xref: /openbmc/qemu/ui/shader.c (revision ad30c0b0)
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-common.h"
28 #include "ui/shader.h"
29 
30 /* ---------------------------------------------------------------------- */
31 
32 GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
33 {
34     static const GLfloat in_position[] = {
35         -1, -1,
36         1,  -1,
37         -1,  1,
38         1,   1,
39     };
40     GLint l_position;
41     GLuint vao, buffer;
42 
43     glGenVertexArrays(1, &vao);
44     glBindVertexArray(vao);
45 
46     /* this is the VBO that holds the vertex data */
47     glGenBuffers(1, &buffer);
48     glBindBuffer(GL_ARRAY_BUFFER, buffer);
49     glBufferData(GL_ARRAY_BUFFER, sizeof(in_position), in_position,
50                  GL_STATIC_DRAW);
51 
52     l_position = glGetAttribLocation(texture_blit_prog, "in_position");
53     glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, 0);
54     glEnableVertexAttribArray(l_position);
55 
56     glBindBuffer(GL_ARRAY_BUFFER, 0);
57     glBindVertexArray(0);
58 
59     return vao;
60 }
61 
62 void qemu_gl_run_texture_blit(GLint texture_blit_prog,
63                               GLint texture_blit_vao)
64 {
65     glUseProgram(texture_blit_prog);
66     glBindVertexArray(texture_blit_vao);
67     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
68 }
69 
70 /* ---------------------------------------------------------------------- */
71 
72 GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
73 {
74     GLuint shader;
75     GLint status, length;
76     char *errmsg;
77 
78     shader = glCreateShader(type);
79     glShaderSource(shader, 1, &src, 0);
80     glCompileShader(shader);
81 
82     glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
83     if (!status) {
84         glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
85         errmsg = malloc(length);
86         glGetShaderInfoLog(shader, length, &length, errmsg);
87         fprintf(stderr, "%s: compile %s error\n%s\n", __func__,
88                 (type == GL_VERTEX_SHADER) ? "vertex" : "fragment",
89                 errmsg);
90         free(errmsg);
91         return 0;
92     }
93     return shader;
94 }
95 
96 GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
97 {
98     GLuint program;
99     GLint status, length;
100     char *errmsg;
101 
102     program = glCreateProgram();
103     glAttachShader(program, vert);
104     glAttachShader(program, frag);
105     glLinkProgram(program);
106 
107     glGetProgramiv(program, GL_LINK_STATUS, &status);
108     if (!status) {
109         glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
110         errmsg = malloc(length);
111         glGetProgramInfoLog(program, length, &length, errmsg);
112         fprintf(stderr, "%s: link program: %s\n", __func__, errmsg);
113         free(errmsg);
114         return 0;
115     }
116     return program;
117 }
118 
119 GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
120                                            const GLchar *frag_src)
121 {
122     GLuint vert_shader, frag_shader, program;
123 
124     vert_shader = qemu_gl_create_compile_shader(GL_VERTEX_SHADER, vert_src);
125     frag_shader = qemu_gl_create_compile_shader(GL_FRAGMENT_SHADER, frag_src);
126     if (!vert_shader || !frag_shader) {
127         return 0;
128     }
129 
130     program = qemu_gl_create_link_program(vert_shader, frag_shader);
131     glDeleteShader(vert_shader);
132     glDeleteShader(frag_shader);
133 
134     return program;
135 }
136