On 09.09.2015 13:20, Gerd Hoffmann wrote: > This allows virtio-gpu to render in 3d mode. > > Signed-off-by: Gerd Hoffmann > --- > 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 > + > +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 > >