Make texture scale mode a part of the 2D renderer draw state

Also added texture addressing mode support to the PSP and Vita renderers (untested)

Fixes https://github.com/libsdl-org/SDL/issues/12461
This commit is contained in:
Sam Lantinga 2025-03-05 18:56:59 -08:00
parent 6e2d3c9b5d
commit cb099ebd4f
19 changed files with 477 additions and 302 deletions

View file

@ -82,6 +82,7 @@ typedef Uint32 SDL_SurfaceFlags;
*/
typedef enum SDL_ScaleMode
{
SDL_SCALEMODE_INVALID = -1,
SDL_SCALEMODE_NEAREST, /**< nearest pixel sampling */
SDL_SCALEMODE_LINEAR /**< linear filtering */
} SDL_ScaleMode;

View file

@ -573,6 +573,9 @@ static SDL_RenderCommand *PrepQueueCmdDraw(SDL_Renderer *renderer, const SDL_Ren
cmd->data.draw.color = *color;
cmd->data.draw.blend = blendMode;
cmd->data.draw.texture = texture;
if (texture) {
cmd->data.draw.texture_scale_mode = texture->scaleMode;
}
cmd->data.draw.texture_address_mode = SDL_TEXTURE_ADDRESS_CLAMP;
}
}
@ -1964,8 +1967,6 @@ bool SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode)
bool SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, false);
if (scaleMode != SDL_SCALEMODE_NEAREST &&
@ -1973,12 +1974,10 @@ bool SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode)
return SDL_InvalidParamError("scaleMode");
}
renderer = texture->renderer;
texture->scaleMode = scaleMode;
if (texture->native) {
return SDL_SetTextureScaleMode(texture->native, scaleMode);
} else {
renderer->SetTextureScaleMode(renderer, texture, scaleMode);
}
return true;
}

View file

@ -34,6 +34,7 @@ extern "C" {
typedef enum SDL_TextureAddressMode
{
SDL_TEXTURE_ADDRESS_INVALID = -1,
SDL_TEXTURE_ADDRESS_AUTO,
SDL_TEXTURE_ADDRESS_CLAMP,
SDL_TEXTURE_ADDRESS_WRAP,
@ -155,6 +156,7 @@ typedef struct SDL_RenderCommand
SDL_FColor color;
SDL_BlendMode blend;
SDL_Texture *texture;
SDL_ScaleMode texture_scale_mode;
SDL_TextureAddressMode texture_address_mode;
} draw;
struct
@ -224,7 +226,6 @@ struct SDL_Renderer
bool (*LockTexture)(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect, void **pixels, int *pitch);
void (*UnlockTexture)(SDL_Renderer *renderer, SDL_Texture *texture);
void (*SetTextureScaleMode)(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode);
bool (*SetRenderTarget)(SDL_Renderer *renderer, SDL_Texture *texture);
SDL_Surface *(*RenderReadPixels)(SDL_Renderer *renderer, const SDL_Rect *rect);
bool (*RenderPresent)(SDL_Renderer *renderer);

View file

@ -60,7 +60,7 @@ typedef struct
bool updateSize;
bool beginScene;
bool enableSeparateAlphaBlend;
D3DTEXTUREFILTERTYPE scaleMode[3];
SDL_ScaleMode scaleMode[3];
SDL_TextureAddressMode addressMode[3];
IDirect3DSurface9 *defaultRenderTarget;
IDirect3DSurface9 *currentRenderTarget;
@ -89,7 +89,6 @@ typedef struct
typedef struct
{
D3D_TextureRep texture;
D3DTEXTUREFILTERTYPE scaleMode;
D3D9_Shader shader;
const float *shader_params;
@ -274,10 +273,14 @@ static void D3D_InitRenderState(D3D_RenderData *data)
IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &matrix);
// Reset our current scale mode
SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode));
for (int i = 0; i < SDL_arraysize(data->scaleMode); ++i) {
data->scaleMode[i] = SDL_SCALEMODE_INVALID;
}
// Reset our current address mode
SDL_zeroa(data->addressMode);
for (int i = 0; i < SDL_arraysize(data->addressMode); ++i) {
data->addressMode[i] = SDL_TEXTURE_ADDRESS_INVALID;
}
// Start the render with beginScene
data->beginScene = true;
@ -533,7 +536,6 @@ static bool D3D_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
if (!texturedata) {
return false;
}
texturedata->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3DTEXF_POINT : D3DTEXF_LINEAR;
texture->internal = texturedata;
@ -736,17 +738,6 @@ static void D3D_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
}
}
static void D3D_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
if (!texturedata) {
return;
}
texturedata->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3DTEXF_POINT : D3DTEXF_LINEAR;
}
static bool D3D_SetRenderTargetInternal(SDL_Renderer *renderer, SDL_Texture *texture)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
@ -926,12 +917,22 @@ static bool BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DW
return true;
}
static void UpdateTextureScaleMode(D3D_RenderData *data, D3D_TextureData *texturedata, unsigned index)
static void UpdateTextureScaleMode(D3D_RenderData *data, SDL_ScaleMode scaleMode, unsigned index)
{
if (texturedata->scaleMode != data->scaleMode[index]) {
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, texturedata->scaleMode);
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, texturedata->scaleMode);
data->scaleMode[index] = texturedata->scaleMode;
if (scaleMode != data->scaleMode[index]) {
switch (scaleMode) {
case SDL_SCALEMODE_NEAREST:
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
break;
case SDL_SCALEMODE_LINEAR:
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
break;
default:
break;
}
data->scaleMode[index] = scaleMode;
}
}
@ -954,7 +955,7 @@ static void UpdateTextureAddressMode(D3D_RenderData *data, SDL_TextureAddressMod
}
}
static bool SetupTextureState(D3D_RenderData *data, SDL_Texture *texture, SDL_TextureAddressMode addressMode, D3D9_Shader *shader, const float **shader_params)
static bool SetupTextureState(D3D_RenderData *data, SDL_Texture *texture, D3D9_Shader *shader, const float **shader_params)
{
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
@ -962,9 +963,6 @@ static bool SetupTextureState(D3D_RenderData *data, SDL_Texture *texture, SDL_Te
return SDL_SetError("Texture is not currently available");
}
UpdateTextureScaleMode(data, texturedata, 0);
UpdateTextureAddressMode(data, addressMode, 0);
*shader = texturedata->shader;
*shader_params = texturedata->shader_params;
@ -973,11 +971,6 @@ static bool SetupTextureState(D3D_RenderData *data, SDL_Texture *texture, SDL_Te
}
#ifdef SDL_HAVE_YUV
if (texturedata->yuv) {
UpdateTextureScaleMode(data, texturedata, 1);
UpdateTextureScaleMode(data, texturedata, 2);
UpdateTextureAddressMode(data, addressMode, 1);
UpdateTextureAddressMode(data, addressMode, 2);
if (!BindTextureRep(data->device, &texturedata->utexture, 1)) {
return false;
}
@ -1012,7 +1005,7 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
IDirect3DDevice9_SetTexture(data->device, 2, NULL);
}
#endif
if (texture && !SetupTextureState(data, texture, cmd->data.draw.texture_address_mode, &shader, &shader_params)) {
if (texture && !SetupTextureState(data, texture, &shader, &shader_params)) {
return false;
}
@ -1049,6 +1042,20 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
#endif
}
if (texture) {
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
UpdateTextureScaleMode(data, cmd->data.draw.texture_scale_mode, 0);
UpdateTextureAddressMode(data, cmd->data.draw.texture_address_mode, 0);
if (texturedata && texturedata->yuv) {
UpdateTextureScaleMode(data, cmd->data.draw.texture_scale_mode, 1);
UpdateTextureScaleMode(data, cmd->data.draw.texture_scale_mode, 2);
UpdateTextureAddressMode(data, cmd->data.draw.texture_address_mode, 1);
UpdateTextureAddressMode(data, cmd->data.draw.texture_address_mode, 2);
}
}
if (blend != data->drawstate.blend) {
if (blend == SDL_BLENDMODE_NONE) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, FALSE);
@ -1653,7 +1660,6 @@ static bool D3D_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
#endif
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
renderer->SetTextureScaleMode = D3D_SetTextureScaleMode;
renderer->SetRenderTarget = D3D_SetRenderTarget;
renderer->QueueSetViewport = D3D_QueueNoOp;
renderer->QueueSetDrawColor = D3D_QueueNoOp;

View file

@ -122,7 +122,6 @@ typedef struct
ID3D11Texture2D *stagingTexture;
int lockedTexturePositionX;
int lockedTexturePositionY;
D3D11_FILTER scaleMode;
D3D11_Shader shader;
const float *YCbCr_matrix;
#ifdef SDL_HAVE_YUV
@ -1172,7 +1171,6 @@ static bool D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
if (!textureData) {
return false;
}
textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
texture->internal = textureData;
@ -1796,17 +1794,6 @@ static void D3D11_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
SAFE_RELEASE(textureData->stagingTexture);
}
static void D3D11_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal;
if (!textureData) {
return;
}
textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
}
static bool D3D11_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal;
@ -2318,8 +2305,8 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
D3D11_SetupShaderConstants(renderer, cmd, texture, &constants);
switch (textureData->scaleMode) {
case D3D11_FILTER_MIN_MAG_MIP_POINT:
switch (cmd->data.draw.texture_scale_mode) {
case SDL_SCALEMODE_NEAREST:
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
textureSampler = rendererData->samplers[D3D11_SAMPLER_NEAREST_CLAMP];
@ -2331,7 +2318,7 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode);
}
break;
case D3D11_FILTER_MIN_MAG_MIP_LINEAR:
case SDL_SCALEMODE_LINEAR:
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
textureSampler = rendererData->samplers[D3D11_SAMPLER_LINEAR_CLAMP];
@ -2344,7 +2331,7 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
}
break;
default:
return SDL_SetError("Unknown scale mode: %d", textureData->scaleMode);
return SDL_SetError("Unknown scale mode: %d", cmd->data.draw.texture_scale_mode);
}
#ifdef SDL_HAVE_YUV
if (textureData->yuv) {
@ -2712,7 +2699,6 @@ static bool D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
#endif
renderer->LockTexture = D3D11_LockTexture;
renderer->UnlockTexture = D3D11_UnlockTexture;
renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode;
renderer->SetRenderTarget = D3D11_SetRenderTarget;
renderer->QueueSetViewport = D3D11_QueueNoOp;
renderer->QueueSetDrawColor = D3D11_QueueNoOp;

View file

@ -124,7 +124,6 @@ typedef struct
DXGI_FORMAT mainTextureFormat;
ID3D12Resource *stagingBuffer;
D3D12_RESOURCE_STATES stagingResourceState;
D3D12_FILTER scaleMode;
D3D12_Shader shader;
const float *YCbCr_matrix;
#ifdef SDL_HAVE_YUV
@ -1574,7 +1573,6 @@ static bool D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
if (!textureData) {
return false;
}
textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR;
texture->internal = textureData;
textureData->mainTextureFormat = textureFormat;
@ -2244,17 +2242,6 @@ static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
D3D_SAFE_RELEASE(textureData->stagingBuffer);
}
static void D3D12_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
D3D12_TextureData *textureData = (D3D12_TextureData *)texture->internal;
if (!textureData) {
return;
}
textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D12_FILTER_MIN_MAG_MIP_POINT : D3D12_FILTER_MIN_MAG_MIP_LINEAR;
}
static bool D3D12_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal;
@ -2745,8 +2732,8 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
D3D12_SetupShaderConstants(renderer, cmd, texture, &constants);
switch (textureData->scaleMode) {
case D3D12_FILTER_MIN_MAG_MIP_POINT:
switch (cmd->data.draw.texture_scale_mode) {
case SDL_SCALEMODE_NEAREST:
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
textureSampler = &rendererData->samplers[D3D12_SAMPLER_NEAREST_CLAMP];
@ -2758,7 +2745,7 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode);
}
break;
case D3D12_FILTER_MIN_MAG_MIP_LINEAR:
case SDL_SCALEMODE_LINEAR:
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
textureSampler = &rendererData->samplers[D3D12_SAMPLER_LINEAR_CLAMP];
@ -2771,7 +2758,7 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
}
break;
default:
return SDL_SetError("Unknown scale mode: %d", textureData->scaleMode);
return SDL_SetError("Unknown scale mode: %d", cmd->data.draw.texture_scale_mode);
}
#ifdef SDL_HAVE_YUV
if (textureData->yuv) {
@ -3248,7 +3235,6 @@ bool D3D12_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Proper
#endif
renderer->LockTexture = D3D12_LockTexture;
renderer->UnlockTexture = D3D12_UnlockTexture;
renderer->SetTextureScaleMode = D3D12_SetTextureScaleMode;
renderer->SetRenderTarget = D3D12_SetRenderTarget;
renderer->QueueSetViewport = D3D12_QueueNoOp;
renderer->QueueSetDrawColor = D3D12_QueueNoOp;

View file

@ -335,11 +335,6 @@ static void GPU_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
GPU_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
}
static void GPU_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scale_mode)
{
// nothing to do in this backend.
}
static bool GPU_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
@ -494,8 +489,7 @@ static void PushUniforms(GPU_RenderData *data, SDL_RenderCommand *cmd)
SDL_PushGPUVertexUniformData(data->state.command_buffer, 0, &uniforms, sizeof(uniforms));
}
static SDL_GPUSampler **SamplerPointer(
GPU_RenderData *data, SDL_TextureAddressMode address_mode, SDL_ScaleMode scale_mode)
static SDL_GPUSampler **SamplerPointer(GPU_RenderData *data, SDL_TextureAddressMode address_mode, SDL_ScaleMode scale_mode)
{
return &data->samplers[scale_mode][address_mode - 1];
}
@ -575,7 +569,7 @@ static void Draw(
if (tdata) {
SDL_GPUTextureSamplerBinding sampler_bind;
SDL_zero(sampler_bind);
sampler_bind.sampler = *SamplerPointer(data, cmd->data.draw.texture_address_mode, cmd->data.draw.texture->scaleMode);
sampler_bind.sampler = *SamplerPointer(data, cmd->data.draw.texture_address_mode, cmd->data.draw.texture_scale_mode);
sampler_bind.texture = tdata->texture;
SDL_BindGPUFragmentSamplers(pass, 0, &sampler_bind, 1);
}
@ -785,6 +779,8 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
same texture, we can combine them all into a single draw call. */
SDL_Texture *thistexture = cmd->data.draw.texture;
SDL_BlendMode thisblend = cmd->data.draw.blend;
SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode;
SDL_TextureAddressMode thisaddressmode = cmd->data.draw.texture_address_mode;
const SDL_RenderCommandType thiscmdtype = cmd->command;
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
@ -795,7 +791,10 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != thiscmdtype) {
break; // can't go any further on this draw call, different render command up next.
} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
} else if (nextcmd->data.draw.texture != thistexture ||
nextcmd->data.draw.texture_scale_mode != thisscalemode ||
nextcmd->data.draw.texture_address_mode != thisaddressmode ||
nextcmd->data.draw.blend != thisblend) {
// FIXME should we check address mode too?
break; // can't go any further on this draw call, different texture/blendmode copy up next.
} else {
@ -1176,7 +1175,6 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
renderer->UpdateTexture = GPU_UpdateTexture;
renderer->LockTexture = GPU_LockTexture;
renderer->UnlockTexture = GPU_UnlockTexture;
renderer->SetTextureScaleMode = GPU_SetTextureScaleMode;
renderer->SetRenderTarget = GPU_SetRenderTarget;
renderer->QueueSetViewport = GPU_QueueNoOp;
renderer->QueueSetDrawColor = GPU_QueueNoOp;

View file

@ -1070,10 +1070,6 @@ static void METAL_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
}
}
static void METAL_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
}
static bool METAL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
@autoreleasepool {
@ -1473,7 +1469,7 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, c
if (texture != statecache->texture) {
id<MTLSamplerState> mtlsampler;
if (texture->scaleMode == SDL_SCALEMODE_NEAREST) {
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_NEAREST) {
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
mtlsampler = data.mtlsamplers[SDL_METAL_SAMPLER_NEAREST_CLAMP];
@ -2129,7 +2125,6 @@ static bool METAL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
#endif
renderer->LockTexture = METAL_LockTexture;
renderer->UnlockTexture = METAL_UnlockTexture;
renderer->SetTextureScaleMode = METAL_SetTextureScaleMode;
renderer->SetRenderTarget = METAL_SetRenderTarget;
renderer->QueueSetViewport = METAL_QueueSetViewport;
renderer->QueueSetDrawColor = METAL_QueueNoOp;

View file

@ -137,7 +137,6 @@ typedef struct
void *pixels;
int pitch;
SDL_Rect locked_rect;
#ifdef SDL_HAVE_YUV
// YUV texture support
bool yuv;
@ -147,7 +146,8 @@ typedef struct
GLuint vtexture;
bool vtexture_external;
#endif
SDL_ScaleMode texture_scale_mode;
SDL_TextureAddressMode texture_address_mode;
GL_FBOList *fbo;
} GL_TextureData;
@ -447,7 +447,6 @@ static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum scaleMode;
GL_ActivateRenderer(renderer);
@ -536,11 +535,10 @@ static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P
data->format = format;
data->formattype = type;
scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
data->texture_scale_mode = SDL_SCALEMODE_INVALID;
data->texture_address_mode = SDL_TEXTURE_ADDRESS_INVALID;
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, scaleMode);
#ifdef SDL_PLATFORM_MACOS
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
@ -596,19 +594,11 @@ static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P
}
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
scaleMode);
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2,
(texture_h + 1) / 2, 0, format, type, NULL);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER, data->utexture);
renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
scaleMode);
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2,
(texture_h + 1) / 2, 0, format, type, NULL);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER, data->vtexture);
@ -625,10 +615,6 @@ static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P
renderdata->glGenTextures(1, &data->utexture);
}
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
scaleMode);
renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w + 1) / 2,
(texture_h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER, data->utexture);
@ -822,38 +808,6 @@ static void GL_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
}
static void GL_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
const GLenum textype = renderdata->textype;
GL_TextureData *data = (GL_TextureData *)texture->internal;
GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
renderdata->glBindTexture(textype, data->texture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
#ifdef SDL_HAVE_YUV
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
#endif
}
static bool GL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
GL_RenderData *data = (GL_RenderData *)renderer->internal;
@ -1120,6 +1074,23 @@ static bool SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, cons
return true;
}
static bool SetTextureScaleMode(GL_RenderData *data, GLenum textype, SDL_ScaleMode scaleMode)
{
switch (scaleMode) {
case SDL_SCALEMODE_NEAREST:
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case SDL_SCALEMODE_LINEAR:
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
default:
return SDL_SetError("Unknown texture scale mode: %d", scaleMode);
}
return true;
}
static bool SetTextureAddressMode(GL_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode)
{
switch (addressMode) {
@ -1140,41 +1111,23 @@ static bool SetTextureAddressMode(GL_RenderData *data, GLenum textype, SDL_Textu
static bool SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
{
SDL_Texture *texture = cmd->data.draw.texture;
const GL_TextureData *texturedata = (GL_TextureData *)texture->internal;
GL_TextureData *texturedata = (GL_TextureData *)texture->internal;
const GLenum textype = data->textype;
SetDrawState(data, cmd, texturedata->shader, texturedata->shader_params);
if (texture != data->drawstate.texture) {
const GLenum textype = data->textype;
#ifdef SDL_HAVE_YUV
if (texturedata->yuv) {
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
}
data->glBindTexture(textype, texturedata->vtexture);
if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
return false;
}
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE1_ARB);
}
data->glBindTexture(textype, texturedata->utexture);
if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
return false;
}
}
if (texturedata->nv12) {
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE1_ARB);
}
data->glBindTexture(textype, texturedata->utexture);
if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
return false;
}
}
#endif
if (data->GL_ARB_multitexture_supported) {
@ -1182,11 +1135,67 @@ static bool SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
}
data->glBindTexture(textype, texturedata->texture);
data->drawstate.texture = texture;
}
if (cmd->data.draw.texture_scale_mode != texturedata->texture_scale_mode) {
#ifdef SDL_HAVE_YUV
if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2);
if (!SetTextureScaleMode(data, textype, cmd->data.draw.texture_scale_mode)) {
return false;
}
data->glActiveTextureARB(GL_TEXTURE1);
if (!SetTextureScaleMode(data, textype, cmd->data.draw.texture_scale_mode)) {
return false;
}
data->glActiveTextureARB(GL_TEXTURE0);
} else if (texturedata->nv12) {
data->glActiveTextureARB(GL_TEXTURE1);
if (!SetTextureScaleMode(data, textype, cmd->data.draw.texture_scale_mode)) {
return false;
}
data->glActiveTextureARB(GL_TEXTURE0);
}
#endif
if (!SetTextureScaleMode(data, textype, cmd->data.draw.texture_scale_mode)) {
return false;
}
texturedata->texture_scale_mode = cmd->data.draw.texture_scale_mode;
}
if (cmd->data.draw.texture_address_mode != texturedata->texture_address_mode) {
#ifdef SDL_HAVE_YUV
if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2);
if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
return false;
}
data->drawstate.texture = texture;
data->glActiveTextureARB(GL_TEXTURE1);
if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
return false;
}
data->glActiveTextureARB(GL_TEXTURE0_ARB);
} else if (texturedata->nv12) {
data->glActiveTextureARB(GL_TEXTURE1);
if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
return false;
}
data->glActiveTextureARB(GL_TEXTURE0);
}
#endif
if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
return false;
}
texturedata->texture_address_mode = cmd->data.draw.texture_address_mode;
}
return true;
@ -1372,6 +1381,8 @@ static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
same texture, we can combine them all into a single draw call. */
SDL_Texture *thistexture = cmd->data.draw.texture;
SDL_BlendMode thisblend = cmd->data.draw.blend;
SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode;
SDL_TextureAddressMode thisaddressmode = cmd->data.draw.texture_address_mode;
const SDL_RenderCommandType thiscmdtype = cmd->command;
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
@ -1381,7 +1392,10 @@ static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != thiscmdtype) {
break; // can't go any further on this draw call, different render command up next.
} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
} else if (nextcmd->data.draw.texture != thistexture ||
nextcmd->data.draw.texture_scale_mode != thisscalemode ||
nextcmd->data.draw.texture_address_mode != thisaddressmode ||
nextcmd->data.draw.blend != thisblend) {
break; // can't go any further on this draw call, different texture/blendmode copy up next.
} else {
finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
@ -1656,7 +1670,6 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr
#endif
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
renderer->SetRenderTarget = GL_SetRenderTarget;
renderer->QueueSetViewport = GL_QueueNoOp;
renderer->QueueSetDrawColor = GL_QueueNoOp;

View file

@ -76,6 +76,8 @@ typedef struct GLES2_TextureData
GLuint texture_u;
GLuint texture_u_external;
#endif
SDL_ScaleMode texture_scale_mode;
SDL_TextureAddressMode texture_address_mode;
GLES2_FBOList *fbo;
} GLES2_TextureData;
@ -1029,6 +1031,23 @@ static bool SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, c
return true;
}
static bool SetTextureScaleMode(GLES2_RenderData *data, GLenum textype, SDL_ScaleMode scaleMode)
{
switch (scaleMode) {
case SDL_SCALEMODE_NEAREST:
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case SDL_SCALEMODE_LINEAR:
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
default:
return SDL_SetError("Unknown texture scale mode: %d", scaleMode);
}
return true;
}
static bool SetTextureAddressMode(GLES2_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode)
{
switch (addressMode) {
@ -1051,6 +1070,7 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
SDL_Texture *texture = cmd->data.draw.texture;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
int ret;
// Pick an appropriate shader
@ -1172,19 +1192,66 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
ret = SetDrawState(data, cmd, sourceType, vertices);
if (texture != data->drawstate.texture) {
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
#ifdef SDL_HAVE_YUV
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);
}
#endif
data->glBindTexture(tdata->texture_type, tdata->texture);
data->drawstate.texture = texture;
}
if (cmd->data.draw.texture_scale_mode != tdata->texture_scale_mode) {
#ifdef SDL_HAVE_YUV
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
return false;
}
data->glActiveTexture(GL_TEXTURE1);
if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
return false;
}
data->glActiveTexture(GL_TEXTURE0);
} else if (tdata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
return false;
}
data->glActiveTexture(GL_TEXTURE0);
}
#endif
if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
return false;
}
tdata->texture_scale_mode = cmd->data.draw.texture_scale_mode;
}
if (cmd->data.draw.texture_address_mode != tdata->texture_address_mode) {
#ifdef SDL_HAVE_YUV
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
return false;
}
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
return false;
}
@ -1192,8 +1259,6 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
data->glActiveTexture(GL_TEXTURE0);
} else if (tdata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
return false;
}
@ -1201,13 +1266,11 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
data->glActiveTexture(GL_TEXTURE0);
}
#endif
data->glBindTexture(tdata->texture_type, tdata->texture);
if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
return false;
}
data->drawstate.texture = texture;
tdata->texture_address_mode = cmd->data.draw.texture_address_mode;
}
return ret;
@ -1384,6 +1447,8 @@ static bool GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
same texture, we can combine them all into a single draw call. */
SDL_Texture *thistexture = cmd->data.draw.texture;
SDL_BlendMode thisblend = cmd->data.draw.blend;
SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode;
SDL_TextureAddressMode thisaddressmode = cmd->data.draw.texture_address_mode;
const SDL_RenderCommandType thiscmdtype = cmd->command;
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
@ -1393,7 +1458,10 @@ static bool GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != thiscmdtype) {
break; // can't go any further on this draw call, different render command up next.
} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
} else if (nextcmd->data.draw.texture != thistexture ||
nextcmd->data.draw.texture_scale_mode != thisscalemode ||
nextcmd->data.draw.texture_address_mode != thisaddressmode ||
nextcmd->data.draw.blend != thisblend) {
break; // can't go any further on this draw call, different texture/blendmode copy up next.
} else {
finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
@ -1486,7 +1554,6 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
GLES2_TextureData *data;
GLenum format;
GLenum type;
GLenum scaleMode;
GLES2_ActivateRenderer(renderer);
@ -1544,7 +1611,8 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
data->texture_u = 0;
data->texture_v = 0;
#endif
scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
data->texture_scale_mode = SDL_SCALEMODE_INVALID;
data->texture_address_mode = SDL_TEXTURE_ADDRESS_INVALID;
// Allocate a blob for image renderdata
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
@ -1583,8 +1651,6 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
}
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->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER, data->texture_v);
@ -1599,8 +1665,6 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
}
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->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
if (!GL_CheckError("glTexImage2D()", renderer)) {
return false;
@ -1622,8 +1686,6 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
}
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->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)) {
return false;
@ -1648,8 +1710,6 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
texture->internal = 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);
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)) {
@ -1900,37 +1960,6 @@ static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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->internal;
GLES2_TextureData *data = (GLES2_TextureData *)texture->internal;
GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
#ifdef SDL_HAVE_YUV
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);
}
#endif
renderdata->glActiveTexture(GL_TEXTURE0);
renderdata->glBindTexture(data->texture_type, data->texture);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
static bool GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
@ -2151,7 +2180,6 @@ static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
#endif
renderer->LockTexture = GLES2_LockTexture;
renderer->UnlockTexture = GLES2_UnlockTexture;
renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
renderer->SetRenderTarget = GLES2_SetRenderTarget;
renderer->QueueSetViewport = GLES2_QueueNoOp;
renderer->QueueSetDrawColor = GLES2_QueueNoOp;

View file

@ -195,21 +195,6 @@ static bool PS2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
return true;
}
static void PS2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
GSTEXTURE *ps2_texture = (GSTEXTURE *)texture->internal;
/*
set texture filtering according to scaleMode
supported hint values are nearest (0, default) or linear (1)
gskit scale mode is either GS_FILTER_NEAREST (good for tile-map)
or GS_FILTER_LINEAR (good for scaling)
*/
uint32_t gsKitScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST
? GS_FILTER_NEAREST
: GS_FILTER_LINEAR);
ps2_texture->Filter = gsKitScaleMode;
}
static bool PS2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
return true;
@ -458,6 +443,16 @@ static bool PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_Rende
const GSPRIMUVPOINT *verts = (GSPRIMUVPOINT *) (vertices + cmd->data.draw.first);
GSTEXTURE *ps2_tex = (GSTEXTURE *)cmd->data.draw.texture->internal;
switch (cmd->data.draw.texture_scale_mode) {
case SDL_SCALEMODE_NEAREST:
ps2_tex->Filter = GS_FILTER_NEAREST;
break;
case SDL_SCALEMODE_LINEAR:
ps2_tex->Filter = GS_FILTER_LINEAR;
break;
default:
break;
}
gsKit_TexManager_bind(data->gsGlobal, ps2_tex);
gsKit_prim_list_triangle_goraud_texture_uv_3d(data->gsGlobal, ps2_tex, count, verts);
} else {
@ -695,7 +690,6 @@ static bool PS2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
renderer->UpdateTexture = PS2_UpdateTexture;
renderer->LockTexture = PS2_LockTexture;
renderer->UnlockTexture = PS2_UnlockTexture;
renderer->SetTextureScaleMode = PS2_SetTextureScaleMode;
renderer->SetRenderTarget = PS2_SetRenderTarget;
renderer->QueueSetViewport = PS2_QueueSetViewport;
renderer->QueueSetDrawColor = PS2_QueueNoOp;

View file

@ -75,6 +75,8 @@ typedef struct
unsigned int color;
int shadeModel;
SDL_Texture *texture;
SDL_ScaleMode texture_scale_mode;
SDL_TextureAddressMode texture_address_mode;
} PSP_BlendState;
typedef struct
@ -538,20 +540,44 @@ static bool TextureShouldSwizzle(PSP_TextureData *psp_texture, SDL_Texture *text
return !((texture->access == SDL_TEXTUREACCESS_TARGET) && InVram(psp_texture->data)) && texture->access != SDL_TEXTUREACCESS_STREAMING && (texture->w >= 16 || texture->h >= 16);
}
static void SetTextureAddressMode(SDL_TextureAddressMode addressMode)
{
switch (addressMode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
sceGuTexWrap(GU_CLAMP, GU_CLAMP);
break;
case SDL_TEXTURE_ADDRESS_WRAP:
sceGuTexWrap(GU_REPEAT, GU_REPEAT);
break;
default:
break;
}
}
static void SetTextureScaleMode(SDL_ScaleMode scaleMode)
{
switch (scaleMode) {
case SDL_SCALEMODE_NEAREST:
sceGuTexFilter(GU_NEAREST, GU_NEAREST);
break;
case SDL_SCALEMODE_LINEAR:
sceGuTexFilter(GU_LINEAR, GU_LINEAR);
break;
default:
break;
}
}
static void TextureActivate(SDL_Texture *texture)
{
PSP_TextureData *psp_texture = (PSP_TextureData *)texture->internal;
int scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GU_NEAREST : GU_LINEAR;
// Swizzling is useless with small textures.
if (TextureShouldSwizzle(psp_texture, texture)) {
TextureSwizzle(psp_texture, NULL);
}
sceGuTexWrap(GU_REPEAT, GU_REPEAT);
sceGuTexMode(psp_texture->format, 0, 0, psp_texture->swizzled);
sceGuTexFilter(scaleMode, scaleMode); // GU_NEAREST good for tile-map
// GU_LINEAR good for scaling
sceGuTexImage(0, psp_texture->textureWidth, psp_texture->textureHeight, psp_texture->textureWidth, psp_texture->data);
}
@ -608,11 +634,6 @@ static void PSP_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
PSP_UpdateTexture(renderer, texture, &rect, psp_texture->data, psp_texture->pitch);
}
static void PSP_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
// Nothing to do because TextureActivate takes care of it
}
static bool PSP_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
return true;
@ -1034,6 +1055,11 @@ static void PSP_SetBlendState(PSP_RenderData *data, PSP_BlendState *state)
}
}
if (state->texture) {
SetTextureScaleMode(state->texture_scale_mode);
SetTextureAddressMode(state->texture_address_mode);
}
*current = *state;
}
@ -1117,6 +1143,8 @@ static bool PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
PSP_BlendState state = {
.color = drawstate.color,
.texture = NULL,
.texture_scale_mode = SDL_SCALEMODE_INVALID,
.texture_address_mode = SDL_TEXTURE_ADDRESS_INVALID,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
};
@ -1132,6 +1160,8 @@ static bool PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
PSP_BlendState state = {
.color = drawstate.color,
.texture = NULL,
.texture_scale_mode = SDL_SCALEMODE_INVALID,
.texture_address_mode = SDL_TEXTURE_ADDRESS_INVALID,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
};
@ -1147,6 +1177,8 @@ static bool PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
PSP_BlendState state = {
.color = drawstate.color,
.texture = NULL,
.texture_scale_mode = SDL_SCALEMODE_INVALID,
.texture_address_mode = SDL_TEXTURE_ADDRESS_INVALID,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
};
@ -1162,6 +1194,8 @@ static bool PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
PSP_BlendState state = {
.color = drawstate.color,
.texture = cmd->data.draw.texture,
.texture_scale_mode = cmd->data.draw.texture_scale_mode,
.texture_address_mode = cmd->data.draw.texture_address_mode,
.mode = cmd->data.draw.blend,
.shadeModel = GU_SMOOTH
};
@ -1176,6 +1210,8 @@ static bool PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
PSP_BlendState state = {
.color = drawstate.color,
.texture = cmd->data.draw.texture,
.texture_scale_mode = cmd->data.draw.texture_scale_mode,
.texture_address_mode = cmd->data.draw.texture_address_mode,
.mode = cmd->data.draw.blend,
.shadeModel = GU_SMOOTH
};
@ -1197,11 +1233,12 @@ static bool PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
const VertTCV *verts = (VertTCV *)(gpumem + cmd->data.draw.first);
PSP_BlendState state = {
.color = drawstate.color,
.texture = NULL,
.texture = cmd->data.draw.texture,
.texture_scale_mode = cmd->data.draw.texture_scale_mode,
.texture_address_mode = cmd->data.draw.texture_address_mode,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
.shadeModel = GU_SMOOTH
};
TextureActivate(cmd->data.draw.texture);
PSP_SetBlendState(data, &state);
sceGuDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_2D, count, 0, verts);
}
@ -1310,7 +1347,6 @@ static bool PSP_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
renderer->UpdateTexture = PSP_UpdateTexture;
renderer->LockTexture = PSP_LockTexture;
renderer->UnlockTexture = PSP_UnlockTexture;
renderer->SetTextureScaleMode = PSP_SetTextureScaleMode;
renderer->SetRenderTarget = PSP_SetRenderTarget;
renderer->QueueSetViewport = PSP_QueueNoOp;
renderer->QueueSetDrawColor = PSP_QueueNoOp;

View file

@ -171,10 +171,6 @@ static void SW_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
}
static void SW_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
}
static bool SW_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
SW_RenderData *data = (SW_RenderData *)renderer->internal;
@ -317,7 +313,7 @@ static bool Blit_to_Screen(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *sur
static bool SW_RenderCopyEx(SDL_Renderer *renderer, SDL_Surface *surface, SDL_Texture *texture,
const SDL_Rect *srcrect, const SDL_Rect *final_rect,
const double angle, const SDL_FPoint *center, const SDL_FlipMode flip, float scale_x, float scale_y)
const double angle, const SDL_FPoint *center, const SDL_FlipMode flip, float scale_x, float scale_y, const SDL_ScaleMode scaleMode)
{
SDL_Surface *src = (SDL_Surface *)texture->internal;
SDL_Rect tmp_rect;
@ -412,7 +408,7 @@ static bool SW_RenderCopyEx(SDL_Renderer *renderer, SDL_Surface *surface, SDL_Te
result = false;
} else {
SDL_SetSurfaceBlendMode(src_clone, SDL_BLENDMODE_NONE);
result = SDL_BlitSurfaceScaled(src_clone, srcrect, src_scaled, &scale_rect, texture->scaleMode);
result = SDL_BlitSurfaceScaled(src_clone, srcrect, src_scaled, &scale_rect, scaleMode);
SDL_DestroySurface(src_clone);
src_clone = src_scaled;
src_scaled = NULL;
@ -429,7 +425,7 @@ static bool SW_RenderCopyEx(SDL_Renderer *renderer, SDL_Surface *surface, SDL_Te
SDLgfx_rotozoomSurfaceSizeTrig(tmp_rect.w, tmp_rect.h, angle, center,
&rect_dest, &cangle, &sangle);
src_rotated = SDLgfx_rotateSurface(src_clone, angle,
(texture->scaleMode == SDL_SCALEMODE_NEAREST) ? 0 : 1, flip & SDL_FLIP_HORIZONTAL, flip & SDL_FLIP_VERTICAL,
(scaleMode == SDL_SCALEMODE_NEAREST) ? 0 : 1, flip & SDL_FLIP_HORIZONTAL, flip & SDL_FLIP_VERTICAL,
&rect_dest, cangle, sangle, center);
if (!src_rotated) {
result = false;
@ -460,7 +456,7 @@ static bool SW_RenderCopyEx(SDL_Renderer *renderer, SDL_Surface *surface, SDL_Te
SDL_SetSurfaceColorMod(src_rotated, rMod, gMod, bMod);
}
// Renderer scaling, if needed
result = Blit_to_Screen(src_rotated, NULL, surface, &tmp_rect, scale_x, scale_y, texture->scaleMode);
result = Blit_to_Screen(src_rotated, NULL, surface, &tmp_rect, scale_x, scale_y, scaleMode);
} else {
/* The NONE blend mode requires three steps to get the pixels onto the destination surface.
* First, the area where the rotated pixels will be blitted to get set to zero.
@ -470,7 +466,7 @@ static bool SW_RenderCopyEx(SDL_Renderer *renderer, SDL_Surface *surface, SDL_Te
SDL_Rect mask_rect = tmp_rect;
SDL_SetSurfaceBlendMode(mask_rotated, SDL_BLENDMODE_NONE);
// Renderer scaling, if needed
result = Blit_to_Screen(mask_rotated, NULL, surface, &mask_rect, scale_x, scale_y, texture->scaleMode);
result = Blit_to_Screen(mask_rotated, NULL, surface, &mask_rect, scale_x, scale_y, scaleMode);
if (result) {
/* The next step copies the alpha value. This is done with the BLEND blend mode and
* by modulating the source colors with 0. Since the destination is all zeros, this
@ -479,7 +475,7 @@ static bool SW_RenderCopyEx(SDL_Renderer *renderer, SDL_Surface *surface, SDL_Te
SDL_SetSurfaceColorMod(src_rotated, 0, 0, 0);
mask_rect = tmp_rect;
// Renderer scaling, if needed
result = Blit_to_Screen(src_rotated, NULL, surface, &mask_rect, scale_x, scale_y, texture->scaleMode);
result = Blit_to_Screen(src_rotated, NULL, surface, &mask_rect, scale_x, scale_y, scaleMode);
if (result) {
/* The last step gets the color values in place. The ADD blend mode simply adds them to
* the destination (where the color values are all zero). However, because the ADD blend
@ -492,7 +488,7 @@ static bool SW_RenderCopyEx(SDL_Renderer *renderer, SDL_Surface *surface, SDL_Te
} else {
SDL_SetSurfaceBlendMode(src_rotated_rgb, SDL_BLENDMODE_ADD);
// Renderer scaling, if needed
result = Blit_to_Screen(src_rotated_rgb, NULL, surface, &tmp_rect, scale_x, scale_y, texture->scaleMode);
result = Blit_to_Screen(src_rotated_rgb, NULL, surface, &tmp_rect, scale_x, scale_y, scaleMode);
SDL_DestroySurface(src_rotated_rgb);
}
}
@ -858,7 +854,7 @@ static bool SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
SDL_SetSurfaceColorMod(src, 255, 255, 255);
SDL_SetSurfaceAlphaMod(src, 255);
SDL_BlitSurfaceScaled(src, srcrect, tmp, &r, texture->scaleMode);
SDL_BlitSurfaceScaled(src, srcrect, tmp, &r, cmd->data.draw.texture_scale_mode);
SDL_SetSurfaceColorMod(tmp, rMod, gMod, bMod);
SDL_SetSurfaceAlphaMod(tmp, alphaMod);
@ -869,7 +865,7 @@ static bool SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
// No need to set back r/g/b/a/blendmode to 'src' since it's done in PrepTextureForCopy()
}
} else {
SDL_BlitSurfaceScaled(src, srcrect, surface, dstrect, texture->scaleMode);
SDL_BlitSurfaceScaled(src, srcrect, surface, dstrect, cmd->data.draw.texture_scale_mode);
}
}
break;
@ -889,7 +885,7 @@ static bool SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
SW_RenderCopyEx(renderer, surface, cmd->data.draw.texture, &copydata->srcrect,
&copydata->dstrect, copydata->angle, &copydata->center, copydata->flip,
copydata->scale_x, copydata->scale_y);
copydata->scale_x, copydata->scale_y, cmd->data.draw.texture_scale_mode);
break;
}
@ -1135,7 +1131,6 @@ bool SW_CreateRendererForSurface(SDL_Renderer *renderer, SDL_Surface *surface, S
renderer->UpdateTexture = SW_UpdateTexture;
renderer->LockTexture = SW_LockTexture;
renderer->UnlockTexture = SW_UnlockTexture;
renderer->SetTextureScaleMode = SW_SetTextureScaleMode;
renderer->SetRenderTarget = SW_SetRenderTarget;
renderer->QueueSetViewport = SW_QueueNoOp;
renderer->QueueSetDrawColor = SW_QueueNoOp;

View file

@ -70,8 +70,6 @@ static bool VITA_GXM_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
static void VITA_GXM_UnlockTexture(SDL_Renderer *renderer,
SDL_Texture *texture);
static void VITA_GXM_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode);
static bool VITA_GXM_SetRenderTarget(SDL_Renderer *renderer,
SDL_Texture *texture);
@ -216,7 +214,6 @@ static bool VITA_GXM_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window,
#endif
renderer->LockTexture = VITA_GXM_LockTexture;
renderer->UnlockTexture = VITA_GXM_UnlockTexture;
renderer->SetTextureScaleMode = VITA_GXM_SetTextureScaleMode;
renderer->SetRenderTarget = VITA_GXM_SetRenderTarget;
renderer->QueueSetViewport = VITA_GXM_QueueNoOp;
renderer->QueueSetDrawColor = VITA_GXM_QueueSetDrawColor;
@ -295,9 +292,10 @@ static bool VITA_GXM_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
return SDL_OutOfMemory();
}
texture->internal = vita_texture;
vita_texture->scale_mode = SDL_SCALEMODE_INVALID;
vita_texture->address_mode = SDL_TEXTURE_ADDRESS_INVALID;
VITA_GXM_SetTextureScaleMode(renderer, texture, texture->scaleMode);
texture->internal = vita_texture;
#ifdef SDL_HAVE_YUV
vita_texture->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
@ -582,25 +580,6 @@ static void VITA_GXM_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
// This really improves framerate when using lock/unlock.
}
static void VITA_GXM_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
VITA_GXM_TextureData *vita_texture = (VITA_GXM_TextureData *)texture->internal;
/*
set texture filtering according to scaleMode
supported hint values are nearest (0, default) or linear (1)
vitaScaleMode is either SCE_GXM_TEXTURE_FILTER_POINT (good for tile-map)
or SCE_GXM_TEXTURE_FILTER_LINEAR (good for scaling)
*/
int vitaScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST
? SCE_GXM_TEXTURE_FILTER_POINT
: SCE_GXM_TEXTURE_FILTER_LINEAR);
gxm_texture_set_filters(vita_texture->tex, vitaScaleMode, vitaScaleMode);
return;
}
static bool VITA_GXM_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
return true;
@ -909,9 +888,41 @@ static bool SetDrawState(VITA_GXM_RenderData *data, const SDL_RenderCommand *cmd
}
}
if (texture) {
VITA_GXM_TextureData *vita_texture = (VITA_GXM_TextureData *)texture->internal;
if (cmd->data.draw.texture_scale_mode != vita_texture->scale_mode) {
switch (cmd->data.draw.texture_scale_mode) {
case SDL_SCALEMODE_NEAREST:
gxm_texture_set_filters(vita_texture->tex, SCE_GXM_TEXTURE_FILTER_POINT, SCE_GXM_TEXTURE_FILTER_POINT);
break;
case SDL_SCALEMODE_LINEAR:
gxm_texture_set_filters(vita_texture->tex, SCE_GXM_TEXTURE_FILTER_LINEAR, SCE_GXM_TEXTURE_FILTER_LINEAR);
break;
default:
break;
}
vita_texture->scale_mode = cmd->data.draw.texture_scale_mode;
}
if (cmd->data.draw.texture_address_mode != vita_texture->address_mode) {
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
gxm_texture_set_address_mode(vita_texture->tex, SCE_GXM_TEXTURE_ADDR_CLAMP, SCE_GXM_TEXTURE_ADDR_CLAMP);
break;
case SDL_TEXTURE_ADDRESS_WRAP:
gxm_texture_set_address_mode(vita_texture->tex, SCE_GXM_TEXTURE_ADDR_REPEAT, SCE_GXM_TEXTURE_ADDR_REPEAT);
break;
default:
break;
}
vita_texture->address_mode = cmd->data.draw.texture_address_mode;
}
}
if (texture != data->drawstate.texture) {
if (texture) {
VITA_GXM_TextureData *vita_texture = (VITA_GXM_TextureData *)cmd->data.draw.texture->internal;
VITA_GXM_TextureData *vita_texture = (VITA_GXM_TextureData *)texture->internal;
sceGxmSetFragmentTexture(data->gxm_context, 0, &vita_texture->tex->gxm_tex);
}
data->drawstate.texture = texture;

View file

@ -1122,6 +1122,12 @@ gxm_texture *create_gxm_texture(VITA_GXM_RenderData *data, unsigned int w, unsig
return texture;
}
void gxm_texture_set_address_mode(gxm_texture *texture, SceGxmTextureAddrMode u_mode, SceGxmTextureAddrMode v_mode)
{
sceGxmTextureSetUAddrMode(&texture->gxm_tex, u_mode);
sceGxmTextureSetVAddrMode(&texture->gxm_tex, v_mode);
}
void gxm_texture_set_filters(gxm_texture *texture, SceGxmTextureFilter min_filter, SceGxmTextureFilter mag_filter)
{
sceGxmTextureSetMinFilter(&texture->gxm_tex, min_filter);

View file

@ -49,6 +49,7 @@ void gxm_finish(SDL_Renderer *renderer);
gxm_texture *create_gxm_texture(VITA_GXM_RenderData *data, unsigned int w, unsigned int h, SceGxmTextureFormat format, unsigned int isRenderTarget, unsigned int *return_w, unsigned int *return_h, unsigned int *return_pitch, float *return_wscale);
void free_gxm_texture(VITA_GXM_RenderData *data, gxm_texture *texture);
void gxm_texture_set_address_mode(gxm_texture *texture, SceGxmTextureAddrMode u_mode, SceGxmTextureAddrMode v_mode);
void gxm_texture_set_filters(gxm_texture *texture, SceGxmTextureFilter min_filter, SceGxmTextureFilter mag_filter);
SceGxmTextureFormat gxm_texture_get_format(const gxm_texture *texture);

View file

@ -205,6 +205,8 @@ typedef struct
float wscale;
bool yuv;
bool nv12;
SDL_ScaleMode scale_mode;
SDL_TextureAddressMode address_mode;
} VITA_GXM_TextureData;
#endif // SDL_RENDER_VITA_GXM_TYPES_H

View file

@ -255,7 +255,6 @@ typedef struct
VkRenderPass mainRenderpasses[VULKAN_RENDERPASS_COUNT];
VkFramebuffer mainFramebuffer;
VULKAN_Buffer stagingBuffer;
VkFilter scaleMode;
SDL_Rect lockedRect;
int width;
int height;
@ -2600,7 +2599,6 @@ static bool VULKAN_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, S
} else {
textureData->shader = SHADER_ADVANCED;
}
textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? VK_FILTER_NEAREST : VK_FILTER_LINEAR;
#ifdef SDL_HAVE_YUV
// YUV textures must have even width and height. Also create Ycbcr conversion
@ -3093,17 +3091,6 @@ static void VULKAN_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
VULKAN_DestroyBuffer(rendererData, &textureData->stagingBuffer);
}
static void VULKAN_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
VULKAN_TextureData *textureData = (VULKAN_TextureData *)texture->internal;
if (!textureData) {
return;
}
textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? VK_FILTER_NEAREST : VK_FILTER_LINEAR;
}
static bool VULKAN_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
VULKAN_RenderData *rendererData = (VULKAN_RenderData *)renderer->internal;
@ -3775,7 +3762,7 @@ static bool VULKAN_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand
VULKAN_SetupShaderConstants(renderer, cmd, texture, &constants);
switch (textureData->scaleMode) {
switch (cmd->data.draw.texture_scale_mode) {
case VK_FILTER_NEAREST:
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
@ -3801,7 +3788,7 @@ static bool VULKAN_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand
}
break;
default:
return SDL_SetError("Unknown scale mode: %d", textureData->scaleMode);
return SDL_SetError("Unknown scale mode: %d", cmd->data.draw.texture_scale_mode);
}
if (textureData->mainImage.imageLayout != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) {
@ -4290,7 +4277,6 @@ static bool VULKAN_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SD
#endif
renderer->LockTexture = VULKAN_LockTexture;
renderer->UnlockTexture = VULKAN_UnlockTexture;
renderer->SetTextureScaleMode = VULKAN_SetTextureScaleMode;
renderer->SetRenderTarget = VULKAN_SetRenderTarget;
renderer->QueueSetViewport = VULKAN_QueueNoOp;
renderer->QueueSetDrawColor = VULKAN_QueueNoOp;

View file

@ -1695,6 +1695,132 @@ static int SDLCALL render_testUVWrapping(void *arg)
return TEST_COMPLETED;
}
/**
* Tests texture state changes
*/
static int SDLCALL render_testTextureState(void *arg)
{
const Uint8 pixels[8] = {
0x00, 0x00, 0x00, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF
};
const SDL_Color expected[] = {
/* Step 0: plain copy */
{ 0x00, 0x00, 0x00, 0xFF },
{ 0xFF, 0xFF, 0xFF, 0xFF },
/* Step 1: color mod to red */
{ 0x00, 0x00, 0x00, 0xFF },
{ 0xFF, 0x00, 0x00, 0xFF },
/* Step 2: alpha mod to 128 (cleared to green) */
{ 0x00, 0x7F, 0x00, 0xFF },
{ 0x80, 0xFF, 0x80, 0xFF },
/* Step 3: nearest stretch */
{ 0xFF, 0xFF, 0xFF, 0xFF },
{ 0x00, 0xFF, 0x00, 0xFF },
/* Step 4: linear stretch */
{ 0x80, 0x80, 0x80, 0xFF },
{ 0x00, 0xFF, 0x00, 0xFF },
};
SDL_Texture *texture;
SDL_Rect rect;
SDL_FRect dst;
int i;
/* Clear surface to green */
SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer);
/* Create 2-pixel surface. */
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, 2, 1);
SDLTest_AssertCheck(texture != NULL, "Verify SDL_CreateTexture() result");
if (texture == NULL) {
return TEST_ABORTED;
}
SDL_UpdateTexture(texture, NULL, pixels, sizeof(pixels));
dst.x = 0.0f;
dst.y = 0.0f;
dst.w = 2.0f;
dst.h = 1.0f;
/* Step 0: plain copy */
SDL_RenderTexture(renderer, texture, NULL, &dst);
dst.y += 1;
/* Step 1: color mod to red */
SDL_SetTextureColorMod(texture, 0xFF, 0x00, 0x00);
SDL_RenderTexture(renderer, texture, NULL, &dst);
SDL_SetTextureColorMod(texture, 0xFF, 0xFF, 0xFF);
dst.y += 1;
/* Step 2: alpha mod to 128 */
SDL_SetTextureAlphaMod(texture, 0x80);
SDL_RenderTexture(renderer, texture, NULL, &dst);
SDL_SetTextureAlphaMod(texture, 0xFF);
dst.y += 1;
/* Step 3: nearest stretch */
dst.w = 1;
SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
SDL_RenderTexture(renderer, texture, NULL, &dst);
dst.y += 1;
/* Step 4: linear stretch */
dst.w = 1;
SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_LINEAR);
SDL_RenderTexture(renderer, texture, NULL, &dst);
dst.y += 1;
/* Verify results */
rect.x = 0;
rect.y = 0;
rect.w = 2;
rect.h = 1;
for (i = 0; i < SDL_arraysize(expected); ) {
const int MAX_DELTA = 1;
SDL_Color actual;
int deltaR, deltaG, deltaB, deltaA;
SDL_Surface *surface = SDL_RenderReadPixels(renderer, &rect);
SDL_ReadSurfacePixel(surface, 0, 0, &actual.r, &actual.g, &actual.b, &actual.a);
deltaR = (actual.r - expected[i].r);
deltaG = (actual.g - expected[i].g);
deltaB = (actual.b - expected[i].b);
deltaA = (actual.a - expected[i].a);
SDLTest_AssertCheck(SDL_abs(deltaR) <= MAX_DELTA &&
SDL_abs(deltaG) <= MAX_DELTA &&
SDL_abs(deltaB) <= MAX_DELTA &&
SDL_abs(deltaA) <= MAX_DELTA,
"Validate left pixel at step %d, expected %d,%d,%d,%d, got %d,%d,%d,%d", i/2,
expected[i].r, expected[i].g, expected[i].b, expected[i].a,
actual.r, actual.g, actual.b, actual.a);
++i;
SDL_ReadSurfacePixel(surface, 1, 0, &actual.r, &actual.g, &actual.b, &actual.a);
deltaR = (actual.r - expected[i].r);
deltaG = (actual.g - expected[i].g);
deltaB = (actual.b - expected[i].b);
deltaA = (actual.a - expected[i].a);
SDLTest_AssertCheck(SDL_abs(deltaR) <= MAX_DELTA &&
SDL_abs(deltaG) <= MAX_DELTA &&
SDL_abs(deltaB) <= MAX_DELTA &&
SDL_abs(deltaA) <= MAX_DELTA,
"Validate right pixel at step %d, expected %d,%d,%d,%d, got %d,%d,%d,%d", i/2,
expected[i].r, expected[i].g, expected[i].b, expected[i].a,
actual.r, actual.g, actual.b, actual.a);
++i;
SDL_DestroySurface(surface);
rect.y += 1;
}
/* Clean up. */
SDL_DestroyTexture(texture);
return TEST_COMPLETED;
}
/* ================= Test References ================== */
/* Render test cases */
@ -1750,6 +1876,10 @@ static const SDLTest_TestCaseReference renderTestUVWrapping = {
render_testUVWrapping, "render_testUVWrapping", "Tests geometry UV wrapping", TEST_ENABLED
};
static const SDLTest_TestCaseReference renderTestTextureState = {
render_testTextureState, "render_testTextureState", "Tests texture state changes", TEST_ENABLED
};
/* Sequence of Render test cases */
static const SDLTest_TestCaseReference *renderTests[] = {
&renderTestGetNumRenderDrivers,
@ -1765,6 +1895,7 @@ static const SDLTest_TestCaseReference *renderTests[] = {
&renderTestClipRect,
&renderTestLogicalSize,
&renderTestUVWrapping,
&renderTestTextureState,
NULL
};