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@@ -31,11 +31,37 @@
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#include "ui/sdl2.h"
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#include "ui/sdl2.h"
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#include "sysemu/sysemu.h"
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#include "sysemu/sysemu.h"
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+#include <epoxy/gl.h>
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+
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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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+
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+ scon->scanout_mode = scanout;
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+ if (!scon->scanout_mode) {
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+ if (scon->fbo_id) {
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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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+ 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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+
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static void sdl2_gl_render_surface(struct sdl2_console *scon)
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static void sdl2_gl_render_surface(struct sdl2_console *scon)
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{
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{
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int ww, wh;
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int ww, wh;
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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, false);
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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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surface_gl_setup_viewport(scon->gls, scon->surface, ww, wh);
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surface_gl_setup_viewport(scon->gls, scon->surface, ww, wh);
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@@ -110,3 +136,112 @@ void sdl2_gl_redraw(struct sdl2_console *scon)
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sdl2_gl_render_surface(scon);
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sdl2_gl_render_surface(scon);
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}
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}
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}
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}
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+
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+QEMUGLContext sdl2_gl_create_context(DisplayChangeListener *dcl,
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+ QEMUGLParams *params)
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+{
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+ struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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+ SDL_GLContext ctx;
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+
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+ assert(scon->opengl);
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+
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+ SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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+
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+ SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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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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+ 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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+
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+ ctx = SDL_GL_CreateContext(scon->real_window);
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+ return (QEMUGLContext)ctx;
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+}
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+
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+void sdl2_gl_destroy_context(DisplayChangeListener *dcl, QEMUGLContext ctx)
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+{
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+ SDL_GLContext sdlctx = (SDL_GLContext)ctx;
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+
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+ SDL_GL_DeleteContext(sdlctx);
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+}
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+
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+int sdl2_gl_make_context_current(DisplayChangeListener *dcl,
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+ QEMUGLContext ctx)
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+{
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+ struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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+ SDL_GLContext sdlctx = (SDL_GLContext)ctx;
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+
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+ assert(scon->opengl);
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+
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+ return SDL_GL_MakeCurrent(scon->real_window, sdlctx);
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+}
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+
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+QEMUGLContext sdl2_gl_get_current_context(DisplayChangeListener *dcl)
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+{
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+ SDL_GLContext sdlctx;
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+
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+ sdlctx = SDL_GL_GetCurrentContext();
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+ return (QEMUGLContext)sdlctx;
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+}
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+
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+void sdl2_gl_scanout(DisplayChangeListener *dcl,
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+ uint32_t backing_id, bool backing_y_0_top,
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+ uint32_t x, uint32_t y,
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+ 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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+
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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->tex_id = backing_id;
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+ scon->y0_top = backing_y_0_top;
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+
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+ SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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+
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+ if (scon->tex_id == 0 || scon->w == 0 || scon->h == 0) {
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+ sdl2_set_scanout_mode(scon, false);
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+ return;
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+ }
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+
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+ sdl2_set_scanout_mode(scon, true);
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+ if (!scon->fbo_id) {
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+ glGenFramebuffers(1, &scon->fbo_id);
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+ }
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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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+ 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, y1, y2;
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+
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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->fbo_id) {
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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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+
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+ glBindFramebuffer(GL_READ_FRAMEBUFFER, scon->fbo_id);
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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+
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+ SDL_GetWindowSize(scon->real_window, &ww, &wh);
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+ glViewport(0, 0, ww, wh);
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+ y1 = scon->y0_top ? 0 : scon->h;
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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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+
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+ SDL_GL_SwapWindow(scon->real_window);
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+}
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