On Tue, Jan 09, 2018 at 10:05:42PM -0800, John Stultz wrote: > 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. Build time is kinda uncool, at least in the spirit of multiarch kernels :-) Can't we try a few alternatives until the glsl compiler takes it? For extensions you could/should even query them upfront and then pick the right one. -Daniel > 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 -- Daniel Vetter Software Engineer, Intel Corporation http://blog.ffwll.ch _______________________________________________ dri-devel mailing list dri-devel@xxxxxxxxxxxxxxxxxxxxx https://lists.freedesktop.org/mailman/listinfo/dri-devel