| | |
| | | /* |
| | | Simple DirectMedia Layer |
| | | Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> |
| | | Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
| | | |
| | | This software is provided 'as-is', without any express or implied |
| | | warranty. In no event will the authors be held liable for any damages |
| | |
| | | #include "../../video/SDL_blit.h" |
| | | #include "SDL_shaders_gles2.h" |
| | | |
| | | /* !!! FIXME: Emscripten makes these into WebGL calls, and WebGL doesn't offer |
| | | !!! FIXME: client-side arrays (without an Emscripten compatibility hack, |
| | | !!! FIXME: at least), but the current VBO code here is dramatically |
| | | !!! FIXME: slower on actual iOS devices, even though the iOS Simulator |
| | | !!! FIXME: is okay. Some time after 2.0.4 ships, we should revisit this, |
| | | !!! FIXME: fix the performance bottleneck, and make everything use VBOs. |
| | | */ |
| | | #ifdef __EMSCRIPTEN__ |
| | | #define SDL_GLES2_USE_VBOS 1 |
| | | #else |
| | | #define SDL_GLES2_USE_VBOS 0 |
| | | #endif |
| | | |
| | | /* To prevent unnecessary window recreation, |
| | | * these should match the defaults selected in SDL_GL_ResetAttributes |
| | | * these should match the defaults selected in SDL_GL_ResetAttributes |
| | | */ |
| | | #define RENDERER_CONTEXT_MAJOR 2 |
| | | #define RENDERER_CONTEXT_MINOR 0 |
| | | |
| | | /* Used to re-create the window with OpenGL ES capability */ |
| | | extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags); |
| | | |
| | | /************************************************************************************************* |
| | | * Bootstrap data * |
| | | *************************************************************************************************/ |
| | | |
| | | static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags); |
| | | |
| | | 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 |
| | | } |
| | | }; |
| | | |
| | | /************************************************************************************************* |
| | | * Context structures * |
| | |
| | | GLES2_ShaderType type; |
| | | const GLES2_ShaderInstance *instance; |
| | | int references; |
| | | Uint8 modulation_r, modulation_g, modulation_b, modulation_a; |
| | | struct GLES2_ShaderCacheEntry *prev; |
| | | struct GLES2_ShaderCacheEntry *next; |
| | | } GLES2_ShaderCacheEntry; |
| | |
| | | GLES2_ShaderCacheEntry *vertex_shader; |
| | | GLES2_ShaderCacheEntry *fragment_shader; |
| | | GLuint uniform_locations[16]; |
| | | Uint8 color_r, color_g, color_b, color_a; |
| | | Uint8 modulation_r, modulation_g, modulation_b, modulation_a; |
| | | Uint32 color; |
| | | GLfloat projection[4][4]; |
| | | struct GLES2_ProgramCacheEntry *prev; |
| | | struct GLES2_ProgramCacheEntry *next; |
| | |
| | | { |
| | | GLES2_UNIFORM_PROJECTION, |
| | | GLES2_UNIFORM_TEXTURE, |
| | | GLES2_UNIFORM_MODULATION, |
| | | GLES2_UNIFORM_COLOR, |
| | | GLES2_UNIFORM_TEXTURE_U, |
| | | GLES2_UNIFORM_TEXTURE_V |
| | |
| | | |
| | | typedef enum |
| | | { |
| | | GLES2_IMAGESOURCE_INVALID, |
| | | GLES2_IMAGESOURCE_SOLID, |
| | | GLES2_IMAGESOURCE_TEXTURE_ABGR, |
| | | GLES2_IMAGESOURCE_TEXTURE_ARGB, |
| | |
| | | GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES |
| | | } GLES2_ImageSource; |
| | | |
| | | typedef struct GLES2_DriverContext |
| | | typedef struct |
| | | { |
| | | SDL_Rect viewport; |
| | | SDL_bool viewport_dirty; |
| | | SDL_Texture *texture; |
| | | SDL_Texture *target; |
| | | SDL_BlendMode blend; |
| | | SDL_bool cliprect_enabled_dirty; |
| | | SDL_bool cliprect_enabled; |
| | | SDL_bool cliprect_dirty; |
| | | SDL_Rect cliprect; |
| | | SDL_bool texturing; |
| | | SDL_bool is_copy_ex; |
| | | Uint32 color; |
| | | Uint32 clear_color; |
| | | int drawablew; |
| | | int drawableh; |
| | | GLES2_ProgramCacheEntry *program; |
| | | GLfloat projection[4][4]; |
| | | } GLES2_DrawStateCache; |
| | | |
| | | typedef struct GLES2_RenderData |
| | | { |
| | | SDL_GLContext *context; |
| | | |
| | | SDL_bool debug_enabled; |
| | | |
| | | struct { |
| | | SDL_BlendMode blendMode; |
| | | SDL_bool tex_coords; |
| | | } current; |
| | | |
| | | #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; |
| | | #include "SDL_gles2funcs.h" |
| | |
| | | GLenum *shader_formats; |
| | | GLES2_ShaderCache shader_cache; |
| | | GLES2_ProgramCache program_cache; |
| | | GLES2_ProgramCacheEntry *current_program; |
| | | Uint8 clear_r, clear_g, clear_b, clear_a; |
| | | |
| | | #if SDL_GLES2_USE_VBOS |
| | | GLuint vertex_buffers[4]; |
| | | GLsizeiptr vertex_buffer_size[4]; |
| | | #endif |
| | | } GLES2_DriverContext; |
| | | GLuint vertex_buffers[8]; |
| | | size_t vertex_buffer_size[8]; |
| | | int current_vertex_buffer; |
| | | GLES2_DrawStateCache drawstate; |
| | | } GLES2_RenderData; |
| | | |
| | | #define GLES2_MAX_CACHED_PROGRAMS 8 |
| | | |
| | | static const float inv255f = 1.0f / 255.0f; |
| | | |
| | | |
| | | SDL_FORCE_INLINE const char* |
| | |
| | | SDL_FORCE_INLINE void |
| | | GL_ClearErrors(SDL_Renderer *renderer) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata; |
| | | GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata; |
| | | |
| | | if (!data->debug_enabled) { |
| | | return; |
| | | } |
| | | while (data->glGetError() != GL_NO_ERROR) { |
| | | continue; |
| | | /* continue; */ |
| | | } |
| | | } |
| | | |
| | | SDL_FORCE_INLINE int |
| | | GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata; |
| | | GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata; |
| | | int ret = 0; |
| | | |
| | | if (!data->debug_enabled) { |
| | |
| | | * Renderer state APIs * |
| | | *************************************************************************************************/ |
| | | |
| | | static int GLES2_ActivateRenderer(SDL_Renderer *renderer); |
| | | static void GLES2_WindowEvent(SDL_Renderer * renderer, |
| | | const SDL_WindowEvent *event); |
| | | static int GLES2_UpdateViewport(SDL_Renderer * renderer); |
| | | static void GLES2_DestroyRenderer(SDL_Renderer *renderer); |
| | | static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer); |
| | | |
| | | |
| | | static SDL_GLContext SDL_CurrentContext = NULL; |
| | | |
| | | static int GLES2_LoadFunctions(GLES2_DriverContext * data) |
| | | static int GLES2_LoadFunctions(GLES2_RenderData * data) |
| | | { |
| | | #if SDL_VIDEO_DRIVER_UIKIT |
| | | #define __SDL_NOGETPROCADDR__ |
| | |
| | | } |
| | | |
| | | static GLES2_FBOList * |
| | | GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h) |
| | | GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h) |
| | | { |
| | | GLES2_FBOList *result = data->framebuffers; |
| | | while ((result) && ((result->w != w) || (result->h != h)) ) { |
| | |
| | | static int |
| | | GLES2_ActivateRenderer(SDL_Renderer * renderer) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| | | |
| | | if (SDL_CurrentContext != data->context) { |
| | | if (SDL_GL_GetCurrentContext() != data->context) { |
| | | /* Null out the current program to ensure we set it again */ |
| | | data->current_program = NULL; |
| | | data->drawstate.program = NULL; |
| | | |
| | | if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) { |
| | | return -1; |
| | | } |
| | | SDL_CurrentContext = data->context; |
| | | |
| | | GLES2_UpdateViewport(renderer); |
| | | } |
| | | |
| | | GL_ClearErrors(renderer); |
| | |
| | | static void |
| | | GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | |
| | | if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED || |
| | | event->event == SDL_WINDOWEVENT_SHOWN || |
| | | event->event == SDL_WINDOWEVENT_HIDDEN) { |
| | | /* Rebind the context to the window area */ |
| | | SDL_CurrentContext = NULL; |
| | | } |
| | | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| | | |
| | | if (event->event == SDL_WINDOWEVENT_MINIMIZED) { |
| | | /* According to Apple documentation, we need to finish drawing NOW! */ |
| | |
| | | return SDL_TRUE; |
| | | } |
| | | |
| | | static int |
| | | GLES2_UpdateViewport(SDL_Renderer * renderer) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | |
| | | if (SDL_CurrentContext != data->context) { |
| | | /* We'll update the viewport after we rebind the context */ |
| | | return 0; |
| | | } |
| | | |
| | | if (renderer->target) { |
| | | data->glViewport(renderer->viewport.x, renderer->viewport.y, |
| | | renderer->viewport.w, renderer->viewport.h); |
| | | } else { |
| | | int w, h; |
| | | |
| | | SDL_GL_GetDrawableSize(renderer->window, &w, &h); |
| | | data->glViewport(renderer->viewport.x, (h - renderer->viewport.y - renderer->viewport.h), |
| | | renderer->viewport.w, renderer->viewport.h); |
| | | } |
| | | |
| | | if (data->current_program) { |
| | | GLES2_SetOrthographicProjection(renderer); |
| | | } |
| | | return GL_CheckError("", renderer); |
| | | } |
| | | |
| | | static int |
| | | GLES2_UpdateClipRect(SDL_Renderer * renderer) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | |
| | | if (SDL_CurrentContext != data->context) { |
| | | /* We'll update the clip rect after we rebind the context */ |
| | | return 0; |
| | | } |
| | | |
| | | if (renderer->clipping_enabled) { |
| | | const SDL_Rect *rect = &renderer->clip_rect; |
| | | data->glEnable(GL_SCISSOR_TEST); |
| | | if (renderer->target) { |
| | | data->glScissor(renderer->viewport.x + rect->x, renderer->viewport.y + rect->y, rect->w, rect->h); |
| | | } else { |
| | | int w, h; |
| | | |
| | | SDL_GL_GetDrawableSize(renderer->window, &w, &h); |
| | | data->glScissor(renderer->viewport.x + rect->x, h - renderer->viewport.y - rect->y - rect->h, rect->w, rect->h); |
| | | } |
| | | } else { |
| | | data->glDisable(GL_SCISSOR_TEST); |
| | | } |
| | | return 0; |
| | | } |
| | | |
| | | static void |
| | | GLES2_DestroyRenderer(SDL_Renderer *renderer) |
| | | GLES2_EvictShader(GLES2_RenderData *data, GLES2_ShaderCacheEntry *entry) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | |
| | | /* Deallocate everything */ |
| | | if (data) { |
| | | GLES2_ActivateRenderer(renderer); |
| | | |
| | | { |
| | | GLES2_ShaderCacheEntry *entry; |
| | | GLES2_ShaderCacheEntry *next; |
| | | entry = data->shader_cache.head; |
| | | while (entry) { |
| | | data->glDeleteShader(entry->id); |
| | | next = entry->next; |
| | | SDL_free(entry); |
| | | entry = next; |
| | | } |
| | | } |
| | | { |
| | | GLES2_ProgramCacheEntry *entry; |
| | | GLES2_ProgramCacheEntry *next; |
| | | entry = data->program_cache.head; |
| | | while (entry) { |
| | | data->glDeleteProgram(entry->id); |
| | | next = entry->next; |
| | | SDL_free(entry); |
| | | entry = next; |
| | | } |
| | | } |
| | | if (data->context) { |
| | | while (data->framebuffers) { |
| | | GLES2_FBOList *nextnode = data->framebuffers->next; |
| | | data->glDeleteFramebuffers(1, &data->framebuffers->FBO); |
| | | GL_CheckError("", renderer); |
| | | SDL_free(data->framebuffers); |
| | | data->framebuffers = nextnode; |
| | | } |
| | | SDL_GL_DeleteContext(data->context); |
| | | } |
| | | SDL_free(data->shader_formats); |
| | | SDL_free(data); |
| | | /* Unlink the shader from the cache */ |
| | | if (entry->next) { |
| | | entry->next->prev = entry->prev; |
| | | } |
| | | SDL_free(renderer); |
| | | if (entry->prev) { |
| | | entry->prev->next = entry->next; |
| | | } |
| | | if (data->shader_cache.head == entry) { |
| | | data->shader_cache.head = entry->next; |
| | | } |
| | | --data->shader_cache.count; |
| | | |
| | | /* Deallocate the shader */ |
| | | data->glDeleteShader(entry->id); |
| | | SDL_free(entry); |
| | | } |
| | | |
| | | /************************************************************************************************* |
| | | * Texture APIs * |
| | | *************************************************************************************************/ |
| | | |
| | | static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| | | static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, |
| | | const void *pixels, int pitch); |
| | | static int GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, |
| | | const SDL_Rect * rect, |
| | | const Uint8 *Yplane, int Ypitch, |
| | | const Uint8 *Uplane, int Upitch, |
| | | const Uint8 *Vplane, int Vpitch); |
| | | static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, |
| | | void **pixels, int *pitch); |
| | | static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| | | static int GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture); |
| | | static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| | | |
| | | static int |
| | | GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| | | { |
| | | GLES2_DriverContext *renderdata = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLES2_TextureData *data; |
| | | GLenum format; |
| | | GLenum type; |
| | | GLenum scaleMode; |
| | | |
| | | GLES2_ActivateRenderer(renderer); |
| | | |
| | | /* Determine the corresponding GLES texture format params */ |
| | | switch (texture->format) |
| | | { |
| | | case SDL_PIXELFORMAT_ARGB8888: |
| | | case SDL_PIXELFORMAT_ABGR8888: |
| | | case SDL_PIXELFORMAT_RGB888: |
| | | case SDL_PIXELFORMAT_BGR888: |
| | | format = GL_RGBA; |
| | | type = GL_UNSIGNED_BYTE; |
| | | break; |
| | | case SDL_PIXELFORMAT_IYUV: |
| | | case SDL_PIXELFORMAT_YV12: |
| | | case SDL_PIXELFORMAT_NV12: |
| | | case SDL_PIXELFORMAT_NV21: |
| | | format = GL_LUMINANCE; |
| | | type = GL_UNSIGNED_BYTE; |
| | | break; |
| | | #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); |
| | | } |
| | | 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; |
| | | } |
| | | } |
| | | |
| | | 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_DriverContext *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp) |
| | | { |
| | | Uint8 *blob = NULL; |
| | | Uint8 *src; |
| | | int src_pitch; |
| | | int y; |
| | | |
| | | 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_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| | | |
| | | GLES2_ActivateRenderer(renderer); |
| | | |
| | | /* Bail out if we're supposed to update an empty rectangle */ |
| | | if (rect->w <= 0 || rect->h <= 0) { |
| | | return 0; |
| | | } |
| | | |
| | | /* Create a texture subimage with the supplied data */ |
| | | data->glBindTexture(tdata->texture_type, tdata->texture); |
| | | GLES2_TexSubImage2D(data, tdata->texture_type, |
| | | rect->x, |
| | | rect->y, |
| | | rect->w, |
| | | rect->h, |
| | | tdata->pixel_format, |
| | | tdata->pixel_type, |
| | | pixels, pitch, SDL_BYTESPERPIXEL(texture->format)); |
| | | |
| | | if (tdata->yuv) { |
| | | /* Skip to the correct offset into the next texture */ |
| | | pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); |
| | | if (texture->format == SDL_PIXELFORMAT_YV12) { |
| | | data->glBindTexture(tdata->texture_type, tdata->texture_v); |
| | | } else { |
| | | data->glBindTexture(tdata->texture_type, tdata->texture_u); |
| | | } |
| | | GLES2_TexSubImage2D(data, tdata->texture_type, |
| | | rect->x / 2, |
| | | rect->y / 2, |
| | | (rect->w + 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); |
| | | } |
| | | |
| | | 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_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| | | |
| | | GLES2_ActivateRenderer(renderer); |
| | | |
| | | /* Bail out if we're supposed to update an empty rectangle */ |
| | | if (rect->w <= 0 || rect->h <= 0) { |
| | | return 0; |
| | | } |
| | | |
| | | data->glBindTexture(tdata->texture_type, tdata->texture_v); |
| | | GLES2_TexSubImage2D(data, tdata->texture_type, |
| | | rect->x / 2, |
| | | rect->y / 2, |
| | | (rect->w + 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 int |
| | | GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata; |
| | | GLES2_TextureData *texturedata = NULL; |
| | | GLenum status; |
| | | |
| | | if (texture == NULL) { |
| | | data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer); |
| | | } else { |
| | | texturedata = (GLES2_TextureData *) texture->driverdata; |
| | | data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO); |
| | | /* TODO: check if texture pixel format allows this operation */ |
| | | data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0); |
| | | /* Check FBO status */ |
| | | status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| | | if (status != GL_FRAMEBUFFER_COMPLETE) { |
| | | return SDL_SetError("glFramebufferTexture2D() failed"); |
| | | } |
| | | } |
| | | return 0; |
| | | } |
| | | |
| | | static void |
| | | GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| | | |
| | | GLES2_ActivateRenderer(renderer); |
| | | |
| | | /* Destroy the texture */ |
| | | if (tdata) { |
| | | data->glDeleteTextures(1, &tdata->texture); |
| | | if (tdata->texture_v) { |
| | | data->glDeleteTextures(1, &tdata->texture_v); |
| | | } |
| | | if (tdata->texture_u) { |
| | | data->glDeleteTextures(1, &tdata->texture_u); |
| | | } |
| | | SDL_free(tdata->pixel_data); |
| | | SDL_free(tdata); |
| | | texture->driverdata = NULL; |
| | | } |
| | | } |
| | | |
| | | /************************************************************************************************* |
| | | * Shader management functions * |
| | | *************************************************************************************************/ |
| | | |
| | | static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type); |
| | | static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry); |
| | | static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer, |
| | | GLES2_ShaderCacheEntry *vertex, |
| | | GLES2_ShaderCacheEntry *fragment); |
| | | static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, int w, int h); |
| | | |
| | | static GLES2_ProgramCacheEntry * |
| | | GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex, |
| | | GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex, |
| | | GLES2_ShaderCacheEntry *fragment) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLES2_ProgramCacheEntry *entry; |
| | | GLES2_ShaderCacheEntry *shaderEntry; |
| | | GLint linkSuccessful; |
| | |
| | | data->glGetUniformLocation(entry->id, "u_texture_u"); |
| | | entry->uniform_locations[GLES2_UNIFORM_TEXTURE] = |
| | | data->glGetUniformLocation(entry->id, "u_texture"); |
| | | entry->uniform_locations[GLES2_UNIFORM_MODULATION] = |
| | | data->glGetUniformLocation(entry->id, "u_modulation"); |
| | | entry->uniform_locations[GLES2_UNIFORM_COLOR] = |
| | | data->glGetUniformLocation(entry->id, "u_color"); |
| | | |
| | | entry->modulation_r = entry->modulation_g = entry->modulation_b = entry->modulation_a = 255; |
| | | entry->color_r = entry->color_g = entry->color_b = entry->color_a = 255; |
| | | entry->color = 0; |
| | | |
| | | data->glUseProgram(entry->id); |
| | | data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */ |
| | | data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */ |
| | | data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */ |
| | | data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection); |
| | | data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_MODULATION], 1.0f, 1.0f, 1.0f, 1.0f); |
| | | data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f); |
| | | if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) { |
| | | data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */ |
| | | } |
| | | if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) { |
| | | data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */ |
| | | } |
| | | 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) { |
| | |
| | | if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) { |
| | | shaderEntry = data->program_cache.tail->vertex_shader; |
| | | if (--shaderEntry->references <= 0) { |
| | | GLES2_EvictShader(renderer, shaderEntry); |
| | | GLES2_EvictShader(data, shaderEntry); |
| | | } |
| | | shaderEntry = data->program_cache.tail->fragment_shader; |
| | | if (--shaderEntry->references <= 0) { |
| | | GLES2_EvictShader(renderer, shaderEntry); |
| | | GLES2_EvictShader(data, shaderEntry); |
| | | } |
| | | data->glDeleteProgram(data->program_cache.tail->id); |
| | | data->program_cache.tail = data->program_cache.tail->prev; |
| | | SDL_free(data->program_cache.tail->next); |
| | | data->program_cache.tail->next = NULL; |
| | | 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(SDL_Renderer *renderer, GLES2_ShaderType type) |
| | | GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | const GLES2_Shader *shader; |
| | | const GLES2_ShaderInstance *instance = NULL; |
| | | GLES2_ShaderCacheEntry *entry = NULL; |
| | |
| | | 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_stack_alloc(char, length); |
| | | 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_stack_free(info); |
| | | SDL_small_free(info, isstack); |
| | | } else { |
| | | SDL_SetError("Failed to load the shader"); |
| | | } |
| | |
| | | return entry; |
| | | } |
| | | |
| | | static void |
| | | GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | |
| | | /* Unlink the shader from the cache */ |
| | | if (entry->next) { |
| | | entry->next->prev = entry->prev; |
| | | } |
| | | if (entry->prev) { |
| | | entry->prev->next = entry->next; |
| | | } |
| | | if (data->shader_cache.head == entry) { |
| | | data->shader_cache.head = entry->next; |
| | | } |
| | | --data->shader_cache.count; |
| | | |
| | | /* Deallocate the shader */ |
| | | data->glDeleteShader(entry->id); |
| | | SDL_free(entry); |
| | | } |
| | | |
| | | static int |
| | | GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, int w, int h) |
| | | GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLES2_ShaderCacheEntry *vertex = NULL; |
| | | GLES2_ShaderCacheEntry *fragment = NULL; |
| | | GLES2_ShaderType vtype, ftype; |
| | |
| | | } |
| | | |
| | | /* Load the requested shaders */ |
| | | vertex = GLES2_CacheShader(renderer, vtype); |
| | | vertex = GLES2_CacheShader(data, vtype); |
| | | if (!vertex) { |
| | | goto fault; |
| | | } |
| | | fragment = GLES2_CacheShader(renderer, ftype); |
| | | fragment = GLES2_CacheShader(data, ftype); |
| | | if (!fragment) { |
| | | goto fault; |
| | | } |
| | | |
| | | /* Check if we need to change programs at all */ |
| | | if (data->current_program && |
| | | data->current_program->vertex_shader == vertex && |
| | | data->current_program->fragment_shader == fragment) { |
| | | 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(renderer, vertex, fragment); |
| | | program = GLES2_CacheProgram(data, vertex, fragment); |
| | | if (!program) { |
| | | goto fault; |
| | | } |
| | |
| | | data->glUseProgram(program->id); |
| | | |
| | | /* Set the current program */ |
| | | data->current_program = program; |
| | | |
| | | /* Activate an orthographic projection */ |
| | | if (GLES2_SetOrthographicProjection(renderer) < 0) { |
| | | goto fault; |
| | | } |
| | | data->drawstate.program = program; |
| | | |
| | | /* Clean up and return */ |
| | | return 0; |
| | | fault: |
| | | if (vertex && vertex->references <= 0) { |
| | | GLES2_EvictShader(renderer, vertex); |
| | | GLES2_EvictShader(data, vertex); |
| | | } |
| | | if (fragment && fragment->references <= 0) { |
| | | GLES2_EvictShader(renderer, fragment); |
| | | GLES2_EvictShader(data, fragment); |
| | | } |
| | | data->current_program = NULL; |
| | | data->drawstate.program = NULL; |
| | | return -1; |
| | | } |
| | | |
| | | static int |
| | | GLES2_SetOrthographicProjection(SDL_Renderer *renderer) |
| | | GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLfloat projection[4][4]; |
| | | |
| | | if (!renderer->viewport.w || !renderer->viewport.h) { |
| | | return 0; |
| | | } |
| | | |
| | | /* Prepare an orthographic projection */ |
| | | projection[0][0] = 2.0f / renderer->viewport.w; |
| | | projection[0][1] = 0.0f; |
| | | projection[0][2] = 0.0f; |
| | | projection[0][3] = 0.0f; |
| | | projection[1][0] = 0.0f; |
| | | if (renderer->target) { |
| | | projection[1][1] = 2.0f / renderer->viewport.h; |
| | | } else { |
| | | projection[1][1] = -2.0f / renderer->viewport.h; |
| | | } |
| | | projection[1][2] = 0.0f; |
| | | projection[1][3] = 0.0f; |
| | | projection[2][0] = 0.0f; |
| | | projection[2][1] = 0.0f; |
| | | projection[2][2] = 0.0f; |
| | | projection[2][3] = 0.0f; |
| | | projection[3][0] = -1.0f; |
| | | if (renderer->target) { |
| | | projection[3][1] = -1.0f; |
| | | } else { |
| | | projection[3][1] = 1.0f; |
| | | } |
| | | projection[3][2] = 0.0f; |
| | | projection[3][3] = 1.0f; |
| | | |
| | | /* Set the projection matrix */ |
| | | if (SDL_memcmp(data->current_program->projection, projection, sizeof (projection)) != 0) { |
| | | const GLuint locProjection = data->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION]; |
| | | data->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection); |
| | | SDL_memcpy(data->current_program->projection, projection, sizeof (projection)); |
| | | } |
| | | |
| | | return 0; |
| | | } |
| | | |
| | | /************************************************************************************************* |
| | | * Rendering functions * |
| | | *************************************************************************************************/ |
| | | |
| | | static const float inv255f = 1.0f / 255.0f; |
| | | |
| | | static int GLES2_RenderClear(SDL_Renderer *renderer); |
| | | static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count); |
| | | static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count); |
| | | static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); |
| | | static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, |
| | | const SDL_FRect *dstrect); |
| | | static int GLES2_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, |
| | | const SDL_Rect * srcrect, const SDL_FRect * dstrect, |
| | | const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip); |
| | | static int GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, |
| | | Uint32 pixel_format, void * pixels, int pitch); |
| | | static void GLES2_RenderPresent(SDL_Renderer *renderer); |
| | | |
| | | static SDL_bool |
| | | CompareColors(Uint8 r1, Uint8 g1, Uint8 b1, Uint8 a1, |
| | | Uint8 r2, Uint8 g2, Uint8 b2, Uint8 a2) |
| | | { |
| | | Uint32 Pixel1, Pixel2; |
| | | RGBA8888_FROM_RGBA(Pixel1, r1, g1, b1, a1); |
| | | RGBA8888_FROM_RGBA(Pixel2, r2, g2, b2, a2); |
| | | return (Pixel1 == Pixel2); |
| | | return 0; /* nothing to do in this backend. */ |
| | | } |
| | | |
| | | static int |
| | | GLES2_RenderClear(SDL_Renderer * renderer) |
| | | GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count) |
| | | { |
| | | Uint8 r, g, b, a; |
| | | GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first); |
| | | int i; |
| | | |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | |
| | | GLES2_ActivateRenderer(renderer); |
| | | |
| | | if (!CompareColors(data->clear_r, data->clear_g, data->clear_b, data->clear_a, |
| | | renderer->r, renderer->g, renderer->b, renderer->a)) { |
| | | |
| | | /* Select the color to clear with */ |
| | | g = renderer->g; |
| | | a = renderer->a; |
| | | |
| | | if (renderer->target && |
| | | (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || |
| | | renderer->target->format == SDL_PIXELFORMAT_RGB888)) { |
| | | r = renderer->b; |
| | | b = renderer->r; |
| | | } else { |
| | | r = renderer->r; |
| | | b = renderer->b; |
| | | } |
| | | |
| | | data->glClearColor((GLfloat) r * inv255f, |
| | | (GLfloat) g * inv255f, |
| | | (GLfloat) b * inv255f, |
| | | (GLfloat) a * inv255f); |
| | | data->clear_r = renderer->r; |
| | | data->clear_g = renderer->g; |
| | | data->clear_b = renderer->b; |
| | | data->clear_a = renderer->a; |
| | | if (!verts) { |
| | | return -1; |
| | | } |
| | | |
| | | if (renderer->clipping_enabled) { |
| | | data->glDisable(GL_SCISSOR_TEST); |
| | | } |
| | | |
| | | data->glClear(GL_COLOR_BUFFER_BIT); |
| | | |
| | | if (renderer->clipping_enabled) { |
| | | data->glEnable(GL_SCISSOR_TEST); |
| | | 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 void |
| | | GLES2_SetBlendMode(GLES2_DriverContext *data, SDL_BlendMode blendMode) |
| | | static int |
| | | GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count) |
| | | { |
| | | if (blendMode != data->current.blendMode) { |
| | | if (blendMode == SDL_BLENDMODE_NONE) { |
| | | 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(blendMode)), |
| | | GetBlendFunc(SDL_GetBlendModeDstColorFactor(blendMode)), |
| | | GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blendMode)), |
| | | GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blendMode))); |
| | | data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blendMode)), |
| | | GetBlendEquation(SDL_GetBlendModeAlphaOperation(blendMode))); |
| | | 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->current.blendMode = blendMode; |
| | | data->drawstate.blend = blend; |
| | | } |
| | | } |
| | | |
| | | static void |
| | | GLES2_SetTexCoords(GLES2_DriverContext * data, SDL_bool enabled) |
| | | { |
| | | if (enabled != data->current.tex_coords) { |
| | | if (enabled) { |
| | | data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); |
| | | /* 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(GLES2_ATTRIBUTE_TEXCOORD); |
| | | data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE); |
| | | data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER); |
| | | } |
| | | data->current.tex_coords = enabled; |
| | | } |
| | | } |
| | | |
| | | static int |
| | | GLES2_SetDrawingState(SDL_Renderer * renderer) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLES2_ProgramCacheEntry *program; |
| | | Uint8 r, g, b, a; |
| | | |
| | | GLES2_ActivateRenderer(renderer); |
| | | |
| | | GLES2_SetBlendMode(data, renderer->blendMode); |
| | | |
| | | GLES2_SetTexCoords(data, SDL_FALSE); |
| | | |
| | | /* Activate an appropriate shader and set the projection matrix */ |
| | | if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, 0, 0) < 0) { |
| | | return -1; |
| | | data->drawstate.is_copy_ex = is_copy_ex; |
| | | } |
| | | |
| | | /* Select the color to draw with */ |
| | | g = renderer->g; |
| | | a = renderer->a; |
| | | |
| | | if (renderer->target && |
| | | (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || |
| | | renderer->target->format == SDL_PIXELFORMAT_RGB888)) { |
| | | r = renderer->b; |
| | | b = renderer->r; |
| | | } else { |
| | | r = renderer->r; |
| | | b = renderer->b; |
| | | } |
| | | |
| | | program = data->current_program; |
| | | if (!CompareColors(program->color_r, program->color_g, program->color_b, program->color_a, r, g, b, a)) { |
| | | /* Select the color to draw with */ |
| | | data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f); |
| | | program->color_r = r; |
| | | program->color_g = g; |
| | | program->color_b = b; |
| | | program->color_a = a; |
| | | 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 |
| | | GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr, |
| | | const void *vertexData, size_t dataSizeInBytes) |
| | | SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | |
| | | #if !SDL_GLES2_USE_VBOS |
| | | data->glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, vertexData); |
| | | #else |
| | | if (!data->vertex_buffers[attr]) { |
| | | data->glGenBuffers(1, &data->vertex_buffers[attr]); |
| | | } |
| | | |
| | | data->glBindBuffer(GL_ARRAY_BUFFER, data->vertex_buffers[attr]); |
| | | |
| | | if (data->vertex_buffer_size[attr] < dataSizeInBytes) { |
| | | data->glBufferData(GL_ARRAY_BUFFER, dataSizeInBytes, vertexData, GL_STREAM_DRAW); |
| | | data->vertex_buffer_size[attr] = dataSizeInBytes; |
| | | } else { |
| | | data->glBufferSubData(GL_ARRAY_BUFFER, 0, dataSizeInBytes, vertexData); |
| | | } |
| | | |
| | | data->glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| | | #endif |
| | | |
| | | return 0; |
| | | } |
| | | |
| | | static int |
| | | GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLfloat *vertices; |
| | | int idx; |
| | | |
| | | if (GLES2_SetDrawingState(renderer) < 0) { |
| | | return -1; |
| | | } |
| | | |
| | | /* Emit the specified vertices as points */ |
| | | vertices = SDL_stack_alloc(GLfloat, count * 2); |
| | | for (idx = 0; idx < count; ++idx) { |
| | | GLfloat x = points[idx].x + 0.5f; |
| | | GLfloat y = points[idx].y + 0.5f; |
| | | |
| | | vertices[idx * 2] = x; |
| | | vertices[(idx * 2) + 1] = y; |
| | | } |
| | | /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/ |
| | | GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2 * sizeof(GLfloat)); |
| | | data->glDrawArrays(GL_POINTS, 0, count); |
| | | SDL_stack_free(vertices); |
| | | return 0; |
| | | } |
| | | |
| | | static int |
| | | GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLfloat *vertices; |
| | | int idx; |
| | | |
| | | if (GLES2_SetDrawingState(renderer) < 0) { |
| | | return -1; |
| | | } |
| | | |
| | | /* Emit a line strip including the specified vertices */ |
| | | vertices = SDL_stack_alloc(GLfloat, count * 2); |
| | | for (idx = 0; idx < count; ++idx) { |
| | | GLfloat x = points[idx].x + 0.5f; |
| | | GLfloat y = points[idx].y + 0.5f; |
| | | |
| | | vertices[idx * 2] = x; |
| | | vertices[(idx * 2) + 1] = y; |
| | | } |
| | | /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/ |
| | | GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2 * sizeof(GLfloat)); |
| | | data->glDrawArrays(GL_LINE_STRIP, 0, count); |
| | | |
| | | /* We need to close the endpoint of the line */ |
| | | if (count == 2 || |
| | | points[0].x != points[count-1].x || points[0].y != points[count-1].y) { |
| | | data->glDrawArrays(GL_POINTS, count-1, 1); |
| | | } |
| | | SDL_stack_free(vertices); |
| | | |
| | | return GL_CheckError("", renderer); |
| | | } |
| | | |
| | | static int |
| | | GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLfloat vertices[8]; |
| | | int idx; |
| | | |
| | | if (GLES2_SetDrawingState(renderer) < 0) { |
| | | return -1; |
| | | } |
| | | |
| | | /* Emit a line loop for each rectangle */ |
| | | for (idx = 0; idx < count; ++idx) { |
| | | const SDL_FRect *rect = &rects[idx]; |
| | | |
| | | GLfloat xMin = rect->x; |
| | | GLfloat xMax = (rect->x + rect->w); |
| | | GLfloat yMin = rect->y; |
| | | GLfloat yMax = (rect->y + rect->h); |
| | | |
| | | vertices[0] = xMin; |
| | | vertices[1] = yMin; |
| | | vertices[2] = xMax; |
| | | vertices[3] = yMin; |
| | | vertices[4] = xMin; |
| | | vertices[5] = yMax; |
| | | vertices[6] = xMax; |
| | | vertices[7] = yMax; |
| | | /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/ |
| | | GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat)); |
| | | data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| | | } |
| | | return GL_CheckError("", renderer); |
| | | } |
| | | |
| | | static int |
| | | GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| | | GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata; |
| | | GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; |
| | | GLES2_ProgramCacheEntry *program; |
| | | Uint8 r, g, b, a; |
| | | SDL_Texture *texture = cmd->data.draw.texture; |
| | | |
| | | /* Activate an appropriate shader and set the projection matrix */ |
| | | /* 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) { |
| | |
| | | } |
| | | } |
| | | |
| | | if (GLES2_SelectProgram(renderer, sourceType, texture->w, texture->h) < 0) { |
| | | 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; |
| | | } |
| | | |
| | | /* Select the target texture */ |
| | | if (tdata->yuv) { |
| | | data->glActiveTexture(GL_TEXTURE2); |
| | | data->glBindTexture(tdata->texture_type, tdata->texture_v); |
| | | |
| | | data->glActiveTexture(GL_TEXTURE1); |
| | | data->glBindTexture(tdata->texture_type, tdata->texture_u); |
| | | |
| | | data->glActiveTexture(GL_TEXTURE0); |
| | | data->drawstate.target = renderer->target; |
| | | if (!data->drawstate.target) { |
| | | SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh); |
| | | } |
| | | if (tdata->nv12) { |
| | | data->glActiveTexture(GL_TEXTURE1); |
| | | data->glBindTexture(tdata->texture_type, tdata->texture_u); |
| | | |
| | | data->glActiveTexture(GL_TEXTURE0); |
| | | } |
| | | data->glBindTexture(tdata->texture_type, tdata->texture); |
| | | |
| | | /* Configure color modulation */ |
| | | g = texture->g; |
| | | a = texture->a; |
| | | |
| | | if (renderer->target && |
| | | (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || |
| | | renderer->target->format == SDL_PIXELFORMAT_RGB888)) { |
| | | r = texture->b; |
| | | b = texture->r; |
| | | /* 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 { |
| | | r = texture->r; |
| | | b = texture->b; |
| | | data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices); |
| | | } |
| | | |
| | | program = data->current_program; |
| | | |
| | | if (!CompareColors(program->modulation_r, program->modulation_g, program->modulation_b, program->modulation_a, r, g, b, a)) { |
| | | data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_MODULATION], r * inv255f, g * inv255f, b * inv255f, a * inv255f); |
| | | program->modulation_r = r; |
| | | program->modulation_g = g; |
| | | program->modulation_b = b; |
| | | program->modulation_a = a; |
| | | /* 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; |
| | | } |
| | | |
| | | /* Configure texture blending */ |
| | | GLES2_SetBlendMode(data, texture->blendMode); |
| | | 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; |
| | | } |
| | | |
| | | GLES2_SetTexCoords(data, SDL_TRUE); |
| | | 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 GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); |
| | | const size_t count = cmd->data.draw.count; |
| | | if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) { |
| | | if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) { |
| | | /* GL_LINE_LOOP takes care of the final segment */ |
| | | data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1)); |
| | | } else { |
| | | data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count); |
| | | /* We need to close the endpoint of the line */ |
| | | data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1); |
| | | } |
| | | } |
| | | 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_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, |
| | | const SDL_FRect *dstrect) |
| | | GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, |
| | | const void *pixels, int pitch) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLfloat vertices[8]; |
| | | GLfloat texCoords[8]; |
| | | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| | | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| | | |
| | | GLES2_ActivateRenderer(renderer); |
| | | |
| | | if (GLES2_SetupCopy(renderer, texture) < 0) { |
| | | return -1; |
| | | /* Bail out if we're supposed to update an empty rectangle */ |
| | | if (rect->w <= 0 || rect->h <= 0) { |
| | | return 0; |
| | | } |
| | | |
| | | /* Emit the textured quad */ |
| | | vertices[0] = dstrect->x; |
| | | vertices[1] = dstrect->y; |
| | | vertices[2] = (dstrect->x + dstrect->w); |
| | | vertices[3] = dstrect->y; |
| | | vertices[4] = dstrect->x; |
| | | vertices[5] = (dstrect->y + dstrect->h); |
| | | vertices[6] = (dstrect->x + dstrect->w); |
| | | vertices[7] = (dstrect->y + dstrect->h); |
| | | /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/ |
| | | GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat)); |
| | | texCoords[0] = srcrect->x / (GLfloat)texture->w; |
| | | texCoords[1] = srcrect->y / (GLfloat)texture->h; |
| | | texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w; |
| | | texCoords[3] = srcrect->y / (GLfloat)texture->h; |
| | | texCoords[4] = srcrect->x / (GLfloat)texture->w; |
| | | texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h; |
| | | texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w; |
| | | texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h; |
| | | /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);*/ |
| | | GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_TEXCOORD, texCoords, 8 * sizeof(GLfloat)); |
| | | data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| | | data->drawstate.texture = NULL; /* we trash this state. */ |
| | | |
| | | return GL_CheckError("", renderer); |
| | | /* 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_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, |
| | | const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) |
| | | GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, |
| | | const SDL_Rect * rect, |
| | | const Uint8 *Yplane, int Ypitch, |
| | | const Uint8 *Uplane, int Upitch, |
| | | const Uint8 *Vplane, int Vpitch) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | GLfloat vertices[8]; |
| | | GLfloat texCoords[8]; |
| | | GLfloat translate[8]; |
| | | GLfloat fAngle[8]; |
| | | GLfloat tmp; |
| | | float radian_angle; |
| | | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| | | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| | | |
| | | GLES2_ActivateRenderer(renderer); |
| | | |
| | | if (GLES2_SetupCopy(renderer, texture) < 0) { |
| | | return -1; |
| | | /* Bail out if we're supposed to update an empty rectangle */ |
| | | if (rect->w <= 0 || rect->h <= 0) { |
| | | return 0; |
| | | } |
| | | |
| | | data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER); |
| | | data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE); |
| | | data->drawstate.texture = NULL; /* we trash this state. */ |
| | | |
| | | radian_angle = (float)(M_PI * (360.0 - angle) / 180.0); |
| | | fAngle[0] = fAngle[2] = fAngle[4] = fAngle[6] = (GLfloat)SDL_sin(radian_angle); |
| | | /* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */ |
| | | fAngle[1] = fAngle[3] = fAngle[5] = fAngle[7] = (GLfloat)SDL_cos(radian_angle) - 1.0f; |
| | | /* Calculate the center of rotation */ |
| | | translate[0] = translate[2] = translate[4] = translate[6] = (center->x + dstrect->x); |
| | | translate[1] = translate[3] = translate[5] = translate[7] = (center->y + dstrect->y); |
| | | 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); |
| | | |
| | | /* Emit the textured quad */ |
| | | vertices[0] = dstrect->x; |
| | | vertices[1] = dstrect->y; |
| | | vertices[2] = (dstrect->x + dstrect->w); |
| | | vertices[3] = dstrect->y; |
| | | vertices[4] = dstrect->x; |
| | | vertices[5] = (dstrect->y + dstrect->h); |
| | | vertices[6] = (dstrect->x + dstrect->w); |
| | | vertices[7] = (dstrect->y + dstrect->h); |
| | | if (flip & SDL_FLIP_HORIZONTAL) { |
| | | tmp = vertices[0]; |
| | | vertices[0] = vertices[4] = vertices[2]; |
| | | vertices[2] = vertices[6] = tmp; |
| | | } |
| | | if (flip & SDL_FLIP_VERTICAL) { |
| | | tmp = vertices[1]; |
| | | vertices[1] = vertices[3] = vertices[5]; |
| | | vertices[5] = vertices[7] = tmp; |
| | | data->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); |
| | | } |
| | | |
| | | /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 1, GL_FLOAT, GL_FALSE, 0, &fAngle); |
| | | data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, translate); |
| | | data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/ |
| | | 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); |
| | | } |
| | | |
| | | GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_ANGLE, fAngle, 8 * sizeof(GLfloat)); |
| | | GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_CENTER, translate, 8 * sizeof(GLfloat)); |
| | | GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat)); |
| | | static int |
| | | GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) |
| | | { |
| | | GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata; |
| | | GLES2_TextureData *texturedata = NULL; |
| | | GLenum status; |
| | | |
| | | texCoords[0] = srcrect->x / (GLfloat)texture->w; |
| | | texCoords[1] = srcrect->y / (GLfloat)texture->h; |
| | | texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w; |
| | | texCoords[3] = srcrect->y / (GLfloat)texture->h; |
| | | texCoords[4] = srcrect->x / (GLfloat)texture->w; |
| | | texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h; |
| | | texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w; |
| | | texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h; |
| | | /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);*/ |
| | | GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_TEXCOORD, texCoords, 8 * sizeof(GLfloat)); |
| | | data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| | | data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_CENTER); |
| | | data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE); |
| | | data->drawstate.viewport_dirty = SDL_TRUE; |
| | | |
| | | return GL_CheckError("", renderer); |
| | | 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_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | 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 w, h, length, rows; |
| | | int status; |
| | | |
| | | GLES2_ActivateRenderer(renderer); |
| | | |
| | | temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format); |
| | | buflen = (size_t) (rect->h * temp_pitch); |
| | | buflen = rect->h * temp_pitch; |
| | | if (buflen == 0) { |
| | | return 0; /* nothing to do. */ |
| | | } |
| | |
| | | |
| | | /* 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_stack_alloc(Uint8, length); |
| | | tmp = SDL_small_alloc(Uint8, length, &isstack); |
| | | rows = rect->h / 2; |
| | | while (rows--) { |
| | | SDL_memcpy(tmp, dst, length); |
| | |
| | | dst += temp_pitch; |
| | | src -= temp_pitch; |
| | | } |
| | | SDL_stack_free(tmp); |
| | | SDL_small_free(tmp, isstack); |
| | | } |
| | | |
| | | status = SDL_ConvertPixels(rect->w, rect->h, |
| | |
| | | static void |
| | | GLES2_RenderPresent(SDL_Renderer *renderer) |
| | | { |
| | | GLES2_ActivateRenderer(renderer); |
| | | |
| | | /* Tell the video driver to swap buffers */ |
| | | SDL_GL_SwapWindow(renderer->window); |
| | | } |
| | |
| | | |
| | | static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | 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; |
| | |
| | | |
| | | static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| | | 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; |
| | | } |
| | |
| | | #define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B |
| | | #endif |
| | | |
| | | static void |
| | | GLES2_ResetState(SDL_Renderer *renderer) |
| | | { |
| | | GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata; |
| | | |
| | | if (SDL_CurrentContext == data->context) { |
| | | GLES2_UpdateViewport(renderer); |
| | | } else { |
| | | GLES2_ActivateRenderer(renderer); |
| | | } |
| | | |
| | | data->current.blendMode = SDL_BLENDMODE_INVALID; |
| | | data->current.tex_coords = SDL_FALSE; |
| | | |
| | | data->glActiveTexture(GL_TEXTURE0); |
| | | data->glPixelStorei(GL_PACK_ALIGNMENT, 1); |
| | | data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| | | |
| | | data->glClearColor((GLfloat) data->clear_r * inv255f, |
| | | (GLfloat) data->clear_g * inv255f, |
| | | (GLfloat) data->clear_b * inv255f, |
| | | (GLfloat) data->clear_a * inv255f); |
| | | |
| | | data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION); |
| | | data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); |
| | | |
| | | GL_CheckError("", renderer); |
| | | } |
| | | |
| | | static SDL_Renderer * |
| | | GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) |
| | | { |
| | | SDL_Renderer *renderer; |
| | | GLES2_DriverContext *data; |
| | | GLES2_RenderData *data; |
| | | GLint nFormats; |
| | | #ifndef ZUNE_HD |
| | | GLboolean hasCompiler; |
| | |
| | | } |
| | | |
| | | 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) { |
| | |
| | | goto error; |
| | | } |
| | | |
| | | data = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext)); |
| | | data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData)); |
| | | if (!data) { |
| | | GLES2_DestroyRenderer(renderer); |
| | | SDL_free(renderer); |
| | | SDL_OutOfMemory(); |
| | | goto error; |
| | | } |
| | |
| | | /* Create an OpenGL ES 2.0 context */ |
| | | data->context = SDL_GL_CreateContext(window); |
| | | if (!data->context) { |
| | | GLES2_DestroyRenderer(renderer); |
| | | SDL_free(renderer); |
| | | SDL_free(data); |
| | | goto error; |
| | | } |
| | | if (SDL_GL_MakeCurrent(window, data->context) < 0) { |
| | | GLES2_DestroyRenderer(renderer); |
| | | SDL_GL_DeleteContext(data->context); |
| | | SDL_free(renderer); |
| | | SDL_free(data); |
| | | goto error; |
| | | } |
| | | |
| | | if (GLES2_LoadFunctions(data) < 0) { |
| | | GLES2_DestroyRenderer(renderer); |
| | | SDL_GL_DeleteContext(data->context); |
| | | SDL_free(renderer); |
| | | SDL_free(data); |
| | | goto error; |
| | | } |
| | | |
| | |
| | | } |
| | | #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; |
| | |
| | | renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV; |
| | | renderer->LockTexture = GLES2_LockTexture; |
| | | renderer->UnlockTexture = GLES2_UnlockTexture; |
| | | renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode; |
| | | renderer->SetRenderTarget = GLES2_SetRenderTarget; |
| | | renderer->UpdateViewport = GLES2_UpdateViewport; |
| | | renderer->UpdateClipRect = GLES2_UpdateClipRect; |
| | | renderer->RenderClear = GLES2_RenderClear; |
| | | renderer->RenderDrawPoints = GLES2_RenderDrawPoints; |
| | | renderer->RenderDrawLines = GLES2_RenderDrawLines; |
| | | renderer->RenderFillRects = GLES2_RenderFillRects; |
| | | renderer->RenderCopy = GLES2_RenderCopy; |
| | | renderer->RenderCopyEx = GLES2_RenderCopyEx; |
| | | renderer->QueueSetViewport = GLES2_QueueSetViewport; |
| | | renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */ |
| | | renderer->QueueDrawPoints = GLES2_QueueDrawPoints; |
| | | renderer->QueueDrawLines = GLES2_QueueDrawPoints; /* lines and points queue vertices the same way. */ |
| | | 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->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_EXTERNAL_OES; |
| | | #endif |
| | | |
| | | GLES2_ResetState(renderer); |
| | | /* 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; |
| | | |
| | |
| | | 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: */ |