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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
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12 changed files with 39 additions and 21 deletions
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@ -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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