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sdl2/opengl: add opengl context and scanout support
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This allows virtio-gpu to render in 3d mode.

Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
Reviewed-by: Max Reitz <mreitz@redhat.com>
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kraxel committed Jan 8, 2016
1 parent 4083733 commit cb47dc9
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Showing 3 changed files with 163 additions and 1 deletion.
22 changes: 21 additions & 1 deletion include/ui/sdl2.h
Expand Up @@ -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);
Expand Down Expand Up @@ -48,4 +54,18 @@ void sdl2_gl_switch(DisplayChangeListener *dcl,
void sdl2_gl_refresh(DisplayChangeListener *dcl);
void sdl2_gl_redraw(struct sdl2_console *scon);

QEMUGLContext sdl2_gl_create_context(DisplayChangeListener *dcl,
QEMUGLParams *params);
void sdl2_gl_destroy_context(DisplayChangeListener *dcl, QEMUGLContext ctx);
int sdl2_gl_make_context_current(DisplayChangeListener *dcl,
QEMUGLContext ctx);
QEMUGLContext 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 */
135 changes: 135 additions & 0 deletions ui/sdl2-gl.c
Expand Up @@ -31,11 +31,37 @@
#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);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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);
Expand Down Expand Up @@ -110,3 +136,112 @@ void sdl2_gl_redraw(struct sdl2_console *scon)
sdl2_gl_render_surface(scon);
}
}

QEMUGLContext sdl2_gl_create_context(DisplayChangeListener *dcl,
QEMUGLParams *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 (QEMUGLContext)ctx;
}

void sdl2_gl_destroy_context(DisplayChangeListener *dcl, QEMUGLContext ctx)
{
SDL_GLContext sdlctx = (SDL_GLContext)ctx;

SDL_GL_DeleteContext(sdlctx);
}

int sdl2_gl_make_context_current(DisplayChangeListener *dcl,
QEMUGLContext 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);
}

QEMUGLContext sdl2_gl_get_current_context(DisplayChangeListener *dcl)
{
SDL_GLContext sdlctx;

sdlctx = SDL_GL_GetCurrentContext();
return (QEMUGLContext)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);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);

SDL_GL_SwapWindow(scon->real_window);
}
7 changes: 7 additions & 0 deletions ui/sdl2.c
Expand Up @@ -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

Expand Down

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