sdl2/opengl: add opengl context and scanout support
This allows virtio-gpu to render in 3d mode. Signed-off-by: Gerd Hoffmann <kraxel@redhat.com> Reviewed-by: Max Reitz <mreitz@redhat.com>
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@ -15,12 +15,18 @@ struct sdl2_console {
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SDL_Renderer *real_renderer;
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SDL_Renderer *real_renderer;
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int idx;
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int idx;
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int last_vm_running; /* per console for caption reasons */
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int last_vm_running; /* per console for caption reasons */
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int x, y;
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int x, y, w, h;
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int hidden;
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int hidden;
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int opengl;
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int opengl;
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int updates;
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int updates;
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SDL_GLContext winctx;
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SDL_GLContext winctx;
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#ifdef CONFIG_OPENGL
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ConsoleGLState *gls;
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ConsoleGLState *gls;
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GLuint tex_id;
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GLuint fbo_id;
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bool y0_top;
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bool scanout_mode;
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#endif
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};
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};
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void sdl2_window_create(struct sdl2_console *scon);
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void sdl2_window_create(struct sdl2_console *scon);
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@ -48,4 +54,18 @@ void sdl2_gl_switch(DisplayChangeListener *dcl,
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void sdl2_gl_refresh(DisplayChangeListener *dcl);
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void sdl2_gl_refresh(DisplayChangeListener *dcl);
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void sdl2_gl_redraw(struct sdl2_console *scon);
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void sdl2_gl_redraw(struct sdl2_console *scon);
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QEMUGLContext sdl2_gl_create_context(DisplayChangeListener *dcl,
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QEMUGLParams *params);
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void sdl2_gl_destroy_context(DisplayChangeListener *dcl, QEMUGLContext ctx);
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int sdl2_gl_make_context_current(DisplayChangeListener *dcl,
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QEMUGLContext ctx);
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QEMUGLContext sdl2_gl_get_current_context(DisplayChangeListener *dcl);
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void sdl2_gl_scanout(DisplayChangeListener *dcl,
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uint32_t backing_id, bool backing_y_0_top,
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uint32_t x, uint32_t y,
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uint32_t w, uint32_t h);
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void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
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uint32_t x, uint32_t y, uint32_t w, uint32_t h);
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#endif /* SDL2_H */
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#endif /* SDL2_H */
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135
ui/sdl2-gl.c
135
ui/sdl2-gl.c
@ -31,11 +31,37 @@
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#include "ui/sdl2.h"
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#include "ui/sdl2.h"
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#include "sysemu/sysemu.h"
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#include "sysemu/sysemu.h"
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#include <epoxy/gl.h>
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static void sdl2_set_scanout_mode(struct sdl2_console *scon, bool scanout)
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{
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if (scon->scanout_mode == scanout) {
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return;
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}
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scon->scanout_mode = scanout;
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if (!scon->scanout_mode) {
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if (scon->fbo_id) {
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, 0, 0);
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glDeleteFramebuffers(1, &scon->fbo_id);
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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scon->fbo_id = 0;
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}
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if (scon->surface) {
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surface_gl_destroy_texture(scon->gls, scon->surface);
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surface_gl_create_texture(scon->gls, scon->surface);
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}
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}
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}
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static void sdl2_gl_render_surface(struct sdl2_console *scon)
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static void sdl2_gl_render_surface(struct sdl2_console *scon)
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{
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{
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int ww, wh;
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int ww, wh;
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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sdl2_set_scanout_mode(scon, false);
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SDL_GetWindowSize(scon->real_window, &ww, &wh);
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SDL_GetWindowSize(scon->real_window, &ww, &wh);
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surface_gl_setup_viewport(scon->gls, scon->surface, ww, wh);
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surface_gl_setup_viewport(scon->gls, scon->surface, ww, wh);
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@ -110,3 +136,112 @@ void sdl2_gl_redraw(struct sdl2_console *scon)
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sdl2_gl_render_surface(scon);
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sdl2_gl_render_surface(scon);
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}
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}
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}
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}
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QEMUGLContext sdl2_gl_create_context(DisplayChangeListener *dcl,
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QEMUGLParams *params)
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{
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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SDL_GLContext ctx;
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assert(scon->opengl);
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, params->major_ver);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, params->minor_ver);
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ctx = SDL_GL_CreateContext(scon->real_window);
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return (QEMUGLContext)ctx;
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}
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void sdl2_gl_destroy_context(DisplayChangeListener *dcl, QEMUGLContext ctx)
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{
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SDL_GLContext sdlctx = (SDL_GLContext)ctx;
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SDL_GL_DeleteContext(sdlctx);
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}
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int sdl2_gl_make_context_current(DisplayChangeListener *dcl,
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QEMUGLContext ctx)
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{
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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SDL_GLContext sdlctx = (SDL_GLContext)ctx;
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assert(scon->opengl);
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return SDL_GL_MakeCurrent(scon->real_window, sdlctx);
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}
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QEMUGLContext sdl2_gl_get_current_context(DisplayChangeListener *dcl)
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{
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SDL_GLContext sdlctx;
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sdlctx = SDL_GL_GetCurrentContext();
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return (QEMUGLContext)sdlctx;
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}
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void sdl2_gl_scanout(DisplayChangeListener *dcl,
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uint32_t backing_id, bool backing_y_0_top,
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uint32_t x, uint32_t y,
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uint32_t w, uint32_t h)
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{
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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assert(scon->opengl);
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scon->x = x;
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scon->y = y;
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scon->w = w;
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scon->h = h;
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scon->tex_id = backing_id;
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scon->y0_top = backing_y_0_top;
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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if (scon->tex_id == 0 || scon->w == 0 || scon->h == 0) {
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sdl2_set_scanout_mode(scon, false);
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return;
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}
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sdl2_set_scanout_mode(scon, true);
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if (!scon->fbo_id) {
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glGenFramebuffers(1, &scon->fbo_id);
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}
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, scon->tex_id, 0);
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}
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void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
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uint32_t x, uint32_t y, uint32_t w, uint32_t h)
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{
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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int ww, wh, y1, y2;
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assert(scon->opengl);
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if (!scon->scanout_mode) {
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return;
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}
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if (!scon->fbo_id) {
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return;
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}
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, scon->fbo_id);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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SDL_GetWindowSize(scon->real_window, &ww, &wh);
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glViewport(0, 0, ww, wh);
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y1 = scon->y0_top ? 0 : scon->h;
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y2 = scon->y0_top ? scon->h : 0;
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glBlitFramebuffer(0, y1, scon->w, y2,
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0, 0, ww, wh,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
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SDL_GL_SwapWindow(scon->real_window);
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}
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@ -700,6 +700,13 @@ static const DisplayChangeListenerOps dcl_gl_ops = {
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.dpy_refresh = sdl2_gl_refresh,
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.dpy_refresh = sdl2_gl_refresh,
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.dpy_mouse_set = sdl_mouse_warp,
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.dpy_mouse_set = sdl_mouse_warp,
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.dpy_cursor_define = sdl_mouse_define,
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.dpy_cursor_define = sdl_mouse_define,
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.dpy_gl_ctx_create = sdl2_gl_create_context,
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.dpy_gl_ctx_destroy = sdl2_gl_destroy_context,
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.dpy_gl_ctx_make_current = sdl2_gl_make_context_current,
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.dpy_gl_ctx_get_current = sdl2_gl_get_current_context,
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.dpy_gl_scanout = sdl2_gl_scanout,
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.dpy_gl_update = sdl2_gl_scanout_flush,
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};
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};
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#endif
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#endif
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