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>
This commit is contained in:
Marc-André Lureau 2023-06-06 15:56:56 +04:00
parent 06c63a34e6
commit bf41ab6190
12 changed files with 39 additions and 21 deletions

View file

@ -175,7 +175,8 @@ void gd_egl_scanout_texture(DisplayChangeListener *dcl,
uint32_t backing_width,
uint32_t backing_height,
uint32_t x, uint32_t y,
uint32_t w, uint32_t h);
uint32_t w, uint32_t h,
void *d3d_tex2d);
void gd_egl_scanout_dmabuf(DisplayChangeListener *dcl,
QemuDmaBuf *dmabuf);
void gd_egl_cursor_dmabuf(DisplayChangeListener *dcl,
@ -211,7 +212,8 @@ void gd_gl_area_scanout_texture(DisplayChangeListener *dcl,
uint32_t backing_width,
uint32_t backing_height,
uint32_t x, uint32_t y,
uint32_t w, uint32_t h);
uint32_t w, uint32_t h,
void *d3d_tex2d);
void gd_gl_area_scanout_disable(DisplayChangeListener *dcl);
void gd_gl_area_scanout_flush(DisplayChangeListener *dcl,
uint32_t x, uint32_t y, uint32_t w, uint32_t h);