* THE SOFTWARE.
*/
+#include "qemu/osdep.h"
#include "qemu-common.h"
#include "ui/console.h"
#include "ui/input.h"
scon->scanout_mode = scanout;
if (!scon->scanout_mode) {
- if (scon->fbo_id) {
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
- GL_COLOR_ATTACHMENT0_EXT,
- GL_TEXTURE_2D, 0, 0);
- glDeleteFramebuffers(1, &scon->fbo_id);
- glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
- scon->fbo_id = 0;
- }
+ egl_fb_destroy(&scon->guest_fb);
if (scon->surface) {
surface_gl_destroy_texture(scon->gls, scon->surface);
surface_gl_create_texture(scon->gls, scon->surface);
scon->surface = new_surface;
if (!new_surface) {
- console_gl_fini_context(scon->gls);
+ 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)))) {
return (QEMUGLContext)sdlctx;
}
-void sdl2_gl_scanout(DisplayChangeListener *dcl,
- uint32_t backing_id, bool backing_y_0_top,
- uint32_t x, uint32_t y,
- uint32_t w, uint32_t h)
+void sdl2_gl_scanout_disable(DisplayChangeListener *dcl)
+{
+ struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
+
+ assert(scon->opengl);
+ scon->w = 0;
+ scon->h = 0;
+ sdl2_set_scanout_mode(scon, false);
+}
+
+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)
{
struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
scon->y = y;
scon->w = w;
scon->h = h;
- scon->tex_id = backing_id;
scon->y0_top = backing_y_0_top;
SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
- if (scon->tex_id == 0 || scon->w == 0 || scon->h == 0) {
- sdl2_set_scanout_mode(scon, false);
- return;
- }
-
sdl2_set_scanout_mode(scon, true);
- if (!scon->fbo_id) {
- glGenFramebuffers(1, &scon->fbo_id);
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- GL_TEXTURE_2D, scon->tex_id, 0);
+ egl_fb_setup_for_tex(&scon->guest_fb, backing_width, backing_height,
+ backing_id, false);
}
void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
uint32_t x, uint32_t y, uint32_t w, uint32_t h)
{
struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
- int ww, wh, y1, y2;
+ int ww, wh;
assert(scon->opengl);
if (!scon->scanout_mode) {
return;
}
- if (!scon->fbo_id) {
+ if (!scon->guest_fb.framebuffer) {
return;
}
SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, scon->fbo_id);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-
SDL_GetWindowSize(scon->real_window, &ww, &wh);
- glViewport(0, 0, ww, wh);
- y1 = scon->y0_top ? 0 : scon->h;
- y2 = scon->y0_top ? scon->h : 0;
- glBlitFramebuffer(0, y1, scon->w, y2,
- 0, 0, ww, wh,
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
- glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
+ egl_fb_setup_default(&scon->win_fb, ww, wh);
+ egl_fb_blit(&scon->win_fb, &scon->guest_fb, !scon->y0_top);
SDL_GL_SwapWindow(scon->real_window);
}