xref: /openbmc/qemu/ui/shader.c (revision 0c0c1fd9)
1 /*
2  * QEMU opengl shader helper functions
3  *
4  * Copyright (c) 2014 Red Hat
5  *
6  * Authors:
7  *    Gerd Hoffmann <kraxel@redhat.com>
8  *
9  * Permission is hereby granted, free of charge, to any person obtaining a copy
10  * of this software and associated documentation files (the "Software"), to deal
11  * in the Software without restriction, including without limitation the rights
12  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13  * copies of the Software, and to permit persons to whom the Software is
14  * furnished to do so, subject to the following conditions:
15  *
16  * The above copyright notice and this permission notice shall be included in
17  * all copies or substantial portions of the Software.
18  *
19  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25  * THE SOFTWARE.
26  */
27 #include "qemu/osdep.h"
28 #include "qemu-common.h"
29 #include "ui/shader.h"
30 
31 /* ---------------------------------------------------------------------- */
32 
33 GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
34 {
35     static const GLfloat in_position[] = {
36         -1, -1,
37         1,  -1,
38         -1,  1,
39         1,   1,
40     };
41     GLint l_position;
42     GLuint vao, buffer;
43 
44     glGenVertexArrays(1, &vao);
45     glBindVertexArray(vao);
46 
47     /* this is the VBO that holds the vertex data */
48     glGenBuffers(1, &buffer);
49     glBindBuffer(GL_ARRAY_BUFFER, buffer);
50     glBufferData(GL_ARRAY_BUFFER, sizeof(in_position), in_position,
51                  GL_STATIC_DRAW);
52 
53     l_position = glGetAttribLocation(texture_blit_prog, "in_position");
54     glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, 0);
55     glEnableVertexAttribArray(l_position);
56 
57     glBindBuffer(GL_ARRAY_BUFFER, 0);
58     glBindVertexArray(0);
59 
60     return vao;
61 }
62 
63 void qemu_gl_run_texture_blit(GLint texture_blit_prog,
64                               GLint texture_blit_vao)
65 {
66     glUseProgram(texture_blit_prog);
67     glBindVertexArray(texture_blit_vao);
68     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
69 }
70 
71 /* ---------------------------------------------------------------------- */
72 
73 GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
74 {
75     GLuint shader;
76     GLint status, length;
77     char *errmsg;
78 
79     shader = glCreateShader(type);
80     glShaderSource(shader, 1, &src, 0);
81     glCompileShader(shader);
82 
83     glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
84     if (!status) {
85         glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
86         errmsg = g_malloc(length);
87         glGetShaderInfoLog(shader, length, &length, errmsg);
88         fprintf(stderr, "%s: compile %s error\n%s\n", __func__,
89                 (type == GL_VERTEX_SHADER) ? "vertex" : "fragment",
90                 errmsg);
91         g_free(errmsg);
92         return 0;
93     }
94     return shader;
95 }
96 
97 GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
98 {
99     GLuint program;
100     GLint status, length;
101     char *errmsg;
102 
103     program = glCreateProgram();
104     glAttachShader(program, vert);
105     glAttachShader(program, frag);
106     glLinkProgram(program);
107 
108     glGetProgramiv(program, GL_LINK_STATUS, &status);
109     if (!status) {
110         glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
111         errmsg = g_malloc(length);
112         glGetProgramInfoLog(program, length, &length, errmsg);
113         fprintf(stderr, "%s: link program: %s\n", __func__, errmsg);
114         g_free(errmsg);
115         return 0;
116     }
117     return program;
118 }
119 
120 GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
121                                            const GLchar *frag_src)
122 {
123     GLuint vert_shader, frag_shader, program;
124 
125     vert_shader = qemu_gl_create_compile_shader(GL_VERTEX_SHADER, vert_src);
126     frag_shader = qemu_gl_create_compile_shader(GL_FRAGMENT_SHADER, frag_src);
127     if (!vert_shader || !frag_shader) {
128         return 0;
129     }
130 
131     program = qemu_gl_create_link_program(vert_shader, frag_shader);
132     glDeleteShader(vert_shader);
133     glDeleteShader(frag_shader);
134 
135     return program;
136 }
137