| /* |
| * QEMU opengl shader helper functions |
| * |
| * Copyright (c) 2014 Red Hat |
| * |
| * Authors: |
| * Gerd Hoffmann <kraxel@redhat.com> |
| * |
| * 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 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 "qemu/osdep.h" |
| #include "qemu-common.h" |
| #include "ui/shader.h" |
| |
| /* ---------------------------------------------------------------------- */ |
| |
| GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog) |
| { |
| static const GLfloat in_position[] = { |
| -1, -1, |
| 1, -1, |
| -1, 1, |
| 1, 1, |
| }; |
| GLint l_position; |
| GLuint vao, buffer; |
| |
| glGenVertexArrays(1, &vao); |
| glBindVertexArray(vao); |
| |
| /* this is the VBO that holds the vertex data */ |
| glGenBuffers(1, &buffer); |
| glBindBuffer(GL_ARRAY_BUFFER, buffer); |
| glBufferData(GL_ARRAY_BUFFER, sizeof(in_position), in_position, |
| GL_STATIC_DRAW); |
| |
| l_position = glGetAttribLocation(texture_blit_prog, "in_position"); |
| glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| glEnableVertexAttribArray(l_position); |
| |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| glBindVertexArray(0); |
| |
| return vao; |
| } |
| |
| void qemu_gl_run_texture_blit(GLint texture_blit_prog, |
| GLint texture_blit_vao) |
| { |
| glUseProgram(texture_blit_prog); |
| glBindVertexArray(texture_blit_vao); |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| } |
| |
| /* ---------------------------------------------------------------------- */ |
| |
| GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src) |
| { |
| GLuint shader; |
| GLint status, length; |
| char *errmsg; |
| |
| shader = glCreateShader(type); |
| glShaderSource(shader, 1, &src, 0); |
| glCompileShader(shader); |
| |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &status); |
| if (!status) { |
| glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); |
| errmsg = g_malloc(length); |
| glGetShaderInfoLog(shader, length, &length, errmsg); |
| fprintf(stderr, "%s: compile %s error\n%s\n", __func__, |
| (type == GL_VERTEX_SHADER) ? "vertex" : "fragment", |
| errmsg); |
| g_free(errmsg); |
| return 0; |
| } |
| return shader; |
| } |
| |
| GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag) |
| { |
| GLuint program; |
| GLint status, length; |
| char *errmsg; |
| |
| program = glCreateProgram(); |
| glAttachShader(program, vert); |
| glAttachShader(program, frag); |
| glLinkProgram(program); |
| |
| glGetProgramiv(program, GL_LINK_STATUS, &status); |
| if (!status) { |
| glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length); |
| errmsg = g_malloc(length); |
| glGetProgramInfoLog(program, length, &length, errmsg); |
| fprintf(stderr, "%s: link program: %s\n", __func__, errmsg); |
| g_free(errmsg); |
| return 0; |
| } |
| return program; |
| } |
| |
| GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src, |
| const GLchar *frag_src) |
| { |
| GLuint vert_shader, frag_shader, program; |
| |
| vert_shader = qemu_gl_create_compile_shader(GL_VERTEX_SHADER, vert_src); |
| frag_shader = qemu_gl_create_compile_shader(GL_FRAGMENT_SHADER, frag_src); |
| if (!vert_shader || !frag_shader) { |
| return 0; |
| } |
| |
| program = qemu_gl_create_link_program(vert_shader, frag_shader); |
| glDeleteShader(vert_shader); |
| glDeleteShader(frag_shader); |
| |
| return program; |
| } |