From dec7875a6e23212021e4d9080330a42832dfe02a Mon Sep 17 00:00:00 2001
From: Edward Rudd <urkle@outoforder.cc>
Date: Tue, 15 Jun 2021 01:40:19 +0000
Subject: [PATCH] update SDL soruce to 2.0.14
---
source/src/render/opengl/SDL_render_gl.c | 122 ++++++++++++++++------------------------
1 files changed, 50 insertions(+), 72 deletions(-)
diff --git a/source/src/render/opengl/SDL_render_gl.c b/source/src/render/opengl/SDL_render_gl.c
index 133a20b..895a556 100644
--- a/source/src/render/opengl/SDL_render_gl.c
+++ b/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;
--
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