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>
This commit is contained in:
Marc-André Lureau 2023-02-15 18:29:29 +04:00
parent 82f483dd22
commit da3f7a3ab9

View File

@ -58,6 +58,11 @@ static Notifier mouse_mode_notifier;
#define SDL2_MAX_IDLE_COUNT (2 * GUI_REFRESH_INTERVAL_DEFAULT \
/ SDL2_REFRESH_INTERVAL_BUSY + 1)
/* introduced in SDL 2.0.10 */
#ifndef SDL_HINT_RENDER_BATCHING
#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
#endif
static void sdl_update_caption(struct sdl2_console *scon);
static struct sdl2_console *get_scon_from_window(uint32_t window_id)
@ -99,7 +104,18 @@ void sdl2_window_create(struct sdl2_console *scon)
surface_width(scon->surface),
surface_height(scon->surface),
flags);
if (scon->opengl) {
const char *driver = "opengl";
if (scon->opts->gl == DISPLAYGL_MODE_ES) {
driver = "opengles2";
}
SDL_SetHint(SDL_HINT_RENDER_DRIVER, driver);
SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1");
}
scon->real_renderer = SDL_CreateRenderer(scon->real_window, -1, 0);
if (scon->opengl) {
scon->winctx = SDL_GL_CreateContext(scon->real_window);
}