*/
/* Ported SDL 1.2 code to 2.0 by Dave Airlie. */
-/* Avoid compiler warning because macro is redefined in SDL_syswm.h. */
-#undef WIN32_LEAN_AND_MEAN
-
-#include <SDL.h>
-#include <SDL_syswm.h>
-
+#include "qemu/osdep.h"
#include "qemu-common.h"
#include "ui/console.h"
#include "ui/input.h"
DisplaySurface *surf = qemu_console_surface(dcl->con);
SDL_Rect rect;
+ assert(!scon->opengl);
+
if (!surf) {
return;
}
return;
}
+ /*
+ * SDL2 seems to do some double-buffering, and trying to only
+ * update the changed areas results in only one of the two buffers
+ * being updated. Which flickers alot. So lets not try to be
+ * clever do a full update every time ...
+ */
+#if 0
rect.x = x;
rect.y = y;
rect.w = w;
rect.h = h;
+#else
+ rect.x = 0;
+ rect.y = 0;
+ rect.w = surface_width(surf);
+ rect.h = surface_height(surf);
+#endif
SDL_UpdateTexture(scon->texture, NULL, surface_data(surf),
surface_stride(surf));
SDL_RenderCopy(scon->real_renderer, scon->texture, &rect, &rect);
SDL_RenderPresent(scon->real_renderer);
}
+
+void sdl2_2d_switch(DisplayChangeListener *dcl,
+ DisplaySurface *new_surface)
+{
+ struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
+ DisplaySurface *old_surface = scon->surface;
+ int format = 0;
+
+ assert(!scon->opengl);
+
+ scon->surface = new_surface;
+
+ if (scon->texture) {
+ SDL_DestroyTexture(scon->texture);
+ scon->texture = NULL;
+ }
+
+ if (!new_surface) {
+ sdl2_window_destroy(scon);
+ return;
+ }
+
+ if (!scon->real_window) {
+ sdl2_window_create(scon);
+ } else if (old_surface &&
+ ((surface_width(old_surface) != surface_width(new_surface)) ||
+ (surface_height(old_surface) != surface_height(new_surface)))) {
+ sdl2_window_resize(scon);
+ }
+
+ SDL_RenderSetLogicalSize(scon->real_renderer,
+ surface_width(new_surface),
+ surface_height(new_surface));
+
+ switch (surface_format(scon->surface)) {
+ case PIXMAN_x1r5g5b5:
+ format = SDL_PIXELFORMAT_ARGB1555;
+ break;
+ case PIXMAN_r5g6b5:
+ format = SDL_PIXELFORMAT_RGB565;
+ break;
+ case PIXMAN_x8r8g8b8:
+ format = SDL_PIXELFORMAT_ARGB8888;
+ break;
+ case PIXMAN_r8g8b8x8:
+ format = SDL_PIXELFORMAT_RGBA8888;
+ break;
+ case PIXMAN_b8g8r8x8:
+ format = SDL_PIXELFORMAT_BGRX8888;
+ break;
+ default:
+ g_assert_not_reached();
+ }
+ scon->texture = SDL_CreateTexture(scon->real_renderer, format,
+ SDL_TEXTUREACCESS_STREAMING,
+ surface_width(new_surface),
+ surface_height(new_surface));
+ sdl2_2d_redraw(scon);
+}
+
+void sdl2_2d_refresh(DisplayChangeListener *dcl)
+{
+ struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
+
+ assert(!scon->opengl);
+ graphic_hw_update(dcl->con);
+ sdl2_poll_events(scon);
+}
+
+void sdl2_2d_redraw(struct sdl2_console *scon)
+{
+ assert(!scon->opengl);
+
+ if (!scon->surface) {
+ return;
+ }
+ sdl2_2d_update(&scon->dcl, 0, 0,
+ surface_width(scon->surface),
+ surface_height(scon->surface));
+}
+
+bool sdl2_2d_check_format(DisplayChangeListener *dcl,
+ pixman_format_code_t format)
+{
+ /*
+ * We let SDL convert for us a few more formats than,
+ * the native ones. Thes are the ones I have tested.
+ */
+ return (format == PIXMAN_x8r8g8b8 ||
+ format == PIXMAN_b8g8r8x8 ||
+ format == PIXMAN_x1r5g5b5 ||
+ format == PIXMAN_r5g6b5);
+}