ui: simplify shader versions and fix hardcoded texture size (#2112)
* fix shader version * fix texture buffer size * Attribute/Varying is deprecatedpull/2113/head
parent
01b3079451
commit
42b6292fa5
28
SConstruct
28
SConstruct
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@ -18,7 +18,7 @@ AddOption('--asan',
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cython_dependencies = [Value(v) for v in (sys.version, distutils.__version__, Cython.__version__)]
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Export('cython_dependencies')
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arch = subprocess.check_output(["uname", "-m"], encoding='utf8').rstrip()
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real_arch = arch = subprocess.check_output(["uname", "-m"], encoding='utf8').rstrip()
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if platform.system() == "Darwin":
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arch = "Darwin"
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if arch == "aarch64" and not os.path.isdir("/system"):
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@ -181,18 +181,7 @@ qt_env = None
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if arch in ["x86_64", "Darwin", "larch64"]:
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qt_env = env.Clone()
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if arch == "larch64":
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qt_env['QTDIR'] = "/usr/local/Qt-5.15.0"
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QT_BASE = "/usr/local/Qt-5.15.0/"
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qt_dirs = [
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QT_BASE + "include/",
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QT_BASE + "include/QtWidgets",
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QT_BASE + "include/QtGui",
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QT_BASE + "include/QtCore",
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QT_BASE + "include/QtDBus",
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]
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qt_env["RPATH"] += [QT_BASE + "lib"]
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elif arch == "Darwin":
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if arch == "Darwin":
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qt_env['QTDIR'] = "/usr/local/opt/qt"
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QT_BASE = "/usr/local/opt/qt/"
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qt_dirs = [
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@ -205,11 +194,11 @@ if arch in ["x86_64", "Darwin", "larch64"]:
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qt_env["LINKFLAGS"] += ["-F" + QT_BASE + "lib"]
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else:
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qt_dirs = [
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f"/usr/include/{arch}-linux-gnu/qt5",
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f"/usr/include/{arch}-linux-gnu/qt5/QtWidgets",
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f"/usr/include/{arch}-linux-gnu/qt5/QtGui",
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f"/usr/include/{arch}-linux-gnu/qt5/QtCore",
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f"/usr/include/{arch}-linux-gnu/qt5/QtDBus",
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f"/usr/include/{real_arch}-linux-gnu/qt5",
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f"/usr/include/{real_arch}-linux-gnu/qt5/QtWidgets",
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f"/usr/include/{real_arch}-linux-gnu/qt5/QtGui",
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f"/usr/include/{real_arch}-linux-gnu/qt5/QtCore",
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f"/usr/include/{real_arch}-linux-gnu/qt5/QtDBus",
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]
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qt_env.Tool('qt')
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@ -309,12 +298,11 @@ SConscript(['selfdrive/loggerd/SConscript'])
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SConscript(['selfdrive/locationd/SConscript'])
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SConscript(['selfdrive/locationd/models/SConscript'])
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SConscript(['selfdrive/sensord/SConscript'])
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SConscript(['selfdrive/ui/SConscript'])
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if arch != "Darwin":
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SConscript(['selfdrive/logcatd/SConscript'])
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if arch != "larch64":
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SConscript(['selfdrive/ui/SConscript'])
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if arch == "x86_64":
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SConscript(['tools/lib/index_log/SConscript'])
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@ -256,11 +256,11 @@ static void draw_frame(UIState *s) {
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glBindTexture(GL_TEXTURE_2D, s->frame_front_texs[s->cur_vision_front_idx]);
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} else if (!scene->frontview && s->cur_vision_idx >= 0) {
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glBindTexture(GL_TEXTURE_2D, s->frame_texs[s->cur_vision_idx]);
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#ifndef QCOM
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// TODO: a better way to do this?
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//printf("%d\n", ((int*)s->priv_hnds[s->cur_vision_idx])[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1164, 874, 0, GL_RGB, GL_UNSIGNED_BYTE, s->priv_hnds[s->cur_vision_idx]);
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#endif
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// TODO: a better way to do this?
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#ifndef QCOM
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, s->rgb_width, s->rgb_height, 0, GL_RGB, GL_UNSIGNED_BYTE, s->priv_hnds[s->cur_vision_idx]);
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#endif
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}
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glUseProgram(s->frame_program);
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@ -690,9 +690,12 @@ void ui_draw_rect(NVGcontext *vg, float x, float y, float w, float h, NVGpaint &
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nvgFill(vg);
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}
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#ifdef NANOVG_GL3_IMPLEMENTATION
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static const char frame_vertex_shader[] =
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#ifdef NANOVG_GL3_IMPLEMENTATION
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"#version 150 core\n"
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#else
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"#version 300 es\n"
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#endif
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"in vec4 aPosition;\n"
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"in vec4 aTexCoord;\n"
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"uniform mat4 uTransform;\n"
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@ -703,7 +706,11 @@ static const char frame_vertex_shader[] =
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"}\n";
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static const char frame_fragment_shader[] =
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#ifdef NANOVG_GL3_IMPLEMENTATION
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"#version 150 core\n"
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#else
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"#version 300 es\n"
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#endif
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"precision mediump float;\n"
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"uniform sampler2D uTexture;\n"
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"in vec4 vTexCoord;\n"
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@ -711,25 +718,6 @@ static const char frame_fragment_shader[] =
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"void main() {\n"
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" colorOut = texture(uTexture, vTexCoord.xy);\n"
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"}\n";
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#else
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static const char frame_vertex_shader[] =
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"attribute vec4 aPosition;\n"
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"attribute vec4 aTexCoord;\n"
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"uniform mat4 uTransform;\n"
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"varying vec4 vTexCoord;\n"
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"void main() {\n"
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" gl_Position = uTransform * aPosition;\n"
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" vTexCoord = aTexCoord;\n"
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"}\n";
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static const char frame_fragment_shader[] =
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"precision mediump float;\n"
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"uniform sampler2D uTexture;\n"
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"varying vec4 vTexCoord;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(uTexture, vTexCoord.xy);\n"
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"}\n";
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#endif
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static const mat4 device_transform = {{
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1.0, 0.0, 0.0, 0.0,
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@ -16,8 +16,12 @@ int main(int argc, char *argv[]) {
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QApplication a(argc, argv);
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MainWindow w;
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#ifdef QCOM2
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w.showFullScreen();
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#else
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w.setFixedSize(vwp_w, vwp_h);
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w.show();
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#endif
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return a.exec();
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}
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