*/
#include "qemu/osdep.h"
-#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)
{
surface_gl_render_texture(scon->gls, scon->surface);
SDL_GL_SwapWindow(scon->real_window);
+ graphic_hw_gl_flushed(scon->dcl.con);
}
void sdl2_gl_update(DisplayChangeListener *dcl,
scon->surface = new_surface;
- if (!new_surface) {
- console_gl_fini_context(scon->gls);
+ if (is_placeholder(new_surface) && qemu_console_get_index(dcl->con)) {
+ qemu_gl_fini_shader(scon->gls);
scon->gls = NULL;
sdl2_window_destroy(scon);
return;
if (!scon->real_window) {
sdl2_window_create(scon);
- scon->gls = console_gl_init_context();
+ scon->gls = qemu_gl_init_shader();
} else if (old_surface &&
((surface_width(old_surface) != surface_width(new_surface)) ||
(surface_height(old_surface) != surface_height(new_surface)))) {
assert(scon->opengl);
graphic_hw_update(dcl->con);
- if (scon->updates && scon->surface) {
+ if (scon->updates && scon->real_window) {
scon->updates = 0;
sdl2_gl_render_surface(scon);
}
{
assert(scon->opengl);
+ if (scon->scanout_mode) {
+ /* sdl2_gl_scanout_flush actually only care about
+ * the first argument. */
+ return sdl2_gl_scanout_flush(&scon->dcl, 0, 0, 0, 0);
+ }
if (scon->surface) {
sdl2_gl_render_surface(scon);
}
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);
+ if (scon->opts->gl == DISPLAYGL_MODE_ON ||
+ scon->opts->gl == DISPLAYGL_MODE_CORE) {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
+ SDL_GL_CONTEXT_PROFILE_CORE);
+ } else if (scon->opts->gl == DISPLAYGL_MODE_ES) {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
+ SDL_GL_CONTEXT_PROFILE_ES);
+ }
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);
+
+ /* If SDL fail to create a GL context and we use the "on" flag,
+ * then try to fallback to GLES.
+ */
+ if (!ctx && scon->opts->gl == DISPLAYGL_MODE_ON) {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
+ SDL_GL_CONTEXT_PROFILE_ES);
+ ctx = SDL_GL_CreateContext(scon->real_window);
+ }
return (QEMUGLContext)ctx;
}
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_disable(DisplayChangeListener *dcl)
{
struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
sdl2_set_scanout_mode(scon, true);
- egl_fb_create_for_tex(&scon->guest_fb, backing_width, backing_height,
- backing_id);
+ egl_fb_setup_for_tex(&scon->guest_fb, backing_width, backing_height,
+ backing_id, false);
}
void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
egl_fb_blit(&scon->win_fb, &scon->guest_fb, !scon->y0_top);
SDL_GL_SwapWindow(scon->real_window);
+ graphic_hw_gl_flushed(dcl->con);
}