*/
#include "qemu/osdep.h"
-#include "qemu-common.h"
#include "ui/console.h"
#include "ui/input.h"
#include "ui/sdl2.h"
-#include "sysemu/sysemu.h"
static void sdl2_set_scanout_mode(struct sdl2_console *scon, bool scanout)
{
{
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;
}