From mboxrd@z Thu Jan 1 00:00:00 1970 Received: from eggs.gnu.org ([2001:4830:134:3::10]:35466) by lists.gnu.org with esmtp (Exim 4.71) (envelope-from ) id 1Zf2TZ-0000C0-Vg for qemu-devel@nongnu.org; Thu, 24 Sep 2015 05:06:02 -0400 Received: from Debian-exim by eggs.gnu.org with spam-scanned (Exim 4.71) (envelope-from ) id 1Zf2TV-0006r3-Rr for qemu-devel@nongnu.org; Thu, 24 Sep 2015 05:06:01 -0400 Received: from mx1.redhat.com ([209.132.183.28]:33875) by eggs.gnu.org with esmtp (Exim 4.71) (envelope-from ) id 1Zf2TV-0006pf-Ld for qemu-devel@nongnu.org; Thu, 24 Sep 2015 05:05:57 -0400 From: Gerd Hoffmann Date: Thu, 24 Sep 2015 11:04:52 +0200 Message-Id: <1443085502-596-2-git-send-email-kraxel@redhat.com> In-Reply-To: <1443085502-596-1-git-send-email-kraxel@redhat.com> References: <1443085502-596-1-git-send-email-kraxel@redhat.com> MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: quoted-printable Subject: [Qemu-devel] [PATCH v2 01/11] shaders: initialize vertexes once List-Id: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , To: qemu-devel@nongnu.org Cc: David Airlie , =?UTF-8?q?Marc-Andr=C3=A9=20Lureau?= , Gerd Hoffmann , Max Reitz Create a buffer for the vertex data and place vertexes there at initialization time. Then just use the buffer for each texture blit. Signed-off-by: Gerd Hoffmann Reviewed-by: Marc-Andr=C3=A9 Lureau --- include/ui/shader.h | 4 +++- ui/console-gl.c | 7 ++++++- ui/shader.c | 31 ++++++++++++++++++++++++++----- 3 files changed, 35 insertions(+), 7 deletions(-) diff --git a/include/ui/shader.h b/include/ui/shader.h index 8509596..f7d8618 100644 --- a/include/ui/shader.h +++ b/include/ui/shader.h @@ -3,7 +3,9 @@ =20 #include =20 -void qemu_gl_run_texture_blit(GLint texture_blit_prog); +GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog); +void qemu_gl_run_texture_blit(GLint texture_blit_prog, + GLint texture_blit_vao); =20 GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src); GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag); diff --git a/ui/console-gl.c b/ui/console-gl.c index cb45cf8..baf397b 100644 --- a/ui/console-gl.c +++ b/ui/console-gl.c @@ -33,6 +33,7 @@ =20 struct ConsoleGLState { GLint texture_blit_prog; + GLint texture_blit_vao; }; =20 /* ---------------------------------------------------------------------= - */ @@ -47,6 +48,9 @@ ConsoleGLState *console_gl_init_context(void) exit(1); } =20 + gls->texture_blit_vao =3D + qemu_gl_init_texture_blit(gls->texture_blit_prog); + return gls; } =20 @@ -131,7 +135,8 @@ void surface_gl_render_texture(ConsoleGLState *gls, glClearColor(0.1f, 0.1f, 0.1f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); =20 - qemu_gl_run_texture_blit(gls->texture_blit_prog); + qemu_gl_run_texture_blit(gls->texture_blit_prog, + gls->texture_blit_vao); } =20 void surface_gl_destroy_texture(ConsoleGLState *gls, diff --git a/ui/shader.c b/ui/shader.c index 52a4632..0588655 100644 --- a/ui/shader.c +++ b/ui/shader.c @@ -29,21 +29,42 @@ =20 /* ---------------------------------------------------------------------= - */ =20 -void qemu_gl_run_texture_blit(GLint texture_blit_prog) +GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog) { - GLfloat in_position[] =3D { + static const GLfloat in_position[] =3D { -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); =20 - glUseProgram(texture_blit_prog); l_position =3D glGetAttribLocation(texture_blit_prog, "in_position")= ; - glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, in_posit= ion); + glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(l_position); - glDrawArrays(GL_TRIANGLE_STRIP, l_position, 4); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + + return vao; +} + +void qemu_gl_run_texture_blit(GLint texture_blit_prog, + GLint texture_blit_vao) +{ + glUseProgram(texture_blit_prog); + glBindVertexArray(texture_blit_vao); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } =20 /* ---------------------------------------------------------------------= - */ --=20 1.8.3.1