#include <epoxy/gl.h>
-void qemu_gl_run_texture_blit(GLint texture_blit_prog);
+GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog);
+void qemu_gl_run_texture_blit(GLint texture_blit_prog,
+ GLint texture_blit_vao);
GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src);
GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag);
struct ConsoleGLState {
GLint texture_blit_prog;
+ GLint texture_blit_vao;
};
/* ---------------------------------------------------------------------- */
exit(1);
}
+ gls->texture_blit_vao =
+ qemu_gl_init_texture_blit(gls->texture_blit_prog);
+
return 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,
/* ---------------------------------------------------------------------- */
-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);
}
/* ---------------------------------------------------------------------- */