參考資訊:
https://gist.github.com/dvdhrm/5083553
https://www.kernel.org/doc/html/v4.15/gpu/drm-kms.html
https://github.com/grate-driver/libdrm/blob/master/xf86drmMode.h
https://gist.github.com/Miouyouyou/89e9fe56a2c59bce7d4a18a858f389ef
main.c
#include <stdio.h> #include <stdlib.h> #include <string.h> #include <fcntl.h> #include <time.h> #include <sys/mman.h> #include <unistd.h> #include <gbm.h> #include <xf86drm.h> #include <xf86drmMode.h> #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #include <EGL/egl.h> #include <EGL/eglext.h> static int fd = -1; static int fb = -1; static int waiting_for_flip = 0; static drmModeRes *res = NULL; static drmModeCrtc *crtc = NULL; static drmModeEncoder *enc = NULL; static drmModeConnector *conn = NULL; static void flip_handler(int fd, unsigned int frame, unsigned int sec, unsigned int usec, void *data) { *((int *)data) = 0; } const char *vShaderSrc = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " v_texCoord = a_texCoord; \n" "} \n"; const char *fShaderSrc = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform float s_alpha; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " vec3 tex = texture2D(s_texture, v_texCoord).bgr; \n" " gl_FragColor = vec4(tex, s_alpha); \n" "} \n"; drmEventContext evctx = { .version = DRM_EVENT_CONTEXT_VERSION, .page_flip_handler = flip_handler, }; int main(int argc, char *argv[]) { const int w = 640; const int h = 480; const int bpp = 32; const int depth = 24; int i = 0; int j = 0; fd = open("/dev/dri/card0", O_RDWR | O_CLOEXEC); res = drmModeGetResources(fd); conn = drmModeGetConnector(fd, res->connectors[1]); enc = drmModeGetEncoder(fd, res->encoders[2]); crtc = drmModeGetCrtc(fd, res->crtcs[1]); struct gbm_device *gbm = gbm_create_device(fd); struct gbm_surface *gs = gbm_surface_create(gbm, crtc->mode.hdisplay, crtc->mode.vdisplay, GBM_FORMAT_XRGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING); EGLint egl_major = 0; EGLint egl_minor = 0; EGLint num_configs = 0; EGLConfig configs = {0}; EGLDisplay display = EGL_NO_DISPLAY; EGLSurface surface = EGL_NO_SURFACE; EGLContext context = EGL_NO_CONTEXT; EGLint config_attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_RED_SIZE, 1, EGL_GREEN_SIZE, 1, EGL_BLUE_SIZE, 1, EGL_ALPHA_SIZE, 0, EGL_NONE }; EGLint const context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, }; GLuint vShader = 0; GLuint fShader = 0; GLuint pObject = 0; GLint compiled = 0; int x = 0; int y = 0; uint32_t *p = NULL; GLuint texID[2] = {0}; GLubyte *buf = NULL; GLfloat vVertices[] = { -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f }; GLushort indices[] = {0, 1, 2, 0, 2, 3}; PFNEGLGETPLATFORMDISPLAYEXTPROC get_platform_display = NULL; get_platform_display = (void *)eglGetProcAddress("eglGetPlatformDisplayEXT"); display = get_platform_display(EGL_PLATFORM_GBM_KHR, gbm, NULL); eglInitialize(display, &egl_major, &egl_minor); eglBindAPI(EGL_OPENGL_ES_API); eglChooseConfig(display, config_attribs, &configs, 1, &num_configs); surface = eglCreateWindowSurface(display, configs, gs, NULL); context = eglCreateContext(display, configs, EGL_NO_CONTEXT, context_attributes); eglMakeCurrent(display, surface, surface, context); vShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vShader, 1, &vShaderSrc, NULL); glCompileShader(vShader); glGetShaderiv(vShader, GL_COMPILE_STATUS, &compiled); fShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fShader, 1, &fShaderSrc, NULL); glCompileShader(fShader); glGetShaderiv(fShader, GL_COMPILE_STATUS, &compiled); pObject = glCreateProgram(); glAttachShader(pObject, vShader); glAttachShader(pObject, fShader); glLinkProgram(pObject); glUseProgram(pObject); GLint posLoc = glGetAttribLocation(pObject, "a_position"); GLint texLoc = glGetAttribLocation(pObject, "a_texCoord"); GLint samLoc = glGetUniformLocation(pObject, "s_texture"); GLint alphaLoc = glGetUniformLocation(pObject, "s_alpha"); glGenTextures(2, texID); glViewport(0, 0, w, h); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); uint32_t col[] = { 0xffff0000, 0xff00ff00, 0xff0000ff }; buf = malloc(w * h * 4); p = (uint32_t *)buf; for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { *p++ = col[y / 160]; } } glBindTexture(GL_TEXTURE_2D, texID[0]); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf); p = (uint32_t *)buf; for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { *p++ = 0; } } glBindTexture(GL_TEXTURE_2D, texID[1]); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf); glUniform1f(alphaLoc, 1.0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texID[0]); glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices); glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]); glEnableVertexAttribArray(posLoc); glEnableVertexAttribArray(texLoc); glUniform1i(samLoc, 0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); vVertices[0] = 0.0; vVertices[1] = 0.0; vVertices[5] = vVertices[0]; vVertices[6] = 0.5; vVertices[10] = 0.5; vVertices[11] = vVertices[6]; vVertices[15] = vVertices[10]; vVertices[16] = vVertices[1]; glUniform1f(alphaLoc, 0.5); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texID[1]); glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices); glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); glDisable(GL_BLEND); eglSwapBuffers(display, surface); struct gbm_bo *bo = gbm_surface_lock_front_buffer(gs); drmModeAddFB(fd, w, h, depth, bpp, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb); drmModeSetCrtc(fd, crtc->crtc_id, fb, 0, 0, (uint32_t *)conn, 1, &crtc->mode); waiting_for_flip = 1; drmModePageFlip(fd, crtc->crtc_id, fb, DRM_MODE_PAGE_FLIP_EVENT, (void *)&waiting_for_flip); while (waiting_for_flip) { drmHandleEvent(fd, &evctx); } gbm_surface_release_buffer(gs, bo); sleep(3); free(buf); eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroyContext(display, context); eglDestroySurface(display, surface); drmModeRmFB(fd, fb); drmModeFreeCrtc(crtc); drmModeFreeEncoder(enc); drmModeFreeConnector(conn); drmModeFreeResources(res); close(fd); return 0; }
編譯、執行
$ /opt/flip/bin/aarch64-linux-gcc main.c -O3 -o main -I/opt/flip/aarch64-flip-linux-gnu/sysroot/usr/include/libdrm -ldrm -lEGL -lGLESv2 -lgbm root@rk3566-buildroot:/mnt/SDCARD# ./main