mirror of
https://github.com/xemu-project/xemu.git
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169 lines
4.9 KiB
C
169 lines
4.9 KiB
C
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/*
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* QEMU graphical console -- opengl helper bits
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*
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* Copyright (c) 2014 Red Hat
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*
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* Authors:
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* Gerd Hoffmann <kraxel@redhat.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "qemu-common.h"
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#include "ui/console.h"
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#include "ui/shader.h"
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#include "shader/texture-blit-vert.h"
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#include "shader/texture-blit-frag.h"
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struct ConsoleGLState {
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GLint texture_blit_prog;
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};
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/* ---------------------------------------------------------------------- */
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ConsoleGLState *console_gl_init_context(void)
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{
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ConsoleGLState *gls = g_new0(ConsoleGLState, 1);
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gls->texture_blit_prog = qemu_gl_create_compile_link_program
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(texture_blit_vert_src, texture_blit_frag_src);
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if (!gls->texture_blit_prog) {
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exit(1);
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}
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return gls;
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}
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void console_gl_fini_context(ConsoleGLState *gls)
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{
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if (!gls) {
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return;
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}
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g_free(gls);
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}
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bool console_gl_check_format(DisplayChangeListener *dcl,
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pixman_format_code_t format)
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{
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switch (format) {
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case PIXMAN_BE_b8g8r8x8:
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case PIXMAN_BE_b8g8r8a8:
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case PIXMAN_r5g6b5:
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return true;
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default:
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return false;
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}
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}
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void surface_gl_create_texture(ConsoleGLState *gls,
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DisplaySurface *surface)
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{
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assert(gls);
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assert(surface_stride(surface) % surface_bytes_per_pixel(surface) == 0);
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switch (surface->format) {
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case PIXMAN_BE_b8g8r8x8:
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case PIXMAN_BE_b8g8r8a8:
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surface->glformat = GL_BGRA_EXT;
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surface->gltype = GL_UNSIGNED_BYTE;
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break;
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case PIXMAN_r5g6b5:
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surface->glformat = GL_RGB;
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surface->gltype = GL_UNSIGNED_SHORT_5_6_5;
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break;
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default:
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g_assert_not_reached();
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}
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glGenTextures(1, &surface->texture);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, surface->texture);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT,
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surface_stride(surface) / surface_bytes_per_pixel(surface));
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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surface_width(surface),
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surface_height(surface),
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0, surface->glformat, surface->gltype,
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surface_data(surface));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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void surface_gl_update_texture(ConsoleGLState *gls,
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DisplaySurface *surface,
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int x, int y, int w, int h)
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{
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uint8_t *data = (void *)surface_data(surface);
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assert(gls);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT,
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surface_stride(surface) / surface_bytes_per_pixel(surface));
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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x, y, w, h,
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surface->glformat, surface->gltype,
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data + surface_stride(surface) * y
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+ surface_bytes_per_pixel(surface) * x);
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}
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void surface_gl_render_texture(ConsoleGLState *gls,
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DisplaySurface *surface)
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{
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assert(gls);
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glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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qemu_gl_run_texture_blit(gls->texture_blit_prog);
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}
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void surface_gl_destroy_texture(ConsoleGLState *gls,
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DisplaySurface *surface)
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{
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if (!surface || !surface->texture) {
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return;
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}
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glDeleteTextures(1, &surface->texture);
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surface->texture = 0;
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}
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void surface_gl_setup_viewport(ConsoleGLState *gls,
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DisplaySurface *surface,
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int ww, int wh)
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{
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int gw, gh, stripe;
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float sw, sh;
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assert(gls);
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gw = surface_width(surface);
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gh = surface_height(surface);
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sw = (float)ww/gw;
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sh = (float)wh/gh;
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if (sw < sh) {
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stripe = wh - wh*sw/sh;
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glViewport(0, stripe / 2, ww, wh - stripe);
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} else {
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stripe = ww - ww*sh/sw;
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glViewport(stripe / 2, 0, ww - stripe, wh);
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}
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}
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