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14c235eb40
OpenGL ES does not support conversion from the given data format to the internal format with glTexImage2D. Use the given data format as the internal format, and ignore the given alpha channels with GL_TEXTURE_SWIZZLE_A in case the format contains alpha channels. Signed-off-by: Akihiko Odaki <akihiko.odaki@gmail.com> Message-Id: <20210219094803.90860-1-akihiko.odaki@gmail.com> Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
159 lines
5.1 KiB
C
159 lines
5.1 KiB
C
/*
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* QEMU graphical console -- opengl helper bits
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*
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* Copyright (c) 2014 Red Hat
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*
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* Authors:
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* Gerd Hoffmann <kraxel@redhat.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "qemu/osdep.h"
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#include "ui/console.h"
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#include "ui/shader.h"
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/* ---------------------------------------------------------------------- */
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bool console_gl_check_format(DisplayChangeListener *dcl,
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pixman_format_code_t format)
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{
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switch (format) {
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case PIXMAN_BE_b8g8r8x8:
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case PIXMAN_BE_b8g8r8a8:
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case PIXMAN_r5g6b5:
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return true;
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default:
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return false;
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}
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}
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void surface_gl_create_texture(QemuGLShader *gls,
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DisplaySurface *surface)
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{
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assert(gls);
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assert(QEMU_IS_ALIGNED(surface_stride(surface), surface_bytes_per_pixel(surface)));
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switch (surface->format) {
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case PIXMAN_BE_b8g8r8x8:
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case PIXMAN_BE_b8g8r8a8:
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surface->glformat = GL_BGRA_EXT;
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surface->gltype = GL_UNSIGNED_BYTE;
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break;
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case PIXMAN_BE_x8r8g8b8:
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case PIXMAN_BE_a8r8g8b8:
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surface->glformat = GL_RGBA;
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surface->gltype = GL_UNSIGNED_BYTE;
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break;
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case PIXMAN_r5g6b5:
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surface->glformat = GL_RGB;
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surface->gltype = GL_UNSIGNED_SHORT_5_6_5;
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break;
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default:
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g_assert_not_reached();
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}
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glGenTextures(1, &surface->texture);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, surface->texture);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT,
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surface_stride(surface) / surface_bytes_per_pixel(surface));
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if (epoxy_is_desktop_gl()) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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surface_width(surface),
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surface_height(surface),
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0, surface->glformat, surface->gltype,
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surface_data(surface));
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} else {
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glTexImage2D(GL_TEXTURE_2D, 0, surface->glformat,
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surface_width(surface),
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surface_height(surface),
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0, surface->glformat, surface->gltype,
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surface_data(surface));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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void surface_gl_update_texture(QemuGLShader *gls,
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DisplaySurface *surface,
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int x, int y, int w, int h)
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{
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uint8_t *data = (void *)surface_data(surface);
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assert(gls);
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if (surface->texture) {
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glBindTexture(GL_TEXTURE_2D, surface->texture);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT,
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surface_stride(surface)
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/ surface_bytes_per_pixel(surface));
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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x, y, w, h,
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surface->glformat, surface->gltype,
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data + surface_stride(surface) * y
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+ surface_bytes_per_pixel(surface) * x);
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}
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}
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void surface_gl_render_texture(QemuGLShader *gls,
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DisplaySurface *surface)
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{
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assert(gls);
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glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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qemu_gl_run_texture_blit(gls, false);
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}
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void surface_gl_destroy_texture(QemuGLShader *gls,
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DisplaySurface *surface)
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{
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if (!surface || !surface->texture) {
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return;
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}
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glDeleteTextures(1, &surface->texture);
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surface->texture = 0;
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}
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void surface_gl_setup_viewport(QemuGLShader *gls,
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DisplaySurface *surface,
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int ww, int wh)
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{
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int gw, gh, stripe;
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float sw, sh;
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assert(gls);
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gw = surface_width(surface);
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gh = surface_height(surface);
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sw = (float)ww/gw;
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sh = (float)wh/gh;
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if (sw < sh) {
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stripe = wh - wh*sw/sh;
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glViewport(0, stripe / 2, ww, wh - stripe);
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} else {
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stripe = ww - ww*sh/sw;
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glViewport(stripe / 2, 0, ww - stripe, wh);
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}
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}
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