rr, gg, bb, aa;
Eina_Bool blend = 0;
if (a < 255) blend = 1;
@ -345,10 +331,9 @@ evas_gl_common_context_rectangle_push(Evas_GL_Context *gc,
{
PUSH_TEXUV(0.0, 0.0);
}
COLOR_FLOAT(r, g, b, a, rr, gg, bb, aa);
for (i = 0; i < 6; i++)
{
PUSH_COLOR(rr, gg, bb, aa);
PUSH_COLOR(r, g, b, a);
}
}
@ -361,7 +346,7 @@ evas_gl_common_context_image_push(Evas_GL_Context *gc,
Eina_Bool smooth)
{
int pnum, nv, nc, nu, nt, i;
GLfloat rr, gg, bb, aa, tx1, tx2, ty1, ty2;
GLfloat tx1, tx2, ty1, ty2;
Eina_Bool blend = 1;
if (tex->pt->format == GL_RGB) blend = 0;
@ -406,10 +391,9 @@ evas_gl_common_context_image_push(Evas_GL_Context *gc,
PUSH_TEXUV(tx2, ty2);
PUSH_TEXUV(tx1, ty2);
COLOR_FLOAT(r, g, b, a, rr, gg, bb, aa);
for (i = 0; i < 6; i++)
{
PUSH_COLOR(rr, gg, bb, aa);
PUSH_COLOR(r, g, b, a);
}
}
@ -421,7 +405,7 @@ evas_gl_common_context_font_push(Evas_GL_Context *gc,
int r, int g, int b, int a)
{
int pnum, nv, nc, nu, nt, i;
GLfloat rr, gg, bb, aa, tx1, tx2, ty1, ty2;
GLfloat tx1, tx2, ty1, ty2;
if ((gc->shader.cur_tex != tex->pt->texture)
|| (gc->shader.cur_prog != gc->shared->shader.font.prog)
@ -472,10 +456,9 @@ evas_gl_common_context_font_push(Evas_GL_Context *gc,
PUSH_TEXUV(tx2, ty2);
PUSH_TEXUV(tx1, ty2);
COLOR_FLOAT(r, g, b, a, rr, gg, bb, aa);
for (i = 0; i < 6; i++)
{
PUSH_COLOR(rr, gg, bb, aa);
PUSH_COLOR(r, g, b, a);
}
}
@ -488,7 +471,7 @@ evas_gl_common_context_yuv_push(Evas_GL_Context *gc,
Eina_Bool smooth)
{
int pnum, nv, nc, nu, nu2, nu3, nt, i;
GLfloat rr, gg, bb, aa, tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
Eina_Bool blend = 0;
if (a < 255) blend = 1;
@ -556,10 +539,9 @@ evas_gl_common_context_yuv_push(Evas_GL_Context *gc,
PUSH_TEXUV3(t2x2, t2y2);
PUSH_TEXUV3(t2x1, t2y2);
COLOR_FLOAT(r, g, b, a, rr, gg, bb, aa);
for (i = 0; i < 6; i++)
{
PUSH_COLOR(rr, gg, bb, aa);
PUSH_COLOR(r, g, b, a);
}
}
@ -612,13 +594,11 @@ shader_array_flush(Evas_GL_Context *gc)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
}
glVertexAttribPointer(SHAD_VERTEX, 3, GL_INT, GL_FALSE, 0, gc->array.vertex);
glVertexAttribPointer(SHAD_COLOR, 4, GL_FLOAT, GL_FALSE, 0, gc->array.color);
glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, gc->array.vertex);
glVertexAttribPointer(SHAD_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, gc->array.color);
glVertexAttribPointer(SHAD_TEXUV, 2, GL_FLOAT, GL_FALSE, 0, gc->array.texuv);
if ((gc->array.texuv2) && (gc->array.texuv3))
{

View File

@ -1,5 +1,25 @@
#include "evas_gl_private.h"
#if 1
static const GLenum rgba_fmt = GL_RGBA;
static const GLenum rgba_ifmt = GL_RGBA;
//static const GLenum rgb_fmt = GL_RGBA;
//static const GLenum rgb_ifmt = GL_RGBA;
static const GLenum alpha_fmt = GL_ALPHA;
static const GLenum alpha_ifmt = GL_ALPHA;
static const GLenum lum_fmt = GL_LUMINANCE;
static const GLenum lum_ifmt = GL_LUMINANCE;
#else
static const GLenum rgba_fmt = GL_RGBA;
static const GLenum rgba_ifmt = GL_COMPRESSED_RGBA;
//static const GLenum rgb_fmt = GL_RGBA;
//static const GLenum rgb_ifmt = GL_COMPRESSED_RGBA;
static const GLenum alpha_fmt = GL_ALPHA;
static const GLenum alpha_ifmt = GL_COMPRESSED_ALPHA;
static const GLenum lum_fmt = GL_LUMINANCE;
static const GLenum lum_ifmt = GL_COMPRESSED_LUMINANCE;
#endif
static int
_nearest_pow2(int num)
{
@ -37,12 +57,24 @@ _tex_format_index(GLuint format)
switch (format)
{
case GL_RGBA:
#ifdef GL_COMPRESSED_RGBA
case GL_COMPRESSED_RGBA:
#endif
return 0;
case GL_RGB:
#ifdef GL_COMPRESSED_RGB
case GL_COMPRESSED_RGB:
#endif
return 1;
case GL_ALPHA:
#ifdef GL_COMPRESSED_ALPHA
case GL_COMPRESSED_ALPHA:
#endif
return 2;
case GL_LUMINANCE:
#ifdef GL_COMPRESSED_LUMINANCE
case GL_COMPRESSED_LUMINANCE:
#endif
return 3;
default:
break;
@ -50,8 +82,33 @@ _tex_format_index(GLuint format)
return 0;
}
static void
_tex_2d(GLint internalformat,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type)
{
glTexImage2D(GL_TEXTURE_2D, 0, internalformat,
width, height, 0, format, type, NULL);
}
static void
_tex_sub_2d(GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const GLvoid *pixels)
{
glTexSubImage2D(GL_TEXTURE_2D, 0,
xoffset, yoffset, width, height, format, type, pixels);
}
static Evas_GL_Texture_Pool *
_pool_tex_new(Evas_GL_Context *gc, int w, int h, GLuint format)
_pool_tex_new(Evas_GL_Context *gc, int w, int h,
GLenum intformat, GLenum format)
{
Evas_GL_Texture_Pool *pt;
@ -62,7 +119,9 @@ _pool_tex_new(Evas_GL_Context *gc, int w, int h, GLuint format)
pt->gc = gc;
pt->w = w;
pt->h = h;
pt->intformat = intformat;
pt->format = format;
pt->dataformat = GL_UNSIGNED_BYTE;
pt->references = 0;
glGenTextures(1, &(pt->texture));
glBindTexture(GL_TEXTURE_2D, pt->texture);
@ -70,14 +129,13 @@ _pool_tex_new(Evas_GL_Context *gc, int w, int h, GLuint format)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0,
format, GL_UNSIGNED_BYTE/* fixme - pass this in */, NULL);
_tex_2d(pt->intformat, w, h, pt->format, pt->dataformat);
glBindTexture(GL_TEXTURE_2D, gc->shader.cur_tex);
return pt;
}
static int
_pool_tex_alloc(Evas_GL_Texture_Pool *pt, GLuint format, int w, int h, int *u, int *v, Eina_List **l_after)
_pool_tex_alloc(Evas_GL_Texture_Pool *pt, int w, int h, int *u, int *v, Eina_List **l_after)
{
Eina_List *l;
Evas_GL_Texture *tex, *tex2;
@ -122,7 +180,9 @@ _pool_tex_alloc(Evas_GL_Texture_Pool *pt, GLuint format, int w, int h, int *u, i
}
static Evas_GL_Texture_Pool *
_pool_tex_find(Evas_GL_Context *gc, int w, int h, GLuint format, int *u, int *v, Eina_List **l_after, int atlas_w)
_pool_tex_find(Evas_GL_Context *gc, int w, int h,
GLuint intformat, GLuint format, int *u, int *v,
Eina_List **l_after, int atlas_w)
{
Evas_GL_Texture_Pool *pt = NULL;
Eina_List *l;
@ -130,7 +190,7 @@ _pool_tex_find(Evas_GL_Context *gc, int w, int h, GLuint format, int *u, int *v,
if ((w > 512) || (h > 512))
{
pt = _pool_tex_new(gc, w, h, format);
pt = _pool_tex_new(gc, w, h, intformat, format);
gc->shared->tex.whole = eina_list_prepend(gc->shared->tex.whole, pt);
pt->slot = -1;
pt->fslot = -1;
@ -145,7 +205,7 @@ _pool_tex_find(Evas_GL_Context *gc, int w, int h, GLuint format, int *u, int *v,
th2 = _tex_format_index(format);
EINA_LIST_FOREACH(gc->shared->tex.atlas[th][th2], l, pt)
{
if (_pool_tex_alloc(pt, format, w, h, u, v, l_after))
if (_pool_tex_alloc(pt, w, h, u, v, l_after))
{
gc->shared->tex.atlas[th][th2] =
eina_list_remove_list(gc->shared->tex.atlas[th][th2], l);
@ -154,7 +214,7 @@ _pool_tex_find(Evas_GL_Context *gc, int w, int h, GLuint format, int *u, int *v,
return pt;
}
}
pt = _pool_tex_new(gc, atlas_w, h, format);
pt = _pool_tex_new(gc, atlas_w, h, intformat, format);
gc->shared->tex.atlas[th][th2] =
eina_list_prepend(gc->shared->tex.atlas[th][th2], pt);
pt->slot = th;
@ -179,11 +239,11 @@ evas_gl_common_texture_new(Evas_GL_Context *gc, RGBA_Image *im)
tex->references = 1;
// if (im->cache_entry.flags.alpha)
tex->pt = _pool_tex_find(gc, im->cache_entry.w + 2,
im->cache_entry.h + 1, GL_RGBA,
im->cache_entry.h + 1, rgba_ifmt, rgba_fmt,
&u, &v, &l_after, 1024);
// else
// tex->pt = _pool_tex_find(gc, im->cache_entry.w + 3,
// im->cache_entry.h + 1, GL_RGB,
// im->cache_entry.h + 1, rgb_ifmt, rgb_fmt,
// &u, &v, &l_after, 1024);
if (!tex->pt)
{
@ -208,16 +268,6 @@ evas_gl_common_texture_new(Evas_GL_Context *gc, RGBA_Image *im)
void
evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
{
#if defined(GL_UNSIGNED_INT_8_8_8_8_REV) && defined(GL_BGRA)
#define COLOR_FORMAT GL_RGBA
#define PIXEL_FORMAT GL_UNSIGNED_BYTE
// FIXME: need to change shader for this to work
//#define COLOR_FORMAT GL_BGRA
//#define PIXEL_FORMAT GL_UNSIGNED_INT_8_8_8_8_REV
#else
#define COLOR_FORMAT GL_RGBA
#define PIXEL_FORMAT GL_UNSIGNED_BYTE
#endif
glBindTexture(GL_TEXTURE_2D, tex->pt->texture);
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
@ -226,55 +276,47 @@ evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
// +-+
// +-+
//
glTexSubImage2D(GL_TEXTURE_2D, 0,
tex->x, tex->y,
im->cache_entry.w, im->cache_entry.h,
COLOR_FORMAT, PIXEL_FORMAT,
im->image.data);
_tex_sub_2d(tex->x, tex->y,
im->cache_entry.w, im->cache_entry.h,
tex->pt->format, tex->pt->dataformat,
im->image.data);
// |xxx
// |xxx
//
glTexSubImage2D(GL_TEXTURE_2D, 0,
tex->x - 1, tex->y,
1, im->cache_entry.h,
COLOR_FORMAT, PIXEL_FORMAT,
im->image.data);
_tex_sub_2d(tex->x - 1, tex->y,
1, im->cache_entry.h,
tex->pt->format, tex->pt->dataformat,
im->image.data);
// xxx|
// xxx|
//
glTexSubImage2D(GL_TEXTURE_2D, 0,
tex->x + im->cache_entry.w, tex->y,
1, im->cache_entry.h,
COLOR_FORMAT, PIXEL_FORMAT,
im->image.data + (im->cache_entry.w - 1));
_tex_sub_2d(tex->x + im->cache_entry.w, tex->y,
1, im->cache_entry.h,
tex->pt->format, tex->pt->dataformat,
im->image.data + (im->cache_entry.w - 1));
// xxx
// xxx
// ---
glTexSubImage2D(GL_TEXTURE_2D, 0,
tex->x, tex->y + im->cache_entry.h,
im->cache_entry.w, 1,
COLOR_FORMAT, PIXEL_FORMAT,
im->image.data + ((im->cache_entry.h - 1) * im->cache_entry.w));
_tex_sub_2d(tex->x, tex->y + im->cache_entry.h,
im->cache_entry.w, 1,
tex->pt->format, tex->pt->dataformat,
im->image.data + ((im->cache_entry.h - 1) * im->cache_entry.w));
// xxx
// xxx
// o
glTexSubImage2D(GL_TEXTURE_2D, 0,
tex->x - 1, tex->y + im->cache_entry.h,
1, 1,
COLOR_FORMAT, PIXEL_FORMAT,
im->image.data + ((im->cache_entry.h - 1) * im->cache_entry.w));
_tex_sub_2d(tex->x - 1, tex->y + im->cache_entry.h,
1, 1,
tex->pt->format, tex->pt->dataformat,
im->image.data + ((im->cache_entry.h - 1) * im->cache_entry.w));
// xxx
// xxx
// o
glTexSubImage2D(GL_TEXTURE_2D, 0,
tex->x + im->cache_entry.w, tex->y + im->cache_entry.h,
1, 1,
COLOR_FORMAT, PIXEL_FORMAT,
im->image.data + ((im->cache_entry.h - 1) * im->cache_entry.w) + (im->cache_entry.w - 1));
_tex_sub_2d(tex->x + im->cache_entry.w, tex->y + im->cache_entry.h,
1, 1,
tex->pt->format, tex->pt->dataformat,
im->image.data + ((im->cache_entry.h - 1) * im->cache_entry.w) + (im->cache_entry.w - 1));
if (tex->pt->texture != tex->gc->shader.cur_tex)
{
glBindTexture(GL_TEXTURE_2D, tex->gc->shader.cur_tex);
}
glBindTexture(GL_TEXTURE_2D, tex->gc->shader.cur_tex);
}
static void
@ -323,8 +365,7 @@ evas_gl_common_texture_alpha_new(Evas_GL_Context *gc, DATA8 *pixels, int w, int
tex->references = 1;
if (tw > gc->shared->info.max_texture_size)
tw = gc->shared->info.max_texture_size;
tex->pt = _pool_tex_find(gc, w + 3, fh, GL_ALPHA,
&u, &v, &l_after, tw);
tex->pt = _pool_tex_find(gc, w + 3, fh, alpha_ifmt, alpha_fmt, &u, &v, &l_after, tw);
if (!tex->pt)
{
free(tex);
@ -351,10 +392,7 @@ evas_gl_common_texture_alpha_update(Evas_GL_Texture *tex, DATA8 *pixels, int w,
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexSubImage2D(GL_TEXTURE_2D, 0,
tex->x, tex->y, w, h,
GL_ALPHA, GL_UNSIGNED_BYTE,
pixels);
_tex_sub_2d(tex->x, tex->y, w, h, tex->pt->format, tex->pt->dataformat, pixels);
if (tex->pt->texture != tex->gc->shader.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->shader.cur_tex);
}
@ -371,17 +409,17 @@ evas_gl_common_texture_yuv_new(Evas_GL_Context *gc, DATA8 **rows, int w, int h)
tex->gc = gc;
tex->references = 1;
tex->pt = _pool_tex_new(gc, w + 1, h + 1, GL_LUMINANCE);
tex->pt = _pool_tex_new(gc, w + 1, h + 1, lum_ifmt, lum_fmt);
gc->shared->tex.whole = eina_list_prepend(gc->shared->tex.whole, tex->pt);
tex->pt->slot = -1;
tex->pt->fslot = -1;
tex->pt->whole = 1;
tex->ptu = _pool_tex_new(gc, (w / 2) + 1, (h / 2) + 1, GL_LUMINANCE);
tex->ptu = _pool_tex_new(gc, (w / 2) + 1, (h / 2) + 1, lum_ifmt, lum_fmt);
gc->shared->tex.whole = eina_list_prepend(gc->shared->tex.whole, tex->ptu);
tex->ptu->slot = -1;
tex->ptu->fslot = -1;
tex->ptu->whole = 1;
tex->ptv = _pool_tex_new(gc, (w / 2) + 1, (h / 2) + 1, GL_LUMINANCE);
tex->ptv = _pool_tex_new(gc, (w / 2) + 1, (h / 2) + 1, lum_ifmt, lum_fmt);
gc->shared->tex.whole = eina_list_prepend(gc->shared->tex.whole, tex->ptv);
tex->ptv->slot = -1;
tex->ptv->fslot = -1;
@ -403,82 +441,49 @@ evas_gl_common_texture_yuv_new(Evas_GL_Context *gc, DATA8 **rows, int w, int h)
void
evas_gl_common_texture_yuv_update(Evas_GL_Texture *tex, DATA8 **rows, int w, int h)
{
int y;
// FIXME: works on lowest size 4 pixel high buffers. must also be multiple of 2
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, rows[1] - rows[0]);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, tex->pt->texture);
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0, w, h,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
rows[0]);
_tex_sub_2d(0, 0, w, h, tex->pt->format, tex->pt->dataformat, rows[0]);
glBindTexture(GL_TEXTURE_2D, tex->ptu->texture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, rows[h + 1] - rows[h]);
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0, w / 2, h / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
rows[h]);
_tex_sub_2d(0, 0, w / 2, h / 2, tex->ptu->format, tex->ptu->dataformat, rows[h]);
glBindTexture(GL_TEXTURE_2D, tex->ptv->texture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, rows[h + (h / 2) + 1] - rows[h + (h / 2)]);
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0, w / 2, h / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
rows[h + (h / 2)]);
_tex_sub_2d(0, 0, w / 2, h / 2, tex->ptv->format, tex->ptv->dataformat, rows[h + (h / 2)]);
#else
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, tex->pt->texture);
if ((rows[1] - rows[0]) == w)
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0, w, h,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
rows[0]);
_tex_sub_2d(0, 0, w, h, tex->pt->format, tex->pt->dataformat, rows[0]);
else
{
int y;
for (y = 0; y < h; y++)
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, y, w, 1,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
rows[y]);
_tex_sub_2d(0, y, w, 1, tex->pt->format, tex->pt->dataformat, rows[y]);
}
glBindTexture(GL_TEXTURE_2D, tex->ptu->texture);
if ((rows[h + 1] - rows[h]) == (w / 2))
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0, w / 2, h / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
rows[h]);
_tex_sub_2d(0, 0, w / 2, h / 2, tex->ptu->format, tex->ptu->dataformat, rows[h]);
else
{
int y;
for (y = 0; y < (h / 2); y++)
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, y, w / 2, 1,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
rows[h + y]);
_tex_sub_2d(0, y, w / 2, 1, tex->ptu->format, tex->ptu->dataformat, rows[h + y]);
}
glBindTexture(GL_TEXTURE_2D, tex->ptv->texture);
if ((rows[h + (h / 2) + 1] - rows[h + (h / 2)]) == (w / 2))
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0, w / 2, h / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
rows[h + (h / 2)]);
_tex_sub_2d(0, 0, w / 2, h / 2, tex->ptv->format, tex->ptv->dataformat, rows[h + (h / 2)]);
else
{
int y;
for (y = 0; y < (h / 2); y++)
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, y, w / 2, 1,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
rows[h + (h / 2) + y]);
_tex_sub_2d(0, y, w / 2, 1, tex->ptv->format, tex->ptv->dataformat, rows[h + (h / 2) + y]);
}
#endif
if (tex->pt->texture != tex->gc->shader.cur_tex)
{
glBindTexture(GL_TEXTURE_2D, tex->gc->shader.cur_tex);
}
glBindTexture(GL_TEXTURE_2D, tex->gc->shader.cur_tex);
}

View File

@ -8,15 +8,12 @@
"varying vec2 tex_c3;\n"
"void main()\n"
"{\n"
" float r, g, b, y, u, v;\n"
" y = texture2D(tex, tex_c.xy).r;\n"
" u = texture2D(texu, tex_c2.xy).r;\n"
" v = texture2D(texv, tex_c3.xy).r;\n"
" y = (y - 0.0625) * 1.164;\n"
" u = u - 0.5;\n"
" v = v - 0.5;\n"
" r = y + (1.402 * v);\n"
" g = y - (0.34414 * u) - (0.71414 * v);\n"
" b = y + (1.772 * u);\n"
" gl_FragColor = vec4(r, g, b, 1.0) * col;\n"
" mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"
" 0.00000, -0.34410, 1.77200, 0.00000,\n"
" 1.40200, -0.71410, 0.00000, 0.00000,\n"
" -0.77380, 0.45630, -0.95880, 1.00000);\n"
" vec4 yuv = vec4(texture2D(tex, tex_c.xy).r,\n"
" texture2D(texu, tex_c2.xy).r,\n"
" texture2D(texv, tex_c3.xy).r, 1.0);\n"
" gl_FragColor = (yuv2rgb * yuv) * col;\n"
"}\n"

View File

@ -8,15 +8,12 @@ varying vec2 tex_c2;
varying vec2 tex_c3;
void main()
{
float r, g, b, y, u, v;
y = texture2D(tex, tex_c.xy).r;
u = texture2D(texu, tex_c2.xy).r;
v = texture2D(texv, tex_c3.xy).r;
y = (y - 0.0625) * 1.164;
u = u - 0.5;
v = v - 0.5;
r = y + (1.402 * v);
g = y - (0.34414 * u) - (0.71414 * v);
b = y + (1.772 * u);
gl_FragColor = vec4(r, g, b, 1.0) * col;
mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,
0.00000, -0.34410, 1.77200, 0.00000,
1.40200, -0.71410, 0.00000, 0.00000,
-0.77380, 0.45630, -0.95880, 1.00000);
vec4 yuv = vec4(texture2D(tex, tex_c.xy).r,
texture2D(texu, tex_c2.xy).r,
texture2D(texv, tex_c3.xy).r, 1.0);
gl_FragColor = (yuv2rgb * yuv) * col;
}

View File

@ -1,31 +1,24 @@
0x20205350, 0xffff0008, 0x00000048, 0x01020000, 0x00000014, 0x0000000a,
0x20205350, 0xffff0008, 0x00000048, 0x01020000, 0x0000000d, 0x00000007,
0x00000000, 0x00000000, 0x00000004, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000026, 0x00000000,
0x00000000, 0x02025400, 0x23782050, 0x00000000, 0x00000000, 0x0100e407,
0x307820e4, 0x00000000, 0x01000000, 0x02025400, 0x23782150, 0x00000000,
0x01000000, 0x0101e407, 0x307821e4, 0x00000000, 0x02000000, 0x02025400,
0x00000000, 0x02065400, 0x23782050, 0x00000000, 0x00000000, 0x0100e407,
0x307820e4, 0x00000000, 0x01000000, 0x02065400, 0x23782150, 0x00000000,
0x01000000, 0x0101e407, 0x307821e4, 0x00000000, 0x02000000, 0x02065400,
0x23782250, 0x00000000, 0x02000000, 0x0102e407, 0x307822e4, 0x00000000,
0x03000000, 0x01000042, 0x22082300, 0x00000000, 0x04000000, 0x01030002,
0x23082300, 0x00000000, 0x05000000, 0x01010042, 0x22102300, 0x00000000,
0x05000000, 0x01020042, 0x22202300, 0x00000000, 0x03000103, 0x0206aa01,
0x2ec02300, 0x00000000, 0x03000103, 0x42075501, 0x2e882400, 0x00000000,
0x03000104, 0x4208aa01, 0x2e882400, 0x00000000, 0x03000103, 0x02095501,
0x2e882300, 0x00000000, 0x00000000, 0x01030000, 0x208825ff, 0x00000000,
0x00000000, 0x01040000, 0x20902500, 0x00000000, 0x00000000, 0x01030000,
0x20a02500, 0x00000000, 0x00000000, 0x02020000, 0x20c02500, 0x00000000,
0x03000000, 0x0105e400, 0x237a10e4, 0x00000000, 0x00000000, 0x00000000,
0x1e000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x00000000,
0x00000000, 0x00000000, 0x3d800000, 0x00000000, 0x00000000, 0x00000000,
0x3f94fdf4, 0x00000000, 0x00000000, 0x00000000, 0x3f000000, 0x00000000,
0x00000000, 0x00000000, 0x3fb374bc, 0x00000000, 0x00000000, 0x00000000,
0x3eb0331e, 0x00000000, 0x00000000, 0x00000000, 0x3f36d1e1, 0x00000000,
0x00000000, 0x00000000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x00000000,
0x0000000e, 0x00000003, 0x00000009, 0x00000000, 0x0000000c, 0x00000012,
0x00000005, 0x00000003, 0x00000000, 0x00000000, 0x00000018, 0x00000006,
0x00000003, 0x00000000, 0x00000004, 0x0000001f, 0x00000006, 0x00000003,
0x00000000, 0x00000008, 0x00000000, 0x00000003, 0x0000000f, 0x00030005,
0x00000000, 0x00000004, 0x00000004, 0x0000000f, 0x00030005, 0x00000004,
0x00000009, 0x00000004, 0x0000000f, 0x00030005, 0x00000008, 0x00786574,
0x75786574, 0x78657400, 0x6f630076, 0x6574006c, 0x00635f78, 0x5f786574,
0x74003263, 0x635f7865, 0x00000033,
0x00000000, 0x02020001, 0x237823e4, 0x00000000, 0x01e40103, 0x02030001,
0x2ef823e4, 0x00000000, 0x02e40103, 0x02040001, 0x2ef823e4, 0x00000000,
0x00000000, 0x02050000, 0x20f824e4, 0x00000000, 0x06e40103, 0x01040002,
0x2ef823e4, 0x00000000, 0x03000000, 0x0103e400, 0x237a10e4, 0x00000000,
0x00000000, 0x00000000, 0x1e000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x3f94fdf4, 0x3f94fdf4, 0x3f94fdf4, 0x00000000, 0x00000000, 0xbeb02de0,
0x3fe2d0e5, 0x00000000, 0x3fb374bc, 0xbf36cf42, 0x00000000, 0x00000000,
0xbf4617c2, 0x3ee9a027, 0xbf7573eb, 0x3f800000, 0x3f800000, 0x00000000,
0x00000000, 0x00000000, 0x0000000e, 0x00000003, 0x00000009, 0x00000000,
0x0000000c, 0x00000012, 0x00000005, 0x00000003, 0x00000000, 0x00000000,
0x00000018, 0x00000006, 0x00000003, 0x00000000, 0x00000004, 0x0000001f,
0x00000006, 0x00000003, 0x00000000, 0x00000008, 0x00000000, 0x00000003,
0x0000000f, 0x00030005, 0x00000000, 0x00000004, 0x00000004, 0x0000000f,
0x00030005, 0x00000004, 0x00000009, 0x00000004, 0x0000000f, 0x00030005,
0x00000008, 0x00786574, 0x75786574, 0x78657400, 0x6f630076, 0x6574006c,
0x00635f78, 0x5f786574, 0x74003263, 0x635f7865, 0x00000033,

View File

@ -0,0 +1,46 @@
#-------------------------------------------------
# ORION - OpenGL ES 2.0 Shading Language Compiler
# SAMSUNG INDIA SOFTWARE OPERATIONS PVT. LTD.
# Compiler Version : v04.00.09
# Release Date : 19.01.2009
# FIMG VERSION : FIMGv1.5
# Optimizer Options : -O --nolodcalc
#-------------------------------------------------
# hand optimised - removed useless ops
ps_3_0
fimg_version 0x01020000
dcl_s2_tex s0
dcl_s2_texu s1
dcl_s2_texv s2
dcl_f4_col v3.x
dcl_f2_tex_c v0.x
dcl_f2_tex_c2 v1.x
dcl_f2_tex_c3 v2.x
def c2, 1.164000, 1.164000, 1.164000, 0.000000
def c3, 0.000000, -0.344100, 1.772000, 0.000000
def c4, 1.402000, -0.714100, 0.000000, 0.000000
def c5, -0.773800, 0.456300, -0.958800, 1.000000
def c6, 1.000000, 0.000000, 0.000000, 0.000000
label start
label main_
mul r0.xyzw, c6.xxyy, v0.xyyy # tex_c=v0.xyyy
texld r0.xyzw, r0.xyzw, s0 # tex=s0
mul r1.xyzw, c6.xxyy, v1.xyyy # tex_c2=v1.xyyy
texld r1.xyzw, r1.xyzw, s1 # texu=s1
mul r2.xyzw, c6.xxyy, v2.xyyy # tex_c3=v2.xyyy
texld r2.xyzw, r2.xyzw, s2 # texv=s2
mul r3.xyzw, c2.xyzw, r0.xxxx # yuv=r0.xxxx
mad r3.xyzw, c3.xyzw, r1.xxxx, r3.xyzw # yuv=r1.xxxx
mad r3.xyzw, c4.xyzw, r2.xxxx, r3.xyzw # yuv=r2.xxxx
mov r4.xyzw, c5.xyzw
mad r3.xyzw, r4.xyzw, c6.xxxx, r3.xyzw # yuv=c6.xxxx
mul_sat oColor.xyzw, r3.xyzw, v3.xyzw # gl_FragColor=oColor.xyzw, col=v3.xyzw
label main_end
ret

View File

@ -1028,6 +1028,25 @@ eng_image_scale_hint_set(void *data __UNUSED__, void *image, int hint)
{
}
static void
eng_image_map4_draw(void *data __UNUSED__, void *context, void *surface, void *image, RGBA_Map_Point *p, int smooth, int level)
{
// XXX
}
static void *
eng_image_map_surface_new(void *data __UNUSED__, int w, int h, int alpha)
{
// XXX
return NULL;
}
static void
eng_image_map_surface_free(void *data __UNUSED__, void *surface)
{
// XXX
}
static int
eng_image_scale_hint_get(void *data __UNUSED__, void *image)
{
@ -1175,9 +1194,9 @@ module_open(Evas_Module *em)
ORD(image_scale_hint_set);
ORD(image_scale_hint_get);
//ODR(image_map4_draw);
//ODR(image_map_surface_new);
//ODR(image_map_surface_free);
ORD(image_map4_draw);
ORD(image_map_surface_new);
ORD(image_map_surface_free);
/* now advertise out own api */
em->functions = (void *)(&func);