qemu/ui/sdl2-gl.c

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/*
* QEMU SDL display driver -- opengl support
*
* Copyright (c) 2014 Red Hat
*
* Authors:
* Gerd Hoffmann <kraxel@redhat.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "qemu-common.h"
#include "ui/console.h"
#include "ui/input.h"
#include "ui/sdl2.h"
#include "sysemu/sysemu.h"
#include <epoxy/gl.h>
static void sdl2_set_scanout_mode(struct sdl2_console *scon, bool scanout)
{
if (scon->scanout_mode == scanout) {
return;
}
scon->scanout_mode = scanout;
if (!scon->scanout_mode) {
if (scon->fbo_id) {
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, 0, 0);
glDeleteFramebuffers(1, &scon->fbo_id);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
scon->fbo_id = 0;
}
if (scon->surface) {
surface_gl_destroy_texture(scon->gls, scon->surface);
surface_gl_create_texture(scon->gls, scon->surface);
}
}
}
static void sdl2_gl_render_surface(struct sdl2_console *scon)
{
int ww, wh;
SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
sdl2_set_scanout_mode(scon, false);
SDL_GetWindowSize(scon->real_window, &ww, &wh);
surface_gl_setup_viewport(scon->gls, scon->surface, ww, wh);
surface_gl_render_texture(scon->gls, scon->surface);
SDL_GL_SwapWindow(scon->real_window);
}
void sdl2_gl_update(DisplayChangeListener *dcl,
int x, int y, int w, int h)
{
struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
assert(scon->opengl);
SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
surface_gl_update_texture(scon->gls, scon->surface, x, y, w, h);
scon->updates++;
}
void sdl2_gl_switch(DisplayChangeListener *dcl,
DisplaySurface *new_surface)
{
struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
DisplaySurface *old_surface = scon->surface;
assert(scon->opengl);
SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
surface_gl_destroy_texture(scon->gls, scon->surface);
scon->surface = new_surface;
if (!new_surface) {
console_gl_fini_context(scon->gls);
scon->gls = NULL;
sdl2_window_destroy(scon);
return;
}
if (!scon->real_window) {
sdl2_window_create(scon);
scon->gls = console_gl_init_context();
} else if (old_surface &&
((surface_width(old_surface) != surface_width(new_surface)) ||
(surface_height(old_surface) != surface_height(new_surface)))) {
sdl2_window_resize(scon);
}
surface_gl_create_texture(scon->gls, scon->surface);
}
void sdl2_gl_refresh(DisplayChangeListener *dcl)
{
struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
assert(scon->opengl);
graphic_hw_update(dcl->con);
if (scon->updates && scon->surface) {
scon->updates = 0;
sdl2_gl_render_surface(scon);
}
sdl2_poll_events(scon);
}
void sdl2_gl_redraw(struct sdl2_console *scon)
{
assert(scon->opengl);
if (scon->surface) {
sdl2_gl_render_surface(scon);
}
}
QEMUGLContext sdl2_gl_create_context(DisplayChangeListener *dcl,
QEMUGLParams *params)
{
struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
SDL_GLContext ctx;
assert(scon->opengl);
SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, params->major_ver);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, params->minor_ver);
ctx = SDL_GL_CreateContext(scon->real_window);
return (QEMUGLContext)ctx;
}
void sdl2_gl_destroy_context(DisplayChangeListener *dcl, QEMUGLContext ctx)
{
SDL_GLContext sdlctx = (SDL_GLContext)ctx;
SDL_GL_DeleteContext(sdlctx);
}
int sdl2_gl_make_context_current(DisplayChangeListener *dcl,
QEMUGLContext ctx)
{
struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
SDL_GLContext sdlctx = (SDL_GLContext)ctx;
assert(scon->opengl);
return SDL_GL_MakeCurrent(scon->real_window, sdlctx);
}
QEMUGLContext sdl2_gl_get_current_context(DisplayChangeListener *dcl)
{
SDL_GLContext sdlctx;
sdlctx = SDL_GL_GetCurrentContext();
return (QEMUGLContext)sdlctx;
}
void sdl2_gl_scanout(DisplayChangeListener *dcl,
uint32_t backing_id, bool backing_y_0_top,
uint32_t x, uint32_t y,
uint32_t w, uint32_t h)
{
struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
assert(scon->opengl);
scon->x = x;
scon->y = y;
scon->w = w;
scon->h = h;
scon->tex_id = backing_id;
scon->y0_top = backing_y_0_top;
SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
if (scon->tex_id == 0 || scon->w == 0 || scon->h == 0) {
sdl2_set_scanout_mode(scon, false);
return;
}
sdl2_set_scanout_mode(scon, true);
if (!scon->fbo_id) {
glGenFramebuffers(1, &scon->fbo_id);
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, scon->tex_id, 0);
}
void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
uint32_t x, uint32_t y, uint32_t w, uint32_t h)
{
struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
int ww, wh, y1, y2;
assert(scon->opengl);
if (!scon->scanout_mode) {
return;
}
if (!scon->fbo_id) {
return;
}
SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
glBindFramebuffer(GL_READ_FRAMEBUFFER, scon->fbo_id);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
SDL_GetWindowSize(scon->real_window, &ww, &wh);
glViewport(0, 0, ww, wh);
y1 = scon->y0_top ? 0 : scon->h;
y2 = scon->y0_top ? scon->h : 0;
glBlitFramebuffer(0, y1, scon->w, y2,
0, 0, ww, wh,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
SDL_GL_SwapWindow(scon->real_window);
}