ui/sdl: try to instantiate the matching opengl renderer
-display sdl,gl=es didn't actually use OpenGL ES. Using OpenGL ES allows to use ANGLE, which works generally better than Windows/OEM OpenGL driver. (note: users can still bypass the QEMU choice with SDL_RENDER_DRIVER environment variable) (note: for some reason, specifying a driver disables batching and breaks rendering, so enable it explicitly) Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com> Reviewed-by: Daniel P. Berrangé <berrange@redhat.com>
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16
ui/sdl2.c
16
ui/sdl2.c
@ -58,6 +58,11 @@ static Notifier mouse_mode_notifier;
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#define SDL2_MAX_IDLE_COUNT (2 * GUI_REFRESH_INTERVAL_DEFAULT \
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/ SDL2_REFRESH_INTERVAL_BUSY + 1)
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/* introduced in SDL 2.0.10 */
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#ifndef SDL_HINT_RENDER_BATCHING
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#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
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#endif
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static void sdl_update_caption(struct sdl2_console *scon);
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static struct sdl2_console *get_scon_from_window(uint32_t window_id)
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@ -99,7 +104,18 @@ void sdl2_window_create(struct sdl2_console *scon)
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surface_width(scon->surface),
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surface_height(scon->surface),
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flags);
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if (scon->opengl) {
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const char *driver = "opengl";
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if (scon->opts->gl == DISPLAYGL_MODE_ES) {
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driver = "opengles2";
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}
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, driver);
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SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1");
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}
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scon->real_renderer = SDL_CreateRenderer(scon->real_window, -1, 0);
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if (scon->opengl) {
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scon->winctx = SDL_GL_CreateContext(scon->real_window);
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}
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