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/*
Copyright (c) 2013, Broadcom Europe Ltd
Copyright (c) 2016, Tim Gover
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the copyright holder nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/* Make the render output CPU accessible by defining a framebuffer texture
* stored in a VCSM (VideoCore shared memory) EGL image.
*
* This example just demonstrates how to use use the APIs by using the CPU.
* to blit an animated rectangle into frame-buffer texture in shared memory.
*
* A more realistic example would be to do a blur, edge-detect in GLSL then pass
* the buffer to OpenCV. There may be some benefit in using multiple GL contexts
* to reduce the impact of serializing operations with a glFlush.
*
* N.B VCSM textures are raster scan order textures. This makes it very
* convenient to read and modify VCSM frame-buffer textures from the CPU.
* However, if the output of the CPU stage is drawn again as a texture that
* is rotated or scaled then it can sometimes be better to use glTexImage2D
* to allow the driver to convert this back into the native texture format.
*
* Example usage
* raspistill -p 0,0,1024,1024 -gw 0,0,1024,1024 -t 10000 --gl -gs vcsm_square
*/
/* Uncomment the next line to compare with the glReadPixels implementation. VCSM
* should run at about 40fps with a 1024x1024 texture compared to about 20fps
* using glReadPixels.
*/
//#define USE_READPIXELS
#include "vcsm_square.h"
#include <GLES2/gl2.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "RaspiTex.h"
#include "RaspiTexUtil.h"
#include "user-vcsm.h"
/* Draw a scaled quad showing the entire texture with the
* origin defined as an attribute */
static RASPITEXUTIL_SHADER_PROGRAM_T vcsm_square_oes_shader =
{
.vertex_source =
"attribute vec2 vertex;\n"
"varying vec2 texcoord;\n"
"void main(void) {\n"
" texcoord = 0.5 * (vertex + 1.0);\n" \
" gl_Position = vec4(vertex, 0.0, 1.0);\n"
"}\n",
.fragment_source =
"#extension GL_OES_EGL_image_external : require\n"
"uniform samplerExternalOES tex;\n"
"varying vec2 texcoord;\n"
"void main(void) {\n"
" gl_FragColor = texture2D(tex, texcoord);\n"
"}\n",
.uniform_names = {"tex"},
.attribute_names = {"vertex"},
};
static RASPITEXUTIL_SHADER_PROGRAM_T vcsm_square_shader =
{
.vertex_source =
"attribute vec2 vertex;\n"
"varying vec2 texcoord;\n"
"void main(void) {\n"
" texcoord = 0.5 * (vertex + 1.0);\n" \
" gl_Position = vec4(vertex, 0.0, 1.0);\n"
"}\n",
.fragment_source =
"uniform sampler2D tex;\n"
"varying vec2 texcoord;\n"
"void main(void) {\n"
" gl_FragColor = texture2D(tex, texcoord);\n"
"}\n",
.uniform_names = {"tex"},
.attribute_names = {"vertex"},
};
static GLfloat quad_varray[] = {
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f,
};
static GLuint quad_vbo;
#ifdef USE_READPIXELS
unsigned char *pixel_buffer;
#else
static struct egl_image_brcm_vcsm_info vcsm_info;
static EGLImageKHR eglFbImage;
#endif
static GLuint fb_tex_name;
static GLuint fb_name;
// VCSM buffer dimensions must be a power of two. Use glViewPort to draw NPOT
// rectangles within the VCSM buffer.
static int fb_width = 1024;
static int fb_height = 1024;
static const EGLint vcsm_square_egl_config_attribs[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
static int vcsm_square_init(RASPITEX_STATE *raspitex_state)
{
int rc = vcsm_init();
vcos_log_trace("%s: vcsm_init %d", VCOS_FUNCTION, rc);
raspitex_state->egl_config_attribs = vcsm_square_egl_config_attribs;
rc = raspitexutil_gl_init_2_0(raspitex_state);
if (rc != 0)
goto end;
// Shader for drawing the YUV OES texture
rc = raspitexutil_build_shader_program(&vcsm_square_oes_shader);
GLCHK(glUseProgram(vcsm_square_oes_shader.program));
GLCHK(glUniform1i(vcsm_square_oes_shader.uniform_locations[0], 0)); // tex unit
// Shader for drawing VCSM sampler2D texture
rc = raspitexutil_build_shader_program(&vcsm_square_shader);
GLCHK(glUseProgram(vcsm_square_shader.program));
GLCHK(glUniform1i(vcsm_square_shader.uniform_locations[0], 0)); // tex unit
GLCHK(glGenFramebuffers(1, &fb_name));
GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, fb_name));
GLCHK(glGenTextures(1, &fb_tex_name));
GLCHK(glBindTexture(GL_TEXTURE_2D, fb_tex_name));
GLCHK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
GLCHK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
#ifdef USE_READPIXELS
printf("Using glReadPixels\n");
GLCHK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fb_width, fb_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
pixel_buffer = malloc(fb_width * fb_height * 4);
if (! pixel_buffer) {
rc = -1;
goto end;
}
#else /* USE_READPIXELS */
printf("Using VCSM\n");
vcsm_info.width = fb_width;
vcsm_info.height = fb_height;
eglFbImage = eglCreateImageKHR(raspitex_state->display, EGL_NO_CONTEXT,
EGL_IMAGE_BRCM_VCSM, &vcsm_info, NULL);
if (eglFbImage == EGL_NO_IMAGE_KHR || vcsm_info.vcsm_handle == 0) {
vcos_log_error("%s: Failed to create EGL VCSM image\n", VCOS_FUNCTION);
rc = -1;
goto end;
}
GLCHK(glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglFbImage));
#endif /* USE_READPIXELS */
GLCHK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex_name, 0));
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
vcos_log_error("GL_FRAMEBUFFER is not complete\n");
rc = -1;
goto end;
}
GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, 0));
GLCHK(glGenBuffers(1, &quad_vbo));
GLCHK(glBindBuffer(GL_ARRAY_BUFFER, quad_vbo));
GLCHK(glBufferData(GL_ARRAY_BUFFER, sizeof(quad_varray), quad_varray, GL_STATIC_DRAW));
GLCHK(glClearColor(0, 0, 0, 0));
end:
return rc;
}
// Write the shared memory texture writing something to each line. This is
// just to show that the buffer really is CPU modifiable.
static void vcsm_square_draw_pattern(unsigned char *buffer)
{
static unsigned x_offset;
unsigned char *line_start = (unsigned char *) buffer;
unsigned width = fb_width > 32 ? 32 : fb_width;
int i = 0;
size_t stride = fb_width << 2;
x_offset = (x_offset + 1) % (fb_width - width);
for (i = 0; i < fb_height; i++) {
memset(line_start + (x_offset << 2), ~0, width << 2);
line_start += stride;
}
}
#ifdef USE_READPIXELS
static int vcsm_square_redraw_readpixels(RASPITEX_STATE *raspitex_state)
{
vcos_log_trace("%s", VCOS_FUNCTION);
GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, fb_name));
GLCHK(glViewport(0,0,fb_width,fb_height));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Fill the viewport with the camFill the viewport with the camera image
GLCHK(glUseProgram(vcsm_square_oes_shader.program));
GLCHK(glActiveTexture(GL_TEXTURE0));
GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->y_texture));
GLCHK(glBindBuffer(GL_ARRAY_BUFFER, quad_vbo));
GLCHK(glEnableVertexAttribArray(vcsm_square_oes_shader.attribute_locations[0]));
GLCHK(glVertexAttribPointer(vcsm_square_oes_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, 0));
GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6));
GLCHK(glReadPixels(0, 0, fb_width, fb_height, GL_RGBA, GL_UNSIGNED_BYTE, pixel_buffer));
vcsm_square_draw_pattern(pixel_buffer);
// Enable default window surface
GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, 0));
// Draw the modified texture buffer to the screen
GLCHK(glViewport(raspitex_state->x, raspitex_state->y, raspitex_state->width, raspitex_state->height));
GLCHK(glUseProgram(vcsm_square_shader.program));
GLCHK(glActiveTexture(GL_TEXTURE0));
GLCHK(glBindTexture(GL_TEXTURE_2D, fb_tex_name));
GLCHK(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_width, fb_height, GL_RGBA, GL_UNSIGNED_BYTE, pixel_buffer));
GLCHK(glEnableVertexAttribArray(vcsm_square_shader.attribute_locations[0]));
GLCHK(glVertexAttribPointer(vcsm_square_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, 0));
GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6));
GLCHK(glDisableVertexAttribArray(vcsm_square_shader.attribute_locations[0]));
GLCHK(glUseProgram(0));
return 0;
}
#else /* USE_READPIXELS */
static int vcsm_square_redraw(RASPITEX_STATE *raspitex_state)
{
unsigned char *vcsm_buffer = NULL;
VCSM_CACHE_TYPE_T cache_type;
vcos_log_trace("%s", VCOS_FUNCTION);
glClearColor(255, 0, 0, 255);
GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, fb_name));
GLCHK(glViewport(0, 0, fb_width, fb_height));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Fill the viewport with the camFill the viewport with the camera image
GLCHK(glUseProgram(vcsm_square_oes_shader.program));
GLCHK(glActiveTexture(GL_TEXTURE0));
GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->y_texture));
GLCHK(glBindBuffer(GL_ARRAY_BUFFER, quad_vbo));
GLCHK(glEnableVertexAttribArray(vcsm_square_oes_shader.attribute_locations[0]));
GLCHK(glVertexAttribPointer(vcsm_square_oes_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, 0));
GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6));
GLCHK(glFinish());
// Make the buffer CPU addressable with host cache enabled
vcsm_buffer = (unsigned char *) vcsm_lock_cache(vcsm_info.vcsm_handle, VCSM_CACHE_TYPE_HOST, &cache_type);
if (! vcsm_buffer) {
vcos_log_error("Failed to lock VCSM buffer for handle %d\n", vcsm_info.vcsm_handle);
return -1;
}
vcos_log_trace("Locked vcsm handle %d at %p\n", vcsm_info.vcsm_handle, vcsm_buffer);
vcsm_square_draw_pattern(vcsm_buffer);
// Release the locked texture memory to flush the CPU cache and allow GPU
// to read it
vcsm_unlock_ptr(vcsm_buffer);
// Enable default window surface
GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, 0));
// Draw the modified texture buffer to the screen
GLCHK(glViewport(raspitex_state->x, raspitex_state->y, raspitex_state->width, raspitex_state->height));
GLCHK(glUseProgram(vcsm_square_shader.program));
GLCHK(glActiveTexture(GL_TEXTURE0));
GLCHK(glBindTexture(GL_TEXTURE_2D, fb_tex_name));
GLCHK(glEnableVertexAttribArray(vcsm_square_shader.attribute_locations[0]));
GLCHK(glVertexAttribPointer(vcsm_square_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, 0));
GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6));
GLCHK(glDisableVertexAttribArray(vcsm_square_shader.attribute_locations[0]));
GLCHK(glUseProgram(0));
return 0;
}
#endif /* USE_READPIXELS */
int vcsm_square_open(RASPITEX_STATE *raspitex_state)
{
vcos_log_trace("%s", VCOS_FUNCTION);
raspitex_state->ops.gl_init = vcsm_square_init;
#ifdef USE_READPIXELS
raspitex_state->ops.redraw = vcsm_square_redraw_readpixels;
#else
raspitex_state->ops.redraw = vcsm_square_redraw;
#endif /* USE_READPIXELS */
raspitex_state->ops.update_y_texture = raspitexutil_update_y_texture;
return 0;
}
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