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The following patch will get the underlying D3D11 Texture2D from the virgl renderer scanout. Pass it along to the texture scanout callbacks as a priliminary step, to simplify review. Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com> Message-Id: <20230606115658.677673-20-marcandre.lureau@redhat.com>
249 lines
7.6 KiB
C
249 lines
7.6 KiB
C
/*
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* QEMU SDL display driver -- opengl support
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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/input.h"
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#include "ui/sdl2.h"
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static void sdl2_set_scanout_mode(struct sdl2_console *scon, bool scanout)
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{
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if (scon->scanout_mode == scanout) {
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return;
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}
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scon->scanout_mode = scanout;
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if (!scon->scanout_mode) {
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egl_fb_destroy(&scon->guest_fb);
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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_create_texture(scon->gls, scon->surface);
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}
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}
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}
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static void sdl2_gl_render_surface(struct sdl2_console *scon)
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{
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int ww, wh;
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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sdl2_set_scanout_mode(scon, false);
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SDL_GetWindowSize(scon->real_window, &ww, &wh);
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surface_gl_setup_viewport(scon->gls, scon->surface, ww, wh);
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surface_gl_render_texture(scon->gls, scon->surface);
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SDL_GL_SwapWindow(scon->real_window);
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}
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void sdl2_gl_update(DisplayChangeListener *dcl,
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int x, int y, int w, int h)
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{
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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assert(scon->opengl);
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if (!scon->real_window) {
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return;
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}
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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surface_gl_update_texture(scon->gls, scon->surface, x, y, w, h);
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scon->updates++;
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}
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void sdl2_gl_switch(DisplayChangeListener *dcl,
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DisplaySurface *new_surface)
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{
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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DisplaySurface *old_surface = scon->surface;
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assert(scon->opengl);
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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surface_gl_destroy_texture(scon->gls, scon->surface);
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scon->surface = new_surface;
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if (is_placeholder(new_surface) && qemu_console_get_index(dcl->con)) {
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qemu_gl_fini_shader(scon->gls);
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scon->gls = NULL;
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sdl2_window_destroy(scon);
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return;
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}
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if (!scon->real_window) {
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sdl2_window_create(scon);
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scon->gls = qemu_gl_init_shader();
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} else if (old_surface &&
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((surface_width(old_surface) != surface_width(new_surface)) ||
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(surface_height(old_surface) != surface_height(new_surface)))) {
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sdl2_window_resize(scon);
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}
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surface_gl_create_texture(scon->gls, scon->surface);
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}
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void sdl2_gl_refresh(DisplayChangeListener *dcl)
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{
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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assert(scon->opengl);
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graphic_hw_update(dcl->con);
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if (scon->updates && scon->real_window) {
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scon->updates = 0;
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sdl2_gl_render_surface(scon);
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}
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sdl2_poll_events(scon);
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}
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void sdl2_gl_redraw(struct sdl2_console *scon)
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{
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assert(scon->opengl);
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if (scon->scanout_mode) {
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/* sdl2_gl_scanout_flush actually only care about
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* the first argument. */
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return sdl2_gl_scanout_flush(&scon->dcl, 0, 0, 0, 0);
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}
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if (scon->surface) {
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sdl2_gl_render_surface(scon);
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}
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}
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QEMUGLContext sdl2_gl_create_context(DisplayGLCtx *dgc,
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QEMUGLParams *params)
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{
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struct sdl2_console *scon = container_of(dgc, struct sdl2_console, dgc);
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SDL_GLContext ctx;
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assert(scon->opengl);
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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if (scon->opts->gl == DISPLAYGL_MODE_ON ||
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scon->opts->gl == DISPLAYGL_MODE_CORE) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_CORE);
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} else if (scon->opts->gl == DISPLAYGL_MODE_ES) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_ES);
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, params->major_ver);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, params->minor_ver);
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ctx = SDL_GL_CreateContext(scon->real_window);
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/* If SDL fail to create a GL context and we use the "on" flag,
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* then try to fallback to GLES.
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*/
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if (!ctx && scon->opts->gl == DISPLAYGL_MODE_ON) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_ES);
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ctx = SDL_GL_CreateContext(scon->real_window);
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}
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return (QEMUGLContext)ctx;
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}
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void sdl2_gl_destroy_context(DisplayGLCtx *dgc, QEMUGLContext ctx)
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{
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SDL_GLContext sdlctx = (SDL_GLContext)ctx;
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SDL_GL_DeleteContext(sdlctx);
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}
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int sdl2_gl_make_context_current(DisplayGLCtx *dgc,
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QEMUGLContext ctx)
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{
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struct sdl2_console *scon = container_of(dgc, struct sdl2_console, dgc);
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SDL_GLContext sdlctx = (SDL_GLContext)ctx;
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assert(scon->opengl);
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return SDL_GL_MakeCurrent(scon->real_window, sdlctx);
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}
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void sdl2_gl_scanout_disable(DisplayChangeListener *dcl)
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{
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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assert(scon->opengl);
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scon->w = 0;
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scon->h = 0;
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sdl2_set_scanout_mode(scon, false);
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}
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void sdl2_gl_scanout_texture(DisplayChangeListener *dcl,
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uint32_t backing_id,
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bool backing_y_0_top,
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uint32_t backing_width,
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uint32_t backing_height,
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uint32_t x, uint32_t y,
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uint32_t w, uint32_t h,
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void *d3d_tex2d)
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{
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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assert(scon->opengl);
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scon->x = x;
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scon->y = y;
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scon->w = w;
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scon->h = h;
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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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sdl2_set_scanout_mode(scon, true);
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egl_fb_setup_for_tex(&scon->guest_fb, backing_width, backing_height,
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backing_id, false);
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}
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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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{
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struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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int ww, wh;
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assert(scon->opengl);
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if (!scon->scanout_mode) {
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return;
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}
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if (!scon->guest_fb.framebuffer) {
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return;
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}
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SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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SDL_GetWindowSize(scon->real_window, &ww, &wh);
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egl_fb_setup_default(&scon->win_fb, ww, wh);
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egl_fb_blit(&scon->win_fb, &scon->guest_fb, !scon->y0_top);
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SDL_GL_SwapWindow(scon->real_window);
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}
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