/* * QEMU SDL display driver -- opengl support * * Copyright (c) 2014 Red Hat * * Authors: * Gerd Hoffmann <kraxel@redhat.com> * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include "qemu/osdep.h" #include "qemu-common.h" #include "ui/console.h" #include "ui/input.h" #include "ui/sdl2.h" #include "sysemu/sysemu.h" #include <epoxy/gl.h> static void sdl2_set_scanout_mode(struct sdl2_console *scon, bool scanout) { if (scon->scanout_mode == scanout) { return; } 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; } if (scon->surface) { surface_gl_destroy_texture(scon->gls, scon->surface); surface_gl_create_texture(scon->gls, scon->surface); } } } static void sdl2_gl_render_surface(struct sdl2_console *scon) { int ww, wh; SDL_GL_MakeCurrent(scon->real_window, scon->winctx); sdl2_set_scanout_mode(scon, false); SDL_GetWindowSize(scon->real_window, &ww, &wh); surface_gl_setup_viewport(scon->gls, scon->surface, ww, wh); surface_gl_render_texture(scon->gls, scon->surface); SDL_GL_SwapWindow(scon->real_window); } void sdl2_gl_update(DisplayChangeListener *dcl, int x, int y, int w, int h) { struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl); assert(scon->opengl); SDL_GL_MakeCurrent(scon->real_window, scon->winctx); surface_gl_update_texture(scon->gls, scon->surface, x, y, w, h); scon->updates++; } void sdl2_gl_switch(DisplayChangeListener *dcl, DisplaySurface *new_surface) { struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl); DisplaySurface *old_surface = scon->surface; assert(scon->opengl); SDL_GL_MakeCurrent(scon->real_window, scon->winctx); surface_gl_destroy_texture(scon->gls, scon->surface); scon->surface = new_surface; if (!new_surface) { console_gl_fini_context(scon->gls); scon->gls = NULL; sdl2_window_destroy(scon); return; } if (!scon->real_window) { sdl2_window_create(scon); scon->gls = console_gl_init_context(); } else if (old_surface && ((surface_width(old_surface) != surface_width(new_surface)) || (surface_height(old_surface) != surface_height(new_surface)))) { sdl2_window_resize(scon); } surface_gl_create_texture(scon->gls, scon->surface); } void sdl2_gl_refresh(DisplayChangeListener *dcl) { struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl); assert(scon->opengl); graphic_hw_update(dcl->con); if (scon->updates && scon->surface) { scon->updates = 0; sdl2_gl_render_surface(scon); } sdl2_poll_events(scon); } void sdl2_gl_redraw(struct sdl2_console *scon) { assert(scon->opengl); if (scon->surface) { sdl2_gl_render_surface(scon); } } QEMUGLContext sdl2_gl_create_context(DisplayChangeListener *dcl, QEMUGLParams *params) { struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl); SDL_GLContext ctx; assert(scon->opengl); 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); 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); return (QEMUGLContext)ctx; } void sdl2_gl_destroy_context(DisplayChangeListener *dcl, QEMUGLContext ctx) { SDL_GLContext sdlctx = (SDL_GLContext)ctx; SDL_GL_DeleteContext(sdlctx); } int sdl2_gl_make_context_current(DisplayChangeListener *dcl, QEMUGLContext ctx) { struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl); SDL_GLContext sdlctx = (SDL_GLContext)ctx; assert(scon->opengl); return SDL_GL_MakeCurrent(scon->real_window, sdlctx); } QEMUGLContext sdl2_gl_get_current_context(DisplayChangeListener *dcl) { SDL_GLContext sdlctx; sdlctx = SDL_GL_GetCurrentContext(); return (QEMUGLContext)sdlctx; } 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; scon->tex_id = 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); assert(scon->opengl); scon->x = x; 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); 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); } 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; assert(scon->opengl); if (!scon->scanout_mode) { return; } if (!scon->fbo_id) { 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); SDL_GL_SwapWindow(scon->real_window); }