In order to get the hikey960, which uses the mali bifrost driver working with drm_hwcomposer, its needed to tweak some extension and funciton names used in the shaders. Specifically: * GL_OES_EGL_image_external_essl3 instead of GL_OES_EGL_image_external * texture() instead of texture2D() Which is configured using a build time definition. Credit to Matt Szczesiak for suggesting these changes to get hikey960 working! I'm a bit new to all this, and I expect there may be a better way to do this, so I'd love any feedback or comments! Change-Id: I2c8f08341ad086479b66241b903c79b00f2a0feb Cc: Marissa Wall <marissaw@xxxxxxxxxx> Cc: Sean Paul <seanpaul@xxxxxxxxxx> Cc: Dmitry Shmidt <dimitrysh@xxxxxxxxxx> Cc: Robert Foss <robert.foss@xxxxxxxxxxxxx> Cc: Matt Szczesiak <matt.szczesiak@xxxxxxx> Cc: Liviu Dudau <Liviu.Dudau@xxxxxxx> Cc: David Hanna <david.hanna11@xxxxxxxxx> Cc: Rob Herring <rob.herring@xxxxxxxxxx> Signed-off-by: John Stutlz <john.stultz@xxxxxxxxxx> --- glworker.cpp | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) diff --git a/glworker.cpp b/glworker.cpp index ca726bf..c35d1b6 100644 --- a/glworker.cpp +++ b/glworker.cpp @@ -41,6 +41,17 @@ #define MAX_OVERLAPPING_LAYERS 64 +#ifdef USE_TEXTURE_FN + #define TEXTURE_STR "texture" +#else + #define TEXTURE_STR "texture2D" +#endif + +#ifdef USE_IMAGE_EXTERNAL_ESSL3 + #define IMAGE_EXTERNAL_STR "GL_OES_EGL_image_external_essl3" +#else + #define IMAGE_EXTERNAL_STR "GL_OES_EGL_image_external" +#endif namespace android { // clang-format off @@ -237,7 +248,7 @@ static std::string GenerateFragmentShader(int layer_count) { std::ostringstream fragment_shader_stream; fragment_shader_stream << "#version 300 es\n" << "#define LAYER_COUNT " << layer_count << "\n" - << "#extension GL_OES_EGL_image_external : require\n" + << "#extension " << IMAGE_EXTERNAL_STR << " : require\n" << "precision mediump float;\n"; for (int i = 0; i < layer_count; ++i) { fragment_shader_stream << "uniform samplerExternalOES uLayerTexture" << i @@ -257,7 +268,7 @@ static std::string GenerateFragmentShader(int layer_count) { fragment_shader_stream << " if (alphaCover > 0.5/255.0) {\n"; // clang-format off fragment_shader_stream - << " texSample = texture2D(uLayerTexture" << i << ",\n" + << " texSample = " << TEXTURE_STR << "(uLayerTexture" << i << ",\n" << " fTexCoords[" << i << "]);\n" << " multRgb = texSample.rgb *\n" << " max(texSample.a, uLayerPremult[" << i << "]);\n" -- 2.7.4 _______________________________________________ dri-devel mailing list dri-devel@xxxxxxxxxxxxxxxxxxxxx https://lists.freedesktop.org/mailman/listinfo/dri-devel