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28#include "qemu/osdep.h"
29#include "ui/console.h"
30#include "ui/input.h"
31#include "ui/sdl2.h"
32
33static void sdl2_set_scanout_mode(struct sdl2_console *scon, bool scanout)
34{
35 if (scon->scanout_mode == scanout) {
36 return;
37 }
38
39 scon->scanout_mode = scanout;
40 if (!scon->scanout_mode) {
41 egl_fb_destroy(&scon->guest_fb);
42 if (scon->surface) {
43 surface_gl_destroy_texture(scon->gls, scon->surface);
44 surface_gl_create_texture(scon->gls, scon->surface);
45 }
46 }
47}
48
49static void sdl2_gl_render_surface(struct sdl2_console *scon)
50{
51 int ww, wh;
52
53 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
54 sdl2_set_scanout_mode(scon, false);
55
56 SDL_GetWindowSize(scon->real_window, &ww, &wh);
57 surface_gl_setup_viewport(scon->gls, scon->surface, ww, wh);
58
59 surface_gl_render_texture(scon->gls, scon->surface);
60 SDL_GL_SwapWindow(scon->real_window);
61}
62
63void sdl2_gl_update(DisplayChangeListener *dcl,
64 int x, int y, int w, int h)
65{
66 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
67
68 assert(scon->opengl);
69
70 if (!scon->real_window) {
71 return;
72 }
73
74 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
75 surface_gl_update_texture(scon->gls, scon->surface, x, y, w, h);
76 scon->updates++;
77}
78
79void sdl2_gl_switch(DisplayChangeListener *dcl,
80 DisplaySurface *new_surface)
81{
82 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
83 DisplaySurface *old_surface = scon->surface;
84
85 assert(scon->opengl);
86
87 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
88 surface_gl_destroy_texture(scon->gls, scon->surface);
89
90 scon->surface = new_surface;
91
92 if (is_placeholder(new_surface) && qemu_console_get_index(dcl->con)) {
93 qemu_gl_fini_shader(scon->gls);
94 scon->gls = NULL;
95 sdl2_window_destroy(scon);
96 return;
97 }
98
99 if (!scon->real_window) {
100 sdl2_window_create(scon);
101 scon->gls = qemu_gl_init_shader();
102 } else if (old_surface &&
103 ((surface_width(old_surface) != surface_width(new_surface)) ||
104 (surface_height(old_surface) != surface_height(new_surface)))) {
105 sdl2_window_resize(scon);
106 }
107
108 surface_gl_create_texture(scon->gls, scon->surface);
109}
110
111void sdl2_gl_refresh(DisplayChangeListener *dcl)
112{
113 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
114
115 assert(scon->opengl);
116
117 graphic_hw_update(dcl->con);
118 if (scon->updates && scon->real_window) {
119 scon->updates = 0;
120 sdl2_gl_render_surface(scon);
121 }
122 sdl2_poll_events(scon);
123}
124
125void sdl2_gl_redraw(struct sdl2_console *scon)
126{
127 assert(scon->opengl);
128
129 if (scon->scanout_mode) {
130
131
132 return sdl2_gl_scanout_flush(&scon->dcl, 0, 0, 0, 0);
133 }
134 if (scon->surface) {
135 sdl2_gl_render_surface(scon);
136 }
137}
138
139QEMUGLContext sdl2_gl_create_context(DisplayGLCtx *dgc,
140 QEMUGLParams *params)
141{
142 struct sdl2_console *scon = container_of(dgc, struct sdl2_console, dgc);
143 SDL_GLContext ctx;
144
145 assert(scon->opengl);
146
147 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
148
149 SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
150 if (scon->opts->gl == DISPLAYGL_MODE_ON ||
151 scon->opts->gl == DISPLAYGL_MODE_CORE) {
152 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
153 SDL_GL_CONTEXT_PROFILE_CORE);
154 } else if (scon->opts->gl == DISPLAYGL_MODE_ES) {
155 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
156 SDL_GL_CONTEXT_PROFILE_ES);
157 }
158 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, params->major_ver);
159 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, params->minor_ver);
160
161 ctx = SDL_GL_CreateContext(scon->real_window);
162
163
164
165
166 if (!ctx && scon->opts->gl == DISPLAYGL_MODE_ON) {
167 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
168 SDL_GL_CONTEXT_PROFILE_ES);
169 ctx = SDL_GL_CreateContext(scon->real_window);
170 }
171 return (QEMUGLContext)ctx;
172}
173
174void sdl2_gl_destroy_context(DisplayGLCtx *dgc, QEMUGLContext ctx)
175{
176 SDL_GLContext sdlctx = (SDL_GLContext)ctx;
177
178 SDL_GL_DeleteContext(sdlctx);
179}
180
181int sdl2_gl_make_context_current(DisplayGLCtx *dgc,
182 QEMUGLContext ctx)
183{
184 struct sdl2_console *scon = container_of(dgc, struct sdl2_console, dgc);
185 SDL_GLContext sdlctx = (SDL_GLContext)ctx;
186
187 assert(scon->opengl);
188
189 return SDL_GL_MakeCurrent(scon->real_window, sdlctx);
190}
191
192void sdl2_gl_scanout_disable(DisplayChangeListener *dcl)
193{
194 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
195
196 assert(scon->opengl);
197 scon->w = 0;
198 scon->h = 0;
199 sdl2_set_scanout_mode(scon, false);
200}
201
202void sdl2_gl_scanout_texture(DisplayChangeListener *dcl,
203 uint32_t backing_id,
204 bool backing_y_0_top,
205 uint32_t backing_width,
206 uint32_t backing_height,
207 uint32_t x, uint32_t y,
208 uint32_t w, uint32_t h,
209 void *d3d_tex2d)
210{
211 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
212
213 assert(scon->opengl);
214 scon->x = x;
215 scon->y = y;
216 scon->w = w;
217 scon->h = h;
218 scon->y0_top = backing_y_0_top;
219
220 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
221
222 sdl2_set_scanout_mode(scon, true);
223 egl_fb_setup_for_tex(&scon->guest_fb, backing_width, backing_height,
224 backing_id, false);
225}
226
227void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
228 uint32_t x, uint32_t y, uint32_t w, uint32_t h)
229{
230 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
231 int ww, wh;
232
233 assert(scon->opengl);
234 if (!scon->scanout_mode) {
235 return;
236 }
237 if (!scon->guest_fb.framebuffer) {
238 return;
239 }
240
241 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
242
243 SDL_GetWindowSize(scon->real_window, &ww, &wh);
244 egl_fb_setup_default(&scon->win_fb, ww, wh);
245 egl_fb_blit(&scon->win_fb, &scon->guest_fb, !scon->y0_top);
246
247 SDL_GL_SwapWindow(scon->real_window);
248}
249