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>
This commit is contained in:
Gerd Hoffmann 2015-07-10 14:40:01 +02:00
parent 5fdb4671b0
commit c046d82844
3 changed files with 35 additions and 7 deletions

View file

@ -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);