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authorVivek Kasireddy <vivek.kasireddy@intel.com>2025-06-16 21:32:29 -0700
committerMarc-André Lureau <marcandre.lureau@redhat.com>2025-07-15 10:22:33 +0400
commite6f0fe8f7c058af6e95e8f845c25e90453b2aec6 (patch)
treea75e22c0200cb724d156ae0c3f008792cc17812e /include/ui/console.h
parent50d135e3779f276eba93c63dff49a940b85e23a5 (diff)
downloadfocaccia-qemu-e6f0fe8f7c058af6e95e8f845c25e90453b2aec6.tar.gz
focaccia-qemu-e6f0fe8f7c058af6e95e8f845c25e90453b2aec6.zip
ui/console-gl: Add a helper to create a texture with linear memory layout
There are cases where we do not want the memory layout of a texture to
be tiled as the component processing the texture would not know how to
de-tile either via software or hardware. Therefore, ensuring that the
memory backing the texture has a linear layout is absolutely necessary
in these situations.

Cc: Gerd Hoffmann <kraxel@redhat.com>
Cc: Marc-André Lureau <marcandre.lureau@redhat.com>
Cc: Dmitry Osipenko <dmitry.osipenko@collabora.com>
Cc: Frediano Ziglio <freddy77@gmail.com>
Cc: Dongwon Kim <dongwon.kim@intel.com>
Reviewed-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Co-developed-by: Michael Scherle <michael.scherle@rz.uni-freiburg.de>
Signed-off-by: Vivek Kasireddy <vivek.kasireddy@intel.com>
Reviewed-by: Dmitry Osipenko <dmitry.osipenko@collabora.com>
Message-Id: <20250617043546.1022779-6-vivek.kasireddy@intel.com>
Diffstat (limited to 'include/ui/console.h')
-rw-r--r--include/ui/console.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/include/ui/console.h b/include/ui/console.h
index 46b3128185..98feaa58bd 100644
--- a/include/ui/console.h
+++ b/include/ui/console.h
@@ -422,6 +422,9 @@ bool console_gl_check_format(DisplayChangeListener *dcl,
                              pixman_format_code_t format);
 void surface_gl_create_texture(QemuGLShader *gls,
                                DisplaySurface *surface);
+bool surface_gl_create_texture_from_fd(DisplaySurface *surface,
+                                       int fd, GLuint *texture,
+                                       GLuint *mem_obj);
 void surface_gl_update_texture(QemuGLShader *gls,
                                DisplaySurface *surface,
                                int x, int y, int w, int h);