sdl2/opengl: add opengl context and scanout support
This allows virtio-gpu to render in 3d mode.
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
Reviewed-by: Max Reitz <mreitz@redhat.com>
diff --git a/include/ui/sdl2.h b/include/ui/sdl2.h
index 2fdad8f..b7ac38f 100644
--- a/include/ui/sdl2.h
+++ b/include/ui/sdl2.h
@@ -15,12 +15,18 @@
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_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 */
diff --git a/ui/sdl2-gl.c b/ui/sdl2-gl.c
index b604c06..2bb3d06 100644
--- a/ui/sdl2-gl.c
+++ b/ui/sdl2-gl.c
@@ -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);
@@ -110,3 +136,112 @@
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);
+}
diff --git a/ui/sdl2.c b/ui/sdl2.c
index cf38df2..46270f4 100644
--- a/ui/sdl2.c
+++ b/ui/sdl2.c
@@ -700,6 +700,13 @@
.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