better text perf - less geometry data for complex text drawing.
simpler yuv with matrix. SVN revision: 43487
This commit is contained in:
parent
9b56603875
commit
3fa1906514
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@ -62,4 +62,5 @@ shader/font_frag.shd \
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shader/font_frag_s3c6410.asm \
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shader/font_vert.shd \
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shader/yuv_frag.shd \
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shader/yuv_frag_s3c6410.asm \
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shader/yuv_vert.shd
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@ -104,26 +104,11 @@ struct _Evas_GL_Context
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RGBA_Draw_Context *dc;
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Evas_GL_Shared *shared;
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/*
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Eina_List *images;
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struct {
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Eina_List *whole;
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Eina_List *atlas[33][3];
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} tex;
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struct {
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GLint max_texture_units;
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GLint max_texture_size;
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Eina_Bool tex_npo2 : 1;
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Eina_Bool tex_rect : 1;
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} info;
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*/
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struct {
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int x, y, w, h;
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Eina_Bool active : 1;
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} clip;
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struct {
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/* Evas_GL_Program rect, img, font, yuv;*/
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GLuint cur_prog;
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GLuint cur_tex, cur_texu, cur_texv;
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Eina_Bool smooth : 1;
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@ -138,8 +123,8 @@ struct _Evas_GL_Context
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struct {
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int num;
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int alloc;
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GLint *vertex;
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GLfloat *color;
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GLshort *vertex;
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GLubyte *color;
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GLfloat *texuv;
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GLfloat *texuv2;
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GLfloat *texuv3;
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@ -153,7 +138,7 @@ struct _Evas_GL_Texture_Pool
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{
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Evas_GL_Context *gc;
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GLuint texture;
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GLuint format;
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GLuint intformat, format, dataformat;
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int w, h;
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int references;
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int slot, fslot;
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@ -177,12 +177,6 @@ evas_gl_common_context_new(void)
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&(shader_font_vert_src),
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&(shader_font_frag_src),
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"font");
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//#if defined (GLES_VARIETY_S3C6410)
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// evas_gl_common_shader_program_init(&(shared->shader.yuv),
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// &(shader_img_vert_src),
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// &(shader_img_frag_src),
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// "yuv");
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//#else
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evas_gl_common_shader_program_init(&(shared->shader.yuv),
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&(shader_yuv_vert_src),
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&(shader_yuv_frag_src),
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@ -191,7 +185,6 @@ evas_gl_common_context_new(void)
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glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "tex"), 0);
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glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texu"), 1);
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glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texv"), 2);
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//#endif
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// in shader:
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// uniform sampler2D tex[8];
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//
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@ -235,7 +228,6 @@ evas_gl_common_context_free(Evas_GL_Context *gc)
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}
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free(gc->shared);
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shared = NULL;
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// FIXME: free shader.rect.prog etc. etc.
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}
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free(gc->array.vertex);
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@ -284,11 +276,6 @@ evas_gl_common_context_resize(Evas_GL_Context *gc, int w, int h)
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#define PUSH_TEXUV3(u, v) \
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gc->array.texuv3[nu3++] = u; \
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gc->array.texuv3[nu3++] = v
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#define COLOR_FLOAT(r, g, b, a, fr, fg, fb, fa) \
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fr = ((GLfloat)(r)) / 255.0; \
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fg = ((GLfloat)(g)) / 255.0; \
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fb = ((GLfloat)(b)) / 255.0; \
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fa = ((GLfloat)(a)) / 255.0
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static inline void
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_evas_gl_common_context_array_alloc(Evas_GL_Context *gc)
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@ -296,9 +283,9 @@ _evas_gl_common_context_array_alloc(Evas_GL_Context *gc)
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if (gc->array.num <= gc->array.alloc) return;
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gc->array.alloc += 6 * 1024;
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gc->array.vertex = realloc(gc->array.vertex,
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gc->array.alloc * sizeof(GLint) * 3);
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gc->array.alloc * sizeof(GLshort) * 3);
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gc->array.color = realloc(gc->array.color,
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gc->array.alloc * sizeof(GLfloat) * 4);
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gc->array.alloc * sizeof(GLubyte) * 4);
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gc->array.texuv = realloc(gc->array.texuv,
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gc->array.alloc * sizeof(GLfloat) * 2);
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gc->array.texuv2 = realloc(gc->array.texuv2,
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@ -313,7 +300,6 @@ evas_gl_common_context_rectangle_push(Evas_GL_Context *gc,
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int r, int g, int b, int a)
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{
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int pnum, nv, nc, nu, nt, i;
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GLfloat rr, gg, bb, aa;
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Eina_Bool blend = 0;
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if (a < 255) blend = 1;
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@ -345,10 +331,9 @@ evas_gl_common_context_rectangle_push(Evas_GL_Context *gc,
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{
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PUSH_TEXUV(0.0, 0.0);
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}
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COLOR_FLOAT(r, g, b, a, rr, gg, bb, aa);
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for (i = 0; i < 6; i++)
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{
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PUSH_COLOR(rr, gg, bb, aa);
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PUSH_COLOR(r, g, b, a);
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}
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}
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@ -361,7 +346,7 @@ evas_gl_common_context_image_push(Evas_GL_Context *gc,
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Eina_Bool smooth)
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{
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int pnum, nv, nc, nu, nt, i;
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GLfloat rr, gg, bb, aa, tx1, tx2, ty1, ty2;
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GLfloat tx1, tx2, ty1, ty2;
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Eina_Bool blend = 1;
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if (tex->pt->format == GL_RGB) blend = 0;
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@ -406,10 +391,9 @@ evas_gl_common_context_image_push(Evas_GL_Context *gc,
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PUSH_TEXUV(tx2, ty2);
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PUSH_TEXUV(tx1, ty2);
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COLOR_FLOAT(r, g, b, a, rr, gg, bb, aa);
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for (i = 0; i < 6; i++)
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{
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PUSH_COLOR(rr, gg, bb, aa);
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PUSH_COLOR(r, g, b, a);
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}
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}
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@ -421,7 +405,7 @@ evas_gl_common_context_font_push(Evas_GL_Context *gc,
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int r, int g, int b, int a)
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{
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int pnum, nv, nc, nu, nt, i;
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GLfloat rr, gg, bb, aa, tx1, tx2, ty1, ty2;
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GLfloat tx1, tx2, ty1, ty2;
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if ((gc->shader.cur_tex != tex->pt->texture)
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|| (gc->shader.cur_prog != gc->shared->shader.font.prog)
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PUSH_TEXUV(tx2, ty2);
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PUSH_TEXUV(tx1, ty2);
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COLOR_FLOAT(r, g, b, a, rr, gg, bb, aa);
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for (i = 0; i < 6; i++)
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{
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PUSH_COLOR(rr, gg, bb, aa);
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PUSH_COLOR(r, g, b, a);
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}
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}
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@ -488,7 +471,7 @@ evas_gl_common_context_yuv_push(Evas_GL_Context *gc,
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Eina_Bool smooth)
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{
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int pnum, nv, nc, nu, nu2, nu3, nt, i;
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GLfloat rr, gg, bb, aa, tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
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GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
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Eina_Bool blend = 0;
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if (a < 255) blend = 1;
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@ -556,10 +539,9 @@ evas_gl_common_context_yuv_push(Evas_GL_Context *gc,
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PUSH_TEXUV3(t2x2, t2y2);
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PUSH_TEXUV3(t2x1, t2y2);
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COLOR_FLOAT(r, g, b, a, rr, gg, bb, aa);
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for (i = 0; i < 6; i++)
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{
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PUSH_COLOR(rr, gg, bb, aa);
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PUSH_COLOR(r, g, b, a);
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}
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}
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@ -612,13 +594,11 @@ shader_array_flush(Evas_GL_Context *gc)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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}
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glVertexAttribPointer(SHAD_VERTEX, 3, GL_INT, GL_FALSE, 0, gc->array.vertex);
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glVertexAttribPointer(SHAD_COLOR, 4, GL_FLOAT, GL_FALSE, 0, gc->array.color);
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glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, gc->array.vertex);
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glVertexAttribPointer(SHAD_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, gc->array.color);
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glVertexAttribPointer(SHAD_TEXUV, 2, GL_FLOAT, GL_FALSE, 0, gc->array.texuv);
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if ((gc->array.texuv2) && (gc->array.texuv3))
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{
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@ -1,5 +1,25 @@
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#include "evas_gl_private.h"
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#if 1
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static const GLenum rgba_fmt = GL_RGBA;
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static const GLenum rgba_ifmt = GL_RGBA;
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//static const GLenum rgb_fmt = GL_RGBA;
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//static const GLenum rgb_ifmt = GL_RGBA;
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static const GLenum alpha_fmt = GL_ALPHA;
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static const GLenum alpha_ifmt = GL_ALPHA;
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static const GLenum lum_fmt = GL_LUMINANCE;
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static const GLenum lum_ifmt = GL_LUMINANCE;
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#else
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static const GLenum rgba_fmt = GL_RGBA;
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static const GLenum rgba_ifmt = GL_COMPRESSED_RGBA;
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//static const GLenum rgb_fmt = GL_RGBA;
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//static const GLenum rgb_ifmt = GL_COMPRESSED_RGBA;
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static const GLenum alpha_fmt = GL_ALPHA;
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static const GLenum alpha_ifmt = GL_COMPRESSED_ALPHA;
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static const GLenum lum_fmt = GL_LUMINANCE;
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static const GLenum lum_ifmt = GL_COMPRESSED_LUMINANCE;
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#endif
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static int
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_nearest_pow2(int num)
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{
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@ -37,12 +57,24 @@ _tex_format_index(GLuint format)
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switch (format)
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{
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case GL_RGBA:
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#ifdef GL_COMPRESSED_RGBA
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case GL_COMPRESSED_RGBA:
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#endif
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return 0;
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case GL_RGB:
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#ifdef GL_COMPRESSED_RGB
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case GL_COMPRESSED_RGB:
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#endif
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return 1;
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case GL_ALPHA:
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#ifdef GL_COMPRESSED_ALPHA
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case GL_COMPRESSED_ALPHA:
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#endif
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return 2;
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case GL_LUMINANCE:
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#ifdef GL_COMPRESSED_LUMINANCE
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case GL_COMPRESSED_LUMINANCE:
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#endif
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return 3;
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default:
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break;
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@ -50,8 +82,33 @@ _tex_format_index(GLuint format)
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return 0;
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}
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static void
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_tex_2d(GLint internalformat,
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GLsizei width,
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GLsizei height,
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GLenum format,
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GLenum type)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, internalformat,
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width, height, 0, format, type, NULL);
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}
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static void
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_tex_sub_2d(GLint xoffset,
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GLint yoffset,
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GLsizei width,
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GLsizei height,
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GLenum format,
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GLenum type,
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const GLvoid *pixels)
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{
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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xoffset, yoffset, width, height, format, type, pixels);
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}
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static Evas_GL_Texture_Pool *
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_pool_tex_new(Evas_GL_Context *gc, int w, int h, GLuint format)
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_pool_tex_new(Evas_GL_Context *gc, int w, int h,
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GLenum intformat, GLenum format)
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{
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Evas_GL_Texture_Pool *pt;
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@ -62,7 +119,9 @@ _pool_tex_new(Evas_GL_Context *gc, int w, int h, GLuint format)
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pt->gc = gc;
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pt->w = w;
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pt->h = h;
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pt->intformat = intformat;
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pt->format = format;
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pt->dataformat = GL_UNSIGNED_BYTE;
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pt->references = 0;
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glGenTextures(1, &(pt->texture));
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glBindTexture(GL_TEXTURE_2D, pt->texture);
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@ -70,14 +129,13 @@ _pool_tex_new(Evas_GL_Context *gc, int w, int h, GLuint format)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0,
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format, GL_UNSIGNED_BYTE/* fixme - pass this in */, NULL);
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_tex_2d(pt->intformat, w, h, pt->format, pt->dataformat);
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glBindTexture(GL_TEXTURE_2D, gc->shader.cur_tex);
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return pt;
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}
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static int
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_pool_tex_alloc(Evas_GL_Texture_Pool *pt, GLuint format, int w, int h, int *u, int *v, Eina_List **l_after)
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_pool_tex_alloc(Evas_GL_Texture_Pool *pt, int w, int h, int *u, int *v, Eina_List **l_after)
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{
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Eina_List *l;
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Evas_GL_Texture *tex, *tex2;
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@ -122,7 +180,9 @@ _pool_tex_alloc(Evas_GL_Texture_Pool *pt, GLuint format, int w, int h, int *u, i
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}
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static Evas_GL_Texture_Pool *
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_pool_tex_find(Evas_GL_Context *gc, int w, int h, GLuint format, int *u, int *v, Eina_List **l_after, int atlas_w)
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_pool_tex_find(Evas_GL_Context *gc, int w, int h,
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GLuint intformat, GLuint format, int *u, int *v,
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Eina_List **l_after, int atlas_w)
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{
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Evas_GL_Texture_Pool *pt = NULL;
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Eina_List *l;
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@ -130,7 +190,7 @@ _pool_tex_find(Evas_GL_Context *gc, int w, int h, GLuint format, int *u, int *v,
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if ((w > 512) || (h > 512))
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{
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pt = _pool_tex_new(gc, w, h, format);
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pt = _pool_tex_new(gc, w, h, intformat, format);
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gc->shared->tex.whole = eina_list_prepend(gc->shared->tex.whole, pt);
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pt->slot = -1;
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pt->fslot = -1;
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@ -145,7 +205,7 @@ _pool_tex_find(Evas_GL_Context *gc, int w, int h, GLuint format, int *u, int *v,
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th2 = _tex_format_index(format);
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EINA_LIST_FOREACH(gc->shared->tex.atlas[th][th2], l, pt)
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{
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if (_pool_tex_alloc(pt, format, w, h, u, v, l_after))
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if (_pool_tex_alloc(pt, w, h, u, v, l_after))
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{
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gc->shared->tex.atlas[th][th2] =
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eina_list_remove_list(gc->shared->tex.atlas[th][th2], l);
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@ -154,7 +214,7 @@ _pool_tex_find(Evas_GL_Context *gc, int w, int h, GLuint format, int *u, int *v,
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return pt;
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}
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}
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pt = _pool_tex_new(gc, atlas_w, h, format);
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pt = _pool_tex_new(gc, atlas_w, h, intformat, format);
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gc->shared->tex.atlas[th][th2] =
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eina_list_prepend(gc->shared->tex.atlas[th][th2], pt);
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pt->slot = th;
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@ -179,11 +239,11 @@ evas_gl_common_texture_new(Evas_GL_Context *gc, RGBA_Image *im)
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tex->references = 1;
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// if (im->cache_entry.flags.alpha)
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tex->pt = _pool_tex_find(gc, im->cache_entry.w + 2,
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im->cache_entry.h + 1, GL_RGBA,
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im->cache_entry.h + 1, rgba_ifmt, rgba_fmt,
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&u, &v, &l_after, 1024);
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// else
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// tex->pt = _pool_tex_find(gc, im->cache_entry.w + 3,
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// im->cache_entry.h + 1, GL_RGB,
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// im->cache_entry.h + 1, rgb_ifmt, rgb_fmt,
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// &u, &v, &l_after, 1024);
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if (!tex->pt)
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{
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@ -208,16 +268,6 @@ evas_gl_common_texture_new(Evas_GL_Context *gc, RGBA_Image *im)
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void
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evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
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{
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#if defined(GL_UNSIGNED_INT_8_8_8_8_REV) && defined(GL_BGRA)
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#define COLOR_FORMAT GL_RGBA
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#define PIXEL_FORMAT GL_UNSIGNED_BYTE
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// FIXME: need to change shader for this to work
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//#define COLOR_FORMAT GL_BGRA
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//#define PIXEL_FORMAT GL_UNSIGNED_INT_8_8_8_8_REV
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#else
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#define COLOR_FORMAT GL_RGBA
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#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);
|
||||
}
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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
|
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue