| /* | 
 |  * 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 "ui/shader.h" | 
 |  | 
 | #include "ui/shader/texture-blit-vert.h" | 
 | #include "ui/shader/texture-blit-flip-vert.h" | 
 | #include "ui/shader/texture-blit-frag.h" | 
 |  | 
 | struct QemuGLShader { | 
 |     GLint texture_blit_prog; | 
 |     GLint texture_blit_flip_prog; | 
 |     GLint texture_blit_vao; | 
 | }; | 
 |  | 
 | /* ---------------------------------------------------------------------- */ | 
 |  | 
 | static 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(QemuGLShader *gls, bool flip) | 
 | { | 
 |     glUseProgram(flip | 
 |                  ? gls->texture_blit_flip_prog | 
 |                  : gls->texture_blit_prog); | 
 |     glBindVertexArray(gls->texture_blit_vao); | 
 |     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | 
 | } | 
 |  | 
 | /* ---------------------------------------------------------------------- */ | 
 |  | 
 | static 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; | 
 | } | 
 |  | 
 | static 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; | 
 | } | 
 |  | 
 | static GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src, | 
 |                                                   const GLchar *frag_src) | 
 | { | 
 |     GLuint vert_shader, frag_shader, program = 0; | 
 |  | 
 |     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) { | 
 |         goto end; | 
 |     } | 
 |  | 
 |     program = qemu_gl_create_link_program(vert_shader, frag_shader); | 
 |  | 
 | end: | 
 |     glDeleteShader(vert_shader); | 
 |     glDeleteShader(frag_shader); | 
 |  | 
 |     return program; | 
 | } | 
 |  | 
 | /* ---------------------------------------------------------------------- */ | 
 |  | 
 | QemuGLShader *qemu_gl_init_shader(void) | 
 | { | 
 |     QemuGLShader *gls = g_new0(QemuGLShader, 1); | 
 |  | 
 |     gls->texture_blit_prog = qemu_gl_create_compile_link_program | 
 |         (texture_blit_vert_src, texture_blit_frag_src); | 
 |     gls->texture_blit_flip_prog = qemu_gl_create_compile_link_program | 
 |         (texture_blit_flip_vert_src, texture_blit_frag_src); | 
 |     if (!gls->texture_blit_prog || !gls->texture_blit_flip_prog) { | 
 |         exit(1); | 
 |     } | 
 |  | 
 |     gls->texture_blit_vao = | 
 |         qemu_gl_init_texture_blit(gls->texture_blit_prog); | 
 |  | 
 |     return gls; | 
 | } | 
 |  | 
 | void qemu_gl_fini_shader(QemuGLShader *gls) | 
 | { | 
 |     if (!gls) { | 
 |         return; | 
 |     } | 
 |     glDeleteProgram(gls->texture_blit_prog); | 
 |     glDeleteProgram(gls->texture_blit_flip_prog); | 
 |     glDeleteProgram(gls->texture_blit_vao); | 
 |     g_free(gls); | 
 | } |