2 * QEMU SDL display driver -- opengl support
4 * Copyright (c) 2014 Red Hat
7 * Gerd Hoffmann <kraxel@redhat.com>
9 * Permission is hereby granted, free of charge, to any person obtaining a copy
10 * of this software and associated documentation files (the "Software"), to deal
11 * in the Software without restriction, including without limitation the rights
12 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13 * copies of the Software, and to permit persons to whom the Software is
14 * furnished to do so, subject to the following conditions:
16 * The above copyright notice and this permission notice shall be included in
17 * all copies or substantial portions of the Software.
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
28 #include "qemu/osdep.h"
29 #include "qemu-common.h"
30 #include "ui/console.h"
33 #include "sysemu/sysemu.h"
37 static void sdl2_set_scanout_mode(struct sdl2_console *scon, bool scanout)
39 if (scon->scanout_mode == scanout) {
43 scon->scanout_mode = scanout;
44 if (!scon->scanout_mode) {
46 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
47 GL_COLOR_ATTACHMENT0_EXT,
49 glDeleteFramebuffers(1, &scon->fbo_id);
50 glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
54 surface_gl_destroy_texture(scon->gls, scon->surface);
55 surface_gl_create_texture(scon->gls, scon->surface);
60 static void sdl2_gl_render_surface(struct sdl2_console *scon)
64 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
65 sdl2_set_scanout_mode(scon, false);
67 SDL_GetWindowSize(scon->real_window, &ww, &wh);
68 surface_gl_setup_viewport(scon->gls, scon->surface, ww, wh);
70 surface_gl_render_texture(scon->gls, scon->surface);
71 SDL_GL_SwapWindow(scon->real_window);
74 void sdl2_gl_update(DisplayChangeListener *dcl,
75 int x, int y, int w, int h)
77 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
81 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
82 surface_gl_update_texture(scon->gls, scon->surface, x, y, w, h);
86 void sdl2_gl_switch(DisplayChangeListener *dcl,
87 DisplaySurface *new_surface)
89 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
90 DisplaySurface *old_surface = scon->surface;
94 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
95 surface_gl_destroy_texture(scon->gls, scon->surface);
97 scon->surface = new_surface;
100 console_gl_fini_context(scon->gls);
102 sdl2_window_destroy(scon);
106 if (!scon->real_window) {
107 sdl2_window_create(scon);
108 scon->gls = console_gl_init_context();
109 } else if (old_surface &&
110 ((surface_width(old_surface) != surface_width(new_surface)) ||
111 (surface_height(old_surface) != surface_height(new_surface)))) {
112 sdl2_window_resize(scon);
115 surface_gl_create_texture(scon->gls, scon->surface);
118 void sdl2_gl_refresh(DisplayChangeListener *dcl)
120 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
122 assert(scon->opengl);
124 graphic_hw_update(dcl->con);
125 if (scon->updates && scon->surface) {
127 sdl2_gl_render_surface(scon);
129 sdl2_poll_events(scon);
132 void sdl2_gl_redraw(struct sdl2_console *scon)
134 assert(scon->opengl);
137 sdl2_gl_render_surface(scon);
141 QEMUGLContext sdl2_gl_create_context(DisplayChangeListener *dcl,
142 QEMUGLParams *params)
144 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
147 assert(scon->opengl);
149 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
151 SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
152 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
153 SDL_GL_CONTEXT_PROFILE_CORE);
154 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, params->major_ver);
155 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, params->minor_ver);
157 ctx = SDL_GL_CreateContext(scon->real_window);
158 return (QEMUGLContext)ctx;
161 void sdl2_gl_destroy_context(DisplayChangeListener *dcl, QEMUGLContext ctx)
163 SDL_GLContext sdlctx = (SDL_GLContext)ctx;
165 SDL_GL_DeleteContext(sdlctx);
168 int sdl2_gl_make_context_current(DisplayChangeListener *dcl,
171 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
172 SDL_GLContext sdlctx = (SDL_GLContext)ctx;
174 assert(scon->opengl);
176 return SDL_GL_MakeCurrent(scon->real_window, sdlctx);
179 QEMUGLContext sdl2_gl_get_current_context(DisplayChangeListener *dcl)
181 SDL_GLContext sdlctx;
183 sdlctx = SDL_GL_GetCurrentContext();
184 return (QEMUGLContext)sdlctx;
187 void sdl2_gl_scanout(DisplayChangeListener *dcl,
188 uint32_t backing_id, bool backing_y_0_top,
189 uint32_t x, uint32_t y,
190 uint32_t w, uint32_t h)
192 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
194 assert(scon->opengl);
199 scon->tex_id = backing_id;
200 scon->y0_top = backing_y_0_top;
202 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
204 if (scon->tex_id == 0 || scon->w == 0 || scon->h == 0) {
205 sdl2_set_scanout_mode(scon, false);
209 sdl2_set_scanout_mode(scon, true);
211 glGenFramebuffers(1, &scon->fbo_id);
214 glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
215 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
216 GL_TEXTURE_2D, scon->tex_id, 0);
219 void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
220 uint32_t x, uint32_t y, uint32_t w, uint32_t h)
222 struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
225 assert(scon->opengl);
226 if (!scon->scanout_mode) {
233 SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
235 glBindFramebuffer(GL_READ_FRAMEBUFFER, scon->fbo_id);
236 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
238 SDL_GetWindowSize(scon->real_window, &ww, &wh);
239 glViewport(0, 0, ww, wh);
240 y1 = scon->y0_top ? 0 : scon->h;
241 y2 = scon->y0_top ? scon->h : 0;
242 glBlitFramebuffer(0, y1, scon->w, y2,
244 GL_COLOR_BUFFER_BIT, GL_NEAREST);
245 glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
247 SDL_GL_SwapWindow(scon->real_window);