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e16f4c8770
Clean up includes so that osdep.h is included first and headers which it implies are not included manually. This commit was created with scripts/clean-includes. Signed-off-by: Peter Maydell <peter.maydell@linaro.org> Message-id: 1454089805-5470-2-git-send-email-peter.maydell@linaro.org
137 lines
4.2 KiB
C
137 lines
4.2 KiB
C
/*
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* QEMU opengl shader helper functions
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*
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* Copyright (c) 2014 Red Hat
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*
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* Authors:
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* Gerd Hoffmann <kraxel@redhat.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "qemu/osdep.h"
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#include "qemu-common.h"
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#include "ui/shader.h"
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/* ---------------------------------------------------------------------- */
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GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
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{
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static const GLfloat in_position[] = {
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-1, -1,
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1, -1,
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-1, 1,
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1, 1,
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};
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GLint l_position;
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GLuint vao, buffer;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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/* this is the VBO that holds the vertex data */
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(in_position), in_position,
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GL_STATIC_DRAW);
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l_position = glGetAttribLocation(texture_blit_prog, "in_position");
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glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(l_position);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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return vao;
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}
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void qemu_gl_run_texture_blit(GLint texture_blit_prog,
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GLint texture_blit_vao)
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{
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glUseProgram(texture_blit_prog);
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glBindVertexArray(texture_blit_vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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/* ---------------------------------------------------------------------- */
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GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
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{
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GLuint shader;
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GLint status, length;
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char *errmsg;
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shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, 0);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
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errmsg = malloc(length);
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glGetShaderInfoLog(shader, length, &length, errmsg);
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fprintf(stderr, "%s: compile %s error\n%s\n", __func__,
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(type == GL_VERTEX_SHADER) ? "vertex" : "fragment",
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errmsg);
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free(errmsg);
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return 0;
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}
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return shader;
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}
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GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
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{
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GLuint program;
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GLint status, length;
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char *errmsg;
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program = glCreateProgram();
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glAttachShader(program, vert);
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glAttachShader(program, frag);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (!status) {
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
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errmsg = malloc(length);
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glGetProgramInfoLog(program, length, &length, errmsg);
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fprintf(stderr, "%s: link program: %s\n", __func__, errmsg);
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free(errmsg);
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return 0;
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}
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return program;
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}
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GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
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const GLchar *frag_src)
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{
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GLuint vert_shader, frag_shader, program;
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vert_shader = qemu_gl_create_compile_shader(GL_VERTEX_SHADER, vert_src);
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frag_shader = qemu_gl_create_compile_shader(GL_FRAGMENT_SHADER, frag_src);
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if (!vert_shader || !frag_shader) {
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return 0;
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}
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program = qemu_gl_create_link_program(vert_shader, frag_shader);
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glDeleteShader(vert_shader);
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glDeleteShader(frag_shader);
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return program;
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}
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