掌機 - Miyoo Flip - C/C++ - DRM/KMS - OpenGL ES 2.0 - Convert ARGB to RGBA(Shader)



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 sampler2D s_texture;                              \n"
    "void main()                                               \n"
    "{                                                         \n"
    "    vec3 tex = texture2D(s_texture, v_texCoord).bgr;      \n"
    "    gl_FragColor = vec4(tex, 1.0);                        \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 = 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");
  
    glGenTextures(1, &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);
    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);
  
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texID);
  
    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);
    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