Xgl introduces a new pixel format that's a 32 bit depth with a true
alpha channel. When we let SDL choose a depth on an Xgl server, it
picks up this format (as it's the native pixel format in Xgl). We don't
fill out the alpha channel which results in a completely transparent screen.
This patch fills out the alpha channel to all 1s for 32 bit pixels. I'm
not sure if this handles every case where a pixel is generated but it
seems to work on all of my VMs. I really don't like this patch as it
seems like a hack but I couldn't figure out a way to differentiate in
SDL between a 24-bit depth with a 32-bit pixel width (which is a common,
non-alpha format) and a true 32 bit depth with an alpha channel.
Hopefully, this will be fixed in future versions of SDL.
Regards,
Anthony Liguori
# HG changeset patch
# User Anthony Liguori <[EMAIL PROTECTED]>
# Node ID 9ad5f865d44bf962f0ed9ca712e9ce2d8a4d46dd
# Parent 945c27df128e8b5b1f43f1b3ddcb77c887c51f4d
Xgl introduces a new surface type that's 32-bit with a true alpha channel.
Make sure that we return pixels with opaque alpha channels.
diff -r 945c27df128e -r 9ad5f865d44b hw/vga.c
--- a/hw/vga.c Thu Mar 2 16:46:45 2006 -0500
+++ b/hw/vga.c Sat Mar 4 12:34:45 2006 -0500
@@ -803,7 +803,7 @@
static inline unsigned int rgb_to_pixel32(unsigned int r, unsigned int g,
unsigned b)
{
- return (r << 16) | (g << 8) | b;
+ return 0xFF000000 | (r << 16) | (g << 8) | b;
}
#define DEPTH 8
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