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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 if (surface->texture) {
53 return;
54 }
55
56 switch (surface->format) {
57 case PIXMAN_BE_b8g8r8x8:
58 case PIXMAN_BE_b8g8r8a8:
59 surface->glformat = GL_BGRA_EXT;
60 surface->gltype = GL_UNSIGNED_BYTE;
61 break;
62 case PIXMAN_BE_x8r8g8b8:
63 case PIXMAN_BE_a8r8g8b8:
64 surface->glformat = GL_RGBA;
65 surface->gltype = GL_UNSIGNED_BYTE;
66 break;
67 case PIXMAN_r5g6b5:
68 surface->glformat = GL_RGB;
69 surface->gltype = GL_UNSIGNED_SHORT_5_6_5;
70 break;
71 default:
72 g_assert_not_reached();
73 }
74
75 glGenTextures(1, &surface->texture);
76 glEnable(GL_TEXTURE_2D);
77 glBindTexture(GL_TEXTURE_2D, surface->texture);
78 glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT,
79 surface_stride(surface) / surface_bytes_per_pixel(surface));
80 if (epoxy_is_desktop_gl()) {
81 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
82 surface_width(surface),
83 surface_height(surface),
84 0, surface->glformat, surface->gltype,
85 surface_data(surface));
86 } else {
87 glTexImage2D(GL_TEXTURE_2D, 0, surface->glformat,
88 surface_width(surface),
89 surface_height(surface),
90 0, surface->glformat, surface->gltype,
91 surface_data(surface));
92 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
93 }
94
95 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
96 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
97}
98
99void surface_gl_update_texture(QemuGLShader *gls,
100 DisplaySurface *surface,
101 int x, int y, int w, int h)
102{
103 uint8_t *data = (void *)surface_data(surface);
104
105 assert(gls);
106
107 if (surface->texture) {
108 glBindTexture(GL_TEXTURE_2D, surface->texture);
109 glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT,
110 surface_stride(surface)
111 / surface_bytes_per_pixel(surface));
112 glTexSubImage2D(GL_TEXTURE_2D, 0,
113 x, y, w, h,
114 surface->glformat, surface->gltype,
115 data + surface_stride(surface) * y
116 + surface_bytes_per_pixel(surface) * x);
117 }
118}
119
120void surface_gl_render_texture(QemuGLShader *gls,
121 DisplaySurface *surface)
122{
123 assert(gls);
124
125 glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
126 glClear(GL_COLOR_BUFFER_BIT);
127
128 qemu_gl_run_texture_blit(gls, false);
129}
130
131void surface_gl_destroy_texture(QemuGLShader *gls,
132 DisplaySurface *surface)
133{
134 if (!surface || !surface->texture) {
135 return;
136 }
137 glDeleteTextures(1, &surface->texture);
138 surface->texture = 0;
139}
140
141void surface_gl_setup_viewport(QemuGLShader *gls,
142 DisplaySurface *surface,
143 int ww, int wh)
144{
145 int gw, gh, stripe;
146 float sw, sh;
147
148 assert(gls);
149
150 gw = surface_width(surface);
151 gh = surface_height(surface);
152
153 sw = (float)ww/gw;
154 sh = (float)wh/gh;
155 if (sw < sh) {
156 stripe = wh - wh*sw/sh;
157 glViewport(0, stripe / 2, ww, wh - stripe);
158 } else {
159 stripe = ww - ww*sh/sw;
160 glViewport(stripe / 2, 0, ww - stripe, wh);
161 }
162}
163