ui: opengl updates for dma-buf support.

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Merge remote-tracking branch 'remotes/kraxel/tags/opengl-20171017-pull-request' into staging

ui: opengl updates for dma-buf support.

# gpg: Signature made Tue 17 Oct 2017 12:13:36 BST
# gpg:                using RSA key 0x4CB6D8EED3E87138
# gpg: Good signature from "Gerd Hoffmann (work) <kraxel@redhat.com>"
# gpg:                 aka "Gerd Hoffmann <gerd@kraxel.org>"
# gpg:                 aka "Gerd Hoffmann (private) <kraxel@gmail.com>"
# Primary key fingerprint: A032 8CFF B93A 17A7 9901  FE7D 4CB6 D8EE D3E8 7138

* remotes/kraxel/tags/opengl-20171017-pull-request:
  egl-headless: add dmabuf support
  egl-helpers: add egl_texture_blit and egl_texture_blend
  egl-helpers: add dmabuf import support
  opengl: add flipping vertex shader
  opengl: move shader init from console-gl.c to shader.c
  console: add support for dmabufs

Signed-off-by: Peter Maydell <peter.maydell@linaro.org>
master
Peter Maydell 2017-10-19 12:09:53 +01:00
commit ba6f0fc25e
18 changed files with 283 additions and 75 deletions

View File

@ -724,8 +724,10 @@ ui/shader/%-frag.h: $(SRC_PATH)/ui/shader/%.frag $(SRC_PATH)/scripts/shaderinclu
perl $(SRC_PATH)/scripts/shaderinclude.pl $< > $@,\
"FRAG","$@")
ui/console-gl.o: $(SRC_PATH)/ui/console-gl.c \
ui/shader/texture-blit-vert.h ui/shader/texture-blit-frag.h
ui/shader.o: $(SRC_PATH)/ui/shader.c \
ui/shader/texture-blit-vert.h \
ui/shader/texture-blit-flip-vert.h \
ui/shader/texture-blit-frag.h
# documentation
MAKEINFO=makeinfo

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@ -83,6 +83,7 @@ typedef struct PropertyInfo PropertyInfo;
typedef struct PS2State PS2State;
typedef struct QEMUBH QEMUBH;
typedef struct QemuConsole QemuConsole;
typedef struct QemuDmaBuf QemuDmaBuf;
typedef struct QEMUFile QEMUFile;
typedef struct QemuOpt QemuOpt;
typedef struct QemuOpts QemuOpts;

View File

@ -5,12 +5,14 @@
#include "qom/object.h"
#include "qapi/qmp/qdict.h"
#include "qemu/notify.h"
#include "qemu/typedefs.h"
#include "qapi-types.h"
#include "qemu/error-report.h"
#include "qapi/error.h"
#ifdef CONFIG_OPENGL
# include <epoxy/gl.h>
# include "ui/shader.h"
#endif
/* keyboard/mouse support */
@ -180,6 +182,15 @@ struct QEMUGLParams {
int minor_ver;
};
struct QemuDmaBuf {
int fd;
uint32_t width;
uint32_t height;
uint32_t stride;
uint32_t fourcc;
uint32_t texture;
};
typedef struct DisplayChangeListenerOps {
const char *dpy_name;
@ -220,6 +231,13 @@ typedef struct DisplayChangeListenerOps {
uint32_t backing_height,
uint32_t x, uint32_t y,
uint32_t w, uint32_t h);
void (*dpy_gl_scanout_dmabuf)(DisplayChangeListener *dcl,
QemuDmaBuf *dmabuf);
void (*dpy_gl_cursor_dmabuf)(DisplayChangeListener *dcl,
QemuDmaBuf *dmabuf,
uint32_t pos_x, uint32_t pos_y);
void (*dpy_gl_release_dmabuf)(DisplayChangeListener *dcl,
QemuDmaBuf *dmabuf);
void (*dpy_gl_update)(DisplayChangeListener *dcl,
uint32_t x, uint32_t y, uint32_t w, uint32_t h);
@ -288,6 +306,13 @@ void dpy_gl_scanout_texture(QemuConsole *con,
uint32_t backing_id, bool backing_y_0_top,
uint32_t backing_width, uint32_t backing_height,
uint32_t x, uint32_t y, uint32_t w, uint32_t h);
void dpy_gl_scanout_dmabuf(QemuConsole *con,
QemuDmaBuf *dmabuf);
void dpy_gl_cursor_dmabuf(QemuConsole *con,
QemuDmaBuf *dmabuf,
uint32_t pos_x, uint32_t pos_y);
void dpy_gl_release_dmabuf(QemuConsole *con,
QemuDmaBuf *dmabuf);
void dpy_gl_update(QemuConsole *con,
uint32_t x, uint32_t y, uint32_t w, uint32_t h);
@ -298,6 +323,7 @@ int dpy_gl_ctx_make_current(QemuConsole *con, QEMUGLContext ctx);
QEMUGLContext dpy_gl_ctx_get_current(QemuConsole *con);
bool console_has_gl(QemuConsole *con);
bool console_has_gl_dmabuf(QemuConsole *con);
static inline int surface_stride(DisplaySurface *s)
{
@ -390,22 +416,19 @@ void qemu_console_resize(QemuConsole *con, int width, int height);
DisplaySurface *qemu_console_surface(QemuConsole *con);
/* console-gl.c */
typedef struct ConsoleGLState ConsoleGLState;
#ifdef CONFIG_OPENGL
ConsoleGLState *console_gl_init_context(void);
void console_gl_fini_context(ConsoleGLState *gls);
bool console_gl_check_format(DisplayChangeListener *dcl,
pixman_format_code_t format);
void surface_gl_create_texture(ConsoleGLState *gls,
void surface_gl_create_texture(QemuGLShader *gls,
DisplaySurface *surface);
void surface_gl_update_texture(ConsoleGLState *gls,
void surface_gl_update_texture(QemuGLShader *gls,
DisplaySurface *surface,
int x, int y, int w, int h);
void surface_gl_render_texture(ConsoleGLState *gls,
void surface_gl_render_texture(QemuGLShader *gls,
DisplaySurface *surface);
void surface_gl_destroy_texture(ConsoleGLState *gls,
void surface_gl_destroy_texture(QemuGLShader *gls,
DisplaySurface *surface);
void surface_gl_setup_viewport(ConsoleGLState *gls,
void surface_gl_setup_viewport(QemuGLShader *gls,
DisplaySurface *surface,
int ww, int wh);
#endif

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@ -24,6 +24,10 @@ void egl_fb_setup_new_tex(egl_fb *fb, int width, int height);
void egl_fb_blit(egl_fb *dst, egl_fb *src, bool flip);
void egl_fb_read(void *dst, egl_fb *src);
void egl_texture_blit(QemuGLShader *gls, egl_fb *dst, egl_fb *src, bool flip);
void egl_texture_blend(QemuGLShader *gls, egl_fb *dst, egl_fb *src, bool flip,
int x, int y);
#ifdef CONFIG_OPENGL_DMABUF
extern int qemu_egl_rn_fd;
@ -33,6 +37,9 @@ extern EGLContext qemu_egl_rn_ctx;
int egl_rendernode_init(const char *rendernode);
int egl_get_fd_for_texture(uint32_t tex_id, EGLint *stride, EGLint *fourcc);
void egl_dmabuf_import_texture(QemuDmaBuf *dmabuf);
void egl_dmabuf_release_texture(QemuDmaBuf *dmabuf);
#endif
EGLSurface qemu_egl_init_surface_x11(EGLContext ectx, Window win);

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@ -47,7 +47,7 @@ typedef struct VirtualGfxConsole {
double scale_x;
double scale_y;
#if defined(CONFIG_OPENGL)
ConsoleGLState *gls;
QemuGLShader *gls;
EGLContext ectx;
EGLSurface esurface;
int glupdates;

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@ -26,7 +26,7 @@ struct sdl2_console {
int idle_counter;
SDL_GLContext winctx;
#ifdef CONFIG_OPENGL
ConsoleGLState *gls;
QemuGLShader *gls;
egl_fb guest_fb;
egl_fb win_fb;
bool y0_top;

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@ -3,13 +3,11 @@
#include <epoxy/gl.h>
GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog);
void qemu_gl_run_texture_blit(GLint texture_blit_prog,
GLint texture_blit_vao);
typedef struct QemuGLShader QemuGLShader;
GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src);
GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag);
GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
const GLchar *frag_src);
void qemu_gl_run_texture_blit(QemuGLShader *gls, bool flip);
QemuGLShader *qemu_gl_init_shader(void);
void qemu_gl_fini_shader(QemuGLShader *gls);
#endif /* QEMU_SHADER_H */

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@ -119,7 +119,7 @@ struct SimpleSpiceDisplay {
/* opengl rendering */
QEMUBH *gl_unblock_bh;
QEMUTimer *gl_unblock_timer;
ConsoleGLState *gls;
QemuGLShader *gls;
int gl_updates;
bool have_scanout;
bool have_surface;

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@ -29,40 +29,8 @@
#include "ui/console.h"
#include "ui/shader.h"
#include "shader/texture-blit-vert.h"
#include "shader/texture-blit-frag.h"
struct ConsoleGLState {
GLint texture_blit_prog;
GLint texture_blit_vao;
};
/* ---------------------------------------------------------------------- */
ConsoleGLState *console_gl_init_context(void)
{
ConsoleGLState *gls = g_new0(ConsoleGLState, 1);
gls->texture_blit_prog = qemu_gl_create_compile_link_program
(texture_blit_vert_src, texture_blit_frag_src);
if (!gls->texture_blit_prog) {
exit(1);
}
gls->texture_blit_vao =
qemu_gl_init_texture_blit(gls->texture_blit_prog);
return gls;
}
void console_gl_fini_context(ConsoleGLState *gls)
{
if (!gls) {
return;
}
g_free(gls);
}
bool console_gl_check_format(DisplayChangeListener *dcl,
pixman_format_code_t format)
{
@ -76,7 +44,7 @@ bool console_gl_check_format(DisplayChangeListener *dcl,
}
}
void surface_gl_create_texture(ConsoleGLState *gls,
void surface_gl_create_texture(QemuGLShader *gls,
DisplaySurface *surface)
{
assert(gls);
@ -116,7 +84,7 @@ void surface_gl_create_texture(ConsoleGLState *gls,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
void surface_gl_update_texture(ConsoleGLState *gls,
void surface_gl_update_texture(QemuGLShader *gls,
DisplaySurface *surface,
int x, int y, int w, int h)
{
@ -133,7 +101,7 @@ void surface_gl_update_texture(ConsoleGLState *gls,
+ surface_bytes_per_pixel(surface) * x);
}
void surface_gl_render_texture(ConsoleGLState *gls,
void surface_gl_render_texture(QemuGLShader *gls,
DisplaySurface *surface)
{
assert(gls);
@ -141,11 +109,10 @@ 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,
gls->texture_blit_vao);
qemu_gl_run_texture_blit(gls, false);
}
void surface_gl_destroy_texture(ConsoleGLState *gls,
void surface_gl_destroy_texture(QemuGLShader *gls,
DisplaySurface *surface)
{
if (!surface || !surface->texture) {
@ -155,7 +122,7 @@ void surface_gl_destroy_texture(ConsoleGLState *gls,
surface->texture = 0;
}
void surface_gl_setup_viewport(ConsoleGLState *gls,
void surface_gl_setup_viewport(QemuGLShader *gls,
DisplaySurface *surface,
int ww, int wh)
{

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@ -1404,6 +1404,11 @@ bool console_has_gl(QemuConsole *con)
return con->gl != NULL;
}
bool console_has_gl_dmabuf(QemuConsole *con)
{
return con->gl != NULL && con->gl->ops->dpy_gl_scanout_dmabuf != NULL;
}
void register_displaychangelistener(DisplayChangeListener *dcl)
{
static const char nodev[] =
@ -1745,6 +1750,34 @@ void dpy_gl_scanout_texture(QemuConsole *con,
x, y, width, height);
}
void dpy_gl_scanout_dmabuf(QemuConsole *con,
QemuDmaBuf *dmabuf)
{
assert(con->gl);
con->gl->ops->dpy_gl_scanout_dmabuf(con->gl, dmabuf);
}
void dpy_gl_cursor_dmabuf(QemuConsole *con,
QemuDmaBuf *dmabuf,
uint32_t pos_x, uint32_t pos_y)
{
assert(con->gl);
if (con->gl->ops->dpy_gl_cursor_dmabuf) {
con->gl->ops->dpy_gl_cursor_dmabuf(con->gl, dmabuf, pos_x, pos_y);
}
}
void dpy_gl_release_dmabuf(QemuConsole *con,
QemuDmaBuf *dmabuf)
{
assert(con->gl);
if (con->gl->ops->dpy_gl_release_dmabuf) {
con->gl->ops->dpy_gl_release_dmabuf(con->gl, dmabuf);
}
}
void dpy_gl_update(QemuConsole *con,
uint32_t x, uint32_t y, uint32_t w, uint32_t h)
{

View File

@ -4,13 +4,18 @@
#include "ui/console.h"
#include "ui/egl-helpers.h"
#include "ui/egl-context.h"
#include "ui/shader.h"
typedef struct egl_dpy {
DisplayChangeListener dcl;
DisplaySurface *ds;
QemuGLShader *gls;
egl_fb guest_fb;
egl_fb cursor_fb;
egl_fb blit_fb;
bool y_0_top;
uint32_t pos_x;
uint32_t pos_y;
} egl_dpy;
/* ------------------------------------------------------------------ */
@ -65,6 +70,43 @@ static void egl_scanout_texture(DisplayChangeListener *dcl,
}
}
static void egl_scanout_dmabuf(DisplayChangeListener *dcl,
QemuDmaBuf *dmabuf)
{
egl_dmabuf_import_texture(dmabuf);
if (!dmabuf->texture) {
return;
}
egl_scanout_texture(dcl, dmabuf->texture,
false, dmabuf->width, dmabuf->height,
0, 0, dmabuf->width, dmabuf->height);
}
static void egl_cursor_dmabuf(DisplayChangeListener *dcl,
QemuDmaBuf *dmabuf,
uint32_t pos_x, uint32_t pos_y)
{
egl_dpy *edpy = container_of(dcl, egl_dpy, dcl);
edpy->pos_x = pos_x;
edpy->pos_y = pos_y;
egl_dmabuf_import_texture(dmabuf);
if (!dmabuf->texture) {
return;
}
egl_fb_setup_for_tex(&edpy->cursor_fb, dmabuf->width, dmabuf->height,
dmabuf->texture, false);
}
static void egl_release_dmabuf(DisplayChangeListener *dcl,
QemuDmaBuf *dmabuf)
{
egl_dmabuf_release_texture(dmabuf);
}
static void egl_scanout_flush(DisplayChangeListener *dcl,
uint32_t x, uint32_t y,
uint32_t w, uint32_t h)
@ -78,9 +120,18 @@ static void egl_scanout_flush(DisplayChangeListener *dcl,
assert(surface_height(edpy->ds) == edpy->guest_fb.height);
assert(surface_format(edpy->ds) == PIXMAN_x8r8g8b8);
egl_fb_blit(&edpy->blit_fb, &edpy->guest_fb, edpy->y_0_top);
egl_fb_read(surface_data(edpy->ds), &edpy->blit_fb);
if (edpy->cursor_fb.texture) {
/* have cursor -> render using textures */
egl_texture_blit(edpy->gls, &edpy->blit_fb, &edpy->guest_fb,
!edpy->y_0_top);
egl_texture_blend(edpy->gls, &edpy->blit_fb, &edpy->cursor_fb,
!edpy->y_0_top, edpy->pos_x, edpy->pos_y);
} else {
/* no cursor -> use simple framebuffer blit */
egl_fb_blit(&edpy->blit_fb, &edpy->guest_fb, edpy->y_0_top);
}
egl_fb_read(surface_data(edpy->ds), &edpy->blit_fb);
dpy_gfx_update(edpy->dcl.con, x, y, w, h);
}
@ -97,6 +148,9 @@ static const DisplayChangeListenerOps egl_ops = {
.dpy_gl_scanout_disable = egl_scanout_disable,
.dpy_gl_scanout_texture = egl_scanout_texture,
.dpy_gl_scanout_dmabuf = egl_scanout_dmabuf,
.dpy_gl_cursor_dmabuf = egl_cursor_dmabuf,
.dpy_gl_release_dmabuf = egl_release_dmabuf,
.dpy_gl_update = egl_scanout_flush,
};
@ -120,6 +174,7 @@ void egl_headless_init(void)
edpy = g_new0(egl_dpy, 1);
edpy->dcl.con = con;
edpy->dcl.ops = &egl_ops;
edpy->gls = qemu_gl_init_shader();
register_displaychangelistener(&edpy->dcl);
}
}

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@ -19,6 +19,7 @@
#include <dirent.h>
#include "qemu/error-report.h"
#include "ui/console.h"
#include "ui/egl-helpers.h"
EGLDisplay *qemu_egl_display;
@ -110,6 +111,33 @@ void egl_fb_read(void *dst, egl_fb *src)
GL_BGRA, GL_UNSIGNED_BYTE, dst);
}
void egl_texture_blit(QemuGLShader *gls, egl_fb *dst, egl_fb *src, bool flip)
{
glBindFramebuffer(GL_FRAMEBUFFER_EXT, dst->framebuffer);
glViewport(0, 0, dst->width, dst->height);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, src->texture);
qemu_gl_run_texture_blit(gls, flip);
}
void egl_texture_blend(QemuGLShader *gls, egl_fb *dst, egl_fb *src, bool flip,
int x, int y)
{
glBindFramebuffer(GL_FRAMEBUFFER_EXT, dst->framebuffer);
if (flip) {
glViewport(x, y, src->width, src->height);
} else {
glViewport(x, dst->height - src->height - y,
src->width, src->height);
}
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, src->texture);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qemu_gl_run_texture_blit(gls, flip);
glDisable(GL_BLEND);
}
/* ---------------------------------------------------------------------- */
#ifdef CONFIG_OPENGL_DMABUF
@ -241,6 +269,51 @@ int egl_get_fd_for_texture(uint32_t tex_id, EGLint *stride, EGLint *fourcc)
return fd;
}
void egl_dmabuf_import_texture(QemuDmaBuf *dmabuf)
{
EGLImageKHR image = EGL_NO_IMAGE_KHR;
EGLint attrs[] = {
EGL_DMA_BUF_PLANE0_FD_EXT, dmabuf->fd,
EGL_DMA_BUF_PLANE0_PITCH_EXT, dmabuf->stride,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_WIDTH, dmabuf->width,
EGL_HEIGHT, dmabuf->height,
EGL_LINUX_DRM_FOURCC_EXT, dmabuf->fourcc,
EGL_NONE, /* end of list */
};
if (dmabuf->texture != 0) {
return;
}
image = eglCreateImageKHR(qemu_egl_display,
EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
NULL, attrs);
if (image == EGL_NO_IMAGE_KHR) {
error_report("eglCreateImageKHR failed");
return;
}
glGenTextures(1, &dmabuf->texture);
glBindTexture(GL_TEXTURE_2D, dmabuf->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
eglDestroyImageKHR(qemu_egl_display, image);
}
void egl_dmabuf_release_texture(QemuDmaBuf *dmabuf)
{
if (dmabuf->texture == 0) {
return;
}
glDeleteTextures(1, &dmabuf->texture);
dmabuf->texture = 0;
}
#endif /* CONFIG_OPENGL_DMABUF */
/* ---------------------------------------------------------------------- */

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@ -113,7 +113,7 @@ void gd_egl_refresh(DisplayChangeListener *dcl)
if (!vc->gfx.esurface) {
return;
}
vc->gfx.gls = console_gl_init_context();
vc->gfx.gls = qemu_gl_init_shader();
if (vc->gfx.ds) {
surface_gl_create_texture(vc->gfx.gls, vc->gfx.ds);
}

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@ -96,7 +96,7 @@ void gd_gl_area_refresh(DisplayChangeListener *dcl)
return;
}
gtk_gl_area_make_current(GTK_GL_AREA(vc->gfx.drawing_area));
vc->gfx.gls = console_gl_init_context();
vc->gfx.gls = qemu_gl_init_shader();
if (vc->gfx.ds) {
surface_gl_create_texture(vc->gfx.gls, vc->gfx.ds);
}

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@ -90,7 +90,7 @@ void sdl2_gl_switch(DisplayChangeListener *dcl,
scon->surface = new_surface;
if (!new_surface) {
console_gl_fini_context(scon->gls);
qemu_gl_fini_shader(scon->gls);
scon->gls = NULL;
sdl2_window_destroy(scon);
return;
@ -98,7 +98,7 @@ void sdl2_gl_switch(DisplayChangeListener *dcl,
if (!scon->real_window) {
sdl2_window_create(scon);
scon->gls = console_gl_init_context();
scon->gls = qemu_gl_init_shader();
} else if (old_surface &&
((surface_width(old_surface) != surface_width(new_surface)) ||
(surface_height(old_surface) != surface_height(new_surface)))) {

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@ -28,9 +28,19 @@
#include "qemu-common.h"
#include "ui/shader.h"
#include "shader/texture-blit-vert.h"
#include "shader/texture-blit-flip-vert.h"
#include "shader/texture-blit-frag.h"
struct QemuGLShader {
GLint texture_blit_prog;
GLint texture_blit_flip_prog;
GLint texture_blit_vao;
};
/* ---------------------------------------------------------------------- */
GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
static GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
{
static const GLfloat in_position[] = {
-1, -1,
@ -60,17 +70,18 @@ GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
return vao;
}
void qemu_gl_run_texture_blit(GLint texture_blit_prog,
GLint texture_blit_vao)
void qemu_gl_run_texture_blit(QemuGLShader *gls, bool flip)
{
glUseProgram(texture_blit_prog);
glBindVertexArray(texture_blit_vao);
glUseProgram(flip
? gls->texture_blit_flip_prog
: gls->texture_blit_prog);
glBindVertexArray(gls->texture_blit_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/* ---------------------------------------------------------------------- */
GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
static GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
{
GLuint shader;
GLint status, length;
@ -94,7 +105,7 @@ GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
return shader;
}
GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
static GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
{
GLuint program;
GLint status, length;
@ -117,8 +128,8 @@ GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
return program;
}
GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
const GLchar *frag_src)
static GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
const GLchar *frag_src)
{
GLuint vert_shader, frag_shader, program;
@ -134,3 +145,31 @@ GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
return program;
}
/* ---------------------------------------------------------------------- */
QemuGLShader *qemu_gl_init_shader(void)
{
QemuGLShader *gls = g_new0(QemuGLShader, 1);
gls->texture_blit_prog = qemu_gl_create_compile_link_program
(texture_blit_vert_src, texture_blit_frag_src);
gls->texture_blit_flip_prog = qemu_gl_create_compile_link_program
(texture_blit_flip_vert_src, texture_blit_frag_src);
if (!gls->texture_blit_prog || !gls->texture_blit_flip_prog) {
exit(1);
}
gls->texture_blit_vao =
qemu_gl_init_texture_blit(gls->texture_blit_prog);
return gls;
}
void qemu_gl_fini_shader(QemuGLShader *gls)
{
if (!gls) {
return;
}
g_free(gls);
}

View File

@ -0,0 +1,10 @@
#version 300 es
in vec2 in_position;
out vec2 ex_tex_coord;
void main(void) {
gl_Position = vec4(in_position, 0.0, 1.0);
ex_tex_coord = vec2(1.0 + in_position.x, 1.0 + in_position.y) * 0.5;
}

View File

@ -1019,7 +1019,7 @@ static void qemu_spice_display_init_one(QemuConsole *con)
ssd->gl_unblock_bh = qemu_bh_new(qemu_spice_gl_unblock_bh, ssd);
ssd->gl_unblock_timer = timer_new_ms(QEMU_CLOCK_REALTIME,
qemu_spice_gl_block_timer, ssd);
ssd->gls = console_gl_init_context();
ssd->gls = qemu_gl_init_shader();
ssd->have_surface = false;
ssd->have_scanout = false;
}