lots of gl error catching.. if gl errors happen.

it's a #defined macro so it can be removed.
 


SVN revision: 46233
This commit is contained in:
Carsten Haitzler 2010-02-17 04:21:59 +00:00
parent 0be05b9046
commit dc8fdf5e3a
10 changed files with 289 additions and 309 deletions

View File

@ -43,11 +43,6 @@ evas_gl_font.c \
evas_gl_polygon.c \
evas_gl_line.c
#evas_gl_misc.c \
#evas_gl_gradient.c \
#evas_gl_polygon.c \
#
libevas_engine_gl_common_la_LIBADD = @EINA_LIBS@ @evas_engine_gl_common_libs@ @dlopen_libs@
endif

View File

@ -340,4 +340,12 @@ void (*glsym_glBindFramebuffer) (GLenum a, GLuint b);
void (*glsym_glFramebufferTexture2D) (GLenum a, GLenum b, GLenum c, GLuint d, GLint e);
void (*glsym_glDeleteFramebuffers) (GLsizei a, const GLuint *b);
#define GL_ERRORS 1
#ifdef GL_ERRORS
# define GLERR(fn, fl, ln, op) if (glGetError()) glerr(fn, fl, ln, op)
#else
# define GLERR(fn, fl, ln, op)
#endif
#endif

View File

@ -137,27 +137,39 @@ _evas_gl_common_viewport_set(Evas_GL_Context *gc)
gc->change.size = 0;
glViewport(0, 0, w, h);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
matrix_ident(proj);
if (m == 1) matrix_ortho(proj, 0, w, 0, h, -1.0, 1.0);
else matrix_ortho(proj, 0, w, h, 0, -1.0, 1.0);
glUseProgram(gc->shared->shader.rect.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.rect.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.img.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.font.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.font.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.yuv.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.yuv.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.tex.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.tex.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shader.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
Evas_GL_Context *
@ -219,24 +231,36 @@ evas_gl_common_context_new(void)
);
glDisable(GL_DEPTH_TEST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glEnable(GL_DITHER);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glDisable(GL_BLEND);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
// no dest alpha
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // dest alpha
// glBlendFunc(GL_SRC_ALPHA, GL_ONE); // ???
glDepthMask(GL_FALSE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#endif
glEnableVertexAttribArray(SHAD_VERTEX);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glEnableVertexAttribArray(SHAD_COLOR);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
evas_gl_common_shader_program_init(&(shared->shader.rect),
&(shader_rect_vert_src),
@ -259,10 +283,15 @@ evas_gl_common_context_new(void)
&(shader_tex_frag_src),
"tex");
glUseProgram(shared->shader.yuv.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "tex"), 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texu"), 1);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texv"), 2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shader.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
// in shader:
// uniform sampler2D tex[8];
//
@ -363,9 +392,15 @@ evas_gl_common_context_target_surface_set(Evas_GL_Context *gc,
# endif
#endif
if (gc->shader.surface == gc->def_surface)
glsym_glBindFramebuffer(GL_FRAMEBUFFER, 0);
{
glsym_glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
glsym_glBindFramebuffer(GL_FRAMEBUFFER, surface->tex->pt->fb);
{
glsym_glBindFramebuffer(GL_FRAMEBUFFER, surface->tex->pt->fb);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
_evas_gl_common_viewport_set(gc);
}
@ -914,14 +949,27 @@ shader_array_flush(Evas_GL_Context *gc)
// fprintf(stderr, " flush array %i\n", gc->array.num);
if (gc->shader.cur_prog != gc->shader.current.cur_prog)
glUseProgram(gc->shader.cur_prog);
{
glUseProgram(gc->shader.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
if (gc->shader.cur_tex != gc->shader.current.cur_tex)
{
if (gc->shader.cur_tex) glEnable(GL_TEXTURE_2D);
else glDisable(GL_TEXTURE_2D);
if (gc->shader.cur_tex)
{
glEnable(GL_TEXTURE_2D);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
glDisable(GL_TEXTURE_2D);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
glActiveTexture(GL_TEXTURE0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(GL_TEXTURE_2D, gc->shader.cur_tex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
if (gc->array.im)
{
@ -938,10 +986,12 @@ shader_array_flush(Evas_GL_Context *gc)
{
case EVAS_RENDER_BLEND: /**< default op: d = d*(1-sa) + s */
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
break;
case EVAS_RENDER_COPY: /**< d = s */
gc->shader.blend = 0;
glBlendFunc(GL_ONE, GL_ONE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
break;
// FIXME: fix blend funcs below!
case EVAS_RENDER_BLEND_REL: /**< d = d*(1 - sa) + s*da */
@ -956,13 +1006,22 @@ shader_array_flush(Evas_GL_Context *gc)
case EVAS_RENDER_MUL: /**< d = d*s */
default:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
break;
}
}
if (gc->shader.blend != gc->shader.current.blend)
{
if (gc->shader.blend) glEnable(GL_BLEND);
else glDisable(GL_BLEND);
if (gc->shader.blend)
{
glEnable(GL_BLEND);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
glDisable(GL_BLEND);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
}
if (gc->shader.smooth != gc->shader.current.smooth)
{
@ -970,21 +1029,31 @@ shader_array_flush(Evas_GL_Context *gc)
{
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
}
/* hmmm this breaks things. must find out why!
@ -1018,48 +1087,73 @@ shader_array_flush(Evas_GL_Context *gc)
}
*/
glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, gc->array.vertex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glVertexAttribPointer(SHAD_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, gc->array.color);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (gc->array.use_texuv)
{
glEnableVertexAttribArray(SHAD_TEXUV);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glVertexAttribPointer(SHAD_TEXUV, 2, GL_FLOAT, GL_FALSE, 0, gc->array.texuv);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
glDisableVertexAttribArray(SHAD_TEXUV);
{
glDisableVertexAttribArray(SHAD_TEXUV);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
if (gc->array.line)
{
glDisableVertexAttribArray(SHAD_TEXUV);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glDisableVertexAttribArray(SHAD_TEXUV2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glDisableVertexAttribArray(SHAD_TEXUV3);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glDrawArrays(GL_LINES, 0, gc->array.num);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
if ((gc->array.use_texuv2) && (gc->array.use_texuv3))
{
glEnableVertexAttribArray(SHAD_TEXUV2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glEnableVertexAttribArray(SHAD_TEXUV3);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glVertexAttribPointer(SHAD_TEXUV2, 2, GL_FLOAT, GL_FALSE, 0, gc->array.texuv2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glVertexAttribPointer(SHAD_TEXUV3, 2, GL_FLOAT, GL_FALSE, 0, gc->array.texuv3);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glActiveTexture(GL_TEXTURE1);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(GL_TEXTURE_2D, gc->shader.cur_texu);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glActiveTexture(GL_TEXTURE2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(GL_TEXTURE_2D, gc->shader.cur_texv);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glActiveTexture(GL_TEXTURE0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else if (gc->array.use_texuv2)
{
glEnableVertexAttribArray(SHAD_TEXUV2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glVertexAttribPointer(SHAD_TEXUV2, 2, GL_FLOAT, GL_FALSE, 0, gc->array.texuv2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
glDisableVertexAttribArray(SHAD_TEXUV2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glDisableVertexAttribArray(SHAD_TEXUV3);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
glDrawArrays(GL_TRIANGLES, 0, gc->array.num);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
if (gc->array.im)
{

View File

@ -1,256 +0,0 @@
#include "evas_gl_private.h"
Evas_GL_Gradient *
evas_gl_common_gradient_new(void)
{
Evas_GL_Gradient *gr;
gr = calloc(1, sizeof(Evas_GL_Gradient));
if (!gr) return NULL;
gr->grad = evas_common_gradient_new();
if (!gr->grad) { free(gr); return NULL; }
gr->changed = 1;
return gr;
}
void
evas_gl_common_gradient_free(Evas_GL_Gradient *gr)
{
if (!gr) return;
if (gr->grad) evas_common_gradient_free(gr->grad);
if (gr->tex) evas_gl_common_texture_free(gr->tex);
free(gr);
}
void
evas_gl_common_gradient_color_stop_add(Evas_GL_Gradient *gr, int r, int g, int b, int a, int delta)
{
if (!gr) return;
evas_common_gradient_color_stop_add(gr->grad, r, g, b, a, delta);
gr->changed = 1;
}
void
evas_gl_common_gradient_alpha_stop_add(Evas_GL_Gradient *gr, int a, int delta)
{
if (!gr) return;
evas_common_gradient_alpha_stop_add(gr->grad, a, delta);
gr->changed = 1;
}
void
evas_gl_common_gradient_color_data_set(Evas_GL_Gradient *gr, void * map, int len, int has_alpha)
{
if (!gr) return;
evas_common_gradient_color_data_set(gr->grad, map, len, has_alpha);
gr->changed = 1;
}
void
evas_gl_common_gradient_alpha_data_set(Evas_GL_Gradient *gr, void * alpha_map, int len)
{
if (!gr) return;
evas_common_gradient_alpha_data_set(gr->grad, alpha_map, len);
gr->changed = 1;
}
void
evas_gl_common_gradient_clear(Evas_GL_Gradient *gr)
{
if (!gr) return;
evas_common_gradient_clear(gr->grad);
gr->changed = 1;
}
void
evas_gl_common_gradient_fill_set(Evas_GL_Gradient *gr, int x, int y, int w, int h)
{
if (!gr) return;
evas_common_gradient_fill_set(gr->grad, x, y, w, h);
gr->changed = 1;
}
void
evas_gl_common_gradient_fill_angle_set(Evas_GL_Gradient *gr, double angle)
{
if (!gr) return;
evas_common_gradient_fill_angle_set(gr->grad, angle);
gr->changed = 1;
}
void
evas_gl_common_gradient_fill_spread_set(Evas_GL_Gradient *gr, int spread)
{
if (!gr) return;
evas_common_gradient_fill_spread_set(gr->grad, spread);
gr->changed = 1;
}
void
evas_gl_common_gradient_map_angle_set(Evas_GL_Gradient *gr, double angle)
{
if (!gr) return;
evas_common_gradient_map_angle_set(gr->grad, angle);
gr->changed = 1;
}
void
evas_gl_common_gradient_map_offset_set(Evas_GL_Gradient *gr, float offset)
{
if (!gr) return;
evas_common_gradient_map_offset_set(gr->grad, offset);
gr->changed = 1;
}
void
evas_gl_common_gradient_map_direction_set(Evas_GL_Gradient *gr, int direction)
{
if (!gr) return;
evas_common_gradient_map_direction_set(gr->grad, direction);
gr->changed = 1;
}
void
evas_gl_common_gradient_type_set(Evas_GL_Gradient *gr, char *name, char *params)
{
if (!gr) return;
evas_common_gradient_type_set(gr->grad, name, params);
gr->changed = 1;
}
int
evas_gl_common_gradient_is_opaque(Evas_GL_Context *gc, Evas_GL_Gradient *gr,
int x __UNUSED__, int y __UNUSED__, int w __UNUSED__, int h __UNUSED__)
{
RGBA_Draw_Context *dc;
if (!gc || !gc->dc || !gr || !gr->grad || !gr->grad->type.geometer) return 0;
dc = gc->dc;
return !(gr->grad->type.geometer->has_alpha(gr->grad, dc->render_op) |
gr->grad->type.geometer->has_mask(gr->grad, dc->render_op));
}
int
evas_gl_common_gradient_is_visible(Evas_GL_Context *gc, Evas_GL_Gradient *gr,
int x __UNUSED__, int y __UNUSED__, int w __UNUSED__, int h __UNUSED__)
{
if (!gc || !gr) return 0;
return 1;
}
void
evas_gl_common_gradient_render_pre(Evas_GL_Context *gc, Evas_GL_Gradient *gr)
{
int len;
RGBA_Draw_Context *dc;
RGBA_Gradient *grad;
if (!gr || !gc || !gr->grad || !gc->dc) return;
grad = gr->grad;
dc = gc->dc;
if (!grad->type.geometer) return;
grad->type.geometer->geom_set(grad);
len = grad->type.geometer->get_map_len(grad);
evas_common_gradient_map(dc, grad, len);
gr->changed = 1;
}
void
evas_gl_common_gradient_render_post(Evas_GL_Gradient *gr __UNUSED__)
{
}
void
evas_gl_common_gradient_draw(Evas_GL_Context *gc,
Evas_GL_Gradient *gr,
int x, int y, int w, int h)
{
int r, g, b, a;
RGBA_Draw_Context *dc;
double tx2, ty2;
if ((w < 1) || (h < 1)) return;
if (!gr || !gc || !gc->dc) return;
if (!gr->grad || !gr->grad->type.geometer) return;
dc = gc->dc;
if (dc->mul.use)
{
a = (dc->mul.col >> 24) & 0xff;
r = (dc->mul.col >> 16) & 0xff;
g = (dc->mul.col >> 8 ) & 0xff;
b = (dc->mul.col ) & 0xff;
}
else
{
r = g = b = a = 255;
}
evas_gl_common_context_color_set(gc, r, g, b, a);
a = !evas_gl_common_gradient_is_opaque(gc, gr, x, y, w, h);
evas_gl_common_context_blend_set(gc, a);
if (dc->clip.use)
evas_gl_common_context_clip_set(gc, 1,
dc->clip.x, dc->clip.y,
dc->clip.w, dc->clip.h);
else
evas_gl_common_context_clip_set(gc, 0,
0, 0, 0, 0);
if (!gr->tex) gr->changed = 1;
if (((w != gr->tw) || (h != gr->th)) && gr->tex)
{
evas_gl_common_texture_free(gr->tex);
gr->tex = NULL;
gr->changed = 1;
}
if (gr->changed)
{
RGBA_Image *im;
int op = dc->render_op, cuse = dc->clip.use;
im = (RGBA_Image *) evas_cache_image_empty(evas_common_image_cache_get());
if (!im) return;
im = (RGBA_Image *) evas_cache_image_size_set(&im->cache_entry, w, h);
dc->render_op = _EVAS_RENDER_FILL;
dc->clip.use = 0;
evas_common_gradient_draw(im, dc, 0, 0, w, h, gr->grad);
if (!gr->tex)
gr->tex = evas_gl_common_texture_new(gc, im, 0);
else
evas_gl_common_texture_update(gr->tex, im, 0);
evas_cache_image_drop(&im->cache_entry);
dc->render_op = op;
dc->clip.use = cuse;
if (!gr->tex) return;
}
if (gr->tex->rectangle)
{
tx2 = w;
ty2 = h;
}
else
{
tx2 = (double)w / (double)(gr->tex->w);
ty2 = (double)h / (double)(gr->tex->h);
}
evas_gl_common_context_texture_set(gc, gr->tex, 0,
gr->tex->tw, gr->tex->th);
evas_gl_common_context_read_buf_set(gc, GL_BACK);
evas_gl_common_context_write_buf_set(gc, GL_BACK);
glBegin(GL_QUADS);
glTexCoord2d(0.0, 0.0); glVertex2i(x, y);
glTexCoord2d(tx2, 0.0); glVertex2i(x + w, y);
glTexCoord2d(tx2, ty2); glVertex2i(x + w, y + h);
glTexCoord2d(0.0, ty2); glVertex2i(x, y + h);
glEnd();
gr->changed = 0;
gr->tw = w; gr->th = h;
}

View File

@ -363,8 +363,6 @@ evas_gl_common_image_map4_draw(Evas_GL_Context *gc, Evas_GL_Image *im,
_evas_gl_common_image_update(gc, im);
glFlush();
c = gc->dc->clip.use;
cx = gc->dc->clip.x; cy = gc->dc->clip.y;
cw = gc->dc->clip.w; ch = gc->dc->clip.h;

View File

@ -1,14 +0,0 @@
#include "evas_gl_private.h"
void
evas_gl_common_swap_rect(Evas_GL_Context *gc, int x, int y, int w, int h)
{
evas_gl_common_context_read_buf_set(gc, GL_BACK);
evas_gl_common_context_write_buf_set(gc, GL_FRONT);
evas_gl_common_context_blend_set(gc, 0);
evas_gl_common_context_clip_set(gc, 0, 0, 0, 0, 0);
evas_gl_common_context_dither_set(gc, 0);
y = gc->h - y - h;
glRasterPos2i(x, gc->h - y);
glCopyPixels(x, y, w, h, GL_COLOR);
}

View File

@ -235,12 +235,17 @@ evas_gl_common_shader_program_init(Evas_GL_Program *p,
p->frag = glCreateShader(GL_FRAGMENT_SHADER);
#if defined (GLES_VARIETY_S3C6410)
glShaderBinary(1, &(p->vert), 0, vert->bin, vert->bin_size);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glShaderBinary(1, &(p->frag), 0, frag->bin, frag->bin_size);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#else
glShaderSource(p->vert, 1,
(const char **)&(vert->src), NULL);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glCompileShader(p->vert);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glGetShaderiv(p->vert, GL_COMPILE_STATUS, &ok);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (!ok)
{
gl_compile_link_error(p->vert, "compile vertex shader");
@ -249,8 +254,11 @@ evas_gl_common_shader_program_init(Evas_GL_Program *p,
}
glShaderSource(p->frag, 1,
(const char **)&(frag->src), NULL);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glCompileShader(p->frag);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glGetShaderiv(p->frag, GL_COMPILE_STATUS, &ok);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (!ok)
{
gl_compile_link_error(p->frag, "compile fragment shader");
@ -260,16 +268,25 @@ evas_gl_common_shader_program_init(Evas_GL_Program *p,
#endif
p->prog = glCreateProgram();
glAttachShader(p->prog, p->vert);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glAttachShader(p->prog, p->frag);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindAttribLocation(p->prog, SHAD_VERTEX, "vertex");
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindAttribLocation(p->prog, SHAD_COLOR, "color");
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindAttribLocation(p->prog, SHAD_TEXUV, "tex_coord");
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindAttribLocation(p->prog, SHAD_TEXUV2, "tex_coord2");
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindAttribLocation(p->prog, SHAD_TEXUV3, "tex_coord3");
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glLinkProgram(p->prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (!ok)
{
gl_compile_link_error(p->prog, "link fragment and vertex shaders");

View File

@ -91,12 +91,14 @@ static void
_tex_2d(int intfmt, int w, int h, int fmt, int type)
{
glTexImage2D(GL_TEXTURE_2D, 0, intfmt, w, h, 0, fmt, type, NULL);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
static void
_tex_sub_2d(int x, int y, int w, int h, int fmt, int type, const void *pix)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, fmt, type, pix);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
static Evas_GL_Texture_Pool *
@ -116,13 +118,20 @@ _pool_tex_new(Evas_GL_Context *gc, int w, int h, int intformat, int format)
pt->dataformat = GL_UNSIGNED_BYTE;
pt->references = 0;
glGenTextures(1, &(pt->texture));
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(GL_TEXTURE_2D, pt->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
_tex_2d(pt->intformat, w, h, pt->format, pt->dataformat);
glBindTexture(GL_TEXTURE_2D, gc->shader.cur_tex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return pt;
}
@ -295,19 +304,30 @@ _pool_tex_render_new(Evas_GL_Context *gc, int w, int h, int intformat, int forma
# endif
#endif
glGenTextures(1, &(pt->texture));
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(GL_TEXTURE_2D, pt->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
_tex_2d(pt->intformat, w, h, pt->format, pt->dataformat);
glsym_glGenFramebuffers(1, &(pt->fb));
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glsym_glBindFramebuffer(GL_FRAMEBUFFER, pt->fb);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glsym_glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pt->texture, 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glsym_glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(GL_TEXTURE_2D, gc->shader.cur_tex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return pt;
}
@ -337,7 +357,9 @@ _pool_tex_native_new(Evas_GL_Context *gc, int w, int h, int intformat, int forma
pt->references = 0;
pt->native = 1;
glGenTextures(1, &(pt->texture));
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(im->native.target, pt->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
#else
@ -349,11 +371,17 @@ _pool_tex_native_new(Evas_GL_Context *gc, int w, int h, int intformat, int forma
#endif
glTexParameteri(im->native.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(im->native.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(im->native.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(im->native.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(im->native.target, 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(im->native.target, gc->shader.cur_tex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return pt;
}
@ -372,7 +400,12 @@ pt_unref(Evas_GL_Texture_Pool *pt)
}
glDeleteTextures(1, &(pt->texture));
if (pt->fb) glsym_glDeleteFramebuffers(1, &(pt->fb));
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (pt->fb)
{
glsym_glDeleteFramebuffers(1, &(pt->fb));
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
memset(pt, 0x22, sizeof(Evas_GL_Texture_Pool)); // mark as freed
free(pt);
}
@ -454,10 +487,13 @@ evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
}
if (!tex->pt) return;
glBindTexture(GL_TEXTURE_2D, tex->pt->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
// +-+
// +-+
@ -508,7 +544,10 @@ evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
rgba_fmt, 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);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
}
void
@ -574,14 +613,20 @@ evas_gl_common_texture_alpha_update(Evas_GL_Texture *tex, DATA8 *pixels,
{
if (!tex->pt) return;
glBindTexture(GL_TEXTURE_2D, tex->pt->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
_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);
{
glBindTexture(GL_TEXTURE_2D, tex->gc->shader.cur_tex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
}
Evas_GL_Texture *
@ -655,18 +700,27 @@ evas_gl_common_texture_yuv_update(Evas_GL_Texture *tex, DATA8 **rows, int w, int
// 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]);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(GL_TEXTURE_2D, tex->pt->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
_tex_sub_2d(0, 0, w, h, tex->pt->format, tex->pt->dataformat, rows[0]);
glBindTexture(GL_TEXTURE_2D, tex->ptu->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glPixelStorei(GL_UNPACK_ROW_LENGTH, rows[h + 1] - rows[h]);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
_tex_sub_2d(0, 0, w / 2, h / 2, tex->ptu->format, tex->ptu->dataformat, rows[h]);
glBindTexture(GL_TEXTURE_2D, tex->ptv->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glPixelStorei(GL_UNPACK_ROW_LENGTH, rows[h + (h / 2) + 1] - rows[h + (h / 2)]);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
_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);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(GL_TEXTURE_2D, tex->pt->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if ((rows[1] - rows[0]) == w)
_tex_sub_2d(0, 0, w, h, tex->pt->format, tex->pt->dataformat, rows[0]);
else
@ -676,6 +730,7 @@ evas_gl_common_texture_yuv_update(Evas_GL_Texture *tex, DATA8 **rows, int w, int
}
glBindTexture(GL_TEXTURE_2D, tex->ptu->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if ((rows[h + 1] - rows[h]) == (w / 2))
_tex_sub_2d(0, 0, w / 2, h / 2, tex->ptu->format, tex->ptu->dataformat, rows[h]);
else
@ -685,6 +740,7 @@ evas_gl_common_texture_yuv_update(Evas_GL_Texture *tex, DATA8 **rows, int w, int
}
glBindTexture(GL_TEXTURE_2D, tex->ptv->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if ((rows[h + (h / 2) + 1] - rows[h + (h / 2)]) == (w / 2))
_tex_sub_2d(0, 0, w / 2, h / 2, tex->ptv->format, tex->ptv->dataformat, rows[h + (h / 2)]);
else
@ -694,5 +750,8 @@ evas_gl_common_texture_yuv_update(Evas_GL_Texture *tex, DATA8 **rows, int w, int
}
#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);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
}

View File

@ -417,6 +417,10 @@ eng_output_redraws_next_update_push(void *data, void *surface __UNUSED__, int x
// this is needed to make sure all previous rendering is flushed to
// buffers/surfaces
eglWaitNative(EGL_CORE_NATIVE_ENGINE); // previous rendering should be done and swapped
if (eglGetError() != EGL_SUCCESS)
{
printf("Error: eglWaitNative(EGL_CORE_NATIVE_ENGINE) fail.\n");
}
#else
glXWaitGL();
#endif
@ -436,6 +440,10 @@ eng_output_flush(void *data)
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
eglSwapBuffers(re->win->egl_disp, re->win->egl_surface[0]);
if (eglGetError() != EGL_SUCCESS)
{
printf("Error: eglSwapBuffers() fail.\n");
}
#else
#ifdef VSYNC_TO_SCREEN
if ((re->info->vsync)/* || (1)*/)
@ -1117,13 +1125,30 @@ _native_bind_cb(void *data, void *image)
if (n->egl_surface)
{
if (glsym_glEGLImageTargetTexture2DOES)
glsym_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, n->egl_surface);
{
glsym_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, n->egl_surface);
if (eglGetError() != EGL_SUCCESS)
{
printf("Error: glEGLImageTargetTexture2DOES() fail.\n");
}
}
else
{
printf("Try glEGLImageTargetTexture2DOES on EGL with no support\n");
}
}
#else
# ifdef GLX_BIND_TO_TEXTURE_TARGETS_EXT
if (glsym_glXBindTexImage)
glsym_glXBindTexImage(re->win->disp, n->glx_pixmap,
GLX_FRONT_LEFT_EXT, NULL);
{
glsym_glXBindTexImage(re->win->disp, n->glx_pixmap,
GLX_FRONT_LEFT_EXT, NULL);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
printf("Try glXBindTexImage on GLX with no support\n");
}
# endif
#endif
}
@ -1140,8 +1165,15 @@ _native_unbind_cb(void *data, void *image)
#else
# ifdef GLX_BIND_TO_TEXTURE_TARGETS_EXT
if (glsym_glXReleaseTexImage)
glsym_glXReleaseTexImage(re->win->disp, n->glx_pixmap,
GLX_FRONT_LEFT_EXT);
{
glsym_glXReleaseTexImage(re->win->disp, n->glx_pixmap,
GLX_FRONT_LEFT_EXT);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
printf("Try glXReleaseTexImage on GLX with no support\n");
}
# endif
#endif
}
@ -1157,8 +1189,18 @@ _native_free_cb(void *data, void *image)
if (n->egl_surface)
{
if (glsym_eglDestroyImage)
glsym_eglDestroyImage(re->win->egl_disp,
n->egl_surface);
{
glsym_eglDestroyImage(re->win->egl_disp,
n->egl_surface);
if (eglGetError() != EGL_SUCCESS)
{
printf("Error: eglDestroyImage() fail.\n");
}
}
else
{
printf("Try eglDestroyImage on EGL with no support\n");
}
}
#else
# ifdef GLX_BIND_TO_TEXTURE_TARGETS_EXT
@ -1167,12 +1209,25 @@ _native_free_cb(void *data, void *image)
if (im->native.loose)
{
if (glsym_glXReleaseTexImage)
glsym_glXReleaseTexImage(re->win->disp, n->glx_pixmap,
GLX_FRONT_LEFT_EXT);
{
glsym_glXReleaseTexImage(re->win->disp, n->glx_pixmap,
GLX_FRONT_LEFT_EXT);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
printf("Try glXReleaseTexImage on GLX with no support\n");
}
}
// printf("free glx pixmap %p\n", n->glx_pixmap);
if (glsym_glXDestroyPixmap)
glsym_glXDestroyPixmap(re->win->disp, n->glx_pixmap);
{
glsym_glXDestroyPixmap(re->win->disp, n->glx_pixmap);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
printf("Try glXDestroyPixmap on GLX with no support\n");
}
n->glx_pixmap = 0;
}
# endif
@ -1264,11 +1319,17 @@ eng_image_native_set(void *data, void *image, void *native)
im->native.target = GL_TEXTURE_2D;
im->native.mipmap = 0;
if (glsym_eglCreateImage)
n->egl_surface = glsym_eglCreateImage(re->win->egl_disp,
EGL_NO_CONTEXT,
EGL_NATIVE_PIXMAP_KHR,
(void *)pm,
NULL);
{
n->egl_surface = glsym_eglCreateImage(re->win->egl_disp,
EGL_NO_CONTEXT,
EGL_NATIVE_PIXMAP_KHR,
(void *)pm,
NULL);
}
else
{
printf("Try eglCreateImage on EGL with no support\n");
}
if (!n->egl_surface)
{
printf("ERROR: eglCreatePixmapSurface() for 0x%x failed\n", (unsigned int)pm);
@ -1290,7 +1351,8 @@ eng_image_native_set(void *data, void *image, void *native)
unsigned int w, h, depth = 32, border;
Window wdummy;
Native *n;
// fixme: round trip :(
XGetGeometry(re->win->disp, pm, &wdummy, &dummy, &dummy,
&w, &h, &border, &depth);
n = calloc(1, sizeof(Native));
@ -1355,8 +1417,14 @@ eng_image_native_set(void *data, void *image, void *native)
im->native.func.unbind = _native_unbind_cb;
im->native.func.free = _native_free_cb;
if (glsym_glXCreatePixmap)
n->glx_pixmap = glsym_glXCreatePixmap(re->win->disp, n->fbc,
n->pixmap, pixmap_att);
{
n->glx_pixmap = glsym_glXCreatePixmap(re->win->disp, n->fbc,
n->pixmap, pixmap_att);
}
else
{
printf("Try glXCreatePixmap on GLX with no support\n");
}
if (n->glx_pixmap)
{
// printf("new native texture for %x | %4i x %4i @ %2i = %p\n",
@ -1386,6 +1454,10 @@ eng_image_native_set(void *data, void *image, void *native)
printf("still unknown target\n");
}
}
else
{
printf("ERROR: GLX Pixmap create fail\n");
}
evas_gl_common_image_native_enable(im);
}

View File

@ -179,6 +179,10 @@ eng_window_new(Display *disp,
}
fbc = glXGetFBConfigs(disp, 0/* FIXME: assume screen 0 */, &num);
if (!fbc)
{
printf("ERROR: glXGetFBConfigs() returned no fb configs\n");
}
for (i = 0; i <= 32; i++)
{
for (j = 0; j < num; j++)
@ -364,6 +368,10 @@ eng_best_visual_get(Evas_Engine_Info_GL_X11 *einfo)
configs = glXChooseFBConfig(einfo->info.display,
einfo->info.screen,
config_attrs, &num);
if ((!configs) || (num < 1))
{
printf("ERROR: glXChooseFBConfig returned no configs\n");
}
for (i = 0; i < num; i++)
{
XVisualInfo *visinfo;
@ -395,7 +403,6 @@ eng_best_visual_get(Evas_Engine_Info_GL_X11 *einfo)
}
XFree(visinfo);
}
printf("ecore_evas_gl_x11_new = %p\n", _evas_gl_x11_vi);
#else
int _evas_gl_x11_configuration[] =
{