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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 /ui/console-gl.c
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 'ui/console-gl.c')
-rw-r--r--ui/console-gl.c7
1 files changed, 6 insertions, 1 deletions
diff --git a/ui/console-gl.c b/ui/console-gl.c
index cb45cf8a29..baf397b300 100644
--- a/ui/console-gl.c
+++ b/ui/console-gl.c
@@ -33,6 +33,7 @@
struct ConsoleGLState {
GLint texture_blit_prog;
+ GLint texture_blit_vao;
};
/* ---------------------------------------------------------------------- */
@@ -47,6 +48,9 @@ ConsoleGLState *console_gl_init_context(void)
exit(1);
}
+ gls->texture_blit_vao =
+ qemu_gl_init_texture_blit(gls->texture_blit_prog);
+
return gls;
}
@@ -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);
- qemu_gl_run_texture_blit(gls->texture_blit_prog);
+ qemu_gl_run_texture_blit(gls->texture_blit_prog,
+ gls->texture_blit_vao);
}
void surface_gl_destroy_texture(ConsoleGLState *gls,