/usr/share/doc/libxnvctrl-dev/examples/nv-control-warpblend.c is in libxnvctrl-dev 340.46-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 | /*
* Copyright (c) 2013 NVIDIA Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "nv-control-warpblend.h"
typedef struct __attribute__((packed)) {
float x, y;
} vertex2f;
typedef struct __attribute__((packed)) {
vertex2f pos;
vertex2f tex;
vertex2f tex2;
} vertexDataRec;
static inline float transformPoint(vertex2f *vec)
{
float w, oneOverW;
float x_in, y_in;
// Sample projection matrix generated from a trapezoid projection
static const float mat[3][3] =
{
{ 0.153978257544863,-0.097906833257365,0.19921875 },
{ -0.227317623368679,0.222788944798964,0.25 },
{ -0.585236541598693,-0.135471643796181,1 }
};
x_in = vec->x;
y_in = vec->y;
vec->x = x_in * mat[0][0] + y_in * mat[0][1] + mat[0][2];
vec->y = x_in * mat[1][0] + y_in * mat[1][1] + mat[1][2];
w = x_in * mat[2][0] + y_in * mat[2][1] + mat[2][2];
oneOverW = 1.0 / w;
vec->x *= oneOverW;
vec->y *= oneOverW;
return oneOverW;
}
int main(int ac, char **av)
{
Display *xDpy = XOpenDisplay(NULL);
int screenId;
GC gc;
XGCValues values;
Pixmap blendPixmap;
vertexDataRec warpData[6];
int nvDpyId;
if (!xDpy) {
fprintf (stderr, "Could not open X Display %s!\n", XDisplayName(NULL));
return 1;
}
screenId = XDefaultScreen(xDpy);
if (ac != 2) {
fprintf (stderr, "Usage: ./nv-control-warpblend nvDpyId\n");
fprintf (stderr, "See 'nvidia-settings -q CurrentMetaMode' for currently connected DPYs.\n");
return 1;
}
nvDpyId = atoi(av[1]);
// Start with two screen-aligned triangles, and warp them using the sample
// keystone matrix in transformPoint. Make sure we save W for correct
// perspective and pass it through as the last texture coordinate component.
warpData[0].pos.x = 0.0f;
warpData[0].pos.y = 0.0f;
warpData[0].tex.x = 0.0f;
warpData[0].tex.y = 0.0f;
warpData[0].tex2.x = 0.0f;
warpData[0].tex2.y = transformPoint(&warpData[0].pos);
warpData[1].pos.x = 1.0f;
warpData[1].pos.y = 0.0f;
warpData[1].tex.x = 1.0f;
warpData[1].tex.y = 0.0f;
warpData[1].tex2.x = 0.0f;
warpData[1].tex2.y = transformPoint(&warpData[1].pos);
warpData[2].pos.x = 0.0f;
warpData[2].pos.y = 1.0f;
warpData[2].tex.x = 0.0f;
warpData[2].tex.y = 1.0f;
warpData[2].tex2.x = 0.0f;
warpData[2].tex2.y = transformPoint(&warpData[2].pos);
warpData[3].pos.x = 1.0f;
warpData[3].pos.y = 0.0f;
warpData[3].tex.x = 1.0f;
warpData[3].tex.y = 0.0f;
warpData[3].tex2.x = 0.0f;
warpData[3].tex2.y = transformPoint(&warpData[3].pos);
warpData[4].pos.x = 1.0f;
warpData[4].pos.y = 1.0f;
warpData[4].tex.x = 1.0f;
warpData[4].tex.y = 1.0f;
warpData[4].tex2.x = 0.0f;
warpData[4].tex2.y = transformPoint(&warpData[4].pos);
warpData[5].pos.x = 0.0f;
warpData[5].pos.y = 1.0f;
warpData[5].tex.x = 0.0f;
warpData[5].tex.y = 1.0f;
warpData[5].tex2.x = 0.0f;
warpData[5].tex2.y = transformPoint(&warpData[5].pos);
// Prime the random number generator, since the helper functions need it.
srand(time(NULL));
// Apply our transformed warp data to the chosen display.
XNVCTRLSetScanoutWarping(xDpy,
screenId,
nvDpyId,
NV_CTRL_WARP_DATA_TYPE_MESH_TRIANGLES_XYUVRQ,
6, // 6 vertices for two triangles
(float *)warpData);
// Create a sample blending pixmap; let's make it solid white with a grey
// border and rely on upscaling with filtering to feather the edges.
// Start with a 32x32 pixmap.
blendPixmap = XCreatePixmap(xDpy, RootWindow(xDpy, screenId), 32, 32, DefaultDepth(xDpy, screenId));
values.foreground = 0x77777777;
gc = XCreateGC(xDpy, blendPixmap, GCForeground, &values);
// Fill it fully with grey.
XFillRectangle(xDpy, blendPixmap, gc, 0, 0, 32, 32);
values.foreground = 0xffffffff;
XChangeGC(xDpy, gc, GCForeground, &values);
// Fill everything but a one-pixel border with white.
XFillRectangle(xDpy, blendPixmap, gc, 1, 1, 30, 30);
// Apply it to the display. blendAfterWarp is FALSE, so the edges will be
// blended in warped space.
XNVCTRLSetScanoutIntensity(xDpy,
screenId,
nvDpyId,
blendPixmap,
False);
return 0;
}
|