1 | /* |
2 | Copyright (c) 2013, Broadcom Europe Ltd |
3 | Copyright (c) 2016, Tim Gover |
4 | All rights reserved. |
5 | |
6 | Redistribution and use in source and binary forms, with or without |
7 | modification, are permitted provided that the following conditions are met: |
8 | * Redistributions of source code must retain the above copyright |
9 | notice, this list of conditions and the following disclaimer. |
10 | * Redistributions in binary form must reproduce the above copyright |
11 | notice, this list of conditions and the following disclaimer in the |
12 | documentation and/or other materials provided with the distribution. |
13 | * Neither the name of the copyright holder nor the |
14 | names of its contributors may be used to endorse or promote products |
15 | derived from this software without specific prior written permission. |
16 | |
17 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND |
18 | ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
19 | WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
20 | DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY |
21 | DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
22 | (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
23 | LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
24 | ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
25 | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
26 | SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
27 | */ |
28 | |
29 | /* Make the render output CPU accessible by defining a framebuffer texture |
30 | * stored in a VCSM (VideoCore shared memory) EGL image. |
31 | * |
32 | * This example just demonstrates how to use use the APIs by using the CPU. |
33 | * to blit an animated rectangle into frame-buffer texture in shared memory. |
34 | * |
35 | * A more realistic example would be to do a blur, edge-detect in GLSL then pass |
36 | * the buffer to OpenCV. There may be some benefit in using multiple GL contexts |
37 | * to reduce the impact of serializing operations with a glFlush. |
38 | * |
39 | * N.B VCSM textures are raster scan order textures. This makes it very |
40 | * convenient to read and modify VCSM frame-buffer textures from the CPU. |
41 | * However, if the output of the CPU stage is drawn again as a texture that |
42 | * is rotated or scaled then it can sometimes be better to use glTexImage2D |
43 | * to allow the driver to convert this back into the native texture format. |
44 | * |
45 | * Example usage |
46 | * raspistill -p 0,0,1024,1024 -gw 0,0,1024,1024 -t 10000 --gl -gs vcsm_square |
47 | */ |
48 | /* Uncomment the next line to compare with the glReadPixels implementation. VCSM |
49 | * should run at about 40fps with a 1024x1024 texture compared to about 20fps |
50 | * using glReadPixels. |
51 | */ |
52 | //#define USE_READPIXELS |
53 | |
54 | #include "vcsm_square.h" |
55 | #include <GLES2/gl2.h> |
56 | #include <EGL/egl.h> |
57 | #include <EGL/eglext.h> |
58 | #include "RaspiTex.h" |
59 | #include "RaspiTexUtil.h" |
60 | #include "user-vcsm.h" |
61 | |
62 | /* Draw a scaled quad showing the entire texture with the |
63 | * origin defined as an attribute */ |
64 | static RASPITEXUTIL_SHADER_PROGRAM_T vcsm_square_oes_shader = |
65 | { |
66 | .vertex_source = |
67 | "attribute vec2 vertex;\n" |
68 | "varying vec2 texcoord;\n" |
69 | "void main(void) {\n" |
70 | " texcoord = 0.5 * (vertex + 1.0);\n" \ |
71 | " gl_Position = vec4(vertex, 0.0, 1.0);\n" |
72 | "}\n" , |
73 | |
74 | .fragment_source = |
75 | "#extension GL_OES_EGL_image_external : require\n" |
76 | "uniform samplerExternalOES tex;\n" |
77 | "varying vec2 texcoord;\n" |
78 | "void main(void) {\n" |
79 | " gl_FragColor = texture2D(tex, texcoord);\n" |
80 | "}\n" , |
81 | .uniform_names = {"tex" }, |
82 | .attribute_names = {"vertex" }, |
83 | }; |
84 | static RASPITEXUTIL_SHADER_PROGRAM_T vcsm_square_shader = |
85 | { |
86 | .vertex_source = |
87 | "attribute vec2 vertex;\n" |
88 | "varying vec2 texcoord;\n" |
89 | "void main(void) {\n" |
90 | " texcoord = 0.5 * (vertex + 1.0);\n" \ |
91 | " gl_Position = vec4(vertex, 0.0, 1.0);\n" |
92 | "}\n" , |
93 | |
94 | .fragment_source = |
95 | "uniform sampler2D tex;\n" |
96 | "varying vec2 texcoord;\n" |
97 | "void main(void) {\n" |
98 | " gl_FragColor = texture2D(tex, texcoord);\n" |
99 | "}\n" , |
100 | .uniform_names = {"tex" }, |
101 | .attribute_names = {"vertex" }, |
102 | }; |
103 | |
104 | static GLfloat quad_varray[] = { |
105 | -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, |
106 | -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, |
107 | }; |
108 | |
109 | static GLuint quad_vbo; |
110 | |
111 | #ifdef USE_READPIXELS |
112 | unsigned char *pixel_buffer; |
113 | #else |
114 | static struct egl_image_brcm_vcsm_info vcsm_info; |
115 | static EGLImageKHR eglFbImage; |
116 | #endif |
117 | static GLuint fb_tex_name; |
118 | static GLuint fb_name; |
119 | |
120 | |
121 | // VCSM buffer dimensions must be a power of two. Use glViewPort to draw NPOT |
122 | // rectangles within the VCSM buffer. |
123 | static int fb_width = 1024; |
124 | static int fb_height = 1024; |
125 | |
126 | static const EGLint vcsm_square_egl_config_attribs[] = |
127 | { |
128 | EGL_RED_SIZE, 8, |
129 | EGL_GREEN_SIZE, 8, |
130 | EGL_BLUE_SIZE, 8, |
131 | EGL_ALPHA_SIZE, 8, |
132 | EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, |
133 | EGL_NONE |
134 | }; |
135 | |
136 | static int vcsm_square_init(RASPITEX_STATE *raspitex_state) |
137 | { |
138 | int rc = vcsm_init(); |
139 | vcos_log_trace("%s: vcsm_init %d" , VCOS_FUNCTION, rc); |
140 | |
141 | raspitex_state->egl_config_attribs = vcsm_square_egl_config_attribs; |
142 | rc = raspitexutil_gl_init_2_0(raspitex_state); |
143 | |
144 | if (rc != 0) |
145 | goto end; |
146 | |
147 | // Shader for drawing the YUV OES texture |
148 | rc = raspitexutil_build_shader_program(&vcsm_square_oes_shader); |
149 | GLCHK(glUseProgram(vcsm_square_oes_shader.program)); |
150 | GLCHK(glUniform1i(vcsm_square_oes_shader.uniform_locations[0], 0)); // tex unit |
151 | |
152 | // Shader for drawing VCSM sampler2D texture |
153 | rc = raspitexutil_build_shader_program(&vcsm_square_shader); |
154 | GLCHK(glUseProgram(vcsm_square_shader.program)); |
155 | GLCHK(glUniform1i(vcsm_square_shader.uniform_locations[0], 0)); // tex unit |
156 | |
157 | GLCHK(glGenFramebuffers(1, &fb_name)); |
158 | GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, fb_name)); |
159 | |
160 | GLCHK(glGenTextures(1, &fb_tex_name)); |
161 | GLCHK(glBindTexture(GL_TEXTURE_2D, fb_tex_name)); |
162 | GLCHK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)); |
163 | GLCHK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)); |
164 | |
165 | #ifdef USE_READPIXELS |
166 | printf("Using glReadPixels\n" ); |
167 | GLCHK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fb_width, fb_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL)); |
168 | pixel_buffer = malloc(fb_width * fb_height * 4); |
169 | if (! pixel_buffer) { |
170 | rc = -1; |
171 | goto end; |
172 | } |
173 | #else /* USE_READPIXELS */ |
174 | printf("Using VCSM\n" ); |
175 | vcsm_info.width = fb_width; |
176 | vcsm_info.height = fb_height; |
177 | eglFbImage = eglCreateImageKHR(raspitex_state->display, EGL_NO_CONTEXT, |
178 | EGL_IMAGE_BRCM_VCSM, &vcsm_info, NULL); |
179 | if (eglFbImage == EGL_NO_IMAGE_KHR || vcsm_info.vcsm_handle == 0) { |
180 | vcos_log_error("%s: Failed to create EGL VCSM image\n" , VCOS_FUNCTION); |
181 | rc = -1; |
182 | goto end; |
183 | } |
184 | |
185 | GLCHK(glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglFbImage)); |
186 | #endif /* USE_READPIXELS */ |
187 | |
188 | GLCHK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex_name, 0)); |
189 | if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
190 | vcos_log_error("GL_FRAMEBUFFER is not complete\n" ); |
191 | rc = -1; |
192 | goto end; |
193 | } |
194 | GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, 0)); |
195 | GLCHK(glGenBuffers(1, &quad_vbo)); |
196 | GLCHK(glBindBuffer(GL_ARRAY_BUFFER, quad_vbo)); |
197 | GLCHK(glBufferData(GL_ARRAY_BUFFER, sizeof(quad_varray), quad_varray, GL_STATIC_DRAW)); |
198 | |
199 | GLCHK(glClearColor(0, 0, 0, 0)); |
200 | end: |
201 | return rc; |
202 | } |
203 | |
204 | // Write the shared memory texture writing something to each line. This is |
205 | // just to show that the buffer really is CPU modifiable. |
206 | static void vcsm_square_draw_pattern(unsigned char *buffer) |
207 | { |
208 | static unsigned x_offset; |
209 | |
210 | unsigned char *line_start = (unsigned char *) buffer; |
211 | unsigned width = fb_width > 32 ? 32 : fb_width; |
212 | int i = 0; |
213 | size_t stride = fb_width << 2; |
214 | |
215 | x_offset = (x_offset + 1) % (fb_width - width); |
216 | for (i = 0; i < fb_height; i++) { |
217 | memset(line_start + (x_offset << 2), ~0, width << 2); |
218 | line_start += stride; |
219 | } |
220 | } |
221 | |
222 | #ifdef USE_READPIXELS |
223 | static int vcsm_square_redraw_readpixels(RASPITEX_STATE *raspitex_state) |
224 | { |
225 | vcos_log_trace("%s" , VCOS_FUNCTION); |
226 | |
227 | GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, fb_name)); |
228 | GLCHK(glViewport(0,0,fb_width,fb_height)); |
229 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
230 | |
231 | // Fill the viewport with the camFill the viewport with the camera image |
232 | GLCHK(glUseProgram(vcsm_square_oes_shader.program)); |
233 | GLCHK(glActiveTexture(GL_TEXTURE0)); |
234 | GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->y_texture)); |
235 | GLCHK(glBindBuffer(GL_ARRAY_BUFFER, quad_vbo)); |
236 | GLCHK(glEnableVertexAttribArray(vcsm_square_oes_shader.attribute_locations[0])); |
237 | GLCHK(glVertexAttribPointer(vcsm_square_oes_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, 0)); |
238 | GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6)); |
239 | |
240 | GLCHK(glReadPixels(0, 0, fb_width, fb_height, GL_RGBA, GL_UNSIGNED_BYTE, pixel_buffer)); |
241 | |
242 | vcsm_square_draw_pattern(pixel_buffer); |
243 | |
244 | // Enable default window surface |
245 | GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, 0)); |
246 | |
247 | // Draw the modified texture buffer to the screen |
248 | GLCHK(glViewport(raspitex_state->x, raspitex_state->y, raspitex_state->width, raspitex_state->height)); |
249 | GLCHK(glUseProgram(vcsm_square_shader.program)); |
250 | GLCHK(glActiveTexture(GL_TEXTURE0)); |
251 | GLCHK(glBindTexture(GL_TEXTURE_2D, fb_tex_name)); |
252 | GLCHK(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_width, fb_height, GL_RGBA, GL_UNSIGNED_BYTE, pixel_buffer)); |
253 | GLCHK(glEnableVertexAttribArray(vcsm_square_shader.attribute_locations[0])); |
254 | GLCHK(glVertexAttribPointer(vcsm_square_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, 0)); |
255 | GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6)); |
256 | |
257 | GLCHK(glDisableVertexAttribArray(vcsm_square_shader.attribute_locations[0])); |
258 | GLCHK(glUseProgram(0)); |
259 | |
260 | return 0; |
261 | } |
262 | #else /* USE_READPIXELS */ |
263 | static int vcsm_square_redraw(RASPITEX_STATE *raspitex_state) |
264 | { |
265 | unsigned char *vcsm_buffer = NULL; |
266 | VCSM_CACHE_TYPE_T cache_type; |
267 | |
268 | vcos_log_trace("%s" , VCOS_FUNCTION); |
269 | |
270 | glClearColor(255, 0, 0, 255); |
271 | |
272 | GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, fb_name)); |
273 | GLCHK(glViewport(0, 0, fb_width, fb_height)); |
274 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
275 | |
276 | // Fill the viewport with the camFill the viewport with the camera image |
277 | GLCHK(glUseProgram(vcsm_square_oes_shader.program)); |
278 | GLCHK(glActiveTexture(GL_TEXTURE0)); |
279 | GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->y_texture)); |
280 | GLCHK(glBindBuffer(GL_ARRAY_BUFFER, quad_vbo)); |
281 | GLCHK(glEnableVertexAttribArray(vcsm_square_oes_shader.attribute_locations[0])); |
282 | GLCHK(glVertexAttribPointer(vcsm_square_oes_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, 0)); |
283 | GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6)); |
284 | |
285 | GLCHK(glFinish()); |
286 | |
287 | // Make the buffer CPU addressable with host cache enabled |
288 | vcsm_buffer = (unsigned char *) vcsm_lock_cache(vcsm_info.vcsm_handle, VCSM_CACHE_TYPE_HOST, &cache_type); |
289 | if (! vcsm_buffer) { |
290 | vcos_log_error("Failed to lock VCSM buffer for handle %d\n" , vcsm_info.vcsm_handle); |
291 | return -1; |
292 | } |
293 | vcos_log_trace("Locked vcsm handle %d at %p\n" , vcsm_info.vcsm_handle, vcsm_buffer); |
294 | |
295 | vcsm_square_draw_pattern(vcsm_buffer); |
296 | |
297 | // Release the locked texture memory to flush the CPU cache and allow GPU |
298 | // to read it |
299 | vcsm_unlock_ptr(vcsm_buffer); |
300 | |
301 | // Enable default window surface |
302 | GLCHK(glBindFramebuffer(GL_FRAMEBUFFER, 0)); |
303 | |
304 | // Draw the modified texture buffer to the screen |
305 | GLCHK(glViewport(raspitex_state->x, raspitex_state->y, raspitex_state->width, raspitex_state->height)); |
306 | GLCHK(glUseProgram(vcsm_square_shader.program)); |
307 | GLCHK(glActiveTexture(GL_TEXTURE0)); |
308 | GLCHK(glBindTexture(GL_TEXTURE_2D, fb_tex_name)); |
309 | GLCHK(glEnableVertexAttribArray(vcsm_square_shader.attribute_locations[0])); |
310 | GLCHK(glVertexAttribPointer(vcsm_square_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, 0)); |
311 | GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6)); |
312 | |
313 | GLCHK(glDisableVertexAttribArray(vcsm_square_shader.attribute_locations[0])); |
314 | GLCHK(glUseProgram(0)); |
315 | |
316 | return 0; |
317 | } |
318 | #endif /* USE_READPIXELS */ |
319 | |
320 | int vcsm_square_open(RASPITEX_STATE *raspitex_state) |
321 | { |
322 | vcos_log_trace("%s" , VCOS_FUNCTION); |
323 | |
324 | raspitex_state->ops.gl_init = vcsm_square_init; |
325 | #ifdef USE_READPIXELS |
326 | raspitex_state->ops.redraw = vcsm_square_redraw_readpixels; |
327 | #else |
328 | raspitex_state->ops.redraw = vcsm_square_redraw; |
329 | #endif /* USE_READPIXELS */ |
330 | raspitex_state->ops.update_y_texture = raspitexutil_update_y_texture; |
331 | return 0; |
332 | } |
333 | |