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authorJosé Pekkarinen <jose.pekkarinen@nokia.com>2016-05-18 13:18:31 +0300
committerJosé Pekkarinen <jose.pekkarinen@nokia.com>2016-05-18 13:42:15 +0300
commit437fd90c0250dee670290f9b714253671a990160 (patch)
treeb871786c360704244a07411c69fb58da9ead4a06 /qemu/ui/shader.c
parent5bbd6fe9b8bab2a93e548c5a53b032d1939eec05 (diff)
These changes are the raw update to qemu-2.6.
Collission happened in the following patches: migration: do cleanup operation after completion(738df5b9) Bug fix.(1750c932f86) kvmclock: add a new function to update env->tsc.(b52baab2) The code provided by the patches was already in the upstreamed version. Change-Id: I3cc11841a6a76ae20887b2e245710199e1ea7f9a Signed-off-by: José Pekkarinen <jose.pekkarinen@nokia.com>
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);
}
/* ---------------------------------------------------------------------- */