1 /*
2  * QEMU opengl shader helper functions
3  *
4  * Copyright (c) 2014 Red Hat
5  *
6  * Authors:
7  *    Gerd Hoffmann <kraxel@redhat.com>
8  *
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:
15  *
16  * The above copyright notice and this permission notice shall be included in
17  * all copies or substantial portions of the Software.
18  *
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.
26  */
27 #include "qemu/osdep.h"
28 #include "ui/shader.h"
29 
30 #include "ui/shader/texture-blit-vert.h"
31 #include "ui/shader/texture-blit-flip-vert.h"
32 #include "ui/shader/texture-blit-frag.h"
33 
34 struct QemuGLShader {
35     GLint texture_blit_prog;
36     GLint texture_blit_flip_prog;
37     GLint texture_blit_vao;
38 };
39 
40 /* ---------------------------------------------------------------------- */
41 
qemu_gl_init_texture_blit(GLint texture_blit_prog)42 static GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
43 {
44     static const GLfloat in_position[] = {
45         -1, -1,
46         1,  -1,
47         -1,  1,
48         1,   1,
49     };
50     GLint l_position;
51     GLuint vao, buffer;
52 
53     glGenVertexArrays(1, &vao);
54     glBindVertexArray(vao);
55 
56     /* this is the VBO that holds the vertex data */
57     glGenBuffers(1, &buffer);
58     glBindBuffer(GL_ARRAY_BUFFER, buffer);
59     glBufferData(GL_ARRAY_BUFFER, sizeof(in_position), in_position,
60                  GL_STATIC_DRAW);
61 
62     l_position = glGetAttribLocation(texture_blit_prog, "in_position");
63     glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, 0);
64     glEnableVertexAttribArray(l_position);
65 
66     glBindBuffer(GL_ARRAY_BUFFER, 0);
67     glBindVertexArray(0);
68 
69     return vao;
70 }
71 
qemu_gl_run_texture_blit(QemuGLShader * gls,bool flip)72 void qemu_gl_run_texture_blit(QemuGLShader *gls, bool flip)
73 {
74     glUseProgram(flip
75                  ? gls->texture_blit_flip_prog
76                  : gls->texture_blit_prog);
77     glBindVertexArray(gls->texture_blit_vao);
78     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
79 }
80 
81 /* ---------------------------------------------------------------------- */
82 
qemu_gl_create_compile_shader(GLenum type,const GLchar * src)83 static GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
84 {
85     GLuint shader;
86     GLint status, length;
87     char *errmsg;
88 
89     shader = glCreateShader(type);
90     glShaderSource(shader, 1, &src, 0);
91     glCompileShader(shader);
92 
93     glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
94     if (!status) {
95         glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
96         errmsg = g_malloc(length);
97         glGetShaderInfoLog(shader, length, &length, errmsg);
98         fprintf(stderr, "%s: compile %s error\n%s\n", __func__,
99                 (type == GL_VERTEX_SHADER) ? "vertex" : "fragment",
100                 errmsg);
101         g_free(errmsg);
102         return 0;
103     }
104     return shader;
105 }
106 
qemu_gl_create_link_program(GLuint vert,GLuint frag)107 static GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
108 {
109     GLuint program;
110     GLint status, length;
111     char *errmsg;
112 
113     program = glCreateProgram();
114     glAttachShader(program, vert);
115     glAttachShader(program, frag);
116     glLinkProgram(program);
117 
118     glGetProgramiv(program, GL_LINK_STATUS, &status);
119     if (!status) {
120         glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
121         errmsg = g_malloc(length);
122         glGetProgramInfoLog(program, length, &length, errmsg);
123         fprintf(stderr, "%s: link program: %s\n", __func__, errmsg);
124         g_free(errmsg);
125         return 0;
126     }
127     return program;
128 }
129 
qemu_gl_create_compile_link_program(const GLchar * vert_src,const GLchar * frag_src)130 static GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
131                                                   const GLchar *frag_src)
132 {
133     GLuint vert_shader, frag_shader, program;
134 
135     vert_shader = qemu_gl_create_compile_shader(GL_VERTEX_SHADER, vert_src);
136     frag_shader = qemu_gl_create_compile_shader(GL_FRAGMENT_SHADER, frag_src);
137     if (!vert_shader || !frag_shader) {
138         return 0;
139     }
140 
141     program = qemu_gl_create_link_program(vert_shader, frag_shader);
142     glDeleteShader(vert_shader);
143     glDeleteShader(frag_shader);
144 
145     return program;
146 }
147 
148 /* ---------------------------------------------------------------------- */
149 
qemu_gl_init_shader(void)150 QemuGLShader *qemu_gl_init_shader(void)
151 {
152     QemuGLShader *gls = g_new0(QemuGLShader, 1);
153 
154     gls->texture_blit_prog = qemu_gl_create_compile_link_program
155         (texture_blit_vert_src, texture_blit_frag_src);
156     gls->texture_blit_flip_prog = qemu_gl_create_compile_link_program
157         (texture_blit_flip_vert_src, texture_blit_frag_src);
158     if (!gls->texture_blit_prog || !gls->texture_blit_flip_prog) {
159         exit(1);
160     }
161 
162     gls->texture_blit_vao =
163         qemu_gl_init_texture_blit(gls->texture_blit_prog);
164 
165     return gls;
166 }
167 
qemu_gl_fini_shader(QemuGLShader * gls)168 void qemu_gl_fini_shader(QemuGLShader *gls)
169 {
170     if (!gls) {
171         return;
172     }
173     g_free(gls);
174 }
175