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opengl: move shader init from console-gl.c to shader.c
With the upcoming dmabuf support in qemu there will be more users of the shaders than just console-gl.c. So rename ConsoleGLState to QemuGLShader, rename some functions too, move code from console-gl.c to shaders.c. No functional change. Signed-off-by: Gerd Hoffmann <kraxel@redhat.com> Message-id: 20171010135453.6704-3-kraxel@redhat.com
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@ -29,40 +29,8 @@
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#include "ui/console.h"
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#include "ui/shader.h"
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#include "shader/texture-blit-vert.h"
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#include "shader/texture-blit-frag.h"
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struct ConsoleGLState {
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GLint texture_blit_prog;
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GLint texture_blit_vao;
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};
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/* ---------------------------------------------------------------------- */
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ConsoleGLState *console_gl_init_context(void)
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{
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ConsoleGLState *gls = g_new0(ConsoleGLState, 1);
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gls->texture_blit_prog = qemu_gl_create_compile_link_program
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(texture_blit_vert_src, texture_blit_frag_src);
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if (!gls->texture_blit_prog) {
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exit(1);
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}
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gls->texture_blit_vao =
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qemu_gl_init_texture_blit(gls->texture_blit_prog);
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return gls;
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}
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void console_gl_fini_context(ConsoleGLState *gls)
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{
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if (!gls) {
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return;
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}
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g_free(gls);
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}
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bool console_gl_check_format(DisplayChangeListener *dcl,
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pixman_format_code_t format)
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{
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@ -76,7 +44,7 @@ bool console_gl_check_format(DisplayChangeListener *dcl,
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}
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}
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void surface_gl_create_texture(ConsoleGLState *gls,
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void surface_gl_create_texture(QemuGLShader *gls,
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DisplaySurface *surface)
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{
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assert(gls);
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@ -116,7 +84,7 @@ void surface_gl_create_texture(ConsoleGLState *gls,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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void surface_gl_update_texture(ConsoleGLState *gls,
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void surface_gl_update_texture(QemuGLShader *gls,
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DisplaySurface *surface,
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int x, int y, int w, int h)
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{
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@ -133,7 +101,7 @@ void surface_gl_update_texture(ConsoleGLState *gls,
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+ surface_bytes_per_pixel(surface) * x);
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}
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void surface_gl_render_texture(ConsoleGLState *gls,
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void surface_gl_render_texture(QemuGLShader *gls,
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DisplaySurface *surface)
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{
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assert(gls);
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@ -141,11 +109,10 @@ void surface_gl_render_texture(ConsoleGLState *gls,
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glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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qemu_gl_run_texture_blit(gls->texture_blit_prog,
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gls->texture_blit_vao);
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qemu_gl_run_texture_blit(gls);
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}
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void surface_gl_destroy_texture(ConsoleGLState *gls,
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void surface_gl_destroy_texture(QemuGLShader *gls,
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DisplaySurface *surface)
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{
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if (!surface || !surface->texture) {
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@ -155,7 +122,7 @@ void surface_gl_destroy_texture(ConsoleGLState *gls,
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surface->texture = 0;
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}
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void surface_gl_setup_viewport(ConsoleGLState *gls,
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void surface_gl_setup_viewport(QemuGLShader *gls,
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DisplaySurface *surface,
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int ww, int wh)
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{
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