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27#include "qemu/osdep.h"
28#include "ui/console.h"
29#include "ui/shader.h"
30
31
32
33bool console_gl_check_format(DisplayChangeListener *dcl,
34 pixman_format_code_t format)
35{
36 switch (format) {
37 case PIXMAN_BE_b8g8r8x8:
38 case PIXMAN_BE_b8g8r8a8:
39 case PIXMAN_r5g6b5:
40 return true;
41 default:
42 return false;
43 }
44}
45
46void surface_gl_create_texture(QemuGLShader *gls,
47 DisplaySurface *surface)
48{
49 assert(gls);
50 assert(QEMU_IS_ALIGNED(surface_stride(surface), surface_bytes_per_pixel(surface)));
51
52 switch (surface->format) {
53 case PIXMAN_BE_b8g8r8x8:
54 case PIXMAN_BE_b8g8r8a8:
55 surface->glformat = GL_BGRA_EXT;
56 surface->gltype = GL_UNSIGNED_BYTE;
57 break;
58 case PIXMAN_BE_x8r8g8b8:
59 case PIXMAN_BE_a8r8g8b8:
60 surface->glformat = GL_RGBA;
61 surface->gltype = GL_UNSIGNED_BYTE;
62 break;
63 case PIXMAN_r5g6b5:
64 surface->glformat = GL_RGB;
65 surface->gltype = GL_UNSIGNED_SHORT_5_6_5;
66 break;
67 default:
68 g_assert_not_reached();
69 }
70
71 glGenTextures(1, &surface->texture);
72 glEnable(GL_TEXTURE_2D);
73 glBindTexture(GL_TEXTURE_2D, surface->texture);
74 glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT,
75 surface_stride(surface) / surface_bytes_per_pixel(surface));
76 if (epoxy_is_desktop_gl()) {
77 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
78 surface_width(surface),
79 surface_height(surface),
80 0, surface->glformat, surface->gltype,
81 surface_data(surface));
82 } else {
83 glTexImage2D(GL_TEXTURE_2D, 0, surface->glformat,
84 surface_width(surface),
85 surface_height(surface),
86 0, surface->glformat, surface->gltype,
87 surface_data(surface));
88 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
89 }
90
91 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
92 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
93}
94
95void surface_gl_update_texture(QemuGLShader *gls,
96 DisplaySurface *surface,
97 int x, int y, int w, int h)
98{
99 uint8_t *data = (void *)surface_data(surface);
100
101 assert(gls);
102
103 if (surface->texture) {
104 glBindTexture(GL_TEXTURE_2D, surface->texture);
105 glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT,
106 surface_stride(surface)
107 / surface_bytes_per_pixel(surface));
108 glTexSubImage2D(GL_TEXTURE_2D, 0,
109 x, y, w, h,
110 surface->glformat, surface->gltype,
111 data + surface_stride(surface) * y
112 + surface_bytes_per_pixel(surface) * x);
113 }
114}
115
116void surface_gl_render_texture(QemuGLShader *gls,
117 DisplaySurface *surface)
118{
119 assert(gls);
120
121 glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
122 glClear(GL_COLOR_BUFFER_BIT);
123
124 qemu_gl_run_texture_blit(gls, false);
125}
126
127void surface_gl_destroy_texture(QemuGLShader *gls,
128 DisplaySurface *surface)
129{
130 if (!surface || !surface->texture) {
131 return;
132 }
133 glDeleteTextures(1, &surface->texture);
134 surface->texture = 0;
135}
136
137void surface_gl_setup_viewport(QemuGLShader *gls,
138 DisplaySurface *surface,
139 int ww, int wh)
140{
141 int gw, gh, stripe;
142 float sw, sh;
143
144 assert(gls);
145
146 gw = surface_width(surface);
147 gh = surface_height(surface);
148
149 sw = (float)ww/gw;
150 sh = (float)wh/gh;
151 if (sw < sh) {
152 stripe = wh - wh*sw/sh;
153 glViewport(0, stripe / 2, ww, wh - stripe);
154 } else {
155 stripe = ww - ww*sh/sw;
156 glViewport(stripe / 2, 0, ww - stripe, wh);
157 }
158}
159