/* * QEMU opengl shader helper functions * * Copyright (c) 2014 Red Hat * * Authors: * Gerd Hoffmann * * 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; }