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 <kra...@redhat.com> --- include/ui/shader.h | 4 +++- ui/console-gl.c | 7 ++++++- ui/shader.c | 32 +++++++++++++++++++++++++++----- 3 files changed, 36 insertions(+), 7 deletions(-) diff --git a/include/ui/shader.h b/include/ui/shader.h index 8509596..f7d8618 100644 --- a/include/ui/shader.h +++ b/include/ui/shader.h @@ -3,7 +3,9 @@ #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); diff --git a/ui/console-gl.c b/ui/console-gl.c index cb45cf8..baf397b 100644 --- a/ui/console-gl.c +++ b/ui/console-gl.c @@ -33,6 +33,7 @@ struct ConsoleGLState { GLint texture_blit_prog; + GLint texture_blit_vao; }; /* ---------------------------------------------------------------------- */ @@ -47,6 +48,9 @@ ConsoleGLState *console_gl_init_context(void) exit(1); } + gls->texture_blit_vao = + qemu_gl_init_texture_blit(gls->texture_blit_prog); + return gls; } @@ -131,7 +135,8 @@ 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); + qemu_gl_run_texture_blit(gls->texture_blit_prog, + gls->texture_blit_vao); } void surface_gl_destroy_texture(ConsoleGLState *gls, diff --git a/ui/shader.c b/ui/shader.c index 52a4632..ada1c4c 100644 --- a/ui/shader.c +++ b/ui/shader.c @@ -29,21 +29,43 @@ /* ---------------------------------------------------------------------- */ -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); + glDeleteBuffers (1, &buffer); + + 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); } /* ---------------------------------------------------------------------- */ -- 1.8.3.1