Mac and Linux SDL2 binary snapshots
Edward Rudd
2021-06-15 dec7875a6e23212021e4d9080330a42832dfe02a
source/src/render/opengl/SDL_render_gl.c
@@ -23,8 +23,6 @@
#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_log.h"
#include "SDL_assert.h"
#include "SDL_opengl.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gl.h"
@@ -585,7 +583,6 @@
        renderdata->glGenTextures(1, &data->utexture);
        renderdata->glGenTextures(1, &data->vtexture);
        renderdata->glEnable(textype);
        renderdata->glBindTexture(textype, data->utexture);
        renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
@@ -610,8 +607,6 @@
                                    GL_CLAMP_TO_EDGE);
        renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
                                 (texture_h+1)/2, 0, format, type, NULL);
        renderdata->glDisable(textype);
    }
    if (texture->format == SDL_PIXELFORMAT_NV12 ||
@@ -619,8 +614,6 @@
        data->nv12 = SDL_TRUE;
        renderdata->glGenTextures(1, &data->utexture);
        renderdata->glEnable(textype);
        renderdata->glBindTexture(textype, data->utexture);
        renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
                                    scaleMode);
@@ -632,7 +625,6 @@
                                    GL_CLAMP_TO_EDGE);
        renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w+1)/2,
                                 (texture_h+1)/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
        renderdata->glDisable(textype);
    }
    return GL_CheckError("", renderer);
@@ -653,7 +645,6 @@
    renderdata->drawstate.texture = NULL;  /* we trash this state. */
    renderdata->glEnable(textype);
    renderdata->glBindTexture(textype, data->texture);
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp));
@@ -696,7 +687,6 @@
                                    (rect->w + 1)/2, (rect->h + 1)/2,
                                    GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
    }
    renderdata->glDisable(textype);
    return GL_CheckError("glTexSubImage2D()", renderer);
}
@@ -716,7 +706,6 @@
    renderdata->drawstate.texture = NULL;  /* we trash this state. */
    renderdata->glEnable(textype);
    renderdata->glBindTexture(textype, data->texture);
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
@@ -735,7 +724,6 @@
    renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
                                (rect->w + 1)/2, (rect->h + 1)/2,
                                data->format, data->formattype, Vplane);
    renderdata->glDisable(textype);
    return GL_CheckError("glTexSubImage2D()", renderer);
}
@@ -776,15 +764,12 @@
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
    GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
    renderdata->glEnable(textype);
    renderdata->glBindTexture(textype, data->texture);
    renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
    renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
    renderdata->glDisable(textype);
    if (texture->format == SDL_PIXELFORMAT_YV12 ||
        texture->format == SDL_PIXELFORMAT_IYUV) {
        renderdata->glEnable(textype);
        renderdata->glBindTexture(textype, data->utexture);
        renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
        renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
@@ -792,16 +777,13 @@
        renderdata->glBindTexture(textype, data->vtexture);
        renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
        renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
        renderdata->glDisable(textype);
    }
    if (texture->format == SDL_PIXELFORMAT_NV12 ||
        texture->format == SDL_PIXELFORMAT_NV21) {
        renderdata->glEnable(textype);
        renderdata->glBindTexture(textype, data->utexture);
        renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
        renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
        renderdata->glDisable(textype);
    }
}
@@ -860,6 +842,48 @@
    for (i = 0; i < count; i++) {
        *(verts++) = 0.5f + points[i].x;
        *(verts++) = 0.5f + points[i].y;
    }
    return 0;
}
static int
GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
    int i;
    const size_t vertlen = (sizeof (GLfloat) * 2) * count;
    GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
    if (!verts) {
        return -1;
    }
    cmd->data.draw.count = count;
    /* Offset to hit the center of the pixel. */
    for (i = 0; i < count; i++) {
        *(verts++) = 0.5f + points[i].x;
        *(verts++) = 0.5f + points[i].y;
    }
    /* Make the last line segment one pixel longer, to satisfy the
       diamond-exit rule. */
    verts -= 4;
    {
        const GLfloat xstart = verts[0];
        const GLfloat ystart = verts[1];
        const GLfloat xend = verts[2];
        const GLfloat yend = verts[3];
        if (ystart == yend) {  /* horizontal line */
            verts[2] += (xend > xstart) ? 1.0f : -1.0f;
        } else if (xstart == xend) {  /* vertical line */
            verts[3] += (yend > ystart) ? 1.0f : -1.0f;
        } else {  /* bump a pixel in the direction we are moving in. */
            const GLfloat deltax = xend - xstart;
            const GLfloat deltay = yend - ystart;
            const GLfloat angle = SDL_atan2f(deltay, deltax);
            verts[2] += SDL_cosf(angle);
            verts[3] += SDL_sinf(angle);
        }
    }
    return 0;
@@ -1228,59 +1252,13 @@
            case SDL_RENDERCMD_DRAW_LINES: {
                const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
                const size_t count = cmd->data.draw.count;
                SDL_assert(count >= 2);
                SetDrawState(data, cmd, SHADER_SOLID);
                if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
                    data->glBegin(GL_LINE_LOOP);
                    /* GL_LINE_LOOP takes care of the final segment */
                    for (i = 1; i < count; ++i, verts += 2) {
                        data->glVertex2f(verts[0], verts[1]);
                    }
                    data->glEnd();
                } else {
                    #if defined(__MACOSX__) || defined(__WIN32__)
                    #else
                    int x1, y1, x2, y2;
                    #endif
                    data->glBegin(GL_LINE_STRIP);
                    for (i = 0; i < count; ++i, verts += 2) {
                        data->glVertex2f(verts[0], verts[1]);
                    }
                    data->glEnd();
                    verts -= 2 * count;
                    /* The line is half open, so we need one more point to complete it.
                     * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
                     * If we have to, we can use vertical line and horizontal line textures
                     * for vertical and horizontal lines, and then create custom textures
                     * for diagonal lines and software render those.  It's terrible, but at
                     * least it would be pixel perfect.
                     */
                    data->glBegin(GL_POINTS);
                    #if defined(__MACOSX__) || defined(__WIN32__)
                    /* Mac OS X and Windows seem to always leave the last point open */
                    data->glVertex2f(verts[(count-1)*2], verts[(count*2)-1]);
                    #else
                    /* Linux seems to leave the right-most or bottom-most point open */
                    x1 = verts[0];
                    y1 = verts[1];
                    x2 = verts[(count-1)*2];
                    y2 = verts[(count*2)-1];
                    if (x1 > x2) {
                        data->glVertex2f(x1, y1);
                    } else if (x2 > x1) {
                        data->glVertex2f(x2, y2);
                    }
                    if (y1 > y2) {
                        data->glVertex2f(x1, y1);
                    } else if (y2 > y1) {
                        data->glVertex2f(x2, y2);
                    }
                    #endif
                    data->glEnd();
                data->glBegin(GL_LINE_STRIP);
                for (i = 0; i < count; ++i, verts += 2) {
                    data->glVertex2f(verts[0], verts[1]);
                }
                data->glEnd();
                break;
            }
@@ -1566,7 +1544,7 @@
}
SDL_Renderer *
static SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_Renderer *renderer;
@@ -1589,7 +1567,7 @@
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
        if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
        if (SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL) < 0) {
            goto error;
        }
    }
@@ -1619,7 +1597,7 @@
    renderer->QueueSetViewport = GL_QueueSetViewport;
    renderer->QueueSetDrawColor = GL_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
    renderer->QueueDrawPoints = GL_QueueDrawPoints;
    renderer->QueueDrawLines = GL_QueueDrawPoints;  /* lines and points queue vertices the same way. */
    renderer->QueueDrawLines = GL_QueueDrawLines;
    renderer->QueueFillRects = GL_QueueFillRects;
    renderer->QueueCopy = GL_QueueCopy;
    renderer->QueueCopyEx = GL_QueueCopyEx;