diff options
author | Gerd Hoffmann <kraxel@redhat.com> | 2015-07-10 14:40:01 +0200 |
---|---|---|
committer | Gerd Hoffmann <kraxel@redhat.com> | 2015-10-08 10:31:35 +0200 |
commit | c046d8284474a0f7763dea849433bde37a69023d (patch) | |
tree | afcbf03727d22e119d1252c039083fa049c33083 /ui/shader.c | |
parent | 5fdb4671b08e0d1631447e81348b2b50a6b85bf7 (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/shader.c')
-rw-r--r-- | ui/shader.c | 31 |
1 files changed, 26 insertions, 5 deletions
diff --git a/ui/shader.c b/ui/shader.c index 52a4632930..0588655cfe 100644 --- a/ui/shader.c +++ b/ui/shader.c @@ -29,21 +29,42 @@ /* ---------------------------------------------------------------------- */ -void qemu_gl_run_texture_blit(GLint texture_blit_prog) +GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog) { - GLfloat in_position[] = { + static const GLfloat in_position[] = { -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); - glUseProgram(texture_blit_prog); l_position = glGetAttribLocation(texture_blit_prog, "in_position"); - glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, in_position); + 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); } /* ---------------------------------------------------------------------- */ |