The following patch will get the underlying D3D11 Texture2D from the virgl renderer scanout. Pass it along to the texture scanout callbacks as a priliminary step, to simplify review. Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com> Message-Id: <20230606115658.677673-20-marcandre.lureau@redhat.com>
		
			
				
	
	
		
			99 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#ifndef SDL2_H
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#define SDL2_H
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/* Avoid compiler warning because macro is redefined in SDL_syswm.h. */
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#undef WIN32_LEAN_AND_MEAN
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#include <SDL.h>
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/* with Alpine / muslc SDL headers pull in directfb headers
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 * which in turn trigger warning about redundant decls for
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 * direct_waitqueue_deinit.
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 */
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wredundant-decls"
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#include <SDL_syswm.h>
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#pragma GCC diagnostic pop
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#ifdef CONFIG_SDL_IMAGE
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# include <SDL_image.h>
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#endif
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#include "ui/kbd-state.h"
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#ifdef CONFIG_OPENGL
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# include "ui/egl-helpers.h"
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#endif
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struct sdl2_console {
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    DisplayGLCtx dgc;
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    DisplayChangeListener dcl;
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    DisplaySurface *surface;
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    DisplayOptions *opts;
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    SDL_Texture *texture;
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    SDL_Window *real_window;
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    SDL_Renderer *real_renderer;
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    int idx;
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    int last_vm_running; /* per console for caption reasons */
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    int x, y, w, h;
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    int hidden;
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    int opengl;
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    int updates;
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    int idle_counter;
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    int ignore_hotkeys;
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    SDL_GLContext winctx;
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    QKbdState *kbd;
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#ifdef CONFIG_OPENGL
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    QemuGLShader *gls;
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    egl_fb guest_fb;
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    egl_fb win_fb;
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    bool y0_top;
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    bool scanout_mode;
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#endif
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};
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void sdl2_window_create(struct sdl2_console *scon);
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void sdl2_window_destroy(struct sdl2_console *scon);
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void sdl2_window_resize(struct sdl2_console *scon);
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void sdl2_poll_events(struct sdl2_console *scon);
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void sdl2_process_key(struct sdl2_console *scon,
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                      SDL_KeyboardEvent *ev);
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void sdl2_2d_update(DisplayChangeListener *dcl,
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                    int x, int y, int w, int h);
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void sdl2_2d_switch(DisplayChangeListener *dcl,
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                    DisplaySurface *new_surface);
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void sdl2_2d_refresh(DisplayChangeListener *dcl);
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void sdl2_2d_redraw(struct sdl2_console *scon);
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bool sdl2_2d_check_format(DisplayChangeListener *dcl,
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                          pixman_format_code_t format);
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void sdl2_gl_update(DisplayChangeListener *dcl,
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                    int x, int y, int w, int h);
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void sdl2_gl_switch(DisplayChangeListener *dcl,
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                    DisplaySurface *new_surface);
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void sdl2_gl_refresh(DisplayChangeListener *dcl);
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void sdl2_gl_redraw(struct sdl2_console *scon);
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QEMUGLContext sdl2_gl_create_context(DisplayGLCtx *dgc,
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                                     QEMUGLParams *params);
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void sdl2_gl_destroy_context(DisplayGLCtx *dgc, QEMUGLContext ctx);
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int sdl2_gl_make_context_current(DisplayGLCtx *dgc,
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                                 QEMUGLContext ctx);
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void sdl2_gl_scanout_disable(DisplayChangeListener *dcl);
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void sdl2_gl_scanout_texture(DisplayChangeListener *dcl,
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                             uint32_t backing_id,
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                             bool backing_y_0_top,
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                             uint32_t backing_width,
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                             uint32_t backing_height,
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                             uint32_t x, uint32_t y,
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                             uint32_t w, uint32_t h,
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                             void *d3d_tex2d);
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void sdl2_gl_scanout_flush(DisplayChangeListener *dcl,
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                           uint32_t x, uint32_t y, uint32_t w, uint32_t h);
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#endif /* SDL2_H */
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