sdl2: use framebuffer helper functions.
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com> Message-id: 20170614084149.31314-4-kraxel@redhat.com
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d8dc67e119
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371c4ef637
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@ -7,6 +7,10 @@
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#include <SDL.h>
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#include <SDL.h>
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#include <SDL_syswm.h>
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#include <SDL_syswm.h>
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#ifdef CONFIG_OPENGL
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# include "ui/egl-helpers.h"
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#endif
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struct sdl2_console {
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struct sdl2_console {
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DisplayChangeListener dcl;
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DisplayChangeListener dcl;
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DisplaySurface *surface;
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DisplaySurface *surface;
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@ -23,8 +27,8 @@ struct sdl2_console {
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SDL_GLContext winctx;
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SDL_GLContext winctx;
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#ifdef CONFIG_OPENGL
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#ifdef CONFIG_OPENGL
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ConsoleGLState *gls;
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ConsoleGLState *gls;
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GLuint tex_id;
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egl_fb guest_fb;
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GLuint fbo_id;
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egl_fb win_fb;
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bool y0_top;
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bool y0_top;
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bool scanout_mode;
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bool scanout_mode;
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#endif
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#endif
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36
ui/sdl2-gl.c
36
ui/sdl2-gl.c
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@ -42,14 +42,7 @@ static void sdl2_set_scanout_mode(struct sdl2_console *scon, bool scanout)
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scon->scanout_mode = scanout;
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scon->scanout_mode = scanout;
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if (!scon->scanout_mode) {
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if (!scon->scanout_mode) {
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if (scon->fbo_id) {
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egl_fb_destroy(&scon->guest_fb);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, 0, 0);
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glDeleteFramebuffers(1, &scon->fbo_id);
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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scon->fbo_id = 0;
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}
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if (scon->surface) {
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if (scon->surface) {
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surface_gl_destroy_texture(scon->gls, scon->surface);
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surface_gl_destroy_texture(scon->gls, scon->surface);
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surface_gl_create_texture(scon->gls, scon->surface);
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surface_gl_create_texture(scon->gls, scon->surface);
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@ -191,7 +184,6 @@ void sdl2_gl_scanout_disable(DisplayChangeListener *dcl)
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assert(scon->opengl);
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assert(scon->opengl);
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scon->w = 0;
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scon->w = 0;
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scon->h = 0;
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scon->h = 0;
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scon->tex_id = 0;
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sdl2_set_scanout_mode(scon, false);
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sdl2_set_scanout_mode(scon, false);
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}
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}
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@ -210,48 +202,34 @@ void sdl2_gl_scanout_texture(DisplayChangeListener *dcl,
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scon->y = y;
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scon->y = y;
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scon->w = w;
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scon->w = w;
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scon->h = h;
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scon->h = h;
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scon->tex_id = backing_id;
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scon->y0_top = backing_y_0_top;
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scon->y0_top = backing_y_0_top;
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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sdl2_set_scanout_mode(scon, true);
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sdl2_set_scanout_mode(scon, true);
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if (!scon->fbo_id) {
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egl_fb_create_for_tex(&scon->guest_fb, backing_width, backing_height,
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glGenFramebuffers(1, &scon->fbo_id);
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backing_id);
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}
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, scon->tex_id, 0);
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}
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}
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void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
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void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
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uint32_t x, uint32_t y, uint32_t w, uint32_t h)
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uint32_t x, uint32_t y, uint32_t w, uint32_t h)
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{
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{
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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int ww, wh, y1, y2;
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int ww, wh;
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assert(scon->opengl);
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assert(scon->opengl);
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if (!scon->scanout_mode) {
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if (!scon->scanout_mode) {
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return;
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return;
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}
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}
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if (!scon->fbo_id) {
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if (!scon->guest_fb.framebuffer) {
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return;
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return;
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}
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}
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, scon->fbo_id);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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SDL_GetWindowSize(scon->real_window, &ww, &wh);
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SDL_GetWindowSize(scon->real_window, &ww, &wh);
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glViewport(0, 0, ww, wh);
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egl_fb_setup_default(&scon->win_fb, ww, wh);
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y1 = scon->y0_top ? 0 : scon->h;
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egl_fb_blit(&scon->win_fb, &scon->guest_fb, !scon->y0_top);
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y2 = scon->y0_top ? scon->h : 0;
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glBlitFramebuffer(0, y1, scon->w, y2,
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0, 0, ww, wh,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
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SDL_GL_SwapWindow(scon->real_window);
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SDL_GL_SwapWindow(scon->real_window);
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}
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}
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