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Re: [Qemu-devel] [PATCH 1/4] egl-helpers: add helpers to handle opengl f


From: Marc-André Lureau
Subject: Re: [Qemu-devel] [PATCH 1/4] egl-helpers: add helpers to handle opengl framebuffers
Date: Wed, 07 Jun 2017 19:16:35 +0000

Hi

On Tue, Jun 6, 2017 at 3:06 PM Gerd Hoffmann <address@hidden> wrote:

> Add a collection of egl_fb_*() helper functions to manage and use opengl
> framebuffers, which is a common pattern in UI code with opengl support.
>
> Signed-off-by: Gerd Hoffmann <address@hidden>
> ---
>  include/ui/egl-helpers.h | 14 ++++++++++
>  ui/egl-helpers.c         | 69
> ++++++++++++++++++++++++++++++++++++++++++++++++
>  2 files changed, 83 insertions(+)
>
> diff --git a/include/ui/egl-helpers.h b/include/ui/egl-helpers.h
> index c785d60e91..01aa45fb32 100644
> --- a/include/ui/egl-helpers.h
> +++ b/include/ui/egl-helpers.h
> @@ -8,6 +8,20 @@
>  extern EGLDisplay *qemu_egl_display;
>  extern EGLConfig qemu_egl_config;
>
> +typedef struct egl_fb {
> +    int width;
> +    int height;
> +    GLuint texture;
> +    GLuint framebuffer;
> +    bool delete_texture;
> +} egl_fb;
> +
> +void egl_fb_destroy(egl_fb *fb);
> +void egl_fb_create_for_tex(egl_fb *fb, int width, int height, GLuint
> texture);
> +void egl_fb_create_new_tex(egl_fb *fb, int width, int height);
> +void egl_fb_blit(egl_fb *dst, egl_fb *src, bool flip);
> +void egl_fb_read(void *dst, egl_fb *src);
> +
>  #ifdef CONFIG_OPENGL_DMABUF
>
>  extern int qemu_egl_rn_fd;
> diff --git a/ui/egl-helpers.c b/ui/egl-helpers.c
> index 4a4d3370ee..b14250ae62 100644
> --- a/ui/egl-helpers.c
> +++ b/ui/egl-helpers.c
> @@ -24,6 +24,75 @@
>  EGLDisplay *qemu_egl_display;
>  EGLConfig qemu_egl_config;
>
> +/* ------------------------------------------------------------------ */
> +
> +void egl_fb_destroy(egl_fb *fb)
> +{
> +    if (!fb->framebuffer) {
> +        return;
> +    }
> +
> +    if (fb->delete_texture) {
> +        glDeleteTextures(1, &fb->texture);
> +        fb->delete_texture = false;
> +    }
> +    glDeleteFramebuffers(1, &fb->framebuffer);
> +
> +    fb->width = 0;
> +    fb->height = 0;
> +    fb->texture = 0;
> +    fb->framebuffer = 0;
> +}
> +
> +void egl_fb_create_for_tex(egl_fb *fb, int width, int height, GLuint
> texture)
> +{
> +    fb->width = width;
> +    fb->height = height;
> +    fb->texture = texture;
> +    if (!fb->framebuffer) {
> +        glGenFramebuffers(1, &fb->framebuffer);
> +    }
> +
> +    glBindFramebuffer(GL_FRAMEBUFFER_EXT, fb->framebuffer);
> +    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
> GL_COLOR_ATTACHMENT0_EXT,
> +                              GL_TEXTURE_2D, fb->texture, 0);
> +}
> +
> +void egl_fb_create_new_tex(egl_fb *fb, int width, int height)
> +{
> +    GLuint texture;
> +
> +    glGenTextures(1, &texture);
> +    glBindTexture(GL_TEXTURE_2D, texture);
> +    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height,
> +                 0, GL_BGRA, GL_UNSIGNED_BYTE, 0);
> +
> +    egl_fb_create_for_tex(fb, width, height, texture);
> +    fb->delete_texture = true;
> +}
> +
> +void egl_fb_blit(egl_fb *dst, egl_fb *src, bool flip)
> +{
> +    GLuint y1, y2;
> +
> +    glBindFramebuffer(GL_READ_FRAMEBUFFER, src->framebuffer);
> +    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst->framebuffer);
> +    glViewport(0, 0, dst->width, dst->height);
> +    y1 = flip ? src->height : 0;
> +    y2 = flip ? 0 : src->height;
> +    glBlitFramebuffer(0, y1, src->width, y2,
> +                      0, 0, dst->width, dst->height,
> +                      GL_COLOR_BUFFER_BIT, GL_NEAREST);
>

Not much to say, except that GL_LINEAR could give better visual results for
desktop display when scaling down (if this case could happen).


> +}
> +
> +void egl_fb_read(void *dst, egl_fb *src)
> +{
> +    glBindFramebuffer(GL_READ_FRAMEBUFFER, src->framebuffer);
> +    glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
> +    glReadPixels(0, 0, src->width, src->height,
> +                 GL_BGRA, GL_UNSIGNED_BYTE, dst);
> +}
> +
>  /* ----------------------------------------------------------------------
> */
>
>  #ifdef CONFIG_OPENGL_DMABUF
> --
> 2.9.3
>
>

the rest looks good to me,
Reviewed-by: Marc-André Lureau <address@hidden>


-- 
Marc-André Lureau


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