* THE SOFTWARE.
*/
#include "qemu/osdep.h"
-#include "qemu-common.h"
#include "ui/console.h"
#include "ui/shader.h"
DisplaySurface *surface)
{
assert(gls);
- assert(surface_stride(surface) % surface_bytes_per_pixel(surface) == 0);
+ assert(QEMU_IS_ALIGNED(surface_stride(surface), surface_bytes_per_pixel(surface)));
switch (surface->format) {
case PIXMAN_BE_b8g8r8x8:
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);
+ if (surface->texture) {
+ glBindTexture(GL_TEXTURE_2D, surface->texture);
+ 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(QemuGLShader *gls,
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
- qemu_gl_run_texture_blit(gls);
+ qemu_gl_run_texture_blit(gls, false);
}
void surface_gl_destroy_texture(QemuGLShader *gls,