opengl: move shader init from console-gl.c to shader.c
With the upcoming dmabuf support in qemu there will be more users of the shaders than just console-gl.c. So rename ConsoleGLState to QemuGLShader, rename some functions too, move code from console-gl.c to shaders.c. No functional change. Signed-off-by: Gerd Hoffmann <kraxel@redhat.com> Message-id: 20171010135453.6704-3-kraxel@redhat.com
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2
Makefile
2
Makefile
@ -672,7 +672,7 @@ ui/shader/%-frag.h: $(SRC_PATH)/ui/shader/%.frag $(SRC_PATH)/scripts/shaderinclu
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perl $(SRC_PATH)/scripts/shaderinclude.pl $< > $@,\
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"FRAG","$@")
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ui/console-gl.o: $(SRC_PATH)/ui/console-gl.c \
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ui/shader.o: $(SRC_PATH)/ui/shader.c \
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ui/shader/texture-blit-vert.h ui/shader/texture-blit-frag.h
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# documentation
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@ -12,6 +12,7 @@
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#ifdef CONFIG_OPENGL
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# include <epoxy/gl.h>
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# include "ui/shader.h"
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#endif
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/* keyboard/mouse support */
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@ -415,22 +416,19 @@ void qemu_console_resize(QemuConsole *con, int width, int height);
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DisplaySurface *qemu_console_surface(QemuConsole *con);
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/* console-gl.c */
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typedef struct ConsoleGLState ConsoleGLState;
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#ifdef CONFIG_OPENGL
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ConsoleGLState *console_gl_init_context(void);
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void console_gl_fini_context(ConsoleGLState *gls);
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bool console_gl_check_format(DisplayChangeListener *dcl,
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pixman_format_code_t format);
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void surface_gl_create_texture(ConsoleGLState *gls,
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void surface_gl_create_texture(QemuGLShader *gls,
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DisplaySurface *surface);
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void surface_gl_update_texture(ConsoleGLState *gls,
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void surface_gl_update_texture(QemuGLShader *gls,
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DisplaySurface *surface,
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int x, int y, int w, int h);
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void surface_gl_render_texture(ConsoleGLState *gls,
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void surface_gl_render_texture(QemuGLShader *gls,
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DisplaySurface *surface);
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void surface_gl_destroy_texture(ConsoleGLState *gls,
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void surface_gl_destroy_texture(QemuGLShader *gls,
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DisplaySurface *surface);
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void surface_gl_setup_viewport(ConsoleGLState *gls,
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void surface_gl_setup_viewport(QemuGLShader *gls,
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DisplaySurface *surface,
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int ww, int wh);
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#endif
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@ -47,7 +47,7 @@ typedef struct VirtualGfxConsole {
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double scale_x;
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double scale_y;
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#if defined(CONFIG_OPENGL)
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ConsoleGLState *gls;
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QemuGLShader *gls;
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EGLContext ectx;
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EGLSurface esurface;
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int glupdates;
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@ -26,7 +26,7 @@ struct sdl2_console {
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int idle_counter;
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SDL_GLContext winctx;
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#ifdef CONFIG_OPENGL
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ConsoleGLState *gls;
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QemuGLShader *gls;
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egl_fb guest_fb;
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egl_fb win_fb;
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bool y0_top;
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@ -3,13 +3,11 @@
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#include <epoxy/gl.h>
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GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog);
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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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typedef struct QemuGLShader QemuGLShader;
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GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src);
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GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag);
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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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void qemu_gl_run_texture_blit(QemuGLShader *gls);
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QemuGLShader *qemu_gl_init_shader(void);
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void qemu_gl_fini_shader(QemuGLShader *gls);
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#endif /* QEMU_SHADER_H */
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@ -119,7 +119,7 @@ struct SimpleSpiceDisplay {
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/* opengl rendering */
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QEMUBH *gl_unblock_bh;
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QEMUTimer *gl_unblock_timer;
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ConsoleGLState *gls;
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QemuGLShader *gls;
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int gl_updates;
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bool have_scanout;
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bool have_surface;
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@ -29,40 +29,8 @@
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#include "ui/console.h"
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#include "ui/shader.h"
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#include "shader/texture-blit-vert.h"
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#include "shader/texture-blit-frag.h"
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struct ConsoleGLState {
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GLint texture_blit_prog;
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GLint texture_blit_vao;
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};
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/* ---------------------------------------------------------------------- */
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ConsoleGLState *console_gl_init_context(void)
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{
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ConsoleGLState *gls = g_new0(ConsoleGLState, 1);
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gls->texture_blit_prog = qemu_gl_create_compile_link_program
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(texture_blit_vert_src, texture_blit_frag_src);
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if (!gls->texture_blit_prog) {
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exit(1);
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}
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gls->texture_blit_vao =
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qemu_gl_init_texture_blit(gls->texture_blit_prog);
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return gls;
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}
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void console_gl_fini_context(ConsoleGLState *gls)
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{
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if (!gls) {
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return;
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}
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g_free(gls);
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}
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bool console_gl_check_format(DisplayChangeListener *dcl,
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pixman_format_code_t format)
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{
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@ -76,7 +44,7 @@ bool console_gl_check_format(DisplayChangeListener *dcl,
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}
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}
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void surface_gl_create_texture(ConsoleGLState *gls,
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void surface_gl_create_texture(QemuGLShader *gls,
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DisplaySurface *surface)
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{
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assert(gls);
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@ -116,7 +84,7 @@ void surface_gl_create_texture(ConsoleGLState *gls,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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void surface_gl_update_texture(ConsoleGLState *gls,
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void surface_gl_update_texture(QemuGLShader *gls,
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DisplaySurface *surface,
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int x, int y, int w, int h)
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{
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@ -133,7 +101,7 @@ void surface_gl_update_texture(ConsoleGLState *gls,
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+ surface_bytes_per_pixel(surface) * x);
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}
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void surface_gl_render_texture(ConsoleGLState *gls,
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void surface_gl_render_texture(QemuGLShader *gls,
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DisplaySurface *surface)
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{
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assert(gls);
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@ -141,11 +109,10 @@ void surface_gl_render_texture(ConsoleGLState *gls,
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glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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qemu_gl_run_texture_blit(gls->texture_blit_prog,
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gls->texture_blit_vao);
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qemu_gl_run_texture_blit(gls);
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}
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void surface_gl_destroy_texture(ConsoleGLState *gls,
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void surface_gl_destroy_texture(QemuGLShader *gls,
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DisplaySurface *surface)
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{
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if (!surface || !surface->texture) {
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@ -155,7 +122,7 @@ void surface_gl_destroy_texture(ConsoleGLState *gls,
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surface->texture = 0;
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}
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void surface_gl_setup_viewport(ConsoleGLState *gls,
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void surface_gl_setup_viewport(QemuGLShader *gls,
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DisplaySurface *surface,
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int ww, int wh)
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{
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@ -113,7 +113,7 @@ void gd_egl_refresh(DisplayChangeListener *dcl)
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if (!vc->gfx.esurface) {
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return;
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}
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vc->gfx.gls = console_gl_init_context();
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vc->gfx.gls = qemu_gl_init_shader();
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if (vc->gfx.ds) {
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surface_gl_create_texture(vc->gfx.gls, vc->gfx.ds);
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}
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@ -96,7 +96,7 @@ void gd_gl_area_refresh(DisplayChangeListener *dcl)
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return;
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}
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gtk_gl_area_make_current(GTK_GL_AREA(vc->gfx.drawing_area));
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vc->gfx.gls = console_gl_init_context();
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vc->gfx.gls = qemu_gl_init_shader();
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if (vc->gfx.ds) {
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surface_gl_create_texture(vc->gfx.gls, vc->gfx.ds);
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}
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@ -90,7 +90,7 @@ void sdl2_gl_switch(DisplayChangeListener *dcl,
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scon->surface = new_surface;
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if (!new_surface) {
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console_gl_fini_context(scon->gls);
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qemu_gl_fini_shader(scon->gls);
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scon->gls = NULL;
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sdl2_window_destroy(scon);
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return;
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@ -98,7 +98,7 @@ void sdl2_gl_switch(DisplayChangeListener *dcl,
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if (!scon->real_window) {
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sdl2_window_create(scon);
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scon->gls = console_gl_init_context();
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scon->gls = qemu_gl_init_shader();
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} else if (old_surface &&
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((surface_width(old_surface) != surface_width(new_surface)) ||
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(surface_height(old_surface) != surface_height(new_surface)))) {
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51
ui/shader.c
51
ui/shader.c
@ -28,9 +28,17 @@
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#include "qemu-common.h"
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#include "ui/shader.h"
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#include "shader/texture-blit-vert.h"
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#include "shader/texture-blit-frag.h"
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struct QemuGLShader {
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GLint texture_blit_prog;
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GLint texture_blit_vao;
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};
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/* ---------------------------------------------------------------------- */
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GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
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static 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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@ -60,17 +68,16 @@ GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
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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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void qemu_gl_run_texture_blit(QemuGLShader *gls)
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{
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glUseProgram(texture_blit_prog);
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glBindVertexArray(texture_blit_vao);
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glUseProgram(gls->texture_blit_prog);
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glBindVertexArray(gls->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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static 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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@ -94,7 +101,7 @@ GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
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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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static 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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@ -117,8 +124,8 @@ GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
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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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static 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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@ -134,3 +141,29 @@ GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
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return program;
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}
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/* ---------------------------------------------------------------------- */
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QemuGLShader *qemu_gl_init_shader(void)
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{
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QemuGLShader *gls = g_new0(QemuGLShader, 1);
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gls->texture_blit_prog = qemu_gl_create_compile_link_program
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(texture_blit_vert_src, texture_blit_frag_src);
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if (!gls->texture_blit_prog) {
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exit(1);
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}
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gls->texture_blit_vao =
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qemu_gl_init_texture_blit(gls->texture_blit_prog);
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return gls;
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}
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void qemu_gl_fini_shader(QemuGLShader *gls)
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{
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if (!gls) {
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return;
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}
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g_free(gls);
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}
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@ -1019,7 +1019,7 @@ static void qemu_spice_display_init_one(QemuConsole *con)
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ssd->gl_unblock_bh = qemu_bh_new(qemu_spice_gl_unblock_bh, ssd);
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ssd->gl_unblock_timer = timer_new_ms(QEMU_CLOCK_REALTIME,
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qemu_spice_gl_block_timer, ssd);
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ssd->gls = console_gl_init_context();
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ssd->gls = qemu_gl_init_shader();
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ssd->have_surface = false;
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ssd->have_scanout = false;
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}
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