qemu-io: Use getopt() correctly
[qemu.git] / ui / shader.c
blob52a46329307c1ba57e988c30f89b46f7726c2652
1 /*
2 * QEMU opengl shader helper functions
4 * Copyright (c) 2014 Red Hat
6 * Authors:
7 * Gerd Hoffmann <kraxel@redhat.com>
9 * Permission is hereby granted, free of charge, to any person obtaining a copy
10 * of this software and associated documentation files (the "Software"), to deal
11 * in the Software without restriction, including without limitation the rights
12 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13 * copies of the Software, and to permit persons to whom the Software is
14 * furnished to do so, subject to the following conditions:
16 * The above copyright notice and this permission notice shall be included in
17 * all copies or substantial portions of the Software.
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25 * THE SOFTWARE.
27 #include "qemu-common.h"
28 #include "ui/shader.h"
30 /* ---------------------------------------------------------------------- */
32 void qemu_gl_run_texture_blit(GLint texture_blit_prog)
34 GLfloat in_position[] = {
35 -1, -1,
36 1, -1,
37 -1, 1,
38 1, 1,
40 GLint l_position;
42 glUseProgram(texture_blit_prog);
43 l_position = glGetAttribLocation(texture_blit_prog, "in_position");
44 glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, in_position);
45 glEnableVertexAttribArray(l_position);
46 glDrawArrays(GL_TRIANGLE_STRIP, l_position, 4);
49 /* ---------------------------------------------------------------------- */
51 GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
53 GLuint shader;
54 GLint status, length;
55 char *errmsg;
57 shader = glCreateShader(type);
58 glShaderSource(shader, 1, &src, 0);
59 glCompileShader(shader);
61 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
62 if (!status) {
63 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
64 errmsg = malloc(length);
65 glGetShaderInfoLog(shader, length, &length, errmsg);
66 fprintf(stderr, "%s: compile %s error\n%s\n", __func__,
67 (type == GL_VERTEX_SHADER) ? "vertex" : "fragment",
68 errmsg);
69 free(errmsg);
70 return 0;
72 return shader;
75 GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
77 GLuint program;
78 GLint status, length;
79 char *errmsg;
81 program = glCreateProgram();
82 glAttachShader(program, vert);
83 glAttachShader(program, frag);
84 glLinkProgram(program);
86 glGetProgramiv(program, GL_LINK_STATUS, &status);
87 if (!status) {
88 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
89 errmsg = malloc(length);
90 glGetProgramInfoLog(program, length, &length, errmsg);
91 fprintf(stderr, "%s: link program: %s\n", __func__, errmsg);
92 free(errmsg);
93 return 0;
95 return program;
98 GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
99 const GLchar *frag_src)
101 GLuint vert_shader, frag_shader, program;
103 vert_shader = qemu_gl_create_compile_shader(GL_VERTEX_SHADER, vert_src);
104 frag_shader = qemu_gl_create_compile_shader(GL_FRAGMENT_SHADER, frag_src);
105 if (!vert_shader || !frag_shader) {
106 return 0;
109 program = qemu_gl_create_link_program(vert_shader, frag_shader);
110 glDeleteShader(vert_shader);
111 glDeleteShader(frag_shader);
113 return program;