perl $(SRC_PATH)/scripts/shaderinclude.pl $< > $@,\
"FRAG","$@")
-ui/console-gl.o: $(SRC_PATH)/ui/console-gl.c \
+ui/shader.o: $(SRC_PATH)/ui/shader.c \
ui/shader/texture-blit-vert.h ui/shader/texture-blit-frag.h
# documentation
#ifdef CONFIG_OPENGL
# include <epoxy/gl.h>
+# include "ui/shader.h"
#endif
/* keyboard/mouse support */
DisplaySurface *qemu_console_surface(QemuConsole *con);
/* console-gl.c */
-typedef struct ConsoleGLState ConsoleGLState;
#ifdef CONFIG_OPENGL
-ConsoleGLState *console_gl_init_context(void);
-void console_gl_fini_context(ConsoleGLState *gls);
bool console_gl_check_format(DisplayChangeListener *dcl,
pixman_format_code_t format);
-void surface_gl_create_texture(ConsoleGLState *gls,
+void surface_gl_create_texture(QemuGLShader *gls,
DisplaySurface *surface);
-void surface_gl_update_texture(ConsoleGLState *gls,
+void surface_gl_update_texture(QemuGLShader *gls,
DisplaySurface *surface,
int x, int y, int w, int h);
-void surface_gl_render_texture(ConsoleGLState *gls,
+void surface_gl_render_texture(QemuGLShader *gls,
DisplaySurface *surface);
-void surface_gl_destroy_texture(ConsoleGLState *gls,
+void surface_gl_destroy_texture(QemuGLShader *gls,
DisplaySurface *surface);
-void surface_gl_setup_viewport(ConsoleGLState *gls,
+void surface_gl_setup_viewport(QemuGLShader *gls,
DisplaySurface *surface,
int ww, int wh);
#endif
double scale_x;
double scale_y;
#if defined(CONFIG_OPENGL)
- ConsoleGLState *gls;
+ QemuGLShader *gls;
EGLContext ectx;
EGLSurface esurface;
int glupdates;
int idle_counter;
SDL_GLContext winctx;
#ifdef CONFIG_OPENGL
- ConsoleGLState *gls;
+ QemuGLShader *gls;
egl_fb guest_fb;
egl_fb win_fb;
bool y0_top;
#include <epoxy/gl.h>
-GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog);
-void qemu_gl_run_texture_blit(GLint texture_blit_prog,
- GLint texture_blit_vao);
-
-GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src);
-GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag);
-GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
- const GLchar *frag_src);
+typedef struct QemuGLShader QemuGLShader;
+
+void qemu_gl_run_texture_blit(QemuGLShader *gls);
+
+QemuGLShader *qemu_gl_init_shader(void);
+void qemu_gl_fini_shader(QemuGLShader *gls);
#endif /* QEMU_SHADER_H */
/* opengl rendering */
QEMUBH *gl_unblock_bh;
QEMUTimer *gl_unblock_timer;
- ConsoleGLState *gls;
+ QemuGLShader *gls;
int gl_updates;
bool have_scanout;
bool have_surface;
#include "ui/console.h"
#include "ui/shader.h"
-#include "shader/texture-blit-vert.h"
-#include "shader/texture-blit-frag.h"
-
-struct ConsoleGLState {
- GLint texture_blit_prog;
- GLint texture_blit_vao;
-};
-
/* ---------------------------------------------------------------------- */
-ConsoleGLState *console_gl_init_context(void)
-{
- ConsoleGLState *gls = g_new0(ConsoleGLState, 1);
-
- gls->texture_blit_prog = qemu_gl_create_compile_link_program
- (texture_blit_vert_src, texture_blit_frag_src);
- if (!gls->texture_blit_prog) {
- exit(1);
- }
-
- gls->texture_blit_vao =
- qemu_gl_init_texture_blit(gls->texture_blit_prog);
-
- return gls;
-}
-
-void console_gl_fini_context(ConsoleGLState *gls)
-{
- if (!gls) {
- return;
- }
- g_free(gls);
-}
-
bool console_gl_check_format(DisplayChangeListener *dcl,
pixman_format_code_t format)
{
}
}
-void surface_gl_create_texture(ConsoleGLState *gls,
+void surface_gl_create_texture(QemuGLShader *gls,
DisplaySurface *surface)
{
assert(gls);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
-void surface_gl_update_texture(ConsoleGLState *gls,
+void surface_gl_update_texture(QemuGLShader *gls,
DisplaySurface *surface,
int x, int y, int w, int h)
{
+ surface_bytes_per_pixel(surface) * x);
}
-void surface_gl_render_texture(ConsoleGLState *gls,
+void surface_gl_render_texture(QemuGLShader *gls,
DisplaySurface *surface)
{
assert(gls);
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
- qemu_gl_run_texture_blit(gls->texture_blit_prog,
- gls->texture_blit_vao);
+ qemu_gl_run_texture_blit(gls);
}
-void surface_gl_destroy_texture(ConsoleGLState *gls,
+void surface_gl_destroy_texture(QemuGLShader *gls,
DisplaySurface *surface)
{
if (!surface || !surface->texture) {
surface->texture = 0;
}
-void surface_gl_setup_viewport(ConsoleGLState *gls,
+void surface_gl_setup_viewport(QemuGLShader *gls,
DisplaySurface *surface,
int ww, int wh)
{
if (!vc->gfx.esurface) {
return;
}
- vc->gfx.gls = console_gl_init_context();
+ vc->gfx.gls = qemu_gl_init_shader();
if (vc->gfx.ds) {
surface_gl_create_texture(vc->gfx.gls, vc->gfx.ds);
}
return;
}
gtk_gl_area_make_current(GTK_GL_AREA(vc->gfx.drawing_area));
- vc->gfx.gls = console_gl_init_context();
+ vc->gfx.gls = qemu_gl_init_shader();
if (vc->gfx.ds) {
surface_gl_create_texture(vc->gfx.gls, vc->gfx.ds);
}
scon->surface = new_surface;
if (!new_surface) {
- console_gl_fini_context(scon->gls);
+ qemu_gl_fini_shader(scon->gls);
scon->gls = NULL;
sdl2_window_destroy(scon);
return;
if (!scon->real_window) {
sdl2_window_create(scon);
- scon->gls = console_gl_init_context();
+ scon->gls = qemu_gl_init_shader();
} else if (old_surface &&
((surface_width(old_surface) != surface_width(new_surface)) ||
(surface_height(old_surface) != surface_height(new_surface)))) {
#include "qemu-common.h"
#include "ui/shader.h"
+#include "shader/texture-blit-vert.h"
+#include "shader/texture-blit-frag.h"
+
+struct QemuGLShader {
+ GLint texture_blit_prog;
+ GLint texture_blit_vao;
+};
+
/* ---------------------------------------------------------------------- */
-GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
+static GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
{
static const GLfloat in_position[] = {
-1, -1,
return vao;
}
-void qemu_gl_run_texture_blit(GLint texture_blit_prog,
- GLint texture_blit_vao)
+void qemu_gl_run_texture_blit(QemuGLShader *gls)
{
- glUseProgram(texture_blit_prog);
- glBindVertexArray(texture_blit_vao);
+ glUseProgram(gls->texture_blit_prog);
+ glBindVertexArray(gls->texture_blit_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/* ---------------------------------------------------------------------- */
-GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
+static GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
{
GLuint shader;
GLint status, length;
return shader;
}
-GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
+static GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
{
GLuint program;
GLint status, length;
return program;
}
-GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
- const GLchar *frag_src)
+static GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
+ const GLchar *frag_src)
{
GLuint vert_shader, frag_shader, program;
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);
+ if (!gls->texture_blit_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;
+ }
+ g_free(gls);
+}
ssd->gl_unblock_bh = qemu_bh_new(qemu_spice_gl_unblock_bh, ssd);
ssd->gl_unblock_timer = timer_new_ms(QEMU_CLOCK_REALTIME,
qemu_spice_gl_block_timer, ssd);
- ssd->gls = console_gl_init_context();
+ ssd->gls = qemu_gl_init_shader();
ssd->have_surface = false;
ssd->have_scanout = false;
}