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ui: add optional d3d texture pointer to scanout texture
The following patch will get the underlying D3D11 Texture2D from the virgl renderer scanout. Pass it along to the texture scanout callbacks as a priliminary step, to simplify review. Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com> Message-Id: <20230606115658.677673-20-marcandre.lureau@redhat.com>
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@@ -132,6 +132,7 @@ typedef struct ScanoutTexture {
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uint32_t y;
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uint32_t width;
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uint32_t height;
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void *d3d_tex2d;
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} ScanoutTexture;
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typedef struct DisplaySurface {
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@@ -270,7 +271,8 @@ typedef struct DisplayChangeListenerOps {
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uint32_t backing_width,
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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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uint32_t w, uint32_t h,
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void *d3d_tex2d);
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/* optional (default to true if has dpy_gl_scanout_dmabuf) */
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bool (*dpy_has_dmabuf)(DisplayChangeListener *dcl);
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/* optional */
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@@ -378,7 +380,8 @@ void dpy_gl_scanout_disable(QemuConsole *con);
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void dpy_gl_scanout_texture(QemuConsole *con,
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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, uint32_t w, uint32_t h);
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uint32_t x, uint32_t y, uint32_t w, uint32_t h,
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void *d3d_tex2d);
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void dpy_gl_scanout_dmabuf(QemuConsole *con,
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QemuDmaBuf *dmabuf);
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void dpy_gl_cursor_dmabuf(QemuConsole *con, QemuDmaBuf *dmabuf,
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+4
-2
@@ -175,7 +175,8 @@ void gd_egl_scanout_texture(DisplayChangeListener *dcl,
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uint32_t backing_width,
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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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uint32_t w, uint32_t h,
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void *d3d_tex2d);
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void gd_egl_scanout_dmabuf(DisplayChangeListener *dcl,
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QemuDmaBuf *dmabuf);
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void gd_egl_cursor_dmabuf(DisplayChangeListener *dcl,
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@@ -211,7 +212,8 @@ void gd_gl_area_scanout_texture(DisplayChangeListener *dcl,
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uint32_t backing_width,
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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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uint32_t w, uint32_t h,
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void *d3d_tex2d);
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void gd_gl_area_scanout_disable(DisplayChangeListener *dcl);
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void gd_gl_area_scanout_flush(DisplayChangeListener *dcl,
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uint32_t x, uint32_t y, uint32_t w, uint32_t h);
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+2
-1
@@ -90,7 +90,8 @@ void sdl2_gl_scanout_texture(DisplayChangeListener *dcl,
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uint32_t backing_width,
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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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uint32_t w, uint32_t h,
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void *d3d_tex2d);
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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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