-#include <qmetatype.h>
-#include <qdatastream.h>
-#include <qtextstream.h>
-#include <qcursor.h>
-#include <qcoreevent.h>
+#include <qmetatype.h> // Needs to come before egl.h.
+#include <qdatastream.h> // Needs to come before egl.h.
+#include <qtextstream.h> // Needs to come before egl.h.
+#include <qcursor.h> // Needs to come before egl.h.
+#include <qcoreevent.h> // Needs to come before egl.h.
#include <epoxy/gl.h>
#include <epoxy/egl.h>
-#include "context.h"
+#include <QSurfaceFormat>
+
#include "glwidget.h"
+
+#include <movit/resource_pool.h>
+#include <stdio.h>
+#include <mutex>
+
+#include "context.h"
#include "mixer.h"
-#include <QCoreApplication>
-#include <QGuiApplication>
-#include <QThread>
-#include <math.h>
-#include <thread>
+#include "ref_counted_gl_sync.h"
+
+class QSurface;
+class QWidget;
+
+#undef Success
+#include <movit/util.h>
+#include <string>
GLWidget::GLWidget(QWidget *parent)
- : QOpenGLWidget(parent)
+ : QGLWidget(parent, global_share_widget),
+ resource_pool(new movit::ResourcePool)
{
}
printf("egl context=%p\n", eglGetCurrentContext());
//printf("threads: %p %p\n", QThread::currentThread(), qGuiApp->thread());
- QSurface *surface = create_surface(format());
- QSurface *surface2 = create_surface(format());
- QSurface *surface3 = create_surface(format());
- QSurface *surface4 = create_surface(format());
- start_mixer(surface, surface2, surface3, surface4);
+ static std::once_flag flag;
+ std::call_once(flag, [this]{
+ global_mixer = new Mixer(QGLFormat::toSurfaceFormat(format()));
+ global_mixer->start();
+ });
+ global_mixer->set_frame_ready_callback(output, [this]{
+ QMetaObject::invokeMethod(this, "update", Qt::AutoConnection);
+ });
+
+ // Prepare the shaders to actually get the texture shown (ick).
+ glDisable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+
+ std::string vert_shader =
+ "#version 130 \n"
+ "in vec2 position; \n"
+ "in vec2 texcoord; \n"
+ "out vec2 tc; \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
+ " tc = texcoord; \n"
+ " tc.y = 1.0 - tc.y; \n"
+ "} \n";
+ std::string frag_shader =
+ "#version 130 \n"
+ "in vec2 tc; \n"
+ "uniform sampler2D tex; \n"
+ "void main() { \n"
+ " gl_FragColor = texture2D(tex, tc); \n"
+ "} \n";
+ program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
+
+ static const float vertices[] = {
+ 0.0f, 2.0f,
+ 0.0f, 0.0f,
+ 2.0f, 0.0f
+ };
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+ position_vbo = movit::fill_vertex_attribute(program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+ texcoord_vbo = movit::fill_vertex_attribute(program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
+
+#if 0
+ // Cleanup.
+ cleanup_vertex_attribute(phases[0]->glsl_program_num, "position", position_vbo);
+ cleanup_vertex_attribute(phases[0]->glsl_program_num, "texcoord", texcoord_vbo);
+
+ glDeleteVertexArrays(1, &vao);
+ nheck_error();
+#endif
+}
+
+void GLWidget::resizeGL(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ global_mixer->set_preview_size(output, width, height);
}
void GLWidget::paintGL()
{
- glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ Mixer::DisplayFrame frame;
+ if (!global_mixer->get_display_frame(output, &frame)) {
+ glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ return;
+ }
+
+ glUseProgram(program_num);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, frame.texnum);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glBindVertexArray(vao);
+ glWaitSync(frame.ready_fence.get(), /*flags=*/0, GL_TIMEOUT_IGNORED);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
}