On 09.09.2015 13:20, Gerd Hoffmann wrote: > This allows virtio-gpu to render in 3d mode. > > Signed-off-by: Gerd Hoffmann <[email protected]> > --- > include/ui/sdl2.h | 22 ++++++++- > ui/sdl2-gl.c | 133 > ++++++++++++++++++++++++++++++++++++++++++++++++++++++ > ui/sdl2.c | 7 +++ > 3 files changed, 161 insertions(+), 1 deletion(-) > > diff --git a/include/ui/sdl2.h b/include/ui/sdl2.h > index 2fdad8f..b397631 100644 > --- a/include/ui/sdl2.h > +++ b/include/ui/sdl2.h > @@ -15,12 +15,18 @@ struct sdl2_console { > SDL_Renderer *real_renderer; > int idx; > int last_vm_running; /* per console for caption reasons */ > - int x, y; > + int x, y, w, h; > int hidden; > int opengl; > int updates; > SDL_GLContext winctx; > +#ifdef CONFIG_OPENGL > ConsoleGLState *gls; > + GLuint tex_id; > + GLuint fbo_id; > + bool y0_top; > + bool scanout_mode; > +#endif > }; > > void sdl2_window_create(struct sdl2_console *scon); > @@ -48,4 +54,18 @@ void sdl2_gl_switch(DisplayChangeListener *dcl, > void sdl2_gl_refresh(DisplayChangeListener *dcl); > void sdl2_gl_redraw(struct sdl2_console *scon); > > +qemu_gl_context sdl2_gl_create_context(DisplayChangeListener *dcl, > + struct qemu_gl_params *params); > +void sdl2_gl_destroy_context(DisplayChangeListener *dcl, qemu_gl_context > ctx); > +int sdl2_gl_make_context_current(DisplayChangeListener *dcl, > + qemu_gl_context ctx); > +qemu_gl_context sdl2_gl_get_current_context(DisplayChangeListener *dcl); > + > +void sdl2_gl_scanout(DisplayChangeListener *dcl, > + uint32_t backing_id, bool backing_y_0_top, > + uint32_t x, uint32_t y, > + uint32_t w, uint32_t h); > +void sdl2_gl_scanout_flush(DisplayChangeListener *dcl, > + uint32_t x, uint32_t y, uint32_t w, uint32_t h); > + > #endif /* SDL2_H */ > diff --git a/ui/sdl2-gl.c b/ui/sdl2-gl.c > index b604c06..bc73c0e 100644 > --- a/ui/sdl2-gl.c > +++ b/ui/sdl2-gl.c > @@ -31,11 +31,36 @@ > #include "ui/sdl2.h" > #include "sysemu/sysemu.h" > > +#include <epoxy/gl.h> > + > +static void sdl2_set_scanout_mode(struct sdl2_console *scon, bool scanout) > +{ > + if (scon->scanout_mode == scanout) { > + return; > + } > + > + scon->scanout_mode = scanout; > + if (!scon->scanout_mode) { > + if (scon->fbo_id) { > + glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, > + GL_COLOR_ATTACHMENT0_EXT, > + GL_TEXTURE_2D, 0, 0); > + glDeleteFramebuffers(1, &scon->fbo_id);
I'm not sure, but maybe the framebuffer itself should be unbound here,
too? (i.e., glBindFramebuffer(GL_FRAMEBUFFER, 0))
I know it's deleted but I don't know whether that's enough.
> + scon->fbo_id = 0;
> + }
> + if (scon->surface) {
> + surface_gl_destroy_texture(scon->gls, scon->surface);
> + surface_gl_create_texture(scon->gls, scon->surface);
> + }
> + }
> +}
> +
> static void sdl2_gl_render_surface(struct sdl2_console *scon)
> {
> int ww, wh;
>
> SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
> + sdl2_set_scanout_mode(scon, false);
>
> SDL_GetWindowSize(scon->real_window, &ww, &wh);
> surface_gl_setup_viewport(scon->gls, scon->surface, ww, wh);
> @@ -110,3 +135,111 @@ void sdl2_gl_redraw(struct sdl2_console *scon)
> sdl2_gl_render_surface(scon);
> }
> }
> +
> +qemu_gl_context sdl2_gl_create_context(DisplayChangeListener *dcl,
> + struct qemu_gl_params *params)
> +{
> + struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
> + SDL_GLContext ctx;
> +
> + assert(scon->opengl);
> +
> + SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
> +
> + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
> + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
> + SDL_GL_CONTEXT_PROFILE_CORE);
> + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, params->major_ver);
> + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, params->minor_ver);
> +
> + ctx = SDL_GL_CreateContext(scon->real_window);
> + return (qemu_gl_context)ctx;
> +}
> +
> +void sdl2_gl_destroy_context(DisplayChangeListener *dcl, qemu_gl_context ctx)
> +{
> + SDL_GLContext sdlctx = (SDL_GLContext)ctx;
> +
> + SDL_GL_DeleteContext(sdlctx);
> +}
> +
> +int sdl2_gl_make_context_current(DisplayChangeListener *dcl,
> + qemu_gl_context ctx)
> +{
> + struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
> + SDL_GLContext sdlctx = (SDL_GLContext)ctx;
> +
> + assert(scon->opengl);
> +
> + return SDL_GL_MakeCurrent(scon->real_window, sdlctx);
> +}
> +
> +qemu_gl_context sdl2_gl_get_current_context(DisplayChangeListener *dcl)
> +{
> + SDL_GLContext sdlctx;
> +
> + sdlctx = SDL_GL_GetCurrentContext();
> + return (qemu_gl_context)sdlctx;
> +}
> +
> +void sdl2_gl_scanout(DisplayChangeListener *dcl,
> + uint32_t backing_id, bool backing_y_0_top,
> + uint32_t x, uint32_t y,
> + uint32_t w, uint32_t h)
> +{
> + struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
> +
> + assert(scon->opengl);
> + scon->x = x;
> + scon->y = y;
> + scon->w = w;
> + scon->h = h;
> + scon->tex_id = backing_id;
> + scon->y0_top = backing_y_0_top;
> +
> + SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
> +
> + if (scon->tex_id == 0 || scon->w == 0 || scon->h == 0) {
> + sdl2_set_scanout_mode(scon, false);
> + return;
> + }
> +
> + sdl2_set_scanout_mode(scon, true);
> + if (!scon->fbo_id) {
> + glGenFramebuffers(1, &scon->fbo_id);
> + }
> +
> + glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
> + glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
> + GL_TEXTURE_2D, scon->tex_id, 0);
> +}
> +
> +void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
> + uint32_t x, uint32_t y, uint32_t w, uint32_t h)
> +{
> + struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
> + int ww, wh, y1, y2;
> +
> + assert(scon->opengl);
> + if (!scon->scanout_mode) {
> + return;
> + }
> + if (!scon->fbo_id) {
> + return;
> + }
> +
> + SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
> +
> + glBindFramebuffer(GL_READ_FRAMEBUFFER, scon->fbo_id);
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
> +
> + SDL_GetWindowSize(scon->real_window, &ww, &wh);
> + glViewport(0, 0, ww, wh);
> + y1 = scon->y0_top ? 0 : scon->h;
> + y2 = scon->y0_top ? scon->h : 0;
> + glBlitFramebuffer(0, y1, scon->w, y2,
> + 0, 0, ww, wh,
> + GL_COLOR_BUFFER_BIT, GL_NEAREST);
Should we bind the FBO back to GL_DRAW_FRAMEBUFFER after the blit operation?
Max
> +
> + SDL_GL_SwapWindow(scon->real_window);
> +}
> diff --git a/ui/sdl2.c b/ui/sdl2.c
> index 5cb75aa..73a84a8 100644
> --- a/ui/sdl2.c
> +++ b/ui/sdl2.c
> @@ -700,6 +700,13 @@ static const DisplayChangeListenerOps dcl_gl_ops = {
> .dpy_refresh = sdl2_gl_refresh,
> .dpy_mouse_set = sdl_mouse_warp,
> .dpy_cursor_define = sdl_mouse_define,
> +
> + .dpy_gl_ctx_create = sdl2_gl_create_context,
> + .dpy_gl_ctx_destroy = sdl2_gl_destroy_context,
> + .dpy_gl_ctx_make_current = sdl2_gl_make_context_current,
> + .dpy_gl_ctx_get_current = sdl2_gl_get_current_context,
> + .dpy_gl_scanout = sdl2_gl_scanout,
> + .dpy_gl_update = sdl2_gl_scanout_flush,
> };
> #endif
>
>
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