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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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06c63a34e6
commit
bf41ab6190
12 changed files with 39 additions and 21 deletions
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@ -154,6 +154,7 @@ static void virgl_cmd_set_scanout(VirtIOGPU *g,
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{
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struct virtio_gpu_set_scanout ss;
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struct virgl_renderer_resource_info info;
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void *d3d_tex2d = NULL;
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int ret;
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VIRTIO_GPU_FILL_CMD(ss);
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@ -186,7 +187,8 @@ static void virgl_cmd_set_scanout(VirtIOGPU *g,
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g->parent_obj.scanout[ss.scanout_id].con, info.tex_id,
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info.flags & VIRTIO_GPU_RESOURCE_FLAG_Y_0_TOP,
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info.width, info.height,
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ss.r.x, ss.r.y, ss.r.width, ss.r.height);
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ss.r.x, ss.r.y, ss.r.width, ss.r.height,
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d3d_tex2d);
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} else {
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dpy_gfx_replace_surface(
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g->parent_obj.scanout[ss.scanout_id].con, NULL);
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