2015-06-21 17:33:46 +02:00
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
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#include "SDL_hints.h"
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#include "SDL_opengles2.h"
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#include "../SDL_sysrender.h"
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#include "../../video/SDL_blit.h"
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#include "SDL_shaders_gles2.h"
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/* !!! FIXME: Emscripten makes these into WebGL calls, and WebGL doesn't offer
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!!! FIXME: client-side arrays (without an Emscripten compatibility hack,
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!!! FIXME: at least), but the current VBO code here is dramatically
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!!! FIXME: slower on actual iOS devices, even though the iOS Simulator
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!!! FIXME: is okay. Some time after 2.0.4 ships, we should revisit this,
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!!! FIXME: fix the performance bottleneck, and make everything use VBOs.
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*/
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#ifdef __EMSCRIPTEN__
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#define SDL_GLES2_USE_VBOS 1
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#else
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#define SDL_GLES2_USE_VBOS 0
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#endif
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/* To prevent unnecessary window recreation,
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* these should match the defaults selected in SDL_GL_ResetAttributes
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*/
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#define RENDERER_CONTEXT_MAJOR 2
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#define RENDERER_CONTEXT_MINOR 0
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/* Used to re-create the window with OpenGL ES capability */
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extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
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/*************************************************************************************************
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* Bootstrap data *
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*************************************************************************************************/
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static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags);
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SDL_RenderDriver GLES2_RenderDriver = {
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GLES2_CreateRenderer,
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{
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"opengles2",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
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4,
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{
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SDL_PIXELFORMAT_ARGB8888,
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SDL_PIXELFORMAT_ABGR8888,
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SDL_PIXELFORMAT_RGB888,
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SDL_PIXELFORMAT_BGR888
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},
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0,
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0
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}
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};
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/*************************************************************************************************
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* Context structures *
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*************************************************************************************************/
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typedef struct GLES2_FBOList GLES2_FBOList;
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struct GLES2_FBOList
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{
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Uint32 w, h;
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GLuint FBO;
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GLES2_FBOList *next;
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};
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typedef struct GLES2_TextureData
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{
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GLenum texture;
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GLenum texture_type;
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GLenum pixel_format;
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GLenum pixel_type;
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void *pixel_data;
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int pitch;
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/* YUV texture support */
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SDL_bool yuv;
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SDL_bool nv12;
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GLenum texture_v;
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GLenum texture_u;
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GLES2_FBOList *fbo;
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} GLES2_TextureData;
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typedef struct GLES2_ShaderCacheEntry
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{
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GLuint id;
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GLES2_ShaderType type;
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const GLES2_ShaderInstance *instance;
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int references;
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Uint8 modulation_r, modulation_g, modulation_b, modulation_a;
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struct GLES2_ShaderCacheEntry *prev;
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struct GLES2_ShaderCacheEntry *next;
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} GLES2_ShaderCacheEntry;
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typedef struct GLES2_ShaderCache
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{
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int count;
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GLES2_ShaderCacheEntry *head;
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} GLES2_ShaderCache;
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typedef struct GLES2_ProgramCacheEntry
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{
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GLuint id;
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SDL_BlendMode blend_mode;
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GLES2_ShaderCacheEntry *vertex_shader;
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GLES2_ShaderCacheEntry *fragment_shader;
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GLuint uniform_locations[16];
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Uint8 color_r, color_g, color_b, color_a;
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Uint8 modulation_r, modulation_g, modulation_b, modulation_a;
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GLfloat projection[4][4];
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struct GLES2_ProgramCacheEntry *prev;
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struct GLES2_ProgramCacheEntry *next;
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} GLES2_ProgramCacheEntry;
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typedef struct GLES2_ProgramCache
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{
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int count;
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GLES2_ProgramCacheEntry *head;
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GLES2_ProgramCacheEntry *tail;
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} GLES2_ProgramCache;
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typedef enum
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{
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GLES2_ATTRIBUTE_POSITION = 0,
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GLES2_ATTRIBUTE_TEXCOORD = 1,
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GLES2_ATTRIBUTE_ANGLE = 2,
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GLES2_ATTRIBUTE_CENTER = 3,
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} GLES2_Attribute;
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typedef enum
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{
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GLES2_UNIFORM_PROJECTION,
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GLES2_UNIFORM_TEXTURE,
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GLES2_UNIFORM_MODULATION,
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GLES2_UNIFORM_COLOR,
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GLES2_UNIFORM_TEXTURE_U,
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GLES2_UNIFORM_TEXTURE_V
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} GLES2_Uniform;
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typedef enum
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{
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GLES2_IMAGESOURCE_SOLID,
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GLES2_IMAGESOURCE_TEXTURE_ABGR,
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GLES2_IMAGESOURCE_TEXTURE_ARGB,
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GLES2_IMAGESOURCE_TEXTURE_RGB,
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GLES2_IMAGESOURCE_TEXTURE_BGR,
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GLES2_IMAGESOURCE_TEXTURE_YUV,
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GLES2_IMAGESOURCE_TEXTURE_NV12,
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GLES2_IMAGESOURCE_TEXTURE_NV21
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} GLES2_ImageSource;
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typedef struct GLES2_DriverContext
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{
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SDL_GLContext *context;
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SDL_bool debug_enabled;
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struct {
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int blendMode;
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SDL_bool tex_coords;
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} current;
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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#include "SDL_gles2funcs.h"
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#undef SDL_PROC
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GLES2_FBOList *framebuffers;
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GLuint window_framebuffer;
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int shader_format_count;
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GLenum *shader_formats;
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GLES2_ShaderCache shader_cache;
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GLES2_ProgramCache program_cache;
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GLES2_ProgramCacheEntry *current_program;
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Uint8 clear_r, clear_g, clear_b, clear_a;
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#if SDL_GLES2_USE_VBOS
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GLuint vertex_buffers[4];
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GLsizeiptr vertex_buffer_size[4];
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#endif
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} GLES2_DriverContext;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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SDL_FORCE_INLINE const char*
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GL_TranslateError (GLenum error)
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{
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#define GL_ERROR_TRANSLATE(e) case e: return #e;
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switch (error) {
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GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
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GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
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GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
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GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
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GL_ERROR_TRANSLATE(GL_NO_ERROR)
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default:
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return "UNKNOWN";
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}
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#undef GL_ERROR_TRANSLATE
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}
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SDL_FORCE_INLINE void
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GL_ClearErrors(SDL_Renderer *renderer)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
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if (!data->debug_enabled) {
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return;
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}
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while (data->glGetError() != GL_NO_ERROR) {
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continue;
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}
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}
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SDL_FORCE_INLINE int
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GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
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int ret = 0;
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if (!data->debug_enabled) {
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return 0;
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}
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/* check gl errors (can return multiple errors) */
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for (;;) {
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GLenum error = data->glGetError();
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if (error != GL_NO_ERROR) {
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if (prefix == NULL || prefix[0] == '\0') {
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prefix = "generic";
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}
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SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
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ret = -1;
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} else {
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break;
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}
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}
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return ret;
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}
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#if 0
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#define GL_CheckError(prefix, renderer)
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#elif defined(_MSC_VER)
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#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __FUNCTION__)
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#else
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#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __PRETTY_FUNCTION__)
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#endif
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/*************************************************************************************************
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* Renderer state APIs *
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*************************************************************************************************/
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static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
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static void GLES2_WindowEvent(SDL_Renderer * renderer,
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const SDL_WindowEvent *event);
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static int GLES2_UpdateViewport(SDL_Renderer * renderer);
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static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
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static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer);
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int GLES2_LoadFunctions(GLES2_DriverContext * data)
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{
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#if SDL_VIDEO_DRIVER_UIKIT
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#define __SDL_NOGETPROCADDR__
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#elif SDL_VIDEO_DRIVER_ANDROID
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#define __SDL_NOGETPROCADDR__
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#elif SDL_VIDEO_DRIVER_PANDORA
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#define __SDL_NOGETPROCADDR__
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#endif
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#if defined __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#else
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#define SDL_PROC(ret,func,params) \
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do { \
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data->func = SDL_GL_GetProcAddress(#func); \
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if ( ! data->func ) { \
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return SDL_SetError("Couldn't load GLES2 function %s: %s\n", #func, SDL_GetError()); \
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} \
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} while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_gles2funcs.h"
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#undef SDL_PROC
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return 0;
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}
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GLES2_FBOList *
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GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h)
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{
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GLES2_FBOList *result = data->framebuffers;
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while ((result) && ((result->w != w) || (result->h != h)) ) {
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result = result->next;
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}
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if (result == NULL) {
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result = SDL_malloc(sizeof(GLES2_FBOList));
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result->w = w;
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result->h = h;
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data->glGenFramebuffers(1, &result->FBO);
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result->next = data->framebuffers;
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data->framebuffers = result;
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}
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return result;
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}
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static int
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GLES2_ActivateRenderer(SDL_Renderer * renderer)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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if (SDL_CurrentContext != data->context) {
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/* Null out the current program to ensure we set it again */
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data->current_program = NULL;
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if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
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return -1;
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}
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SDL_CurrentContext = data->context;
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GLES2_UpdateViewport(renderer);
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}
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GL_ClearErrors(renderer);
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return 0;
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}
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static void
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GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
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event->event == SDL_WINDOWEVENT_SHOWN ||
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event->event == SDL_WINDOWEVENT_HIDDEN) {
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/* Rebind the context to the window area */
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SDL_CurrentContext = NULL;
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}
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if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
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/* According to Apple documentation, we need to finish drawing NOW! */
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data->glFinish();
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}
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}
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static int
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GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
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{
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SDL_GL_GetDrawableSize(renderer->window, w, h);
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return 0;
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}
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static int
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GLES2_UpdateViewport(SDL_Renderer * renderer)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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|
if (SDL_CurrentContext != data->context) {
|
|
|
|
/* We'll update the viewport after we rebind the context */
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (renderer->target) {
|
|
|
|
data->glViewport(renderer->viewport.x, renderer->viewport.y,
|
|
|
|
renderer->viewport.w, renderer->viewport.h);
|
|
|
|
} else {
|
|
|
|
int w, h;
|
|
|
|
|
|
|
|
SDL_GetRendererOutputSize(renderer, &w, &h);
|
|
|
|
data->glViewport(renderer->viewport.x, (h - renderer->viewport.y - renderer->viewport.h),
|
|
|
|
renderer->viewport.w, renderer->viewport.h);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (data->current_program) {
|
|
|
|
GLES2_SetOrthographicProjection(renderer);
|
|
|
|
}
|
|
|
|
return GL_CheckError("", renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_UpdateClipRect(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
|
|
|
|
if (SDL_CurrentContext != data->context) {
|
|
|
|
/* We'll update the clip rect after we rebind the context */
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (renderer->clipping_enabled) {
|
|
|
|
const SDL_Rect *rect = &renderer->clip_rect;
|
|
|
|
data->glEnable(GL_SCISSOR_TEST);
|
|
|
|
if (renderer->target) {
|
|
|
|
data->glScissor(renderer->viewport.x + rect->x, renderer->viewport.y + rect->y, rect->w, rect->h);
|
|
|
|
} else {
|
|
|
|
int w, h;
|
|
|
|
|
|
|
|
SDL_GetRendererOutputSize(renderer, &w, &h);
|
2015-12-28 21:15:58 +01:00
|
|
|
data->glScissor(renderer->viewport.x + rect->x, h - renderer->viewport.y - rect->y - rect->h, rect->w, rect->h);
|
2015-06-21 17:33:46 +02:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
data->glDisable(GL_SCISSOR_TEST);
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GLES2_DestroyRenderer(SDL_Renderer *renderer)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
|
|
|
|
/* Deallocate everything */
|
|
|
|
if (data) {
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
{
|
|
|
|
GLES2_ShaderCacheEntry *entry;
|
|
|
|
GLES2_ShaderCacheEntry *next;
|
|
|
|
entry = data->shader_cache.head;
|
|
|
|
while (entry) {
|
|
|
|
data->glDeleteShader(entry->id);
|
|
|
|
next = entry->next;
|
|
|
|
SDL_free(entry);
|
|
|
|
entry = next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
{
|
|
|
|
GLES2_ProgramCacheEntry *entry;
|
|
|
|
GLES2_ProgramCacheEntry *next;
|
|
|
|
entry = data->program_cache.head;
|
|
|
|
while (entry) {
|
|
|
|
data->glDeleteProgram(entry->id);
|
|
|
|
next = entry->next;
|
|
|
|
SDL_free(entry);
|
|
|
|
entry = next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (data->context) {
|
|
|
|
while (data->framebuffers) {
|
|
|
|
GLES2_FBOList *nextnode = data->framebuffers->next;
|
|
|
|
data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
|
|
|
|
GL_CheckError("", renderer);
|
|
|
|
SDL_free(data->framebuffers);
|
|
|
|
data->framebuffers = nextnode;
|
|
|
|
}
|
|
|
|
SDL_GL_DeleteContext(data->context);
|
|
|
|
}
|
|
|
|
SDL_free(data->shader_formats);
|
|
|
|
SDL_free(data);
|
|
|
|
}
|
|
|
|
SDL_free(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*************************************************************************************************
|
|
|
|
* Texture APIs *
|
|
|
|
*************************************************************************************************/
|
|
|
|
|
|
|
|
static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
|
|
|
|
static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
|
|
const void *pixels, int pitch);
|
|
|
|
static int GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
|
const SDL_Rect * rect,
|
|
|
|
const Uint8 *Yplane, int Ypitch,
|
|
|
|
const Uint8 *Uplane, int Upitch,
|
|
|
|
const Uint8 *Vplane, int Vpitch);
|
|
|
|
static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
|
|
void **pixels, int *pitch);
|
|
|
|
static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
|
|
|
|
static int GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
|
|
|
|
static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
|
|
|
|
|
|
|
|
static GLenum
|
|
|
|
GetScaleQuality(void)
|
|
|
|
{
|
|
|
|
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
|
|
|
|
|
|
|
|
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
|
|
|
|
return GL_NEAREST;
|
|
|
|
} else {
|
|
|
|
return GL_LINEAR;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *renderdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_TextureData *data;
|
|
|
|
GLenum format;
|
|
|
|
GLenum type;
|
|
|
|
GLenum scaleMode;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
/* Determine the corresponding GLES texture format params */
|
|
|
|
switch (texture->format)
|
|
|
|
{
|
|
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
|
|
format = GL_RGBA;
|
|
|
|
type = GL_UNSIGNED_BYTE;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_IYUV:
|
|
|
|
case SDL_PIXELFORMAT_YV12:
|
|
|
|
case SDL_PIXELFORMAT_NV12:
|
|
|
|
case SDL_PIXELFORMAT_NV21:
|
|
|
|
format = GL_LUMINANCE;
|
|
|
|
type = GL_UNSIGNED_BYTE;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return SDL_SetError("Texture format not supported");
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Allocate a texture struct */
|
|
|
|
data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
|
|
|
|
if (!data) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
data->texture = 0;
|
|
|
|
data->texture_type = GL_TEXTURE_2D;
|
|
|
|
data->pixel_format = format;
|
|
|
|
data->pixel_type = type;
|
|
|
|
data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
|
|
|
|
data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
|
|
|
|
data->texture_u = 0;
|
|
|
|
data->texture_v = 0;
|
|
|
|
scaleMode = GetScaleQuality();
|
|
|
|
|
|
|
|
/* Allocate a blob for image renderdata */
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
|
|
size_t size;
|
|
|
|
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
|
|
|
|
size = texture->h * data->pitch;
|
|
|
|
if (data->yuv) {
|
|
|
|
/* Need to add size for the U and V planes */
|
|
|
|
size += (2 * (texture->h * data->pitch) / 4);
|
|
|
|
}
|
|
|
|
if (data->nv12) {
|
|
|
|
/* Need to add size for the U/V plane */
|
|
|
|
size += ((texture->h * data->pitch) / 2);
|
|
|
|
}
|
|
|
|
data->pixel_data = SDL_calloc(1, size);
|
|
|
|
if (!data->pixel_data) {
|
|
|
|
SDL_free(data);
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Allocate the texture */
|
|
|
|
GL_CheckError("", renderer);
|
|
|
|
|
|
|
|
if (data->yuv) {
|
|
|
|
renderdata->glGenTextures(1, &data->texture_v);
|
|
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
renderdata->glActiveTexture(GL_TEXTURE2);
|
|
|
|
renderdata->glBindTexture(data->texture_type, data->texture_v);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w / 2, texture->h / 2, 0, format, type, NULL);
|
|
|
|
|
|
|
|
renderdata->glGenTextures(1, &data->texture_u);
|
|
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
renderdata->glActiveTexture(GL_TEXTURE1);
|
|
|
|
renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w / 2, texture->h / 2, 0, format, type, NULL);
|
|
|
|
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (data->nv12) {
|
|
|
|
renderdata->glGenTextures(1, &data->texture_u);
|
|
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
renderdata->glActiveTexture(GL_TEXTURE1);
|
|
|
|
renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, texture->w / 2, texture->h / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
renderdata->glGenTextures(1, &data->texture);
|
|
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
texture->driverdata = data;
|
|
|
|
renderdata->glActiveTexture(GL_TEXTURE0);
|
|
|
|
renderdata->glBindTexture(data->texture_type, data->texture);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
|
|
|
|
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
|
|
data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
|
|
|
|
} else {
|
|
|
|
data->fbo = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
return GL_CheckError("", renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_TexSubImage2D(GLES2_DriverContext *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
|
|
|
|
{
|
|
|
|
Uint8 *blob = NULL;
|
|
|
|
Uint8 *src;
|
|
|
|
int src_pitch;
|
|
|
|
int y;
|
|
|
|
|
|
|
|
/* Reformat the texture data into a tightly packed array */
|
|
|
|
src_pitch = width * bpp;
|
|
|
|
src = (Uint8 *)pixels;
|
|
|
|
if (pitch != src_pitch) {
|
|
|
|
blob = (Uint8 *)SDL_malloc(src_pitch * height);
|
|
|
|
if (!blob) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
src = blob;
|
|
|
|
for (y = 0; y < height; ++y)
|
|
|
|
{
|
|
|
|
SDL_memcpy(src, pixels, src_pitch);
|
|
|
|
src += src_pitch;
|
|
|
|
pixels = (Uint8 *)pixels + pitch;
|
|
|
|
}
|
|
|
|
src = blob;
|
|
|
|
}
|
|
|
|
|
|
|
|
data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
|
|
|
|
if (blob) {
|
|
|
|
SDL_free(blob);
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
|
|
const void *pixels, int pitch)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
/* Bail out if we're supposed to update an empty rectangle */
|
|
|
|
if (rect->w <= 0 || rect->h <= 0) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Create a texture subimage with the supplied data */
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
|
rect->x,
|
|
|
|
rect->y,
|
|
|
|
rect->w,
|
|
|
|
rect->h,
|
|
|
|
tdata->pixel_format,
|
|
|
|
tdata->pixel_type,
|
|
|
|
pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
|
|
|
|
|
|
|
|
if (tdata->yuv) {
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
|
|
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
|
|
|
|
if (texture->format == SDL_PIXELFORMAT_YV12) {
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
|
} else {
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
|
}
|
|
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
|
rect->x / 2,
|
|
|
|
rect->y / 2,
|
|
|
|
rect->w / 2,
|
|
|
|
rect->h / 2,
|
|
|
|
tdata->pixel_format,
|
|
|
|
tdata->pixel_type,
|
|
|
|
pixels, pitch / 2, 1);
|
|
|
|
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
|
|
pixels = (const void*)((const Uint8*)pixels + (rect->h * pitch)/4);
|
|
|
|
if (texture->format == SDL_PIXELFORMAT_YV12) {
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
|
} else {
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
|
}
|
|
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
|
rect->x / 2,
|
|
|
|
rect->y / 2,
|
|
|
|
rect->w / 2,
|
|
|
|
rect->h / 2,
|
|
|
|
tdata->pixel_format,
|
|
|
|
tdata->pixel_type,
|
|
|
|
pixels, pitch / 2, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (tdata->nv12) {
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
|
|
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
|
rect->x / 2,
|
|
|
|
rect->y / 2,
|
|
|
|
rect->w / 2,
|
|
|
|
rect->h / 2,
|
|
|
|
GL_LUMINANCE_ALPHA,
|
|
|
|
GL_UNSIGNED_BYTE,
|
|
|
|
pixels, pitch, 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
return GL_CheckError("glTexSubImage2D()", renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
|
const SDL_Rect * rect,
|
|
|
|
const Uint8 *Yplane, int Ypitch,
|
|
|
|
const Uint8 *Uplane, int Upitch,
|
|
|
|
const Uint8 *Vplane, int Vpitch)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
/* Bail out if we're supposed to update an empty rectangle */
|
|
|
|
if (rect->w <= 0 || rect->h <= 0) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
|
rect->x / 2,
|
|
|
|
rect->y / 2,
|
|
|
|
rect->w / 2,
|
|
|
|
rect->h / 2,
|
|
|
|
tdata->pixel_format,
|
|
|
|
tdata->pixel_type,
|
|
|
|
Vplane, Vpitch, 1);
|
|
|
|
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
|
rect->x / 2,
|
|
|
|
rect->y / 2,
|
|
|
|
rect->w / 2,
|
|
|
|
rect->h / 2,
|
|
|
|
tdata->pixel_format,
|
|
|
|
tdata->pixel_type,
|
|
|
|
Uplane, Upitch, 1);
|
|
|
|
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
|
rect->x,
|
|
|
|
rect->y,
|
|
|
|
rect->w,
|
|
|
|
rect->h,
|
|
|
|
tdata->pixel_format,
|
|
|
|
tdata->pixel_type,
|
|
|
|
Yplane, Ypitch, 1);
|
|
|
|
|
|
|
|
return GL_CheckError("glTexSubImage2D()", renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
|
|
void **pixels, int *pitch)
|
|
|
|
{
|
|
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
|
|
|
|
/* Retrieve the buffer/pitch for the specified region */
|
|
|
|
*pixels = (Uint8 *)tdata->pixel_data +
|
|
|
|
(tdata->pitch * rect->y) +
|
|
|
|
(rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
|
|
*pitch = tdata->pitch;
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
|
{
|
|
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
SDL_Rect rect;
|
|
|
|
|
|
|
|
/* We do whole texture updates, at least for now */
|
|
|
|
rect.x = 0;
|
|
|
|
rect.y = 0;
|
|
|
|
rect.w = texture->w;
|
|
|
|
rect.h = texture->h;
|
|
|
|
GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
|
|
|
|
GLES2_TextureData *texturedata = NULL;
|
|
|
|
GLenum status;
|
|
|
|
|
|
|
|
if (texture == NULL) {
|
|
|
|
data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
|
|
|
|
} else {
|
|
|
|
texturedata = (GLES2_TextureData *) texture->driverdata;
|
|
|
|
data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
|
|
|
|
/* TODO: check if texture pixel format allows this operation */
|
|
|
|
data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
|
|
|
|
/* Check FBO status */
|
|
|
|
status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
|
return SDL_SetError("glFramebufferTexture2D() failed");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
/* Destroy the texture */
|
|
|
|
if (tdata) {
|
|
|
|
data->glDeleteTextures(1, &tdata->texture);
|
|
|
|
if (tdata->texture_v) {
|
|
|
|
data->glDeleteTextures(1, &tdata->texture_v);
|
|
|
|
}
|
|
|
|
if (tdata->texture_u) {
|
|
|
|
data->glDeleteTextures(1, &tdata->texture_u);
|
|
|
|
}
|
|
|
|
SDL_free(tdata->pixel_data);
|
|
|
|
SDL_free(tdata);
|
|
|
|
texture->driverdata = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*************************************************************************************************
|
|
|
|
* Shader management functions *
|
|
|
|
*************************************************************************************************/
|
|
|
|
|
|
|
|
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
|
|
|
|
SDL_BlendMode blendMode);
|
|
|
|
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
|
|
|
|
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
|
|
|
|
GLES2_ShaderCacheEntry *vertex,
|
|
|
|
GLES2_ShaderCacheEntry *fragment,
|
|
|
|
SDL_BlendMode blendMode);
|
|
|
|
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
|
|
|
|
SDL_BlendMode blendMode);
|
|
|
|
|
|
|
|
static GLES2_ProgramCacheEntry *
|
|
|
|
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
|
|
|
|
GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_ProgramCacheEntry *entry;
|
|
|
|
GLES2_ShaderCacheEntry *shaderEntry;
|
|
|
|
GLint linkSuccessful;
|
|
|
|
|
|
|
|
/* Check if we've already cached this program */
|
|
|
|
entry = data->program_cache.head;
|
|
|
|
while (entry) {
|
|
|
|
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
entry = entry->next;
|
|
|
|
}
|
|
|
|
if (entry) {
|
|
|
|
if (data->program_cache.head != entry) {
|
|
|
|
if (entry->next) {
|
|
|
|
entry->next->prev = entry->prev;
|
|
|
|
}
|
|
|
|
if (entry->prev) {
|
|
|
|
entry->prev->next = entry->next;
|
|
|
|
}
|
|
|
|
entry->prev = NULL;
|
|
|
|
entry->next = data->program_cache.head;
|
|
|
|
data->program_cache.head->prev = entry;
|
|
|
|
data->program_cache.head = entry;
|
|
|
|
}
|
|
|
|
return entry;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Create a program cache entry */
|
|
|
|
entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
|
|
|
|
if (!entry) {
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
entry->vertex_shader = vertex;
|
|
|
|
entry->fragment_shader = fragment;
|
|
|
|
entry->blend_mode = blendMode;
|
|
|
|
|
|
|
|
/* Create the program and link it */
|
|
|
|
entry->id = data->glCreateProgram();
|
|
|
|
data->glAttachShader(entry->id, vertex->id);
|
|
|
|
data->glAttachShader(entry->id, fragment->id);
|
|
|
|
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
|
|
|
|
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
|
|
|
|
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
|
|
|
|
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
|
|
|
|
data->glLinkProgram(entry->id);
|
|
|
|
data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
|
|
|
|
if (!linkSuccessful) {
|
|
|
|
data->glDeleteProgram(entry->id);
|
|
|
|
SDL_free(entry);
|
|
|
|
SDL_SetError("Failed to link shader program");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Predetermine locations of uniform variables */
|
|
|
|
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
|
|
|
|
data->glGetUniformLocation(entry->id, "u_projection");
|
|
|
|
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
|
|
|
|
data->glGetUniformLocation(entry->id, "u_texture_v");
|
|
|
|
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
|
|
|
|
data->glGetUniformLocation(entry->id, "u_texture_u");
|
|
|
|
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
|
|
|
|
data->glGetUniformLocation(entry->id, "u_texture");
|
|
|
|
entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
|
|
|
|
data->glGetUniformLocation(entry->id, "u_modulation");
|
|
|
|
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
|
|
|
|
data->glGetUniformLocation(entry->id, "u_color");
|
|
|
|
|
|
|
|
entry->modulation_r = entry->modulation_g = entry->modulation_b = entry->modulation_a = 255;
|
|
|
|
entry->color_r = entry->color_g = entry->color_b = entry->color_a = 255;
|
|
|
|
|
|
|
|
data->glUseProgram(entry->id);
|
|
|
|
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
|
|
|
|
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
|
|
|
|
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
|
|
|
|
data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
|
|
|
|
data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_MODULATION], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
|
|
|
|
/* Cache the linked program */
|
|
|
|
if (data->program_cache.head) {
|
|
|
|
entry->next = data->program_cache.head;
|
|
|
|
data->program_cache.head->prev = entry;
|
|
|
|
} else {
|
|
|
|
data->program_cache.tail = entry;
|
|
|
|
}
|
|
|
|
data->program_cache.head = entry;
|
|
|
|
++data->program_cache.count;
|
|
|
|
|
|
|
|
/* Increment the refcount of the shaders we're using */
|
|
|
|
++vertex->references;
|
|
|
|
++fragment->references;
|
|
|
|
|
|
|
|
/* Evict the last entry from the cache if we exceed the limit */
|
|
|
|
if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
|
|
|
|
shaderEntry = data->program_cache.tail->vertex_shader;
|
|
|
|
if (--shaderEntry->references <= 0) {
|
|
|
|
GLES2_EvictShader(renderer, shaderEntry);
|
|
|
|
}
|
|
|
|
shaderEntry = data->program_cache.tail->fragment_shader;
|
|
|
|
if (--shaderEntry->references <= 0) {
|
|
|
|
GLES2_EvictShader(renderer, shaderEntry);
|
|
|
|
}
|
|
|
|
data->glDeleteProgram(data->program_cache.tail->id);
|
|
|
|
data->program_cache.tail = data->program_cache.tail->prev;
|
|
|
|
SDL_free(data->program_cache.tail->next);
|
|
|
|
data->program_cache.tail->next = NULL;
|
|
|
|
--data->program_cache.count;
|
|
|
|
}
|
|
|
|
return entry;
|
|
|
|
}
|
|
|
|
|
|
|
|
static GLES2_ShaderCacheEntry *
|
|
|
|
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
const GLES2_Shader *shader;
|
|
|
|
const GLES2_ShaderInstance *instance = NULL;
|
|
|
|
GLES2_ShaderCacheEntry *entry = NULL;
|
|
|
|
GLint compileSuccessful = GL_FALSE;
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
/* Find the corresponding shader */
|
|
|
|
shader = GLES2_GetShader(type, blendMode);
|
|
|
|
if (!shader) {
|
|
|
|
SDL_SetError("No shader matching the requested characteristics was found");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Find a matching shader instance that's supported on this hardware */
|
|
|
|
for (i = 0; i < shader->instance_count && !instance; ++i) {
|
|
|
|
for (j = 0; j < data->shader_format_count && !instance; ++j) {
|
|
|
|
if (!shader->instances[i]) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (shader->instances[i]->format != data->shader_formats[j]) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
instance = shader->instances[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!instance) {
|
|
|
|
SDL_SetError("The specified shader cannot be loaded on the current platform");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Check if we've already cached this shader */
|
|
|
|
entry = data->shader_cache.head;
|
|
|
|
while (entry) {
|
|
|
|
if (entry->instance == instance) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
entry = entry->next;
|
|
|
|
}
|
|
|
|
if (entry) {
|
|
|
|
return entry;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Create a shader cache entry */
|
|
|
|
entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
|
|
|
|
if (!entry) {
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
entry->type = type;
|
|
|
|
entry->instance = instance;
|
|
|
|
|
|
|
|
/* Compile or load the selected shader instance */
|
|
|
|
entry->id = data->glCreateShader(instance->type);
|
|
|
|
if (instance->format == (GLenum)-1) {
|
|
|
|
data->glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
|
|
|
|
data->glCompileShader(entry->id);
|
|
|
|
data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
|
|
|
|
} else {
|
|
|
|
data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
|
|
|
|
compileSuccessful = GL_TRUE;
|
|
|
|
}
|
|
|
|
if (!compileSuccessful) {
|
|
|
|
char *info = NULL;
|
|
|
|
int length = 0;
|
|
|
|
|
|
|
|
data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
|
|
|
|
if (length > 0) {
|
|
|
|
info = SDL_stack_alloc(char, length);
|
|
|
|
if (info) {
|
|
|
|
data->glGetShaderInfoLog(entry->id, length, &length, info);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (info) {
|
|
|
|
SDL_SetError("Failed to load the shader: %s", info);
|
|
|
|
SDL_stack_free(info);
|
|
|
|
} else {
|
|
|
|
SDL_SetError("Failed to load the shader");
|
|
|
|
}
|
|
|
|
data->glDeleteShader(entry->id);
|
|
|
|
SDL_free(entry);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Link the shader entry in at the front of the cache */
|
|
|
|
if (data->shader_cache.head) {
|
|
|
|
entry->next = data->shader_cache.head;
|
|
|
|
data->shader_cache.head->prev = entry;
|
|
|
|
}
|
|
|
|
data->shader_cache.head = entry;
|
|
|
|
++data->shader_cache.count;
|
|
|
|
return entry;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
|
|
|
|
/* Unlink the shader from the cache */
|
|
|
|
if (entry->next) {
|
|
|
|
entry->next->prev = entry->prev;
|
|
|
|
}
|
|
|
|
if (entry->prev) {
|
|
|
|
entry->prev->next = entry->next;
|
|
|
|
}
|
|
|
|
if (data->shader_cache.head == entry) {
|
|
|
|
data->shader_cache.head = entry->next;
|
|
|
|
}
|
|
|
|
--data->shader_cache.count;
|
|
|
|
|
|
|
|
/* Deallocate the shader */
|
|
|
|
data->glDeleteShader(entry->id);
|
|
|
|
SDL_free(entry);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_ShaderCacheEntry *vertex = NULL;
|
|
|
|
GLES2_ShaderCacheEntry *fragment = NULL;
|
|
|
|
GLES2_ShaderType vtype, ftype;
|
|
|
|
GLES2_ProgramCacheEntry *program;
|
|
|
|
|
|
|
|
/* Select an appropriate shader pair for the specified modes */
|
|
|
|
vtype = GLES2_SHADER_VERTEX_DEFAULT;
|
|
|
|
switch (source) {
|
|
|
|
case GLES2_IMAGESOURCE_SOLID:
|
|
|
|
ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
|
|
|
|
break;
|
|
|
|
case GLES2_IMAGESOURCE_TEXTURE_ABGR:
|
|
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
|
|
|
|
break;
|
|
|
|
case GLES2_IMAGESOURCE_TEXTURE_ARGB:
|
|
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
|
|
|
|
break;
|
|
|
|
case GLES2_IMAGESOURCE_TEXTURE_RGB:
|
|
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
|
|
|
|
break;
|
|
|
|
case GLES2_IMAGESOURCE_TEXTURE_BGR:
|
|
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
|
|
|
|
break;
|
|
|
|
case GLES2_IMAGESOURCE_TEXTURE_YUV:
|
|
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC;
|
|
|
|
break;
|
|
|
|
case GLES2_IMAGESOURCE_TEXTURE_NV12:
|
|
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_SRC;
|
|
|
|
break;
|
|
|
|
case GLES2_IMAGESOURCE_TEXTURE_NV21:
|
|
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_SRC;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
goto fault;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Load the requested shaders */
|
|
|
|
vertex = GLES2_CacheShader(renderer, vtype, blendMode);
|
|
|
|
if (!vertex) {
|
|
|
|
goto fault;
|
|
|
|
}
|
|
|
|
fragment = GLES2_CacheShader(renderer, ftype, blendMode);
|
|
|
|
if (!fragment) {
|
|
|
|
goto fault;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Check if we need to change programs at all */
|
|
|
|
if (data->current_program &&
|
|
|
|
data->current_program->vertex_shader == vertex &&
|
|
|
|
data->current_program->fragment_shader == fragment) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Generate a matching program */
|
|
|
|
program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
|
|
|
|
if (!program) {
|
|
|
|
goto fault;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Select that program in OpenGL */
|
|
|
|
data->glUseProgram(program->id);
|
|
|
|
|
|
|
|
/* Set the current program */
|
|
|
|
data->current_program = program;
|
|
|
|
|
|
|
|
/* Activate an orthographic projection */
|
|
|
|
if (GLES2_SetOrthographicProjection(renderer) < 0) {
|
|
|
|
goto fault;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Clean up and return */
|
|
|
|
return 0;
|
|
|
|
fault:
|
|
|
|
if (vertex && vertex->references <= 0) {
|
|
|
|
GLES2_EvictShader(renderer, vertex);
|
|
|
|
}
|
|
|
|
if (fragment && fragment->references <= 0) {
|
|
|
|
GLES2_EvictShader(renderer, fragment);
|
|
|
|
}
|
|
|
|
data->current_program = NULL;
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLfloat projection[4][4];
|
|
|
|
|
|
|
|
if (!renderer->viewport.w || !renderer->viewport.h) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Prepare an orthographic projection */
|
|
|
|
projection[0][0] = 2.0f / renderer->viewport.w;
|
|
|
|
projection[0][1] = 0.0f;
|
|
|
|
projection[0][2] = 0.0f;
|
|
|
|
projection[0][3] = 0.0f;
|
|
|
|
projection[1][0] = 0.0f;
|
|
|
|
if (renderer->target) {
|
|
|
|
projection[1][1] = 2.0f / renderer->viewport.h;
|
|
|
|
} else {
|
|
|
|
projection[1][1] = -2.0f / renderer->viewport.h;
|
|
|
|
}
|
|
|
|
projection[1][2] = 0.0f;
|
|
|
|
projection[1][3] = 0.0f;
|
|
|
|
projection[2][0] = 0.0f;
|
|
|
|
projection[2][1] = 0.0f;
|
|
|
|
projection[2][2] = 0.0f;
|
|
|
|
projection[2][3] = 0.0f;
|
|
|
|
projection[3][0] = -1.0f;
|
|
|
|
if (renderer->target) {
|
|
|
|
projection[3][1] = -1.0f;
|
|
|
|
} else {
|
|
|
|
projection[3][1] = 1.0f;
|
|
|
|
}
|
|
|
|
projection[3][2] = 0.0f;
|
|
|
|
projection[3][3] = 1.0f;
|
|
|
|
|
|
|
|
/* Set the projection matrix */
|
|
|
|
if (SDL_memcmp(data->current_program->projection, projection, sizeof (projection)) != 0) {
|
|
|
|
const GLuint locProjection = data->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
|
|
|
|
data->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
|
|
|
|
SDL_memcpy(data->current_program->projection, projection, sizeof (projection));
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*************************************************************************************************
|
|
|
|
* Rendering functions *
|
|
|
|
*************************************************************************************************/
|
|
|
|
|
|
|
|
static const float inv255f = 1.0f / 255.0f;
|
|
|
|
|
|
|
|
static int GLES2_RenderClear(SDL_Renderer *renderer);
|
|
|
|
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
|
|
|
|
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
|
|
|
|
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
|
|
|
|
static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
|
|
|
|
const SDL_FRect *dstrect);
|
|
|
|
static int GLES2_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
|
|
|
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
|
|
|
|
static int GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
|
|
Uint32 pixel_format, void * pixels, int pitch);
|
|
|
|
static void GLES2_RenderPresent(SDL_Renderer *renderer);
|
|
|
|
|
|
|
|
static SDL_bool
|
|
|
|
CompareColors(Uint8 r1, Uint8 g1, Uint8 b1, Uint8 a1,
|
|
|
|
Uint8 r2, Uint8 g2, Uint8 b2, Uint8 a2)
|
|
|
|
{
|
|
|
|
Uint32 Pixel1, Pixel2;
|
|
|
|
RGBA8888_FROM_RGBA(Pixel1, r1, g1, b1, a1);
|
|
|
|
RGBA8888_FROM_RGBA(Pixel2, r2, g2, b2, a2);
|
|
|
|
return (Pixel1 == Pixel2);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderClear(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
Uint8 r, g, b, a;
|
|
|
|
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
if (!CompareColors(data->clear_r, data->clear_g, data->clear_b, data->clear_a,
|
|
|
|
renderer->r, renderer->g, renderer->b, renderer->a)) {
|
|
|
|
|
|
|
|
/* Select the color to clear with */
|
|
|
|
g = renderer->g;
|
|
|
|
a = renderer->a;
|
|
|
|
|
|
|
|
if (renderer->target &&
|
|
|
|
(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
|
|
|
|
renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
|
|
|
|
r = renderer->b;
|
|
|
|
b = renderer->r;
|
|
|
|
} else {
|
|
|
|
r = renderer->r;
|
|
|
|
b = renderer->b;
|
|
|
|
}
|
|
|
|
|
|
|
|
data->glClearColor((GLfloat) r * inv255f,
|
|
|
|
(GLfloat) g * inv255f,
|
|
|
|
(GLfloat) b * inv255f,
|
|
|
|
(GLfloat) a * inv255f);
|
|
|
|
data->clear_r = renderer->r;
|
|
|
|
data->clear_g = renderer->g;
|
|
|
|
data->clear_b = renderer->b;
|
|
|
|
data->clear_a = renderer->a;
|
|
|
|
}
|
|
|
|
|
|
|
|
data->glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GLES2_SetBlendMode(GLES2_DriverContext *data, int blendMode)
|
|
|
|
{
|
|
|
|
if (blendMode != data->current.blendMode) {
|
|
|
|
switch (blendMode) {
|
|
|
|
default:
|
|
|
|
case SDL_BLENDMODE_NONE:
|
|
|
|
data->glDisable(GL_BLEND);
|
|
|
|
break;
|
|
|
|
case SDL_BLENDMODE_BLEND:
|
|
|
|
data->glEnable(GL_BLEND);
|
|
|
|
data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
break;
|
|
|
|
case SDL_BLENDMODE_ADD:
|
|
|
|
data->glEnable(GL_BLEND);
|
|
|
|
data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
|
|
|
|
break;
|
|
|
|
case SDL_BLENDMODE_MOD:
|
|
|
|
data->glEnable(GL_BLEND);
|
|
|
|
data->glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
data->current.blendMode = blendMode;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GLES2_SetTexCoords(GLES2_DriverContext * data, SDL_bool enabled)
|
|
|
|
{
|
|
|
|
if (enabled != data->current.tex_coords) {
|
|
|
|
if (enabled) {
|
|
|
|
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
|
} else {
|
|
|
|
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
|
}
|
|
|
|
data->current.tex_coords = enabled;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_SetDrawingState(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
const int blendMode = renderer->blendMode;
|
|
|
|
GLES2_ProgramCacheEntry *program;
|
|
|
|
Uint8 r, g, b, a;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
GLES2_SetBlendMode(data, blendMode);
|
|
|
|
|
|
|
|
GLES2_SetTexCoords(data, SDL_FALSE);
|
|
|
|
|
|
|
|
/* Activate an appropriate shader and set the projection matrix */
|
|
|
|
if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Select the color to draw with */
|
|
|
|
g = renderer->g;
|
|
|
|
a = renderer->a;
|
|
|
|
|
|
|
|
if (renderer->target &&
|
|
|
|
(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
|
|
|
|
renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
|
|
|
|
r = renderer->b;
|
|
|
|
b = renderer->r;
|
|
|
|
} else {
|
|
|
|
r = renderer->r;
|
|
|
|
b = renderer->b;
|
|
|
|
}
|
|
|
|
|
|
|
|
program = data->current_program;
|
|
|
|
if (!CompareColors(program->color_r, program->color_g, program->color_b, program->color_a, r, g, b, a)) {
|
|
|
|
/* Select the color to draw with */
|
|
|
|
data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
|
|
|
|
program->color_r = r;
|
|
|
|
program->color_g = g;
|
|
|
|
program->color_b = b;
|
|
|
|
program->color_a = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr,
|
|
|
|
const void *vertexData, size_t dataSizeInBytes)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
|
|
|
|
#if !SDL_GLES2_USE_VBOS
|
|
|
|
data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, vertexData);
|
|
|
|
#else
|
|
|
|
if (!data->vertex_buffers[attr]) {
|
|
|
|
data->glGenBuffers(1, &data->vertex_buffers[attr]);
|
|
|
|
}
|
|
|
|
|
|
|
|
data->glBindBuffer(GL_ARRAY_BUFFER, data->vertex_buffers[attr]);
|
|
|
|
|
|
|
|
if (data->vertex_buffer_size[attr] < dataSizeInBytes) {
|
|
|
|
data->glBufferData(GL_ARRAY_BUFFER, dataSizeInBytes, vertexData, GL_STREAM_DRAW);
|
|
|
|
data->vertex_buffer_size[attr] = dataSizeInBytes;
|
|
|
|
} else {
|
|
|
|
data->glBufferSubData(GL_ARRAY_BUFFER, 0, dataSizeInBytes, vertexData);
|
|
|
|
}
|
|
|
|
|
|
|
|
data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLfloat *vertices;
|
|
|
|
int idx;
|
|
|
|
|
|
|
|
if (GLES2_SetDrawingState(renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Emit the specified vertices as points */
|
|
|
|
vertices = SDL_stack_alloc(GLfloat, count * 2);
|
|
|
|
for (idx = 0; idx < count; ++idx) {
|
|
|
|
GLfloat x = points[idx].x + 0.5f;
|
|
|
|
GLfloat y = points[idx].y + 0.5f;
|
|
|
|
|
|
|
|
vertices[idx * 2] = x;
|
|
|
|
vertices[(idx * 2) + 1] = y;
|
|
|
|
}
|
|
|
|
/*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/
|
|
|
|
GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2 * sizeof(GLfloat));
|
|
|
|
data->glDrawArrays(GL_POINTS, 0, count);
|
|
|
|
SDL_stack_free(vertices);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLfloat *vertices;
|
|
|
|
int idx;
|
|
|
|
|
|
|
|
if (GLES2_SetDrawingState(renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Emit a line strip including the specified vertices */
|
|
|
|
vertices = SDL_stack_alloc(GLfloat, count * 2);
|
|
|
|
for (idx = 0; idx < count; ++idx) {
|
|
|
|
GLfloat x = points[idx].x + 0.5f;
|
|
|
|
GLfloat y = points[idx].y + 0.5f;
|
|
|
|
|
|
|
|
vertices[idx * 2] = x;
|
|
|
|
vertices[(idx * 2) + 1] = y;
|
|
|
|
}
|
|
|
|
/*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/
|
|
|
|
GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2 * sizeof(GLfloat));
|
|
|
|
data->glDrawArrays(GL_LINE_STRIP, 0, count);
|
|
|
|
|
|
|
|
/* We need to close the endpoint of the line */
|
|
|
|
if (count == 2 ||
|
|
|
|
points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
|
|
|
|
data->glDrawArrays(GL_POINTS, count-1, 1);
|
|
|
|
}
|
|
|
|
SDL_stack_free(vertices);
|
|
|
|
|
|
|
|
return GL_CheckError("", renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLfloat vertices[8];
|
|
|
|
int idx;
|
|
|
|
|
|
|
|
if (GLES2_SetDrawingState(renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Emit a line loop for each rectangle */
|
|
|
|
for (idx = 0; idx < count; ++idx) {
|
|
|
|
const SDL_FRect *rect = &rects[idx];
|
|
|
|
|
|
|
|
GLfloat xMin = rect->x;
|
|
|
|
GLfloat xMax = (rect->x + rect->w);
|
|
|
|
GLfloat yMin = rect->y;
|
|
|
|
GLfloat yMax = (rect->y + rect->h);
|
|
|
|
|
|
|
|
vertices[0] = xMin;
|
|
|
|
vertices[1] = yMin;
|
|
|
|
vertices[2] = xMax;
|
|
|
|
vertices[3] = yMin;
|
|
|
|
vertices[4] = xMin;
|
|
|
|
vertices[5] = yMax;
|
|
|
|
vertices[6] = xMax;
|
|
|
|
vertices[7] = yMax;
|
|
|
|
/*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/
|
|
|
|
GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat));
|
|
|
|
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
}
|
|
|
|
return GL_CheckError("", renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
|
SDL_BlendMode blendMode;
|
|
|
|
GLES2_ProgramCacheEntry *program;
|
|
|
|
Uint8 r, g, b, a;
|
|
|
|
|
|
|
|
/* Activate an appropriate shader and set the projection matrix */
|
|
|
|
blendMode = texture->blendMode;
|
|
|
|
if (renderer->target) {
|
|
|
|
/* Check if we need to do color mapping between the source and render target textures */
|
|
|
|
if (renderer->target->format != texture->format) {
|
|
|
|
switch (texture->format) {
|
|
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
|
|
switch (renderer->target->format) {
|
|
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
|
|
switch (renderer->target->format) {
|
|
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
|
|
switch (renderer->target->format) {
|
|
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
|
|
switch (renderer->target->format) {
|
|
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_IYUV:
|
|
|
|
case SDL_PIXELFORMAT_YV12:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_NV12:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_NV21:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return SDL_SetError("Unsupported texture format");
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
switch (texture->format) {
|
|
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_IYUV:
|
|
|
|
case SDL_PIXELFORMAT_YV12:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_NV12:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
|
|
|
|
break;
|
|
|
|
case SDL_PIXELFORMAT_NV21:
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return SDL_SetError("Unsupported texture format");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Select the target texture */
|
|
|
|
if (tdata->yuv) {
|
|
|
|
data->glActiveTexture(GL_TEXTURE2);
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
|
|
|
|
|
data->glActiveTexture(GL_TEXTURE1);
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
|
|
|
|
|
data->glActiveTexture(GL_TEXTURE0);
|
|
|
|
}
|
|
|
|
if (tdata->nv12) {
|
|
|
|
data->glActiveTexture(GL_TEXTURE1);
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
|
|
|
|
|
data->glActiveTexture(GL_TEXTURE0);
|
|
|
|
}
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
|
|
|
|
|
|
/* Configure color modulation */
|
|
|
|
g = texture->g;
|
|
|
|
a = texture->a;
|
|
|
|
|
|
|
|
if (renderer->target &&
|
|
|
|
(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
|
|
|
|
renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
|
|
|
|
r = texture->b;
|
|
|
|
b = texture->r;
|
|
|
|
} else {
|
|
|
|
r = texture->r;
|
|
|
|
b = texture->b;
|
|
|
|
}
|
|
|
|
|
|
|
|
program = data->current_program;
|
|
|
|
|
|
|
|
if (!CompareColors(program->modulation_r, program->modulation_g, program->modulation_b, program->modulation_a, r, g, b, a)) {
|
|
|
|
data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_MODULATION], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
|
|
|
|
program->modulation_r = r;
|
|
|
|
program->modulation_g = g;
|
|
|
|
program->modulation_b = b;
|
|
|
|
program->modulation_a = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Configure texture blending */
|
|
|
|
GLES2_SetBlendMode(data, blendMode);
|
|
|
|
|
|
|
|
GLES2_SetTexCoords(data, SDL_TRUE);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
|
|
|
|
const SDL_FRect *dstrect)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLfloat vertices[8];
|
|
|
|
GLfloat texCoords[8];
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
if (GLES2_SetupCopy(renderer, texture) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Emit the textured quad */
|
|
|
|
vertices[0] = dstrect->x;
|
|
|
|
vertices[1] = dstrect->y;
|
|
|
|
vertices[2] = (dstrect->x + dstrect->w);
|
|
|
|
vertices[3] = dstrect->y;
|
|
|
|
vertices[4] = dstrect->x;
|
|
|
|
vertices[5] = (dstrect->y + dstrect->h);
|
|
|
|
vertices[6] = (dstrect->x + dstrect->w);
|
|
|
|
vertices[7] = (dstrect->y + dstrect->h);
|
|
|
|
/*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/
|
|
|
|
GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat));
|
|
|
|
texCoords[0] = srcrect->x / (GLfloat)texture->w;
|
|
|
|
texCoords[1] = srcrect->y / (GLfloat)texture->h;
|
|
|
|
texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
|
|
texCoords[3] = srcrect->y / (GLfloat)texture->h;
|
|
|
|
texCoords[4] = srcrect->x / (GLfloat)texture->w;
|
|
|
|
texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
|
|
texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
|
|
texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
|
|
/*data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);*/
|
|
|
|
GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_TEXCOORD, texCoords, 8 * sizeof(GLfloat));
|
|
|
|
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
|
|
|
|
return GL_CheckError("", renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
|
|
|
|
const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLfloat vertices[8];
|
|
|
|
GLfloat texCoords[8];
|
|
|
|
GLfloat translate[8];
|
|
|
|
GLfloat fAngle[4];
|
|
|
|
GLfloat tmp;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
if (GLES2_SetupCopy(renderer, texture) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
|
|
|
|
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
|
|
|
|
fAngle[0] = fAngle[1] = fAngle[2] = fAngle[3] = (GLfloat)(360.0f - angle);
|
|
|
|
/* Calculate the center of rotation */
|
|
|
|
translate[0] = translate[2] = translate[4] = translate[6] = (center->x + dstrect->x);
|
|
|
|
translate[1] = translate[3] = translate[5] = translate[7] = (center->y + dstrect->y);
|
|
|
|
|
|
|
|
/* Emit the textured quad */
|
|
|
|
vertices[0] = dstrect->x;
|
|
|
|
vertices[1] = dstrect->y;
|
|
|
|
vertices[2] = (dstrect->x + dstrect->w);
|
|
|
|
vertices[3] = dstrect->y;
|
|
|
|
vertices[4] = dstrect->x;
|
|
|
|
vertices[5] = (dstrect->y + dstrect->h);
|
|
|
|
vertices[6] = (dstrect->x + dstrect->w);
|
|
|
|
vertices[7] = (dstrect->y + dstrect->h);
|
|
|
|
if (flip & SDL_FLIP_HORIZONTAL) {
|
|
|
|
tmp = vertices[0];
|
|
|
|
vertices[0] = vertices[4] = vertices[2];
|
|
|
|
vertices[2] = vertices[6] = tmp;
|
|
|
|
}
|
|
|
|
if (flip & SDL_FLIP_VERTICAL) {
|
|
|
|
tmp = vertices[1];
|
|
|
|
vertices[1] = vertices[3] = vertices[5];
|
|
|
|
vertices[5] = vertices[7] = tmp;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 1, GL_FLOAT, GL_FALSE, 0, &fAngle);
|
|
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, translate);
|
|
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/
|
|
|
|
|
|
|
|
GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_ANGLE, fAngle, 4 * sizeof(GLfloat));
|
|
|
|
GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_CENTER, translate, 8 * sizeof(GLfloat));
|
|
|
|
GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat));
|
|
|
|
|
|
|
|
texCoords[0] = srcrect->x / (GLfloat)texture->w;
|
|
|
|
texCoords[1] = srcrect->y / (GLfloat)texture->h;
|
|
|
|
texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
|
|
texCoords[3] = srcrect->y / (GLfloat)texture->h;
|
|
|
|
texCoords[4] = srcrect->x / (GLfloat)texture->w;
|
|
|
|
texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
|
|
texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
|
|
texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
|
|
/*data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);*/
|
|
|
|
GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_TEXCOORD, texCoords, 8 * sizeof(GLfloat));
|
|
|
|
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
|
|
|
|
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
|
|
|
|
|
|
|
|
return GL_CheckError("", renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
|
|
Uint32 pixel_format, void * pixels, int pitch)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
Uint32 temp_format = SDL_PIXELFORMAT_ABGR8888;
|
|
|
|
void *temp_pixels;
|
|
|
|
int temp_pitch;
|
|
|
|
Uint8 *src, *dst, *tmp;
|
|
|
|
int w, h, length, rows;
|
|
|
|
int status;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
|
|
|
|
temp_pixels = SDL_malloc(rect->h * temp_pitch);
|
|
|
|
if (!temp_pixels) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_GetRendererOutputSize(renderer, &w, &h);
|
|
|
|
|
|
|
|
data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
|
|
|
|
GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
|
|
|
|
if (GL_CheckError("glReadPixels()", renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Flip the rows to be top-down */
|
|
|
|
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
|
|
|
|
src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
|
|
|
|
dst = (Uint8*)temp_pixels;
|
|
|
|
tmp = SDL_stack_alloc(Uint8, length);
|
|
|
|
rows = rect->h / 2;
|
|
|
|
while (rows--) {
|
|
|
|
SDL_memcpy(tmp, dst, length);
|
|
|
|
SDL_memcpy(dst, src, length);
|
|
|
|
SDL_memcpy(src, tmp, length);
|
|
|
|
dst += temp_pitch;
|
|
|
|
src -= temp_pitch;
|
|
|
|
}
|
|
|
|
SDL_stack_free(tmp);
|
|
|
|
|
|
|
|
status = SDL_ConvertPixels(rect->w, rect->h,
|
|
|
|
temp_format, temp_pixels, temp_pitch,
|
|
|
|
pixel_format, pixels, pitch);
|
|
|
|
SDL_free(temp_pixels);
|
|
|
|
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GLES2_RenderPresent(SDL_Renderer *renderer)
|
|
|
|
{
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
/* Tell the video driver to swap buffers */
|
|
|
|
SDL_GL_SwapWindow(renderer->window);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*************************************************************************************************
|
|
|
|
* Bind/unbinding of textures
|
|
|
|
*************************************************************************************************/
|
|
|
|
static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
|
|
|
|
static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
|
|
|
|
|
|
|
|
static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
data->glBindTexture(texturedata->texture_type, texturedata->texture);
|
|
|
|
|
|
|
|
if (texw) {
|
|
|
|
*texw = 1.0;
|
|
|
|
}
|
|
|
|
if (texh) {
|
|
|
|
*texh = 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
data->glBindTexture(texturedata->texture_type, 0);
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*************************************************************************************************
|
|
|
|
* Renderer instantiation *
|
|
|
|
*************************************************************************************************/
|
|
|
|
|
|
|
|
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
|
|
|
|
|
|
|
|
static void
|
|
|
|
GLES2_ResetState(SDL_Renderer *renderer)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
|
|
|
|
|
|
|
|
if (SDL_CurrentContext == data->context) {
|
|
|
|
GLES2_UpdateViewport(renderer);
|
|
|
|
} else {
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
data->current.blendMode = -1;
|
|
|
|
data->current.tex_coords = SDL_FALSE;
|
|
|
|
|
|
|
|
data->glActiveTexture(GL_TEXTURE0);
|
|
|
|
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
|
|
|
|
data->glClearColor((GLfloat) data->clear_r * inv255f,
|
|
|
|
(GLfloat) data->clear_g * inv255f,
|
|
|
|
(GLfloat) data->clear_b * inv255f,
|
|
|
|
(GLfloat) data->clear_a * inv255f);
|
|
|
|
|
|
|
|
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
|
|
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
|
|
|
|
|
GL_CheckError("", renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
static SDL_Renderer *
|
|
|
|
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
GLES2_DriverContext *data;
|
|
|
|
GLint nFormats;
|
|
|
|
#ifndef ZUNE_HD
|
|
|
|
GLboolean hasCompiler;
|
|
|
|
#endif
|
|
|
|
Uint32 window_flags;
|
|
|
|
GLint window_framebuffer;
|
|
|
|
GLint value;
|
2015-12-11 01:25:34 +01:00
|
|
|
int profile_mask = 0, major = 0, minor = 0;
|
2015-06-21 17:33:46 +02:00
|
|
|
SDL_bool changed_window = SDL_FALSE;
|
|
|
|
|
|
|
|
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
|
|
|
|
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
|
|
|
|
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
|
|
|
|
|
|
|
|
window_flags = SDL_GetWindowFlags(window);
|
|
|
|
if (!(window_flags & SDL_WINDOW_OPENGL) ||
|
|
|
|
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
|
|
|
|
|
|
|
|
changed_window = SDL_TRUE;
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
|
|
|
|
|
|
|
|
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Create the renderer struct */
|
|
|
|
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
|
|
|
|
if (!renderer) {
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
data = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
|
|
|
|
if (!data) {
|
|
|
|
GLES2_DestroyRenderer(renderer);
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
renderer->info = GLES2_RenderDriver.info;
|
|
|
|
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
|
|
|
|
renderer->driverdata = data;
|
|
|
|
renderer->window = window;
|
|
|
|
|
|
|
|
/* Create an OpenGL ES 2.0 context */
|
|
|
|
data->context = SDL_GL_CreateContext(window);
|
|
|
|
if (!data->context) {
|
|
|
|
GLES2_DestroyRenderer(renderer);
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
|
|
|
|
GLES2_DestroyRenderer(renderer);
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (GLES2_LoadFunctions(data) < 0) {
|
|
|
|
GLES2_DestroyRenderer(renderer);
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
#if __WINRT__
|
|
|
|
/* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync
|
|
|
|
* is turned on. Not doing so will freeze the screen's contents to that
|
|
|
|
* of the first drawn frame.
|
|
|
|
*/
|
|
|
|
flags |= SDL_RENDERER_PRESENTVSYNC;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (flags & SDL_RENDERER_PRESENTVSYNC) {
|
|
|
|
SDL_GL_SetSwapInterval(1);
|
|
|
|
} else {
|
|
|
|
SDL_GL_SetSwapInterval(0);
|
|
|
|
}
|
|
|
|
if (SDL_GL_GetSwapInterval() > 0) {
|
|
|
|
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Check for debug output support */
|
|
|
|
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
|
|
|
|
(value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
|
|
|
|
data->debug_enabled = SDL_TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
value = 0;
|
|
|
|
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
|
|
|
|
renderer->info.max_texture_width = value;
|
|
|
|
value = 0;
|
|
|
|
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
|
|
|
|
renderer->info.max_texture_height = value;
|
|
|
|
|
|
|
|
/* Determine supported shader formats */
|
|
|
|
/* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
|
|
|
|
#ifdef ZUNE_HD
|
|
|
|
nFormats = 1;
|
|
|
|
#else /* !ZUNE_HD */
|
|
|
|
data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
|
|
|
|
data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
|
|
|
|
if (hasCompiler) {
|
|
|
|
++nFormats;
|
|
|
|
}
|
|
|
|
#endif /* ZUNE_HD */
|
|
|
|
data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
|
|
|
|
if (!data->shader_formats) {
|
|
|
|
GLES2_DestroyRenderer(renderer);
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
data->shader_format_count = nFormats;
|
|
|
|
#ifdef ZUNE_HD
|
|
|
|
data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
|
|
|
|
#else /* !ZUNE_HD */
|
|
|
|
data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats);
|
|
|
|
if (hasCompiler) {
|
|
|
|
data->shader_formats[nFormats - 1] = (GLenum)-1;
|
|
|
|
}
|
|
|
|
#endif /* ZUNE_HD */
|
|
|
|
|
|
|
|
data->framebuffers = NULL;
|
|
|
|
data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
|
|
|
|
data->window_framebuffer = (GLuint)window_framebuffer;
|
|
|
|
|
|
|
|
/* Populate the function pointers for the module */
|
|
|
|
renderer->WindowEvent = &GLES2_WindowEvent;
|
|
|
|
renderer->GetOutputSize = &GLES2_GetOutputSize;
|
|
|
|
renderer->CreateTexture = &GLES2_CreateTexture;
|
|
|
|
renderer->UpdateTexture = &GLES2_UpdateTexture;
|
|
|
|
renderer->UpdateTextureYUV = &GLES2_UpdateTextureYUV;
|
|
|
|
renderer->LockTexture = &GLES2_LockTexture;
|
|
|
|
renderer->UnlockTexture = &GLES2_UnlockTexture;
|
|
|
|
renderer->SetRenderTarget = &GLES2_SetRenderTarget;
|
|
|
|
renderer->UpdateViewport = &GLES2_UpdateViewport;
|
|
|
|
renderer->UpdateClipRect = &GLES2_UpdateClipRect;
|
|
|
|
renderer->RenderClear = &GLES2_RenderClear;
|
|
|
|
renderer->RenderDrawPoints = &GLES2_RenderDrawPoints;
|
|
|
|
renderer->RenderDrawLines = &GLES2_RenderDrawLines;
|
|
|
|
renderer->RenderFillRects = &GLES2_RenderFillRects;
|
|
|
|
renderer->RenderCopy = &GLES2_RenderCopy;
|
|
|
|
renderer->RenderCopyEx = &GLES2_RenderCopyEx;
|
|
|
|
renderer->RenderReadPixels = &GLES2_RenderReadPixels;
|
|
|
|
renderer->RenderPresent = &GLES2_RenderPresent;
|
|
|
|
renderer->DestroyTexture = &GLES2_DestroyTexture;
|
|
|
|
renderer->DestroyRenderer = &GLES2_DestroyRenderer;
|
|
|
|
renderer->GL_BindTexture = &GLES2_BindTexture;
|
|
|
|
renderer->GL_UnbindTexture = &GLES2_UnbindTexture;
|
|
|
|
|
|
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
|
|
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|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
|
|
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
|
|
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
|
|
|
|
|
|
|
|
GLES2_ResetState(renderer);
|
|
|
|
|
|
|
|
return renderer;
|
|
|
|
|
|
|
|
error:
|
|
|
|
if (changed_window) {
|
|
|
|
/* Uh oh, better try to put it back... */
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
|
|
|
|
SDL_RecreateWindow(window, window_flags);
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
|
|
|
|
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|