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);
+ int x, int y, double scale_x, double scale_y);
#ifdef CONFIG_OPENGL_DMABUF
egl_texture_blit(edpy->gls, &edpy->blit_fb, &edpy->guest_fb,
!edpy->y_0_top);
egl_texture_blend(edpy->gls, &edpy->blit_fb, &edpy->cursor_fb,
- !edpy->y_0_top, edpy->pos_x, edpy->pos_y);
+ !edpy->y_0_top, edpy->pos_x, edpy->pos_y,
+ 1.0, 1.0);
} else {
/* no cursor -> use simple framebuffer blit */
egl_fb_blit(&edpy->blit_fb, &edpy->guest_fb, edpy->y_0_top);
}
void egl_texture_blend(QemuGLShader *gls, egl_fb *dst, egl_fb *src, bool flip,
- int x, int y)
+ int x, int y, double scale_x, double scale_y)
{
glBindFramebuffer(GL_FRAMEBUFFER_EXT, dst->framebuffer);
+ int w = scale_x * src->width;
+ int h = scale_y * src->height;
if (flip) {
- glViewport(x, y, src->width, src->height);
+ glViewport(x, y, w, h);
} else {
- glViewport(x, dst->height - src->height - y,
- src->width, src->height);
+ glViewport(x, dst->height - h - y, w, h);
}
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, src->texture);
vc->gfx.y0_top);
egl_texture_blend(vc->gfx.gls, &vc->gfx.win_fb, &vc->gfx.cursor_fb,
vc->gfx.y0_top,
- vc->gfx.cursor_x, vc->gfx.cursor_y);
+ vc->gfx.cursor_x, vc->gfx.cursor_y,
+ vc->gfx.scale_x, vc->gfx.scale_y);
} else {
egl_fb_blit(&vc->gfx.win_fb, &vc->gfx.guest_fb, !vc->gfx.y0_top);
}
egl_texture_blit(ssd->gls, &ssd->blit_fb, &ssd->guest_fb,
!y_0_top);
egl_texture_blend(ssd->gls, &ssd->blit_fb, &ssd->cursor_fb,
- !y_0_top, x, y);
+ !y_0_top, x, y, 1.0, 1.0);
glFlush();
}