mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2025-01-07 18:39:37 +01:00
ed10d9473f
Likewise for the GLES1 and GLES2 renderers. This solves the missing pixel at the end of a line and removes all the heuristics for various platforms/drivers. It's possible we could still use GL_LINE_STRIP with this and save some vertex buffer space, assuming this doesn't upset some driver somewhere, but this seems to be a clean fix that makes the GL renderers match the software renderer output. Diamond-exit rule explanation: http://graphics-software-engineer.blogspot.com/2012/04/rasterization-rules.html Fixes Bugzilla #3182.
2220 lines
76 KiB
C
2220 lines
76 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 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_assert.h"
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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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/* 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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* 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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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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GLES2_ShaderCacheEntry *vertex_shader;
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GLES2_ShaderCacheEntry *fragment_shader;
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GLuint uniform_locations[16];
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Uint32 color;
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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_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_INVALID,
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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_TEXTURE_EXTERNAL_OES
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} GLES2_ImageSource;
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typedef struct
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{
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SDL_Rect viewport;
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SDL_bool viewport_dirty;
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SDL_Texture *texture;
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SDL_Texture *target;
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SDL_BlendMode blend;
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SDL_bool cliprect_enabled_dirty;
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SDL_bool cliprect_enabled;
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SDL_bool cliprect_dirty;
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SDL_Rect cliprect;
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SDL_bool texturing;
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SDL_bool is_copy_ex;
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Uint32 color;
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Uint32 clear_color;
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int drawablew;
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int drawableh;
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GLES2_ProgramCacheEntry *program;
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GLfloat projection[4][4];
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} GLES2_DrawStateCache;
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typedef struct GLES2_RenderData
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{
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SDL_GLContext *context;
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SDL_bool debug_enabled;
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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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Uint8 clear_r, clear_g, clear_b, clear_a;
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GLuint vertex_buffers[8];
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size_t vertex_buffer_size[8];
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int current_vertex_buffer;
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GLES2_DrawStateCache drawstate;
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} GLES2_RenderData;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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static const float inv255f = 1.0f / 255.0f;
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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_RenderData *data = (GLES2_RenderData *) 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_RenderData *data = (GLES2_RenderData *) 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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#else
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#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_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_LoadFunctions(GLES2_RenderData * 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", #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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static GLES2_FBOList *
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GLES2_GetFBO(GLES2_RenderData *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_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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if (SDL_GL_GetCurrentContext() != data->context) {
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/* Null out the current program to ensure we set it again */
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data->drawstate.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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}
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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_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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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 GLenum GetBlendFunc(SDL_BlendFactor factor)
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{
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switch (factor) {
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case SDL_BLENDFACTOR_ZERO:
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return GL_ZERO;
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case SDL_BLENDFACTOR_ONE:
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return GL_ONE;
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case SDL_BLENDFACTOR_SRC_COLOR:
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return GL_SRC_COLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
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return GL_ONE_MINUS_SRC_COLOR;
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case SDL_BLENDFACTOR_SRC_ALPHA:
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return GL_SRC_ALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
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return GL_ONE_MINUS_SRC_ALPHA;
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case SDL_BLENDFACTOR_DST_COLOR:
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return GL_DST_COLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
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return GL_ONE_MINUS_DST_COLOR;
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case SDL_BLENDFACTOR_DST_ALPHA:
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return GL_DST_ALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
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return GL_ONE_MINUS_DST_ALPHA;
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default:
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return GL_INVALID_ENUM;
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}
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}
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static GLenum GetBlendEquation(SDL_BlendOperation operation)
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{
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switch (operation) {
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case SDL_BLENDOPERATION_ADD:
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return GL_FUNC_ADD;
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case SDL_BLENDOPERATION_SUBTRACT:
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return GL_FUNC_SUBTRACT;
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case SDL_BLENDOPERATION_REV_SUBTRACT:
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return GL_FUNC_REVERSE_SUBTRACT;
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default:
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return GL_INVALID_ENUM;
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}
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}
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static SDL_bool
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GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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{
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SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
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SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
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SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
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SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
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SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
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SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
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if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
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GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
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GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
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GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
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GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
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GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
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return SDL_FALSE;
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}
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return SDL_TRUE;
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}
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static void
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GLES2_EvictShader(GLES2_RenderData *data, GLES2_ShaderCacheEntry *entry)
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{
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/* Unlink the shader from the cache */
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if (entry->next) {
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entry->next->prev = entry->prev;
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}
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if (entry->prev) {
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entry->prev->next = entry->next;
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}
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if (data->shader_cache.head == entry) {
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data->shader_cache.head = entry->next;
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}
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--data->shader_cache.count;
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/* Deallocate the shader */
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data->glDeleteShader(entry->id);
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SDL_free(entry);
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}
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static GLES2_ProgramCacheEntry *
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GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
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GLES2_ShaderCacheEntry *fragment)
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{
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GLES2_ProgramCacheEntry *entry;
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GLES2_ShaderCacheEntry *shaderEntry;
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GLint linkSuccessful;
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/* Check if we've already cached this program */
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entry = data->program_cache.head;
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while (entry) {
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if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
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break;
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}
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entry = entry->next;
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}
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if (entry) {
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if (data->program_cache.head != entry) {
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if (entry->next) {
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entry->next->prev = entry->prev;
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}
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if (entry->prev) {
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entry->prev->next = entry->next;
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}
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entry->prev = NULL;
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entry->next = data->program_cache.head;
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data->program_cache.head->prev = entry;
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data->program_cache.head = entry;
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}
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return entry;
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}
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/* Create a program cache entry */
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entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
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if (!entry) {
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SDL_OutOfMemory();
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return NULL;
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}
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entry->vertex_shader = vertex;
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entry->fragment_shader = fragment;
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/* Create the program and link it */
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entry->id = data->glCreateProgram();
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data->glAttachShader(entry->id, vertex->id);
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data->glAttachShader(entry->id, fragment->id);
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
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data->glLinkProgram(entry->id);
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data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
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if (!linkSuccessful) {
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data->glDeleteProgram(entry->id);
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SDL_free(entry);
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SDL_SetError("Failed to link shader program");
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return NULL;
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}
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/* Predetermine locations of uniform variables */
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entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
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data->glGetUniformLocation(entry->id, "u_projection");
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entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
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data->glGetUniformLocation(entry->id, "u_texture_v");
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entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
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data->glGetUniformLocation(entry->id, "u_texture_u");
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entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
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data->glGetUniformLocation(entry->id, "u_texture");
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entry->uniform_locations[GLES2_UNIFORM_COLOR] =
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data->glGetUniformLocation(entry->id, "u_color");
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entry->color = 0;
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data->glUseProgram(entry->id);
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if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
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data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
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}
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if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
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data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
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}
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|
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
|
|
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
|
|
}
|
|
if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
|
|
data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
|
|
}
|
|
if (entry->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
|
|
data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
/* 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(data, shaderEntry);
|
|
}
|
|
shaderEntry = data->program_cache.tail->fragment_shader;
|
|
if (--shaderEntry->references <= 0) {
|
|
GLES2_EvictShader(data, shaderEntry);
|
|
}
|
|
data->glDeleteProgram(data->program_cache.tail->id);
|
|
data->program_cache.tail = data->program_cache.tail->prev;
|
|
if (data->program_cache.tail != NULL) {
|
|
SDL_free(data->program_cache.tail->next);
|
|
data->program_cache.tail->next = NULL;
|
|
}
|
|
--data->program_cache.count;
|
|
}
|
|
return entry;
|
|
}
|
|
|
|
static GLES2_ShaderCacheEntry *
|
|
GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type)
|
|
{
|
|
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);
|
|
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 **)(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) {
|
|
SDL_bool isstack = SDL_FALSE;
|
|
char *info = NULL;
|
|
int length = 0;
|
|
|
|
data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
|
|
if (length > 0) {
|
|
info = SDL_small_alloc(char, length, &isstack);
|
|
if (info) {
|
|
data->glGetShaderInfoLog(entry->id, length, &length, info);
|
|
}
|
|
}
|
|
if (info) {
|
|
SDL_SetError("Failed to load the shader: %s", info);
|
|
SDL_small_free(info, isstack);
|
|
} 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 int
|
|
GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h)
|
|
{
|
|
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:
|
|
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
case SDL_YUV_CONVERSION_JPEG:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT601:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT709:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
|
|
break;
|
|
default:
|
|
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
goto fault;
|
|
}
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_NV12:
|
|
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
case SDL_YUV_CONVERSION_JPEG:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT601:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT709:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
|
|
break;
|
|
default:
|
|
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
goto fault;
|
|
}
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_NV21:
|
|
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
case SDL_YUV_CONVERSION_JPEG:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT601:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT709:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
|
|
break;
|
|
default:
|
|
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
goto fault;
|
|
}
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
|
|
break;
|
|
default:
|
|
goto fault;
|
|
}
|
|
|
|
/* Load the requested shaders */
|
|
vertex = GLES2_CacheShader(data, vtype);
|
|
if (!vertex) {
|
|
goto fault;
|
|
}
|
|
fragment = GLES2_CacheShader(data, ftype);
|
|
if (!fragment) {
|
|
goto fault;
|
|
}
|
|
|
|
/* Check if we need to change programs at all */
|
|
if (data->drawstate.program &&
|
|
data->drawstate.program->vertex_shader == vertex &&
|
|
data->drawstate.program->fragment_shader == fragment) {
|
|
return 0;
|
|
}
|
|
|
|
/* Generate a matching program */
|
|
program = GLES2_CacheProgram(data, vertex, fragment);
|
|
if (!program) {
|
|
goto fault;
|
|
}
|
|
|
|
/* Select that program in OpenGL */
|
|
data->glUseProgram(program->id);
|
|
|
|
/* Set the current program */
|
|
data->drawstate.program = program;
|
|
|
|
/* Clean up and return */
|
|
return 0;
|
|
fault:
|
|
if (vertex && vertex->references <= 0) {
|
|
GLES2_EvictShader(data, vertex);
|
|
}
|
|
if (fragment && fragment->references <= 0) {
|
|
GLES2_EvictShader(data, fragment);
|
|
}
|
|
data->drawstate.program = NULL;
|
|
return -1;
|
|
}
|
|
|
|
static int
|
|
GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
|
|
{
|
|
return 0; /* nothing to do in this backend. */
|
|
}
|
|
|
|
static int
|
|
GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
|
|
{
|
|
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
|
|
int i;
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
cmd->data.draw.count = count;
|
|
for (i = 0; i < count; i++) {
|
|
*(verts++) = 0.5f + points[i].x;
|
|
*(verts++) = 0.5f + points[i].y;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
|
|
{
|
|
GLfloat *verts;
|
|
int i;
|
|
|
|
SDL_assert(count >= 2); /* should have been checked at the higher level. */
|
|
|
|
verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, (count-1) * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
cmd->data.draw.count = count;
|
|
|
|
/* GL_LINE_STRIP seems to be unreliable on various drivers, so try
|
|
to build out our own GL_LINES. :(
|
|
If the line segment is completely horizontal or vertical,
|
|
make it one pixel longer, to satisfy the diamond-exit rule.
|
|
We should probably do this for diagonal lines too, but we'd have to
|
|
do some trigonometry to figure out the correct pixel and generally
|
|
when we have problems with pixel perfection, it's for straight lines
|
|
that are missing a pixel that frames something and not arbitrary
|
|
angles. Maybe !!! FIXME for later, though. */
|
|
|
|
for (i = 0; i < count-1; i++, points++) {
|
|
GLfloat xstart = 0.5f + points[0].x; /* 0.5f to get to the center of the pixel. */
|
|
GLfloat ystart = 0.5f + points[0].y;
|
|
GLfloat xend = 0.5f + points[1].x;
|
|
GLfloat yend = 0.5f + points[1].y;
|
|
|
|
if (xstart == xend) { /* vertical line */
|
|
if (yend > ystart) {
|
|
yend += 1.0f;
|
|
} else {
|
|
ystart += 1.0f;
|
|
}
|
|
} else if (ystart == yend) { /* horizontal line */
|
|
if (xend > xstart) {
|
|
xend += 1.0f;
|
|
} else {
|
|
xstart += 1.0f;
|
|
}
|
|
}
|
|
|
|
*(verts++) = xstart;
|
|
*(verts++) = ystart;
|
|
*(verts++) = xend;
|
|
*(verts++) = yend;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
|
|
{
|
|
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
|
|
int i;
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
cmd->data.draw.count = count;
|
|
|
|
for (i = 0; i < count; i++) {
|
|
const SDL_FRect *rect = &rects[i];
|
|
const GLfloat minx = rect->x;
|
|
const GLfloat maxx = rect->x + rect->w;
|
|
const GLfloat miny = rect->y;
|
|
const GLfloat maxy = rect->y + rect->h;
|
|
*(verts++) = minx;
|
|
*(verts++) = miny;
|
|
*(verts++) = maxx;
|
|
*(verts++) = miny;
|
|
*(verts++) = minx;
|
|
*(verts++) = maxy;
|
|
*(verts++) = maxx;
|
|
*(verts++) = maxy;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
|
{
|
|
GLfloat minx, miny, maxx, maxy;
|
|
GLfloat minu, maxu, minv, maxv;
|
|
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
cmd->data.draw.count = 1;
|
|
|
|
minx = dstrect->x;
|
|
miny = dstrect->y;
|
|
maxx = dstrect->x + dstrect->w;
|
|
maxy = dstrect->y + dstrect->h;
|
|
|
|
minu = (GLfloat) srcrect->x / texture->w;
|
|
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
|
|
minv = (GLfloat) srcrect->y / texture->h;
|
|
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
|
|
|
|
*(verts++) = minx;
|
|
*(verts++) = miny;
|
|
*(verts++) = maxx;
|
|
*(verts++) = miny;
|
|
*(verts++) = minx;
|
|
*(verts++) = maxy;
|
|
*(verts++) = maxx;
|
|
*(verts++) = maxy;
|
|
|
|
*(verts++) = minu;
|
|
*(verts++) = minv;
|
|
*(verts++) = maxu;
|
|
*(verts++) = minv;
|
|
*(verts++) = minu;
|
|
*(verts++) = maxv;
|
|
*(verts++) = maxu;
|
|
*(verts++) = maxv;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
|
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
|
|
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
|
|
{
|
|
/* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
|
|
const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
|
|
const GLfloat s = (GLfloat) SDL_sin(radian_angle);
|
|
const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
|
|
const GLfloat centerx = center->x + dstrect->x;
|
|
const GLfloat centery = center->y + dstrect->y;
|
|
GLfloat minx, miny, maxx, maxy;
|
|
GLfloat minu, maxu, minv, maxv;
|
|
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 32 * sizeof (GLfloat), 0, &cmd->data.draw.first);
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
if (flip & SDL_FLIP_HORIZONTAL) {
|
|
minx = dstrect->x + dstrect->w;
|
|
maxx = dstrect->x;
|
|
} else {
|
|
minx = dstrect->x;
|
|
maxx = dstrect->x + dstrect->w;
|
|
}
|
|
|
|
if (flip & SDL_FLIP_VERTICAL) {
|
|
miny = dstrect->y + dstrect->h;
|
|
maxy = dstrect->y;
|
|
} else {
|
|
miny = dstrect->y;
|
|
maxy = dstrect->y + dstrect->h;
|
|
}
|
|
|
|
minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w);
|
|
maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w);
|
|
minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
|
|
maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
|
|
|
|
|
|
cmd->data.draw.count = 1;
|
|
|
|
*(verts++) = minx;
|
|
*(verts++) = miny;
|
|
*(verts++) = maxx;
|
|
*(verts++) = miny;
|
|
*(verts++) = minx;
|
|
*(verts++) = maxy;
|
|
*(verts++) = maxx;
|
|
*(verts++) = maxy;
|
|
|
|
*(verts++) = minu;
|
|
*(verts++) = minv;
|
|
*(verts++) = maxu;
|
|
*(verts++) = minv;
|
|
*(verts++) = minu;
|
|
*(verts++) = maxv;
|
|
*(verts++) = maxu;
|
|
*(verts++) = maxv;
|
|
|
|
*(verts++) = s;
|
|
*(verts++) = c;
|
|
*(verts++) = s;
|
|
*(verts++) = c;
|
|
*(verts++) = s;
|
|
*(verts++) = c;
|
|
*(verts++) = s;
|
|
*(verts++) = c;
|
|
|
|
*(verts++) = centerx;
|
|
*(verts++) = centery;
|
|
*(verts++) = centerx;
|
|
*(verts++) = centery;
|
|
*(verts++) = centerx;
|
|
*(verts++) = centery;
|
|
*(verts++) = centerx;
|
|
*(verts++) = centery;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc)
|
|
{
|
|
const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
|
|
const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
|
|
SDL_Texture *texture = cmd->data.draw.texture;
|
|
const SDL_BlendMode blend = cmd->data.draw.blend;
|
|
GLES2_ProgramCacheEntry *program;
|
|
|
|
SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
|
|
|
|
if (data->drawstate.viewport_dirty) {
|
|
const SDL_Rect *viewport = &data->drawstate.viewport;
|
|
data->glViewport(viewport->x,
|
|
data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
|
|
viewport->w, viewport->h);
|
|
if (viewport->w && viewport->h) {
|
|
data->drawstate.projection[0][0] = 2.0f / viewport->w;
|
|
data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h;
|
|
data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f;
|
|
}
|
|
data->drawstate.viewport_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (data->drawstate.cliprect_enabled_dirty) {
|
|
if (!data->drawstate.cliprect_enabled) {
|
|
data->glDisable(GL_SCISSOR_TEST);
|
|
} else {
|
|
data->glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
|
|
const SDL_Rect *viewport = &data->drawstate.viewport;
|
|
const SDL_Rect *rect = &data->drawstate.cliprect;
|
|
data->glScissor(viewport->x + rect->x,
|
|
data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
|
|
rect->w, rect->h);
|
|
data->drawstate.cliprect_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (texture != data->drawstate.texture) {
|
|
if ((texture != NULL) != data->drawstate.texturing) {
|
|
if (texture == NULL) {
|
|
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
|
|
data->drawstate.texturing = SDL_FALSE;
|
|
} else {
|
|
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
|
|
data->drawstate.texturing = SDL_TRUE;
|
|
}
|
|
}
|
|
|
|
if (texture) {
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
|
|
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);
|
|
} else 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);
|
|
}
|
|
|
|
data->drawstate.texture = texture;
|
|
}
|
|
|
|
if (texture) {
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 8)));
|
|
}
|
|
|
|
if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
program = data->drawstate.program;
|
|
|
|
if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
|
|
if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection)) != 0) {
|
|
data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection);
|
|
SDL_memcpy(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection));
|
|
}
|
|
}
|
|
|
|
if (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
|
|
if (data->drawstate.color != program->color) {
|
|
const Uint8 r = (data->drawstate.color >> 16) & 0xFF;
|
|
const Uint8 g = (data->drawstate.color >> 8) & 0xFF;
|
|
const Uint8 b = (data->drawstate.color >> 0) & 0xFF;
|
|
const Uint8 a = (data->drawstate.color >> 24) & 0xFF;
|
|
data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
|
|
program->color = data->drawstate.color;
|
|
}
|
|
}
|
|
|
|
if (blend != data->drawstate.blend) {
|
|
if (blend == SDL_BLENDMODE_NONE) {
|
|
data->glDisable(GL_BLEND);
|
|
} else {
|
|
data->glEnable(GL_BLEND);
|
|
data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
|
|
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
|
|
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
|
|
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
|
|
data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
|
|
GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
|
|
}
|
|
data->drawstate.blend = blend;
|
|
}
|
|
|
|
/* all drawing commands use this */
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.draw.first);
|
|
|
|
if (is_copy_ex != was_copy_ex) {
|
|
if (is_copy_ex) {
|
|
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
|
|
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
|
|
} else {
|
|
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
|
|
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
|
|
}
|
|
data->drawstate.is_copy_ex = is_copy_ex;
|
|
}
|
|
|
|
if (is_copy_ex) {
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 16)));
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 24)));
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
|
|
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
SDL_Texture *texture = cmd->data.draw.texture;
|
|
|
|
/* Pick an appropriate shader */
|
|
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;
|
|
case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
|
|
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;
|
|
case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
|
|
break;
|
|
default:
|
|
return SDL_SetError("Unsupported texture format");
|
|
}
|
|
}
|
|
|
|
return SetDrawState(data, cmd, sourceType);
|
|
}
|
|
|
|
static int
|
|
GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
|
|
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
|
|
const int vboidx = data->current_vertex_buffer;
|
|
const GLuint vbo = data->vertex_buffers[vboidx];
|
|
size_t i;
|
|
|
|
if (GLES2_ActivateRenderer(renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
data->drawstate.target = renderer->target;
|
|
if (!data->drawstate.target) {
|
|
SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh);
|
|
}
|
|
|
|
/* upload the new VBO data for this set of commands. */
|
|
data->glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
if (data->vertex_buffer_size[vboidx] < vertsize) {
|
|
data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW);
|
|
data->vertex_buffer_size[vboidx] = vertsize;
|
|
} else {
|
|
data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices);
|
|
}
|
|
|
|
/* cycle through a few VBOs so the GL has some time with the data before we replace it. */
|
|
data->current_vertex_buffer++;
|
|
if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
|
|
data->current_vertex_buffer = 0;
|
|
}
|
|
|
|
while (cmd) {
|
|
switch (cmd->command) {
|
|
case SDL_RENDERCMD_SETDRAWCOLOR: {
|
|
const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
|
|
const Uint8 g = cmd->data.color.g;
|
|
const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
|
|
const Uint8 a = cmd->data.color.a;
|
|
data->drawstate.color = ((a << 24) | (r << 16) | (g << 8) | b);
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_SETVIEWPORT: {
|
|
SDL_Rect *viewport = &data->drawstate.viewport;
|
|
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
|
|
SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
|
|
data->drawstate.viewport_dirty = SDL_TRUE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_SETCLIPRECT: {
|
|
const SDL_Rect *rect = &cmd->data.cliprect.rect;
|
|
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
|
|
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
|
|
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
|
|
}
|
|
|
|
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
|
|
SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
|
|
data->drawstate.cliprect_dirty = SDL_TRUE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_CLEAR: {
|
|
const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
|
|
const Uint8 g = cmd->data.color.g;
|
|
const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
|
|
const Uint8 a = cmd->data.color.a;
|
|
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
|
|
if (color != data->drawstate.clear_color) {
|
|
const GLfloat fr = ((GLfloat) r) * inv255f;
|
|
const GLfloat fg = ((GLfloat) g) * inv255f;
|
|
const GLfloat fb = ((GLfloat) b) * inv255f;
|
|
const GLfloat fa = ((GLfloat) a) * inv255f;
|
|
data->glClearColor(fr, fg, fb, fa);
|
|
data->drawstate.clear_color = color;
|
|
}
|
|
|
|
if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
|
|
data->glDisable(GL_SCISSOR_TEST);
|
|
data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
|
|
}
|
|
|
|
data->glClear(GL_COLOR_BUFFER_BIT);
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_DRAW_POINTS: {
|
|
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
|
|
data->glDrawArrays(GL_POINTS, 0, (GLsizei) cmd->data.draw.count);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_DRAW_LINES: {
|
|
const size_t count = cmd->data.draw.count;
|
|
SDL_assert(count >= 2);
|
|
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
|
|
data->glDrawArrays(GL_LINES, 0, (GLsizei) ((count-1) * 2));
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_FILL_RECTS: {
|
|
const size_t count = cmd->data.draw.count;
|
|
size_t offset = 0;
|
|
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
|
|
for (i = 0; i < count; ++i, offset += 4) {
|
|
data->glDrawArrays(GL_TRIANGLE_STRIP, (GLsizei) offset, 4);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_COPY:
|
|
case SDL_RENDERCMD_COPY_EX: {
|
|
if (SetCopyState(renderer, cmd) == 0) {
|
|
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_NO_OP:
|
|
break;
|
|
}
|
|
|
|
cmd = cmd->next;
|
|
}
|
|
|
|
return GL_CheckError("", renderer);
|
|
}
|
|
|
|
static void
|
|
GLES2_DestroyRenderer(SDL_Renderer *renderer)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)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;
|
|
}
|
|
|
|
data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
|
|
GL_CheckError("", renderer);
|
|
|
|
SDL_GL_DeleteContext(data->context);
|
|
}
|
|
|
|
SDL_free(data->shader_formats);
|
|
SDL_free(data);
|
|
}
|
|
SDL_free(renderer);
|
|
}
|
|
|
|
static int
|
|
GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
{
|
|
GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_TextureData *data;
|
|
GLenum format;
|
|
GLenum type;
|
|
GLenum scaleMode;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
renderdata->drawstate.texture = NULL; /* we trash this state. */
|
|
|
|
/* 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;
|
|
#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
format = GL_NONE;
|
|
type = GL_NONE;
|
|
break;
|
|
#endif
|
|
default:
|
|
return SDL_SetError("Texture format not supported");
|
|
}
|
|
|
|
if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
|
|
texture->access != SDL_TEXTUREACCESS_STATIC) {
|
|
return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
|
|
}
|
|
|
|
/* Allocate a texture struct */
|
|
data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
|
|
if (!data) {
|
|
return SDL_OutOfMemory();
|
|
}
|
|
data->texture = 0;
|
|
#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
|
|
#else
|
|
data->texture_type = GL_TEXTURE_2D;
|
|
#endif
|
|
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 = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
|
|
|
|
/* 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 + 1) / 2) * ((data->pitch + 1) / 2);
|
|
} else if (data->nv12) {
|
|
/* Need to add size for the U/V plane */
|
|
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 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 + 1) / 2, (texture->h + 1) / 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 + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
|
|
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
} else 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 + 1) / 2, (texture->h + 1) / 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);
|
|
if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
|
|
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_RenderData *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;
|
|
|
|
if ((width == 0) || (height == 0) || (bpp == 0)) {
|
|
return 0; /* nothing to do */
|
|
}
|
|
|
|
/* 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_RenderData *data = (GLES2_RenderData *)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->drawstate.texture = NULL; /* we trash this state. */
|
|
|
|
/* 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 + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
pixels, (pitch + 1) / 2, 1);
|
|
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1)/2));
|
|
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 + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
pixels, (pitch + 1) / 2, 1);
|
|
} else 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 + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
GL_LUMINANCE_ALPHA,
|
|
GL_UNSIGNED_BYTE,
|
|
pixels, 2 * ((pitch + 1) / 2), 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_RenderData *data = (GLES2_RenderData *)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->drawstate.texture = NULL; /* we trash this state. */
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 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 + 1) / 2,
|
|
(rect->h + 1) / 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 void
|
|
GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
|
|
{
|
|
GLES2_RenderData *renderdata = (GLES2_RenderData *) renderer->driverdata;
|
|
GLES2_TextureData *data = (GLES2_TextureData *) texture->driverdata;
|
|
GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
|
|
|
|
if (data->yuv) {
|
|
renderdata->glActiveTexture(GL_TEXTURE2);
|
|
renderdata->glBindTexture(data->texture_type, data->texture_v);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
|
|
|
|
renderdata->glActiveTexture(GL_TEXTURE1);
|
|
renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
|
|
} else if (data->nv12) {
|
|
renderdata->glActiveTexture(GL_TEXTURE1);
|
|
renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
|
|
}
|
|
|
|
renderdata->glActiveTexture(GL_TEXTURE0);
|
|
renderdata->glBindTexture(data->texture_type, data->texture);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
|
|
}
|
|
|
|
static int
|
|
GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
|
|
GLES2_TextureData *texturedata = NULL;
|
|
GLenum status;
|
|
|
|
data->drawstate.viewport_dirty = SDL_TRUE;
|
|
|
|
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_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
if (data->drawstate.texture == texture) {
|
|
data->drawstate.texture = NULL;
|
|
}
|
|
if (data->drawstate.target == texture) {
|
|
data->drawstate.target = NULL;
|
|
}
|
|
|
|
/* 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;
|
|
}
|
|
}
|
|
|
|
static int
|
|
GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
Uint32 pixel_format, void * pixels, int pitch)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
|
|
size_t buflen;
|
|
void *temp_pixels;
|
|
int temp_pitch;
|
|
Uint8 *src, *dst, *tmp;
|
|
int w, h, length, rows;
|
|
int status;
|
|
|
|
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
|
|
buflen = rect->h * temp_pitch;
|
|
if (buflen == 0) {
|
|
return 0; /* nothing to do. */
|
|
}
|
|
|
|
temp_pixels = SDL_malloc(buflen);
|
|
if (!temp_pixels) {
|
|
return SDL_OutOfMemory();
|
|
}
|
|
|
|
SDL_GetRendererOutputSize(renderer, &w, &h);
|
|
|
|
data->glReadPixels(rect->x, renderer->target ? rect->y : (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 if necessary */
|
|
if (!renderer->target) {
|
|
SDL_bool isstack;
|
|
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
|
|
src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
|
|
dst = (Uint8*)temp_pixels;
|
|
tmp = SDL_small_alloc(Uint8, length, &isstack);
|
|
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_small_free(tmp, isstack);
|
|
}
|
|
|
|
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)
|
|
{
|
|
/* 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_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
data->glBindTexture(texturedata->texture_type, texturedata->texture);
|
|
data->drawstate.texture = texture;
|
|
|
|
if (texw) {
|
|
*texw = 1.0;
|
|
}
|
|
if (texh) {
|
|
*texh = 1.0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
data->glBindTexture(texturedata->texture_type, 0);
|
|
data->drawstate.texture = NULL;
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
/*************************************************************************************************
|
|
* Renderer instantiation *
|
|
*************************************************************************************************/
|
|
|
|
#ifdef ZUNE_HD
|
|
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
|
|
#endif
|
|
|
|
|
|
static SDL_Renderer *
|
|
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|
{
|
|
SDL_Renderer *renderer;
|
|
GLES2_RenderData *data;
|
|
GLint nFormats;
|
|
#ifndef ZUNE_HD
|
|
GLboolean hasCompiler;
|
|
#endif
|
|
Uint32 window_flags = 0; /* -Wconditional-uninitialized */
|
|
GLint window_framebuffer;
|
|
GLint value;
|
|
int profile_mask = 0, major = 0, minor = 0;
|
|
SDL_bool changed_window = SDL_FALSE;
|
|
|
|
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask) < 0) {
|
|
goto error;
|
|
}
|
|
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major) < 0) {
|
|
goto error;
|
|
}
|
|
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor) < 0) {
|
|
goto error;
|
|
}
|
|
|
|
window_flags = SDL_GetWindowFlags(window);
|
|
|
|
/* OpenGL ES 3.0 is a superset of OpenGL ES 2.0 */
|
|
if (!(window_flags & SDL_WINDOW_OPENGL) ||
|
|
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) {
|
|
|
|
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_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData));
|
|
if (!data) {
|
|
SDL_free(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) {
|
|
SDL_free(renderer);
|
|
SDL_free(data);
|
|
goto error;
|
|
}
|
|
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
|
|
SDL_GL_DeleteContext(data->context);
|
|
SDL_free(renderer);
|
|
SDL_free(data);
|
|
goto error;
|
|
}
|
|
|
|
if (GLES2_LoadFunctions(data) < 0) {
|
|
SDL_GL_DeleteContext(data->context);
|
|
SDL_free(renderer);
|
|
SDL_free(data);
|
|
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 */
|
|
|
|
/* we keep a few of these and cycle through them, so data can live for a few frames. */
|
|
data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
|
|
|
|
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->SupportsBlendMode = GLES2_SupportsBlendMode;
|
|
renderer->CreateTexture = GLES2_CreateTexture;
|
|
renderer->UpdateTexture = GLES2_UpdateTexture;
|
|
renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
|
|
renderer->LockTexture = GLES2_LockTexture;
|
|
renderer->UnlockTexture = GLES2_UnlockTexture;
|
|
renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
|
|
renderer->SetRenderTarget = GLES2_SetRenderTarget;
|
|
renderer->QueueSetViewport = GLES2_QueueSetViewport;
|
|
renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
|
|
renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
|
|
renderer->QueueDrawLines = GLES2_QueueDrawLines;
|
|
renderer->QueueFillRects = GLES2_QueueFillRects;
|
|
renderer->QueueCopy = GLES2_QueueCopy;
|
|
renderer->QueueCopyEx = GLES2_QueueCopyEx;
|
|
renderer->RunCommandQueue = GLES2_RunCommandQueue;
|
|
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;
|
|
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;
|
|
#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_EXTERNAL_OES;
|
|
#endif
|
|
|
|
/* Set up parameters for rendering */
|
|
data->glActiveTexture(GL_TEXTURE0);
|
|
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
|
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
data->drawstate.blend = SDL_BLENDMODE_INVALID;
|
|
data->drawstate.color = 0xFFFFFFFF;
|
|
data->drawstate.clear_color = 0xFFFFFFFF;
|
|
data->drawstate.projection[3][0] = -1.0f;
|
|
data->drawstate.projection[3][3] = 1.0f;
|
|
|
|
GL_CheckError("", 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;
|
|
}
|
|
|
|
SDL_RenderDriver GLES2_RenderDriver = {
|
|
GLES2_CreateRenderer,
|
|
{
|
|
"opengles2",
|
|
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
|
|
4,
|
|
{
|
|
SDL_PIXELFORMAT_ARGB8888,
|
|
SDL_PIXELFORMAT_ABGR8888,
|
|
SDL_PIXELFORMAT_RGB888,
|
|
SDL_PIXELFORMAT_BGR888
|
|
},
|
|
0,
|
|
0
|
|
}
|
|
};
|
|
|
|
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|