Clean up includes so that osdep.h is included first and headers which it implies are not included manually. This commit was created with scripts/clean-includes. Signed-off-by: Peter Maydell <peter.maydell@linaro.org> Message-id: 1454089805-5470-2-git-send-email-peter.maydell@linaro.org
		
			
				
	
	
		
			137 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			137 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * QEMU opengl shader helper functions
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 *
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 * Copyright (c) 2014 Red Hat
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 *
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 * Authors:
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 *    Gerd Hoffmann <kraxel@redhat.com>
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * in the Software without restriction, including without limitation the rights
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 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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 * copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included in
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 * all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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 * THE SOFTWARE.
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 */
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#include "qemu/osdep.h"
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#include "qemu-common.h"
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#include "ui/shader.h"
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/* ---------------------------------------------------------------------- */
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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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        1,  -1,
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        -1,  1,
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        1,   1,
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    };
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    GLint l_position;
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    GLuint vao, buffer;
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    glGenVertexArrays(1, &vao);
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    glBindVertexArray(vao);
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    /* this is the VBO that holds the vertex data */
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    glGenBuffers(1, &buffer);
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    glBindBuffer(GL_ARRAY_BUFFER, buffer);
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    glBufferData(GL_ARRAY_BUFFER, sizeof(in_position), in_position,
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                 GL_STATIC_DRAW);
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    l_position = glGetAttribLocation(texture_blit_prog, "in_position");
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    glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, 0);
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    glEnableVertexAttribArray(l_position);
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    glBindBuffer(GL_ARRAY_BUFFER, 0);
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    glBindVertexArray(0);
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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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{
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    glUseProgram(texture_blit_prog);
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    glBindVertexArray(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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{
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    GLuint shader;
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    GLint status, length;
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    char *errmsg;
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    shader = glCreateShader(type);
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    glShaderSource(shader, 1, &src, 0);
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    glCompileShader(shader);
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    glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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    if (!status) {
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        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
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        errmsg = malloc(length);
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        glGetShaderInfoLog(shader, length, &length, errmsg);
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        fprintf(stderr, "%s: compile %s error\n%s\n", __func__,
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                (type == GL_VERTEX_SHADER) ? "vertex" : "fragment",
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                errmsg);
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        free(errmsg);
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        return 0;
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    }
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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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{
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    GLuint program;
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    GLint status, length;
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    char *errmsg;
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    program = glCreateProgram();
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    glAttachShader(program, vert);
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    glAttachShader(program, frag);
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    glLinkProgram(program);
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    glGetProgramiv(program, GL_LINK_STATUS, &status);
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    if (!status) {
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        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
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        errmsg = malloc(length);
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        glGetProgramInfoLog(program, length, &length, errmsg);
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        fprintf(stderr, "%s: link program: %s\n", __func__, errmsg);
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        free(errmsg);
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        return 0;
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    }
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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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{
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    GLuint vert_shader, frag_shader, program;
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    vert_shader = qemu_gl_create_compile_shader(GL_VERTEX_SHADER, vert_src);
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    frag_shader = qemu_gl_create_compile_shader(GL_FRAGMENT_SHADER, frag_src);
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    if (!vert_shader || !frag_shader) {
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        return 0;
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    }
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    program = qemu_gl_create_link_program(vert_shader, frag_shader);
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    glDeleteShader(vert_shader);
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    glDeleteShader(frag_shader);
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    return program;
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}
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