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shaders: initialize vertexes once
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 <kraxel@redhat.com> Reviewed-by: Marc-André Lureau <marcandre.lureau@redhat.com> Reviewed-by: Max Reitz <mreitz@redhat.com>
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@@ -3,7 +3,9 @@
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#include <epoxy/gl.h>
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void qemu_gl_run_texture_blit(GLint texture_blit_prog);
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GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog);
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void qemu_gl_run_texture_blit(GLint texture_blit_prog,
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GLint texture_blit_vao);
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GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src);
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GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag);
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