sdl: restore optimized redraw
The documentation on SDL_RenderPresent function states that "the backbuffer should be considered invalidated after each present", so copy the entire texture on each redraw. On the other hand, SDL_UpdateTexture function is described as "fairly slow function", so restrict it to just the changed pixels. Also added SDL_RenderClear call, as suggested in the documentation page on SDL_RenderPresent. Signed-off-by: Anatoly Trosinenko <anatoly.trosinenko@gmail.com> Message-id: 20180205133228.25082-1-anatoly.trosinenko@gmail.com Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
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								ui/sdl2-2d.c
								
								
								
								
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			@ -36,6 +36,8 @@ void sdl2_2d_update(DisplayChangeListener *dcl,
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    struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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    DisplaySurface *surf = qemu_console_surface(dcl->con);
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    SDL_Rect rect;
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    size_t surface_data_offset = surface_bytes_per_pixel(surf) * x +
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                                 surface_stride(surf) * y;
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    assert(!scon->opengl);
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			@ -46,27 +48,16 @@ void sdl2_2d_update(DisplayChangeListener *dcl,
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        return;
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    }
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    /*
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     * SDL2 seems to do some double-buffering, and trying to only
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     * update the changed areas results in only one of the two buffers
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     * being updated.  Which flickers alot.  So lets not try to be
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     * clever do a full update every time ...
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     */
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#if 0
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    rect.x = x;
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    rect.y = y;
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    rect.w = w;
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    rect.h = h;
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#else
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    rect.x = 0;
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    rect.y = 0;
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    rect.w = surface_width(surf);
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    rect.h = surface_height(surf);
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#endif
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    SDL_UpdateTexture(scon->texture, NULL, surface_data(surf),
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    SDL_UpdateTexture(scon->texture, &rect,
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                      surface_data(surf) + surface_data_offset,
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                      surface_stride(surf));
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    SDL_RenderCopy(scon->real_renderer, scon->texture, &rect, &rect);
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    SDL_RenderClear(scon->real_renderer);
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    SDL_RenderCopy(scon->real_renderer, scon->texture, NULL, NULL);
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    SDL_RenderPresent(scon->real_renderer);
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}
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