Spice client needs the whole GL texture dimension to be able to show a
scanout with a monitor offset (different than +0+0).
Furthermore, this fixes a crash when calling surface_{width,height}()
after dpy_gfx_replace_surface(con, NULL) was called in
virgl_cmd_set_scanout()
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Message-id: 1465911849-30423-4-git-send-email-marcandre.lureau@redhat.com
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
		
	
			
		
			
				
	
	
		
			250 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			250 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * QEMU SDL display driver -- opengl support
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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/osdep.h"
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#include "qemu-common.h"
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#include "ui/console.h"
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#include "ui/input.h"
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#include "ui/sdl2.h"
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#include "sysemu/sysemu.h"
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#include <epoxy/gl.h>
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static void sdl2_set_scanout_mode(struct sdl2_console *scon, bool scanout)
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{
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    if (scon->scanout_mode == scanout) {
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        return;
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    }
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    scon->scanout_mode = scanout;
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    if (!scon->scanout_mode) {
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        if (scon->fbo_id) {
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            glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
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                                      GL_COLOR_ATTACHMENT0_EXT,
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                                      GL_TEXTURE_2D, 0, 0);
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            glDeleteFramebuffers(1, &scon->fbo_id);
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            glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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            scon->fbo_id = 0;
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        }
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        if (scon->surface) {
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            surface_gl_destroy_texture(scon->gls, scon->surface);
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            surface_gl_create_texture(scon->gls, scon->surface);
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        }
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    }
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}
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static void sdl2_gl_render_surface(struct sdl2_console *scon)
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{
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    int ww, wh;
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    SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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    sdl2_set_scanout_mode(scon, false);
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    SDL_GetWindowSize(scon->real_window, &ww, &wh);
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    surface_gl_setup_viewport(scon->gls, scon->surface, ww, wh);
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    surface_gl_render_texture(scon->gls, scon->surface);
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    SDL_GL_SwapWindow(scon->real_window);
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}
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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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{
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    struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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    assert(scon->opengl);
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    SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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    surface_gl_update_texture(scon->gls, scon->surface, x, y, w, h);
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    scon->updates++;
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}
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void sdl2_gl_switch(DisplayChangeListener *dcl,
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                    DisplaySurface *new_surface)
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{
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    struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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    DisplaySurface *old_surface = scon->surface;
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    assert(scon->opengl);
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    SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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    surface_gl_destroy_texture(scon->gls, scon->surface);
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    scon->surface = new_surface;
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    if (!new_surface) {
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        console_gl_fini_context(scon->gls);
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        scon->gls = NULL;
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        sdl2_window_destroy(scon);
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        return;
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    }
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    if (!scon->real_window) {
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        sdl2_window_create(scon);
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        scon->gls = console_gl_init_context();
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    } else if (old_surface &&
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               ((surface_width(old_surface)  != surface_width(new_surface)) ||
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                (surface_height(old_surface) != surface_height(new_surface)))) {
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        sdl2_window_resize(scon);
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    }
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    surface_gl_create_texture(scon->gls, scon->surface);
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}
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void sdl2_gl_refresh(DisplayChangeListener *dcl)
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{
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    struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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    assert(scon->opengl);
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    graphic_hw_update(dcl->con);
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    if (scon->updates && scon->surface) {
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        scon->updates = 0;
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        sdl2_gl_render_surface(scon);
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    }
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    sdl2_poll_events(scon);
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}
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void sdl2_gl_redraw(struct sdl2_console *scon)
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{
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    assert(scon->opengl);
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    if (scon->surface) {
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        sdl2_gl_render_surface(scon);
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    }
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}
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QEMUGLContext sdl2_gl_create_context(DisplayChangeListener *dcl,
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                                     QEMUGLParams *params)
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{
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    struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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    SDL_GLContext ctx;
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    assert(scon->opengl);
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    SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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    SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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                        SDL_GL_CONTEXT_PROFILE_CORE);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, params->major_ver);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, params->minor_ver);
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    ctx = SDL_GL_CreateContext(scon->real_window);
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    return (QEMUGLContext)ctx;
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}
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void sdl2_gl_destroy_context(DisplayChangeListener *dcl, QEMUGLContext ctx)
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{
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    SDL_GLContext sdlctx = (SDL_GLContext)ctx;
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    SDL_GL_DeleteContext(sdlctx);
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}
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int sdl2_gl_make_context_current(DisplayChangeListener *dcl,
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                                 QEMUGLContext ctx)
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{
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    struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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    SDL_GLContext sdlctx = (SDL_GLContext)ctx;
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    assert(scon->opengl);
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    return SDL_GL_MakeCurrent(scon->real_window, sdlctx);
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}
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QEMUGLContext sdl2_gl_get_current_context(DisplayChangeListener *dcl)
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{
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    SDL_GLContext sdlctx;
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    sdlctx = SDL_GL_GetCurrentContext();
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    return (QEMUGLContext)sdlctx;
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}
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void sdl2_gl_scanout(DisplayChangeListener *dcl,
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                     uint32_t backing_id, bool backing_y_0_top,
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                     uint32_t backing_width, 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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{
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    struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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    assert(scon->opengl);
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    scon->x = x;
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    scon->y = y;
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    scon->w = w;
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    scon->h = h;
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    scon->tex_id = backing_id;
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    scon->y0_top = backing_y_0_top;
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    SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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    if (scon->tex_id == 0 || scon->w == 0 || scon->h == 0) {
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        sdl2_set_scanout_mode(scon, false);
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        return;
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    }
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    sdl2_set_scanout_mode(scon, true);
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    if (!scon->fbo_id) {
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        glGenFramebuffers(1, &scon->fbo_id);
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    }
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    glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
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    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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                              GL_TEXTURE_2D, scon->tex_id, 0);
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}
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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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{
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    struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
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    int ww, wh, y1, y2;
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    assert(scon->opengl);
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    if (!scon->scanout_mode) {
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        return;
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    }
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    if (!scon->fbo_id) {
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        return;
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    }
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    SDL_GL_MakeCurrent(scon->real_window, scon->winctx);
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    glBindFramebuffer(GL_READ_FRAMEBUFFER, scon->fbo_id);
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    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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    SDL_GetWindowSize(scon->real_window, &ww, &wh);
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    glViewport(0, 0, ww, wh);
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    y1 = scon->y0_top ? 0 : scon->h;
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    y2 = scon->y0_top ? scon->h : 0;
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    glBlitFramebuffer(0, y1, scon->w, y2,
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                      0, 0, ww, wh,
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                      GL_COLOR_BUFFER_BIT, GL_NEAREST);
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    glBindFramebuffer(GL_FRAMEBUFFER_EXT, scon->fbo_id);
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    SDL_GL_SwapWindow(scon->real_window);
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}
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