cachepc-qemu

Fork of AMDESE/qemu with changes for cachepc side-channel attack
git clone https://git.sinitax.com/sinitax/cachepc-qemu
Log | Files | Refs | Submodules | LICENSE | sfeed.txt

shader.c (5356B)


      1/*
      2 * QEMU opengl shader helper functions
      3 *
      4 * Copyright (c) 2014 Red Hat
      5 *
      6 * Authors:
      7 *    Gerd Hoffmann <kraxel@redhat.com>
      8 *
      9 * Permission is hereby granted, free of charge, to any person obtaining a copy
     10 * of this software and associated documentation files (the "Software"), to deal
     11 * in the Software without restriction, including without limitation the rights
     12 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
     13 * copies of the Software, and to permit persons to whom the Software is
     14 * furnished to do so, subject to the following conditions:
     15 *
     16 * The above copyright notice and this permission notice shall be included in
     17 * all copies or substantial portions of the Software.
     18 *
     19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     20 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
     22 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     23 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
     24 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
     25 * THE SOFTWARE.
     26 */
     27#include "qemu/osdep.h"
     28#include "ui/shader.h"
     29
     30#include "ui/shader/texture-blit-vert.h"
     31#include "ui/shader/texture-blit-flip-vert.h"
     32#include "ui/shader/texture-blit-frag.h"
     33
     34struct QemuGLShader {
     35    GLint texture_blit_prog;
     36    GLint texture_blit_flip_prog;
     37    GLint texture_blit_vao;
     38};
     39
     40/* ---------------------------------------------------------------------- */
     41
     42static GLuint qemu_gl_init_texture_blit(GLint texture_blit_prog)
     43{
     44    static const GLfloat in_position[] = {
     45        -1, -1,
     46        1,  -1,
     47        -1,  1,
     48        1,   1,
     49    };
     50    GLint l_position;
     51    GLuint vao, buffer;
     52
     53    glGenVertexArrays(1, &vao);
     54    glBindVertexArray(vao);
     55
     56    /* this is the VBO that holds the vertex data */
     57    glGenBuffers(1, &buffer);
     58    glBindBuffer(GL_ARRAY_BUFFER, buffer);
     59    glBufferData(GL_ARRAY_BUFFER, sizeof(in_position), in_position,
     60                 GL_STATIC_DRAW);
     61
     62    l_position = glGetAttribLocation(texture_blit_prog, "in_position");
     63    glVertexAttribPointer(l_position, 2, GL_FLOAT, GL_FALSE, 0, 0);
     64    glEnableVertexAttribArray(l_position);
     65
     66    glBindBuffer(GL_ARRAY_BUFFER, 0);
     67    glBindVertexArray(0);
     68
     69    return vao;
     70}
     71
     72void qemu_gl_run_texture_blit(QemuGLShader *gls, bool flip)
     73{
     74    glUseProgram(flip
     75                 ? gls->texture_blit_flip_prog
     76                 : gls->texture_blit_prog);
     77    glBindVertexArray(gls->texture_blit_vao);
     78    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
     79}
     80
     81/* ---------------------------------------------------------------------- */
     82
     83static GLuint qemu_gl_create_compile_shader(GLenum type, const GLchar *src)
     84{
     85    GLuint shader;
     86    GLint status, length;
     87    char *errmsg;
     88
     89    shader = glCreateShader(type);
     90    glShaderSource(shader, 1, &src, 0);
     91    glCompileShader(shader);
     92
     93    glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
     94    if (!status) {
     95        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
     96        errmsg = g_malloc(length);
     97        glGetShaderInfoLog(shader, length, &length, errmsg);
     98        fprintf(stderr, "%s: compile %s error\n%s\n", __func__,
     99                (type == GL_VERTEX_SHADER) ? "vertex" : "fragment",
    100                errmsg);
    101        g_free(errmsg);
    102        return 0;
    103    }
    104    return shader;
    105}
    106
    107static GLuint qemu_gl_create_link_program(GLuint vert, GLuint frag)
    108{
    109    GLuint program;
    110    GLint status, length;
    111    char *errmsg;
    112
    113    program = glCreateProgram();
    114    glAttachShader(program, vert);
    115    glAttachShader(program, frag);
    116    glLinkProgram(program);
    117
    118    glGetProgramiv(program, GL_LINK_STATUS, &status);
    119    if (!status) {
    120        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
    121        errmsg = g_malloc(length);
    122        glGetProgramInfoLog(program, length, &length, errmsg);
    123        fprintf(stderr, "%s: link program: %s\n", __func__, errmsg);
    124        g_free(errmsg);
    125        return 0;
    126    }
    127    return program;
    128}
    129
    130static GLuint qemu_gl_create_compile_link_program(const GLchar *vert_src,
    131                                                  const GLchar *frag_src)
    132{
    133    GLuint vert_shader, frag_shader, program;
    134
    135    vert_shader = qemu_gl_create_compile_shader(GL_VERTEX_SHADER, vert_src);
    136    frag_shader = qemu_gl_create_compile_shader(GL_FRAGMENT_SHADER, frag_src);
    137    if (!vert_shader || !frag_shader) {
    138        return 0;
    139    }
    140
    141    program = qemu_gl_create_link_program(vert_shader, frag_shader);
    142    glDeleteShader(vert_shader);
    143    glDeleteShader(frag_shader);
    144
    145    return program;
    146}
    147
    148/* ---------------------------------------------------------------------- */
    149
    150QemuGLShader *qemu_gl_init_shader(void)
    151{
    152    QemuGLShader *gls = g_new0(QemuGLShader, 1);
    153
    154    gls->texture_blit_prog = qemu_gl_create_compile_link_program
    155        (texture_blit_vert_src, texture_blit_frag_src);
    156    gls->texture_blit_flip_prog = qemu_gl_create_compile_link_program
    157        (texture_blit_flip_vert_src, texture_blit_frag_src);
    158    if (!gls->texture_blit_prog || !gls->texture_blit_flip_prog) {
    159        exit(1);
    160    }
    161
    162    gls->texture_blit_vao =
    163        qemu_gl_init_texture_blit(gls->texture_blit_prog);
    164
    165    return gls;
    166}
    167
    168void qemu_gl_fini_shader(QemuGLShader *gls)
    169{
    170    if (!gls) {
    171        return;
    172    }
    173    g_free(gls);
    174}