/* * QEMU graphical console -- opengl helper bits * * Copyright (c) 2014 Red Hat * * Authors: * Gerd Hoffmann <kraxel@redhat.com> * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include "qemu/osdep.h" #include "qemu-common.h" #include "ui/console.h" #include "ui/shader.h" #include "shader/texture-blit-vert.h" #include "shader/texture-blit-frag.h" struct ConsoleGLState { GLint texture_blit_prog; GLint texture_blit_vao; }; /* ---------------------------------------------------------------------- */ ConsoleGLState *console_gl_init_context(void) { ConsoleGLState *gls = g_new0(ConsoleGLState, 1); gls->texture_blit_prog = qemu_gl_create_compile_link_program (texture_blit_vert_src, texture_blit_frag_src); if (!gls->texture_blit_prog) { exit(1); } gls->texture_blit_vao = qemu_gl_init_texture_blit(gls->texture_blit_prog); return gls; } void console_gl_fini_context(ConsoleGLState *gls) { if (!gls) { return; } g_free(gls); } bool console_gl_check_format(DisplayChangeListener *dcl, pixman_format_code_t format) { switch (format) { case PIXMAN_BE_b8g8r8x8: case PIXMAN_BE_b8g8r8a8: case PIXMAN_r5g6b5: return true; default: return false; } } void surface_gl_create_texture(ConsoleGLState *gls, DisplaySurface *surface) { assert(gls); assert(surface_stride(surface) % surface_bytes_per_pixel(surface) == 0); switch (surface->format) { case PIXMAN_BE_b8g8r8x8: case PIXMAN_BE_b8g8r8a8: surface->glformat = GL_BGRA_EXT; surface->gltype = GL_UNSIGNED_BYTE; break; case PIXMAN_BE_x8r8g8b8: case PIXMAN_BE_a8r8g8b8: surface->glformat = GL_RGBA; surface->gltype = GL_UNSIGNED_BYTE; break; case PIXMAN_r5g6b5: surface->glformat = GL_RGB; surface->gltype = GL_UNSIGNED_SHORT_5_6_5; break; default: g_assert_not_reached(); } glGenTextures(1, &surface->texture); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, surface->texture); glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, surface_stride(surface) / surface_bytes_per_pixel(surface)); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface_width(surface), surface_height(surface), 0, surface->glformat, surface->gltype, surface_data(surface)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } void surface_gl_update_texture(ConsoleGLState *gls, DisplaySurface *surface, int x, int y, int w, int h) { uint8_t *data = (void *)surface_data(surface); assert(gls); glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, surface_stride(surface) / surface_bytes_per_pixel(surface)); glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, surface->glformat, surface->gltype, data + surface_stride(surface) * y + surface_bytes_per_pixel(surface) * x); } void surface_gl_render_texture(ConsoleGLState *gls, DisplaySurface *surface) { assert(gls); glClearColor(0.1f, 0.1f, 0.1f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); qemu_gl_run_texture_blit(gls->texture_blit_prog, gls->texture_blit_vao); } void surface_gl_destroy_texture(ConsoleGLState *gls, DisplaySurface *surface) { if (!surface || !surface->texture) { return; } glDeleteTextures(1, &surface->texture); surface->texture = 0; } void surface_gl_setup_viewport(ConsoleGLState *gls, DisplaySurface *surface, int ww, int wh) { int gw, gh, stripe; float sw, sh; assert(gls); gw = surface_width(surface); gh = surface_height(surface); sw = (float)ww/gw; sh = (float)wh/gh; if (sw < sh) { stripe = wh - wh*sw/sh; glViewport(0, stripe / 2, ww, wh - stripe); } else { stripe = ww - ww*sh/sw; glViewport(stripe / 2, 0, ww - stripe, wh); } }