summaryrefslogtreecommitdiffstats
path: root/qemu/ui/shader.c
diff options
context:
space:
mode:
authorDon Dugger <n0ano@n0ano.com>2016-06-03 03:33:22 +0000
committerGerrit Code Review <gerrit@172.30.200.206>2016-06-03 03:33:23 +0000
commitda27230f80795d0028333713f036d44c53cb0e68 (patch)
treeb3d379eaf000adf72b36cb01cdf4d79c3e3f064c /qemu/ui/shader.c
parent0e68cb048bb8aadb14675f5d4286d8ab2fc35449 (diff)
parent437fd90c0250dee670290f9b714253671a990160 (diff)
Merge "These changes are the raw update to qemu-2.6."
Diffstat (limited to 'qemu/ui/shader.c')
-rw-r--r--qemu/ui/shader.c32
1 files changed, 27 insertions, 5 deletions
diff --git a/qemu/ui/shader.c b/qemu/ui/shader.c
index 52a463293..9264009b8 100644
--- a/qemu/ui/shader.c
+++ b/qemu/ui/shader.c
@@ -24,26 +24,48 @@
* 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"
/* ---------------------------------------------------------------------- */
-void qemu_gl_run_texture_blit(GLint texture_blit_prog)
+GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
{
- GLfloat in_position[] = {
+ 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);
- glUseProgram(texture_blit_prog);
l_position = glGetAttribLocation(texture_blit_prog, "in_position");
- glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, in_position);
+ glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(l_position);
- glDrawArrays(GL_TRIANGLE_STRIP, l_position, 4);
+
+ 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);
}
/* ---------------------------------------------------------------------- */