struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
DisplaySurface *surf = qemu_console_surface(dcl->con);
SDL_Rect rect;
+ size_t surface_data_offset = surface_bytes_per_pixel(surf) * x +
+ surface_stride(surf) * y;
assert(!scon->opengl);
return;
}
- /*
- * SDL2 seems to do some double-buffering, and trying to only
- * update the changed areas results in only one of the two buffers
- * being updated. Which flickers alot. So lets not try to be
- * clever do a full update every time ...
- */
-#if 0
rect.x = x;
rect.y = y;
rect.w = w;
rect.h = h;
-#else
- rect.x = 0;
- rect.y = 0;
- rect.w = surface_width(surf);
- rect.h = surface_height(surf);
-#endif
-
- SDL_UpdateTexture(scon->texture, NULL, surface_data(surf),
+
+ SDL_UpdateTexture(scon->texture, &rect,
+ surface_data(surf) + surface_data_offset,
surface_stride(surf));
- SDL_RenderCopy(scon->real_renderer, scon->texture, &rect, &rect);
+ SDL_RenderClear(scon->real_renderer);
+ SDL_RenderCopy(scon->real_renderer, scon->texture, NULL, NULL);
SDL_RenderPresent(scon->real_renderer);
}