f31522130f
Build system (5 gaps hardened): - COOKBOOK_OFFLINE defaults to true (fork-mode) - normalize_patch handles diff -ruN format - New 'repo validate-patches' command (25/25 relibc patches) - 14 patched Qt/Wayland/display recipes added to protected list - relibc archive regenerated with current patch chain Boot fixes (fixable): - Full ISO EFI partition: 16 MiB → 1 MiB (matches mini, BIOS hardcoded 2 MiB offset) - D-Bus system bus: absolute /usr/bin/dbus-daemon path (was skipped) - redbear-sessiond: absolute /usr/bin/redbear-sessiond path (was skipped) - daemon framework: silenced spurious INIT_NOTIFY warnings for oneshot_async services (P0-daemon-silence-init-notify.patch) - udev-shim: demoted INIT_NOTIFY warning to INFO (expected for oneshot_async) - relibc: comprehensive named semaphores (sem_open/close/unlink) replacing upstream todo!() stubs - greeterd: Wayland socket timeout 15s → 30s (compositor DRM wait) - greeter-ui: built and linked (header guard unification, sem_compat stubs removed) - mc: un-ignored in both configs, fixed glib/libiconv/pcre2 transitive deps - greeter config: removed stale keymapd dependency from display/greeter services - prefix toolchain: relibc headers synced, _RELIBC_STDLIB_H guard unified Unfixable (diagnosed, upstream): - i2c-hidd: abort on no-I2C-hardware (QEMU) — process::exit → relibc abort - kded6/greeter-ui: page fault 0x8 — Qt library null deref - Thread panics fd != -1 — Rust std library on Redox - DHCP timeout / eth0 MAC — QEMU user-mode networking - hwrngd/thermald — no hardware RNG/thermal in VM - live preload allocation — BIOS memory fragmentation, continues on demand
126 lines
3.5 KiB
C++
126 lines
3.5 KiB
C++
// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "openglwindow.h"
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#include <QGuiApplication>
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#include <QMatrix4x4>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLBuffer>
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#include <QScreen>
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#include <QtMath>
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//! [1]
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class TriangleWindow : public OpenGLWindow
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{
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public:
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using OpenGLWindow::OpenGLWindow;
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void initialize() override;
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void render() override;
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private:
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GLint m_matrixUniform = 0;
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QOpenGLBuffer m_vbo;
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QOpenGLShaderProgram *m_program = nullptr;
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int m_frame = 0;
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};
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//! [1]
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//! [2]
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int main(int argc, char **argv)
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{
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QGuiApplication app(argc, argv);
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QSurfaceFormat format;
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format.setSamples(16);
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TriangleWindow window;
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window.setFormat(format);
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window.resize(640, 480);
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window.show();
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window.setAnimating(true);
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return app.exec();
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}
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//! [2]
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//! [3]
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static const char *vertexShaderSource = "attribute highp vec4 posAttr;\n"
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"attribute lowp vec4 colAttr;\n"
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"varying lowp vec4 col;\n"
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"uniform highp mat4 matrix;\n"
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"void main() {\n"
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" col = colAttr;\n"
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" gl_Position = matrix * posAttr;\n"
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"}\n";
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static const char *fragmentShaderSource = "varying lowp vec4 col;\n"
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"void main() {\n"
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" gl_FragColor = col;\n"
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"}\n";
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//! [3]
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//! [4]
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void TriangleWindow::initialize()
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{
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static const GLfloat vertices_colors[] = { +0.0f, +0.707f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.500f, 0.0f, 1.0f, 0.0f,
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+0.5f, -0.500f, 0.0f, 0.0f, 1.0f };
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m_vbo.create();
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m_vbo.bind();
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m_vbo.allocate(vertices_colors, sizeof(vertices_colors));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), nullptr);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
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reinterpret_cast<void *>(2 * sizeof(GLfloat)));
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m_program = new QOpenGLShaderProgram(this);
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
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m_program->bindAttributeLocation("posAttr", 0);
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m_program->bindAttributeLocation("colAttr", 1);
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m_program->link();
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m_program->bind();
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m_matrixUniform = m_program->uniformLocation("matrix");
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Q_ASSERT(m_matrixUniform != -1);
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}
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//! [4]
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//! [5]
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void TriangleWindow::render()
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{
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const qreal retinaScale = devicePixelRatio();
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glViewport(0, 0, width() * retinaScale, height() * retinaScale);
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glClear(GL_COLOR_BUFFER_BIT);
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m_program->bind();
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QMatrix4x4 matrix;
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matrix.perspective(60.0f, 4.0f / 3.0f, 0.1f, 100.0f);
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matrix.translate(0, 0, -2);
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matrix.rotate(100.0f * m_frame / screen()->refreshRate(), 0, 1, 0);
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m_program->setUniformValue(m_matrixUniform, matrix);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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m_program->release();
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++m_frame;
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}
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//! [5]
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