qemu/include/ui/sdl2.h
Marc-André Lureau 5e79d516e8 ui: split the GL context in a different object
This will allow to have one GL context but a variable number of
listeners.

Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Acked-by: Gerd Hoffmann <kraxel@redhat.com>
2021-12-21 10:50:21 +04:00

87 lines
2.7 KiB
C

#ifndef SDL2_H
#define SDL2_H
/* Avoid compiler warning because macro is redefined in SDL_syswm.h. */
#undef WIN32_LEAN_AND_MEAN
#include <SDL.h>
#include <SDL_syswm.h>
#ifdef CONFIG_SDL_IMAGE
# include <SDL_image.h>
#endif
#include "ui/kbd-state.h"
#ifdef CONFIG_OPENGL
# include "ui/egl-helpers.h"
#endif
struct sdl2_console {
DisplayGLCtx dgc;
DisplayChangeListener dcl;
DisplaySurface *surface;
DisplayOptions *opts;
SDL_Texture *texture;
SDL_Window *real_window;
SDL_Renderer *real_renderer;
int idx;
int last_vm_running; /* per console for caption reasons */
int x, y, w, h;
int hidden;
int opengl;
int updates;
int idle_counter;
int ignore_hotkeys;
SDL_GLContext winctx;
QKbdState *kbd;
#ifdef CONFIG_OPENGL
QemuGLShader *gls;
egl_fb guest_fb;
egl_fb win_fb;
bool y0_top;
bool scanout_mode;
#endif
};
void sdl2_window_create(struct sdl2_console *scon);
void sdl2_window_destroy(struct sdl2_console *scon);
void sdl2_window_resize(struct sdl2_console *scon);
void sdl2_poll_events(struct sdl2_console *scon);
void sdl2_process_key(struct sdl2_console *scon,
SDL_KeyboardEvent *ev);
void sdl2_2d_update(DisplayChangeListener *dcl,
int x, int y, int w, int h);
void sdl2_2d_switch(DisplayChangeListener *dcl,
DisplaySurface *new_surface);
void sdl2_2d_refresh(DisplayChangeListener *dcl);
void sdl2_2d_redraw(struct sdl2_console *scon);
bool sdl2_2d_check_format(DisplayChangeListener *dcl,
pixman_format_code_t format);
void sdl2_gl_update(DisplayChangeListener *dcl,
int x, int y, int w, int h);
void sdl2_gl_switch(DisplayChangeListener *dcl,
DisplaySurface *new_surface);
void sdl2_gl_refresh(DisplayChangeListener *dcl);
void sdl2_gl_redraw(struct sdl2_console *scon);
QEMUGLContext sdl2_gl_create_context(DisplayGLCtx *dgc,
QEMUGLParams *params);
void sdl2_gl_destroy_context(DisplayGLCtx *dgc, QEMUGLContext ctx);
int sdl2_gl_make_context_current(DisplayGLCtx *dgc,
QEMUGLContext ctx);
void sdl2_gl_scanout_disable(DisplayChangeListener *dcl);
void sdl2_gl_scanout_texture(DisplayChangeListener *dcl,
uint32_t backing_id,
bool backing_y_0_top,
uint32_t backing_width,
uint32_t backing_height,
uint32_t x, uint32_t y,
uint32_t w, uint32_t h);
void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
uint32_t x, uint32_t y, uint32_t w, uint32_t h);
#endif /* SDL2_H */