render: get rid of the predeclared functions in the GL and Metal renderers.

(others to come as I continue to update render backends!)
This commit is contained in:
Ryan C. Gordon 2018-09-24 12:30:47 -04:00
parent 051d1cfcd1
commit c01da21756
2 changed files with 474 additions and 546 deletions

View file

@ -51,54 +51,6 @@ extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
static const float inv255f = 1.0f / 255.0f;
/* !!! FIXME: delete these predeclarations and just move the functions before their use. */
static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
static int GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h);
static SDL_bool GL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode);
static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int GL_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 GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd);
static int GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd,
const SDL_FPoint * points, int count);
static int GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd,
const SDL_FRect * rects, int count);
static int GL_QueueCopy(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const SDL_Rect *srcrect, const SDL_FRect *dstrect);
static int GL_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);
static int GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize);
static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch);
static void GL_RenderPresent(SDL_Renderer * renderer);
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DestroyRenderer(SDL_Renderer * renderer);
static int GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
static int GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
SDL_RenderDriver GL_RenderDriver = {
GL_CreateRenderer,
{
"opengl",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
1,
{SDL_PIXELFORMAT_ARGB8888},
0,
0}
};
typedef struct GL_FBOList GL_FBOList;
struct GL_FBOList
@ -343,203 +295,6 @@ GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
return result;
}
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
GLint value;
Uint32 window_flags;
int profile_mask = 0, major = 0, minor = 0;
SDL_bool changed_window = SDL_FALSE;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
changed_window = SDL_TRUE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
goto error;
}
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
goto error;
}
data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
GL_DestroyRenderer(renderer);
SDL_OutOfMemory();
goto error;
}
renderer->GetOutputSize = GL_GetOutputSize;
renderer->SupportsBlendMode = GL_SupportsBlendMode;
renderer->CreateTexture = GL_CreateTexture;
renderer->UpdateTexture = GL_UpdateTexture;
renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->SetRenderTarget = GL_SetRenderTarget;
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->QueueFillRects = GL_QueueFillRects;
renderer->QueueCopy = GL_QueueCopy;
renderer->QueueCopyEx = GL_QueueCopyEx;
renderer->RunCommandQueue = GL_RunCommandQueue;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->GL_BindTexture = GL_BindTexture;
renderer->GL_UnbindTexture = GL_UnbindTexture;
renderer->info = GL_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = data;
renderer->window = window;
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
GL_DestroyRenderer(renderer);
goto error;
}
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
GL_DestroyRenderer(renderer);
goto error;
}
if (GL_LoadFunctions(data) < 0) {
GL_DestroyRenderer(renderer);
goto error;
}
#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
*/
#endif
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
/* Check for debug output support */
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
(value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
data->debug_enabled = SDL_TRUE;
}
if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) {
PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
data->GL_ARB_debug_output_supported = SDL_TRUE;
data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)(char *)&data->next_error_callback);
data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam);
glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer);
/* Make sure our callback is called when errors actually happen */
data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
}
data->textype = GL_TEXTURE_2D;
if (SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
data->GL_ARB_texture_non_power_of_two_supported = SDL_TRUE;
} else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
data->textype = GL_TEXTURE_RECTANGLE_ARB;
}
if (data->GL_ARB_texture_rectangle_supported) {
data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
} else {
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
}
/* Check for multitexture support */
if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
if (data->glActiveTextureARB) {
data->GL_ARB_multitexture_supported = SDL_TRUE;
data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
}
}
/* Check for shader support */
if (SDL_GetHintBoolean(SDL_HINT_RENDER_OPENGL_SHADERS, SDL_TRUE)) {
data->shaders = GL_CreateShaderContext();
}
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
data->shaders ? "ENABLED" : "DISABLED");
/* We support YV12 textures using 3 textures and a shader */
if (data->shaders && data->num_texture_units >= 3) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
}
#ifdef __MACOSX__
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
#endif
if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) {
data->GL_EXT_framebuffer_object_supported = SDL_TRUE;
data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)
SDL_GL_GetProcAddress("glGenFramebuffersEXT");
data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
SDL_GL_GetProcAddress("glBindFramebufferEXT");
data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
}
data->framebuffers = NULL;
/* Set up parameters for rendering */
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
/* This ended up causing video discrepancies between OpenGL and Direct3D */
/* data->glEnable(GL_LINE_SMOOTH); */
return renderer;
error:
if (changed_window) {
/* Uh oh, better try to put it back... */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
static int
GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
@ -1692,6 +1447,217 @@ GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
return 0;
}
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
GLint value;
Uint32 window_flags;
int profile_mask = 0, major = 0, minor = 0;
SDL_bool changed_window = SDL_FALSE;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
changed_window = SDL_TRUE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
goto error;
}
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
goto error;
}
data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
GL_DestroyRenderer(renderer);
SDL_OutOfMemory();
goto error;
}
renderer->GetOutputSize = GL_GetOutputSize;
renderer->SupportsBlendMode = GL_SupportsBlendMode;
renderer->CreateTexture = GL_CreateTexture;
renderer->UpdateTexture = GL_UpdateTexture;
renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->SetRenderTarget = GL_SetRenderTarget;
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->QueueFillRects = GL_QueueFillRects;
renderer->QueueCopy = GL_QueueCopy;
renderer->QueueCopyEx = GL_QueueCopyEx;
renderer->RunCommandQueue = GL_RunCommandQueue;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->GL_BindTexture = GL_BindTexture;
renderer->GL_UnbindTexture = GL_UnbindTexture;
renderer->info = GL_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = data;
renderer->window = window;
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
GL_DestroyRenderer(renderer);
goto error;
}
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
GL_DestroyRenderer(renderer);
goto error;
}
if (GL_LoadFunctions(data) < 0) {
GL_DestroyRenderer(renderer);
goto error;
}
#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
*/
#endif
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
/* Check for debug output support */
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
(value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
data->debug_enabled = SDL_TRUE;
}
if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) {
PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
data->GL_ARB_debug_output_supported = SDL_TRUE;
data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)(char *)&data->next_error_callback);
data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam);
glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer);
/* Make sure our callback is called when errors actually happen */
data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
}
data->textype = GL_TEXTURE_2D;
if (SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
data->GL_ARB_texture_non_power_of_two_supported = SDL_TRUE;
} else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
data->textype = GL_TEXTURE_RECTANGLE_ARB;
}
if (data->GL_ARB_texture_rectangle_supported) {
data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
} else {
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
}
/* Check for multitexture support */
if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
if (data->glActiveTextureARB) {
data->GL_ARB_multitexture_supported = SDL_TRUE;
data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
}
}
/* Check for shader support */
if (SDL_GetHintBoolean(SDL_HINT_RENDER_OPENGL_SHADERS, SDL_TRUE)) {
data->shaders = GL_CreateShaderContext();
}
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
data->shaders ? "ENABLED" : "DISABLED");
/* We support YV12 textures using 3 textures and a shader */
if (data->shaders && data->num_texture_units >= 3) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
}
#ifdef __MACOSX__
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
#endif
if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) {
data->GL_EXT_framebuffer_object_supported = SDL_TRUE;
data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)
SDL_GL_GetProcAddress("glGenFramebuffersEXT");
data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
SDL_GL_GetProcAddress("glBindFramebufferEXT");
data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
}
data->framebuffers = NULL;
/* Set up parameters for rendering */
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
/* This ended up causing video discrepancies between OpenGL and Direct3D */
/* data->glEnable(GL_LINE_SMOOTH); */
return renderer;
error:
if (changed_window) {
/* Uh oh, better try to put it back... */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
SDL_RenderDriver GL_RenderDriver = {
GL_CreateRenderer,
{
"opengl",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
1,
{SDL_PIXELFORMAT_ARGB8888},
0,
0}
};
#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */