qemu-patch-raspberry4/include/ui/egl-helpers.h
Markus Armbruster ec150c7e09 include: Make headers more self-contained
Back in 2016, we discussed[1] rules for headers, and these were
generally liked:

1. Have a carefully curated header that's included everywhere first.  We
   got that already thanks to Peter: osdep.h.

2. Headers should normally include everything they need beyond osdep.h.
   If exceptions are needed for some reason, they must be documented in
   the header.  If all that's needed from a header is typedefs, put
   those into qemu/typedefs.h instead of including the header.

3. Cyclic inclusion is forbidden.

This patch gets include/ closer to obeying 2.

It's actually extracted from my "[RFC] Baby steps towards saner
headers" series[2], which demonstrates a possible path towards
checking 2 automatically.  It passes the RFC test there.

[1] Message-ID: <87h9g8j57d.fsf@blackfin.pond.sub.org>
    https://lists.nongnu.org/archive/html/qemu-devel/2016-03/msg03345.html
[2] Message-Id: <20190711122827.18970-1-armbru@redhat.com>
    https://lists.nongnu.org/archive/html/qemu-devel/2019-07/msg02715.html

Signed-off-by: Markus Armbruster <armbru@redhat.com>
Reviewed-by: Alistair Francis <alistair.francis@wdc.com>
Message-Id: <20190812052359.30071-2-armbru@redhat.com>
Tested-by: Philippe Mathieu-Daudé <philmd@redhat.com>
2019-08-16 13:31:51 +02:00

57 lines
1.7 KiB
C

#ifndef EGL_HELPERS_H
#define EGL_HELPERS_H
#include <epoxy/gl.h>
#include <epoxy/egl.h>
#include <gbm.h>
#include "qapi/qapi-types-ui.h"
#include "ui/console.h"
#include "ui/shader.h"
extern EGLDisplay *qemu_egl_display;
extern EGLConfig qemu_egl_config;
extern DisplayGLMode qemu_egl_mode;
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_setup_default(egl_fb *fb, int width, int height);
void egl_fb_setup_for_tex(egl_fb *fb, int width, int height,
GLuint texture, bool delete);
void egl_fb_setup_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);
void egl_texture_blit(QemuGLShader *gls, egl_fb *dst, egl_fb *src, bool flip);
void egl_texture_blend(QemuGLShader *gls, egl_fb *dst, egl_fb *src, bool flip,
int x, int y, double scale_x, double scale_y);
#ifdef CONFIG_OPENGL_DMABUF
extern int qemu_egl_rn_fd;
extern struct gbm_device *qemu_egl_rn_gbm_dev;
extern EGLContext qemu_egl_rn_ctx;
int egl_rendernode_init(const char *rendernode, DisplayGLMode mode);
int egl_get_fd_for_texture(uint32_t tex_id, EGLint *stride, EGLint *fourcc,
EGLuint64KHR *modifier);
void egl_dmabuf_import_texture(QemuDmaBuf *dmabuf);
void egl_dmabuf_release_texture(QemuDmaBuf *dmabuf);
#endif
EGLSurface qemu_egl_init_surface_x11(EGLContext ectx, EGLNativeWindowType win);
int qemu_egl_init_dpy_x11(EGLNativeDisplayType dpy, DisplayGLMode mode);
int qemu_egl_init_dpy_mesa(EGLNativeDisplayType dpy, DisplayGLMode mode);
EGLContext qemu_egl_init_ctx(void);
#endif /* EGL_HELPERS_H */