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authorGerd Hoffmann <kraxel@redhat.com>2015-07-10 14:40:01 +0200
committerGerd Hoffmann <kraxel@redhat.com>2015-10-08 10:31:35 +0200
commitc046d8284474a0f7763dea849433bde37a69023d (patch)
treeafcbf03727d22e119d1252c039083fa049c33083 /include/ui
parent5fdb4671b08e0d1631447e81348b2b50a6b85bf7 (diff)
shaders: initialize vertexes once
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 <kraxel@redhat.com> Reviewed-by: Marc-André Lureau <marcandre.lureau@redhat.com> Reviewed-by: Max Reitz <mreitz@redhat.com>
Diffstat (limited to 'include/ui')
-rw-r--r--include/ui/shader.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/include/ui/shader.h b/include/ui/shader.h
index 8509596ac0..f7d86188bf 100644
--- a/include/ui/shader.h
+++ b/include/ui/shader.h
@@ -3,7 +3,9 @@
#include <epoxy/gl.h>
-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);
GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src);
GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag);