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These are integer values internally, but the API has been changed to make it easier to mix other render code with querying those values. Fixes https://github.com/libsdl-org/SDL/issues/7519
2232 lines
79 KiB
C
2232 lines
79 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#if SDL_VIDEO_RENDER_OGL_ES2
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#include "../../video/SDL_sysvideo.h" /* For SDL_RecreateWindow */
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#include <SDL3/SDL_opengles2.h>
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#include "../SDL_sysrender.h"
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#include "../../video/SDL_blit.h"
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#include "../../video/SDL_pixels_c.h"
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#include "SDL_shaders_gles2.h"
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/* WebGL doesn't offer client-side arrays, so use Vertex Buffer Objects
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on Emscripten, which converts GLES2 into WebGL calls.
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In all other cases, attempt to use client-side arrays, as they tend to
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be dramatically faster when not batching, and about the same when
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we are. */
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#define USE_VERTEX_BUFFER_OBJECTS 1
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#else
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#define USE_VERTEX_BUFFER_OBJECTS 0
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#endif
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/* To prevent unnecessary window recreation,
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* these should match the defaults selected in SDL_GL_ResetAttributes
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*/
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#define RENDERER_CONTEXT_MAJOR 2
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#define RENDERER_CONTEXT_MINOR 0
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/*************************************************************************************************
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* Context structures *
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*************************************************************************************************/
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typedef struct GLES2_FBOList GLES2_FBOList;
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struct GLES2_FBOList
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{
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Uint32 w, h;
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GLuint FBO;
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GLES2_FBOList *next;
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};
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typedef struct GLES2_TextureData
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{
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GLuint texture;
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SDL_bool texture_external;
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GLenum texture_type;
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GLenum pixel_format;
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GLenum pixel_type;
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void *pixel_data;
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int pitch;
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#if SDL_HAVE_YUV
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/* YUV texture support */
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SDL_bool yuv;
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SDL_bool nv12;
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GLuint texture_v;
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GLuint texture_v_external;
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GLuint texture_u;
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GLuint texture_u_external;
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#endif
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GLES2_FBOList *fbo;
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} GLES2_TextureData;
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typedef enum
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{
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GLES2_ATTRIBUTE_POSITION = 0,
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GLES2_ATTRIBUTE_COLOR = 1,
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GLES2_ATTRIBUTE_TEXCOORD = 2,
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} GLES2_Attribute;
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typedef enum
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{
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GLES2_UNIFORM_PROJECTION,
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GLES2_UNIFORM_TEXTURE,
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GLES2_UNIFORM_TEXTURE_U,
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GLES2_UNIFORM_TEXTURE_V,
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GLES2_UNIFORM_OFFSET,
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GLES2_UNIFORM_MATRIX,
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NUM_GLES2_UNIFORMS
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} GLES2_Uniform;
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static const char *GLES2_UniformNames[] = {
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"u_projection",
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"u_texture",
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"u_texture_u",
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"u_texture_v",
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"u_offset",
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"u_matrix"
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};
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SDL_COMPILE_TIME_ASSERT(GLES2_UniformNames, SDL_arraysize(GLES2_UniformNames) == NUM_GLES2_UNIFORMS);
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typedef struct GLES2_ProgramCacheEntry
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{
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GLuint id;
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint uniform_locations[NUM_GLES2_UNIFORMS];
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GLfloat projection[4][4];
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const float *shader_params;
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struct GLES2_ProgramCacheEntry *prev;
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struct GLES2_ProgramCacheEntry *next;
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} GLES2_ProgramCacheEntry;
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typedef struct GLES2_ProgramCache
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{
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int count;
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GLES2_ProgramCacheEntry *head;
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GLES2_ProgramCacheEntry *tail;
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} GLES2_ProgramCache;
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typedef enum
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{
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GLES2_IMAGESOURCE_INVALID,
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GLES2_IMAGESOURCE_SOLID,
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GLES2_IMAGESOURCE_TEXTURE_ABGR,
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GLES2_IMAGESOURCE_TEXTURE_ARGB,
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GLES2_IMAGESOURCE_TEXTURE_RGB,
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GLES2_IMAGESOURCE_TEXTURE_BGR,
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GLES2_IMAGESOURCE_TEXTURE_YUV,
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GLES2_IMAGESOURCE_TEXTURE_NV12,
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GLES2_IMAGESOURCE_TEXTURE_NV21,
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GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
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} GLES2_ImageSource;
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typedef struct
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{
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SDL_Rect viewport;
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SDL_bool viewport_dirty;
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SDL_Texture *texture;
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SDL_Texture *target;
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SDL_BlendMode blend;
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SDL_bool cliprect_enabled_dirty;
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SDL_bool cliprect_enabled;
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SDL_bool cliprect_dirty;
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SDL_Rect cliprect;
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SDL_bool texturing;
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SDL_bool texturing_dirty;
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SDL_FColor clear_color;
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SDL_bool clear_color_dirty;
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int drawablew;
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int drawableh;
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GLES2_ProgramCacheEntry *program;
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const float *shader_params;
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GLfloat projection[4][4];
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} GLES2_DrawStateCache;
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typedef struct GLES2_RenderData
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{
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SDL_GLContext context;
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SDL_bool debug_enabled;
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SDL_bool GL_EXT_blend_minmax_supported;
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#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
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#include "SDL_gles2funcs.h"
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#undef SDL_PROC
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GLES2_FBOList *framebuffers;
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GLuint window_framebuffer;
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GLuint shader_id_cache[GLES2_SHADER_COUNT];
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GLES2_ProgramCache program_cache;
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Uint8 clear_r, clear_g, clear_b, clear_a;
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#if USE_VERTEX_BUFFER_OBJECTS
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GLuint vertex_buffers[8];
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size_t vertex_buffer_size[8];
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int current_vertex_buffer;
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#endif
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GLES2_DrawStateCache drawstate;
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GLES2_ShaderIncludeType texcoord_precision_hint;
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} GLES2_RenderData;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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static const char *GL_TranslateError(GLenum error)
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{
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#define GL_ERROR_TRANSLATE(e) \
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case e: \
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return #e;
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switch (error) {
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GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
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GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
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GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
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GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
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GL_ERROR_TRANSLATE(GL_NO_ERROR)
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default:
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return "UNKNOWN";
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}
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#undef GL_ERROR_TRANSLATE
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}
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static void GL_ClearErrors(SDL_Renderer *renderer)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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if (!data->debug_enabled) {
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return;
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}
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while (data->glGetError() != GL_NO_ERROR) {
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/* continue; */
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}
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}
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static int GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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int ret = 0;
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if (!data->debug_enabled) {
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return 0;
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}
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/* check gl errors (can return multiple errors) */
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for (;;) {
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GLenum error = data->glGetError();
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if (error != GL_NO_ERROR) {
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if (!prefix || prefix[0] == '\0') {
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prefix = "generic";
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}
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SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
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ret = -1;
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} else {
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break;
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}
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}
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return ret;
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}
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#if 0
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#define GL_CheckError(prefix, renderer)
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#else
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#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
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#endif
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/*************************************************************************************************
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* Renderer state APIs *
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*************************************************************************************************/
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static int GLES2_LoadFunctions(GLES2_RenderData *data)
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{
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#ifdef SDL_VIDEO_DRIVER_UIKIT
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#define __SDL_NOGETPROCADDR__
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#elif defined(SDL_VIDEO_DRIVER_ANDROID)
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#define __SDL_NOGETPROCADDR__
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#endif
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#if defined __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret, func, params) data->func = func;
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#else
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#define SDL_PROC(ret, func, params) \
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do { \
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data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \
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if (!data->func) { \
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return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
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} \
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} while (0);
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_gles2funcs.h"
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#undef SDL_PROC
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return 0;
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}
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static GLES2_FBOList *GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h)
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{
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GLES2_FBOList *result = data->framebuffers;
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while ((result) && ((result->w != w) || (result->h != h))) {
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result = result->next;
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}
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if (!result) {
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result = (GLES2_FBOList *)SDL_malloc(sizeof(GLES2_FBOList));
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result->w = w;
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result->h = h;
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data->glGenFramebuffers(1, &result->FBO);
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result->next = data->framebuffers;
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data->framebuffers = result;
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}
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return result;
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}
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static int GLES2_ActivateRenderer(SDL_Renderer *renderer)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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if (SDL_GL_GetCurrentContext() != data->context) {
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/* Null out the current program to ensure we set it again */
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data->drawstate.program = NULL;
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if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
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return -1;
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}
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}
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GL_ClearErrors(renderer);
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return 0;
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}
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static void GLES2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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if (event->type == SDL_EVENT_WINDOW_MINIMIZED) {
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/* According to Apple documentation, we need to finish drawing NOW! */
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data->glFinish();
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}
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}
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static GLenum GetBlendFunc(SDL_BlendFactor factor)
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{
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switch (factor) {
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case SDL_BLENDFACTOR_ZERO:
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return GL_ZERO;
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case SDL_BLENDFACTOR_ONE:
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return GL_ONE;
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case SDL_BLENDFACTOR_SRC_COLOR:
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return GL_SRC_COLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
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return GL_ONE_MINUS_SRC_COLOR;
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case SDL_BLENDFACTOR_SRC_ALPHA:
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return GL_SRC_ALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
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return GL_ONE_MINUS_SRC_ALPHA;
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case SDL_BLENDFACTOR_DST_COLOR:
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return GL_DST_COLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
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return GL_ONE_MINUS_DST_COLOR;
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case SDL_BLENDFACTOR_DST_ALPHA:
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return GL_DST_ALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
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return GL_ONE_MINUS_DST_ALPHA;
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default:
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return GL_INVALID_ENUM;
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}
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}
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static GLenum GetBlendEquation(SDL_BlendOperation operation)
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{
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switch (operation) {
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case SDL_BLENDOPERATION_ADD:
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return GL_FUNC_ADD;
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case SDL_BLENDOPERATION_SUBTRACT:
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return GL_FUNC_SUBTRACT;
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case SDL_BLENDOPERATION_REV_SUBTRACT:
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return GL_FUNC_REVERSE_SUBTRACT;
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case SDL_BLENDOPERATION_MINIMUM:
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return GL_MIN_EXT;
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case SDL_BLENDOPERATION_MAXIMUM:
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return GL_MAX_EXT;
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default:
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return GL_INVALID_ENUM;
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}
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}
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static SDL_bool GLES2_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
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SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
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SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
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SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
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SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
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SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
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if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
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GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
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GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
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GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
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GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
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GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
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return SDL_FALSE;
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}
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if (colorOperation == SDL_BLENDOPERATION_MINIMUM && !data->GL_EXT_blend_minmax_supported) {
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return SDL_FALSE;
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}
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if (colorOperation == SDL_BLENDOPERATION_MAXIMUM && !data->GL_EXT_blend_minmax_supported) {
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return SDL_FALSE;
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}
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return SDL_TRUE;
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}
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static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
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{
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GLES2_ProgramCacheEntry *entry;
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GLint linkSuccessful;
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int i;
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/* Check if we've already cached this program */
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entry = data->program_cache.head;
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while (entry) {
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if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
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break;
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}
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entry = entry->next;
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}
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if (entry) {
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if (data->program_cache.head != entry) {
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if (entry->next) {
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entry->next->prev = entry->prev;
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}
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if (entry->prev) {
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entry->prev->next = entry->next;
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}
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entry->prev = NULL;
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entry->next = data->program_cache.head;
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data->program_cache.head->prev = entry;
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data->program_cache.head = entry;
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}
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return entry;
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}
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/* Create a program cache entry */
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entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
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if (!entry) {
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return NULL;
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}
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entry->vertex_shader = vertex;
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entry->fragment_shader = fragment;
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/* Create the program and link it */
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entry->id = data->glCreateProgram();
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data->glAttachShader(entry->id, vertex);
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data->glAttachShader(entry->id, fragment);
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
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data->glLinkProgram(entry->id);
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data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
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if (!linkSuccessful) {
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data->glDeleteProgram(entry->id);
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SDL_free(entry);
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SDL_SetError("Failed to link shader program");
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return NULL;
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}
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/* Predetermine locations of uniform variables */
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for (i = 0; i < NUM_GLES2_UNIFORMS; ++i) {
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entry->uniform_locations[i] = data->glGetUniformLocation(entry->id, GLES2_UniformNames[i]);
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}
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data->glUseProgram(entry->id);
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if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
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data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
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}
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if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
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data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
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}
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if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
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data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
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}
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if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
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data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
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}
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/* Cache the linked program */
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if (data->program_cache.head) {
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entry->next = data->program_cache.head;
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data->program_cache.head->prev = entry;
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} else {
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data->program_cache.tail = entry;
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}
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data->program_cache.head = entry;
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++data->program_cache.count;
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/* Evict the last entry from the cache if we exceed the limit */
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if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
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data->glDeleteProgram(data->program_cache.tail->id);
|
|
data->program_cache.tail = data->program_cache.tail->prev;
|
|
if (data->program_cache.tail) {
|
|
SDL_free(data->program_cache.tail->next);
|
|
data->program_cache.tail->next = NULL;
|
|
}
|
|
--data->program_cache.count;
|
|
}
|
|
return entry;
|
|
}
|
|
|
|
static GLuint GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type)
|
|
{
|
|
GLuint id = 0;
|
|
GLint compileSuccessful = GL_FALSE;
|
|
int attempt, num_src;
|
|
const GLchar *shader_src_list[3];
|
|
const GLchar *shader_body = GLES2_GetShader(type);
|
|
|
|
if (!shader_body) {
|
|
SDL_SetError("No shader body src");
|
|
return 0;
|
|
}
|
|
|
|
for (attempt = 0; attempt < 2 && !compileSuccessful; ++attempt) {
|
|
num_src = 0;
|
|
|
|
shader_src_list[num_src++] = GLES2_GetShaderPrologue(type);
|
|
|
|
if (shader_type == GL_FRAGMENT_SHADER) {
|
|
if (attempt == 0) {
|
|
shader_src_list[num_src++] = GLES2_GetShaderInclude(data->texcoord_precision_hint);
|
|
} else {
|
|
shader_src_list[num_src++] = GLES2_GetShaderInclude(GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION);
|
|
}
|
|
}
|
|
|
|
shader_src_list[num_src++] = shader_body;
|
|
|
|
SDL_assert(num_src <= SDL_arraysize(shader_src_list));
|
|
|
|
#ifdef DEBUG_PRINT_SHADERS
|
|
{
|
|
int i;
|
|
char *message = NULL;
|
|
|
|
SDL_asprintf(&message, "Compiling shader:\n");
|
|
for (i = 0; i < num_src; ++i) {
|
|
char *last_message = message;
|
|
SDL_asprintf(&message, "%s%s", last_message, shader_src_list[i]);
|
|
SDL_free(last_message);
|
|
}
|
|
SDL_Log("%s\n", message);
|
|
SDL_free(message);
|
|
}
|
|
#endif
|
|
|
|
/* Compile */
|
|
id = data->glCreateShader(shader_type);
|
|
data->glShaderSource(id, num_src, shader_src_list, NULL);
|
|
data->glCompileShader(id);
|
|
data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful);
|
|
}
|
|
|
|
if (!compileSuccessful) {
|
|
char *info = NULL;
|
|
int length = 0;
|
|
|
|
data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
|
|
if (length > 0) {
|
|
info = (char *)SDL_malloc(length);
|
|
if (info) {
|
|
data->glGetShaderInfoLog(id, length, &length, info);
|
|
}
|
|
}
|
|
if (info) {
|
|
SDL_SetError("Failed to load the shader %d: %s", type, info);
|
|
SDL_free(info);
|
|
} else {
|
|
SDL_SetError("Failed to load the shader %d", type);
|
|
}
|
|
data->glDeleteShader(id);
|
|
return 0;
|
|
}
|
|
|
|
/* Cache */
|
|
data->shader_id_cache[(Uint32)type] = id;
|
|
|
|
return id;
|
|
}
|
|
|
|
static int GLES2_CacheShaders(GLES2_RenderData *data)
|
|
{
|
|
int shader;
|
|
|
|
data->texcoord_precision_hint = GLES2_GetTexCoordPrecisionEnumFromHint();
|
|
|
|
for (shader = 0; shader < GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; ++shader) {
|
|
GLenum shader_type;
|
|
|
|
if (shader == GLES2_SHADER_VERTEX_DEFAULT) {
|
|
shader_type = GL_VERTEX_SHADER;
|
|
} else {
|
|
shader_type = GL_FRAGMENT_SHADER;
|
|
}
|
|
if (!GLES2_CacheShader(data, (GLES2_ShaderType)shader, shader_type)) {
|
|
return -1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, SDL_Colorspace colorspace)
|
|
{
|
|
GLuint vertex;
|
|
GLuint fragment;
|
|
GLES2_ShaderType vtype, ftype;
|
|
GLES2_ProgramCacheEntry *program;
|
|
const float *shader_params = NULL;
|
|
|
|
/* Select an appropriate shader pair for the specified modes */
|
|
vtype = GLES2_SHADER_VERTEX_DEFAULT;
|
|
switch (source) {
|
|
case GLES2_IMAGESOURCE_SOLID:
|
|
ftype = GLES2_SHADER_FRAGMENT_SOLID;
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_ABGR:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR;
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_ARGB:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB;
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_RGB:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB;
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_BGR:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR;
|
|
break;
|
|
#if SDL_HAVE_YUV
|
|
case GLES2_IMAGESOURCE_TEXTURE_YUV:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV;
|
|
shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8);
|
|
if (!shader_params) {
|
|
SDL_SetError("Unsupported YUV colorspace");
|
|
goto fault;
|
|
}
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_NV12:
|
|
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG;
|
|
} else {
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA;
|
|
}
|
|
shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8);
|
|
if (!shader_params) {
|
|
SDL_SetError("Unsupported YUV colorspace");
|
|
goto fault;
|
|
}
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_NV21:
|
|
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG;
|
|
} else {
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA;
|
|
}
|
|
shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8);
|
|
if (!shader_params) {
|
|
SDL_SetError("Unsupported YUV colorspace");
|
|
goto fault;
|
|
}
|
|
break;
|
|
#endif /* SDL_HAVE_YUV */
|
|
case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES;
|
|
break;
|
|
default:
|
|
goto fault;
|
|
}
|
|
|
|
/* Load the requested shaders */
|
|
vertex = data->shader_id_cache[(Uint32)vtype];
|
|
if (!vertex) {
|
|
vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER);
|
|
if (!vertex) {
|
|
goto fault;
|
|
}
|
|
}
|
|
|
|
fragment = data->shader_id_cache[(Uint32)ftype];
|
|
if (!fragment) {
|
|
fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER);
|
|
if (!fragment) {
|
|
goto fault;
|
|
}
|
|
}
|
|
|
|
/* Check if we need to change programs at all */
|
|
if (data->drawstate.program &&
|
|
data->drawstate.program->vertex_shader == vertex &&
|
|
data->drawstate.program->fragment_shader == fragment &&
|
|
data->drawstate.program->shader_params == shader_params) {
|
|
return 0;
|
|
}
|
|
|
|
/* Generate a matching program */
|
|
program = GLES2_CacheProgram(data, vertex, fragment);
|
|
if (!program) {
|
|
goto fault;
|
|
}
|
|
|
|
/* Select that program in OpenGL */
|
|
data->glUseProgram(program->id);
|
|
|
|
if (shader_params && shader_params != program->shader_params) {
|
|
/* YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0 */
|
|
if (program->uniform_locations[GLES2_UNIFORM_OFFSET] != -1) {
|
|
data->glUniform3f(program->uniform_locations[GLES2_UNIFORM_OFFSET], shader_params[0], shader_params[1], shader_params[2]);
|
|
}
|
|
if (program->uniform_locations[GLES2_UNIFORM_MATRIX] != -1) {
|
|
GLfloat matrix[3 * 3];
|
|
|
|
matrix[0 * 3 + 0] = shader_params[4];
|
|
matrix[0 * 3 + 1] = shader_params[5];
|
|
matrix[0 * 3 + 2] = shader_params[6];
|
|
matrix[1 * 3 + 0] = shader_params[8];
|
|
matrix[1 * 3 + 1] = shader_params[9];
|
|
matrix[1 * 3 + 2] = shader_params[10];
|
|
matrix[2 * 3 + 0] = shader_params[12];
|
|
matrix[2 * 3 + 1] = shader_params[13];
|
|
matrix[2 * 3 + 2] = shader_params[14];
|
|
data->glUniformMatrix3fv(program->uniform_locations[GLES2_UNIFORM_MATRIX], 1, GL_FALSE, matrix);
|
|
}
|
|
program->shader_params = shader_params;
|
|
}
|
|
|
|
/* Set the current program */
|
|
data->drawstate.program = program;
|
|
|
|
/* Clean up and return */
|
|
return 0;
|
|
fault:
|
|
data->drawstate.program = NULL;
|
|
return -1;
|
|
}
|
|
|
|
static int GLES2_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
|
|
{
|
|
return 0; /* nothing to do in this backend. */
|
|
}
|
|
|
|
static int GLES2_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
|
|
{
|
|
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
|
|
SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
|
|
int i;
|
|
SDL_FColor color = cmd->data.draw.color;
|
|
const float color_scale = cmd->data.draw.color_scale;
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
color.r *= color_scale;
|
|
color.g *= color_scale;
|
|
color.b *= color_scale;
|
|
|
|
if (colorswap) {
|
|
float r = color.r;
|
|
color.r = color.b;
|
|
color.b = r;
|
|
}
|
|
|
|
cmd->data.draw.count = count;
|
|
for (i = 0; i < count; i++) {
|
|
verts->position.x = 0.5f + points[i].x;
|
|
verts->position.y = 0.5f + points[i].y;
|
|
verts->color = color;
|
|
verts++;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int GLES2_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
|
|
{
|
|
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
|
|
int i;
|
|
GLfloat prevx, prevy;
|
|
SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
|
|
SDL_FColor color = cmd->data.draw.color;
|
|
const float color_scale = cmd->data.draw.color_scale;
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
color.r *= color_scale;
|
|
color.g *= color_scale;
|
|
color.b *= color_scale;
|
|
|
|
if (colorswap) {
|
|
float r = color.r;
|
|
color.r = color.b;
|
|
color.b = r;
|
|
}
|
|
|
|
cmd->data.draw.count = count;
|
|
|
|
/* 0.5f offset to hit the center of the pixel. */
|
|
prevx = 0.5f + points->x;
|
|
prevy = 0.5f + points->y;
|
|
verts->position.x = prevx;
|
|
verts->position.y = prevy;
|
|
verts->color = color;
|
|
verts++;
|
|
|
|
/* bump the end of each line segment out a quarter of a pixel, to provoke
|
|
the diamond-exit rule. Without this, you won't just drop the last
|
|
pixel of the last line segment, but you might also drop pixels at the
|
|
edge of any given line segment along the way too. */
|
|
for (i = 1; i < count; i++) {
|
|
const GLfloat xstart = prevx;
|
|
const GLfloat ystart = prevy;
|
|
const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
|
|
const GLfloat yend = points[i].y + 0.5f;
|
|
/* bump a little in the direction we are moving in. */
|
|
const GLfloat deltax = xend - xstart;
|
|
const GLfloat deltay = yend - ystart;
|
|
const GLfloat angle = SDL_atan2f(deltay, deltax);
|
|
prevx = xend + (SDL_cosf(angle) * 0.25f);
|
|
prevy = yend + (SDL_sinf(angle) * 0.25f);
|
|
verts->position.x = prevx;
|
|
verts->position.y = prevy;
|
|
verts->color = color;
|
|
verts++;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
|
|
const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride,
|
|
int num_vertices, const void *indices, int num_indices, int size_indices,
|
|
float scale_x, float scale_y)
|
|
{
|
|
int i;
|
|
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
|
|
int count = indices ? num_indices : num_vertices;
|
|
const float color_scale = cmd->data.draw.color_scale;
|
|
|
|
cmd->data.draw.count = count;
|
|
size_indices = indices ? size_indices : 0;
|
|
|
|
if (texture) {
|
|
SDL_Vertex *verts = (SDL_Vertex *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
for (i = 0; i < count; i++) {
|
|
int j;
|
|
float *xy_;
|
|
SDL_FColor col_;
|
|
float *uv_;
|
|
if (size_indices == 4) {
|
|
j = ((const Uint32 *)indices)[i];
|
|
} else if (size_indices == 2) {
|
|
j = ((const Uint16 *)indices)[i];
|
|
} else if (size_indices == 1) {
|
|
j = ((const Uint8 *)indices)[i];
|
|
} else {
|
|
j = i;
|
|
}
|
|
|
|
xy_ = (float *)((char *)xy + j * xy_stride);
|
|
col_ = *(SDL_FColor *)((char *)color + j * color_stride);
|
|
uv_ = (float *)((char *)uv + j * uv_stride);
|
|
|
|
verts->position.x = xy_[0] * scale_x;
|
|
verts->position.y = xy_[1] * scale_y;
|
|
|
|
col_.r *= color_scale;
|
|
col_.g *= color_scale;
|
|
col_.b *= color_scale;
|
|
|
|
if (colorswap) {
|
|
float r = col_.r;
|
|
col_.r = col_.b;
|
|
col_.b = r;
|
|
}
|
|
|
|
verts->color = col_;
|
|
verts->tex_coord.x = uv_[0];
|
|
verts->tex_coord.y = uv_[1];
|
|
verts++;
|
|
}
|
|
|
|
} else {
|
|
SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
for (i = 0; i < count; i++) {
|
|
int j;
|
|
float *xy_;
|
|
SDL_FColor col_;
|
|
|
|
if (size_indices == 4) {
|
|
j = ((const Uint32 *)indices)[i];
|
|
} else if (size_indices == 2) {
|
|
j = ((const Uint16 *)indices)[i];
|
|
} else if (size_indices == 1) {
|
|
j = ((const Uint8 *)indices)[i];
|
|
} else {
|
|
j = i;
|
|
}
|
|
|
|
xy_ = (float *)((char *)xy + j * xy_stride);
|
|
col_ = *(SDL_FColor *)((char *)color + j * color_stride);
|
|
|
|
verts->position.x = xy_[0] * scale_x;
|
|
verts->position.y = xy_[1] * scale_y;
|
|
|
|
col_.r *= color_scale;
|
|
col_.g *= color_scale;
|
|
col_.b *= color_scale;
|
|
|
|
if (colorswap) {
|
|
float r = col_.r;
|
|
col_.r = col_.b;
|
|
col_.b = r;
|
|
}
|
|
|
|
verts->color = col_;
|
|
verts++;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc, void *vertices)
|
|
{
|
|
SDL_Texture *texture = cmd->data.draw.texture;
|
|
const SDL_BlendMode blend = cmd->data.draw.blend;
|
|
GLES2_ProgramCacheEntry *program;
|
|
int stride;
|
|
|
|
SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
|
|
|
|
if (data->drawstate.viewport_dirty) {
|
|
const SDL_Rect *viewport = &data->drawstate.viewport;
|
|
data->glViewport(viewport->x,
|
|
data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
|
|
viewport->w, viewport->h);
|
|
if (viewport->w && viewport->h) {
|
|
data->drawstate.projection[0][0] = 2.0f / viewport->w;
|
|
data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h;
|
|
data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f;
|
|
}
|
|
data->drawstate.viewport_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (data->drawstate.cliprect_enabled_dirty) {
|
|
if (!data->drawstate.cliprect_enabled) {
|
|
data->glDisable(GL_SCISSOR_TEST);
|
|
} else {
|
|
data->glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
|
|
const SDL_Rect *viewport = &data->drawstate.viewport;
|
|
const SDL_Rect *rect = &data->drawstate.cliprect;
|
|
data->glScissor(viewport->x + rect->x,
|
|
data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
|
|
rect->w, rect->h);
|
|
data->drawstate.cliprect_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (data->drawstate.texturing_dirty || ((texture != NULL) != data->drawstate.texturing)) {
|
|
if (!texture) {
|
|
data->glDisableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD);
|
|
data->drawstate.texturing = SDL_FALSE;
|
|
} else {
|
|
data->glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD);
|
|
data->drawstate.texturing = SDL_TRUE;
|
|
}
|
|
data->drawstate.texturing_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (texture) {
|
|
stride = sizeof(SDL_Vertex);
|
|
} else {
|
|
stride = sizeof(SDL_VertexSolid);
|
|
}
|
|
|
|
if (texture) {
|
|
SDL_Vertex *verts = (SDL_Vertex *)(((Uint8 *)vertices) + cmd->data.draw.first);
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->tex_coord);
|
|
}
|
|
|
|
if (GLES2_SelectProgram(data, imgsrc, texture ? texture->colorspace : SDL_COLORSPACE_SRGB) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
program = data->drawstate.program;
|
|
|
|
if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
|
|
if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection)) != 0) {
|
|
data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection);
|
|
SDL_memcpy(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection));
|
|
}
|
|
}
|
|
|
|
if (blend != data->drawstate.blend) {
|
|
if (blend == SDL_BLENDMODE_NONE) {
|
|
data->glDisable(GL_BLEND);
|
|
} else {
|
|
data->glEnable(GL_BLEND);
|
|
data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
|
|
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
|
|
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
|
|
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
|
|
data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
|
|
GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
|
|
}
|
|
data->drawstate.blend = blend;
|
|
}
|
|
|
|
/* all drawing commands use this */
|
|
{
|
|
SDL_VertexSolid *verts = (SDL_VertexSolid *)(((Uint8 *)vertices) + cmd->data.draw.first);
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->position);
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_TRUE /* Normalized */, stride, (const GLvoid *)&verts->color);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertices)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
SDL_Texture *texture = cmd->data.draw.texture;
|
|
int ret;
|
|
|
|
/* Pick an appropriate shader */
|
|
if (renderer->target) {
|
|
/* Check if we need to do color mapping between the source and render target textures */
|
|
if (renderer->target->format != texture->format) {
|
|
switch (texture->format) {
|
|
case SDL_PIXELFORMAT_BGRA32:
|
|
switch (renderer->target->format) {
|
|
case SDL_PIXELFORMAT_RGBA32:
|
|
case SDL_PIXELFORMAT_RGBX32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_BGRX32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
case SDL_PIXELFORMAT_RGBA32:
|
|
switch (renderer->target->format) {
|
|
case SDL_PIXELFORMAT_BGRA32:
|
|
case SDL_PIXELFORMAT_BGRX32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_RGBX32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
case SDL_PIXELFORMAT_BGRX32:
|
|
switch (renderer->target->format) {
|
|
case SDL_PIXELFORMAT_RGBA32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_BGRA32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
break;
|
|
case SDL_PIXELFORMAT_RGBX32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
case SDL_PIXELFORMAT_RGBX32:
|
|
switch (renderer->target->format) {
|
|
case SDL_PIXELFORMAT_RGBA32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
break;
|
|
case SDL_PIXELFORMAT_BGRA32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_BGRX32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
#if SDL_HAVE_YUV
|
|
case SDL_PIXELFORMAT_IYUV:
|
|
case SDL_PIXELFORMAT_YV12:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
|
|
break;
|
|
case SDL_PIXELFORMAT_NV12:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
|
|
break;
|
|
case SDL_PIXELFORMAT_NV21:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
|
|
break;
|
|
#endif
|
|
case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
|
|
break;
|
|
default:
|
|
return SDL_SetError("Unsupported texture format");
|
|
}
|
|
} else {
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
|
|
}
|
|
} else {
|
|
switch (texture->format) {
|
|
case SDL_PIXELFORMAT_BGRA32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_RGBA32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
break;
|
|
case SDL_PIXELFORMAT_BGRX32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_RGBX32:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
break;
|
|
#if SDL_HAVE_YUV
|
|
case SDL_PIXELFORMAT_IYUV:
|
|
case SDL_PIXELFORMAT_YV12:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
|
|
break;
|
|
case SDL_PIXELFORMAT_NV12:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
|
|
break;
|
|
case SDL_PIXELFORMAT_NV21:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
|
|
break;
|
|
#endif
|
|
case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
|
|
break;
|
|
default:
|
|
return SDL_SetError("Unsupported texture format");
|
|
}
|
|
}
|
|
|
|
ret = SetDrawState(data, cmd, sourceType, vertices);
|
|
|
|
if (texture != data->drawstate.texture) {
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
#if 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;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void GLES2_InvalidateCachedState(SDL_Renderer *renderer)
|
|
{
|
|
GLES2_DrawStateCache *cache = &((GLES2_RenderData *)renderer->driverdata)->drawstate;
|
|
cache->viewport_dirty = SDL_TRUE;
|
|
cache->texture = NULL;
|
|
cache->blend = SDL_BLENDMODE_INVALID;
|
|
cache->cliprect_enabled_dirty = SDL_TRUE;
|
|
cache->cliprect_dirty = SDL_TRUE;
|
|
cache->texturing_dirty = SDL_TRUE;
|
|
cache->clear_color_dirty = SDL_TRUE;
|
|
cache->drawablew = 0;
|
|
cache->drawableh = 0;
|
|
cache->program = NULL;
|
|
}
|
|
|
|
static int GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
|
|
|
|
#if USE_VERTEX_BUFFER_OBJECTS
|
|
const int vboidx = data->current_vertex_buffer;
|
|
const GLuint vbo = data->vertex_buffers[vboidx];
|
|
#endif
|
|
|
|
if (GLES2_ActivateRenderer(renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
data->drawstate.target = renderer->target;
|
|
if (!data->drawstate.target) {
|
|
int w, h;
|
|
SDL_GetWindowSizeInPixels(renderer->window, &w, &h);
|
|
if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) {
|
|
data->drawstate.viewport_dirty = SDL_TRUE; // if the window dimensions changed, invalidate the current viewport, etc.
|
|
data->drawstate.cliprect_dirty = SDL_TRUE;
|
|
data->drawstate.drawablew = w;
|
|
data->drawstate.drawableh = h;
|
|
}
|
|
}
|
|
|
|
#if USE_VERTEX_BUFFER_OBJECTS
|
|
/* upload the new VBO data for this set of commands. */
|
|
data->glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
if (data->vertex_buffer_size[vboidx] < vertsize) {
|
|
data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW);
|
|
data->vertex_buffer_size[vboidx] = vertsize;
|
|
} else {
|
|
data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices);
|
|
}
|
|
|
|
/* cycle through a few VBOs so the GL has some time with the data before we replace it. */
|
|
data->current_vertex_buffer++;
|
|
if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
|
|
data->current_vertex_buffer = 0;
|
|
}
|
|
vertices = NULL; /* attrib pointers will be offsets into the VBO. */
|
|
#endif
|
|
|
|
while (cmd) {
|
|
switch (cmd->command) {
|
|
case SDL_RENDERCMD_SETDRAWCOLOR:
|
|
{
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_SETVIEWPORT:
|
|
{
|
|
SDL_Rect *viewport = &data->drawstate.viewport;
|
|
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
|
|
SDL_copyp(viewport, &cmd->data.viewport.rect);
|
|
data->drawstate.viewport_dirty = SDL_TRUE;
|
|
data->drawstate.cliprect_dirty = SDL_TRUE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_SETCLIPRECT:
|
|
{
|
|
const SDL_Rect *rect = &cmd->data.cliprect.rect;
|
|
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
|
|
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
|
|
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
|
|
}
|
|
|
|
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) {
|
|
SDL_copyp(&data->drawstate.cliprect, rect);
|
|
data->drawstate.cliprect_dirty = SDL_TRUE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_CLEAR:
|
|
{
|
|
const float r = (colorswap ? cmd->data.color.color.b : cmd->data.color.color.r) * cmd->data.color.color_scale;
|
|
const float g = cmd->data.color.color.g * cmd->data.color.color_scale;
|
|
const float b = (colorswap ? cmd->data.color.color.r : cmd->data.color.color.b) * cmd->data.color.color_scale;
|
|
const float a = cmd->data.color.color.a;
|
|
if (data->drawstate.clear_color_dirty ||
|
|
(r != data->drawstate.clear_color.r) ||
|
|
(g != data->drawstate.clear_color.g) ||
|
|
(b != data->drawstate.clear_color.b) ||
|
|
(a != data->drawstate.clear_color.a)) {
|
|
data->glClearColor(r, g, b, a);
|
|
data->drawstate.clear_color.r = r;
|
|
data->drawstate.clear_color.g = g;
|
|
data->drawstate.clear_color.b = b;
|
|
data->drawstate.clear_color.a = a;
|
|
data->drawstate.clear_color_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
|
|
data->glDisable(GL_SCISSOR_TEST);
|
|
data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
|
|
}
|
|
|
|
data->glClear(GL_COLOR_BUFFER_BIT);
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_FILL_RECTS: /* unused */
|
|
break;
|
|
|
|
case SDL_RENDERCMD_COPY: /* unused */
|
|
break;
|
|
|
|
case SDL_RENDERCMD_COPY_EX: /* unused */
|
|
break;
|
|
|
|
case SDL_RENDERCMD_DRAW_LINES:
|
|
{
|
|
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices) == 0) {
|
|
size_t count = cmd->data.draw.count;
|
|
if (count > 2) {
|
|
/* joined lines cannot be grouped */
|
|
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
|
|
} else {
|
|
/* let's group non joined lines */
|
|
SDL_RenderCommand *finalcmd = cmd;
|
|
SDL_RenderCommand *nextcmd = cmd->next;
|
|
SDL_BlendMode thisblend = cmd->data.draw.blend;
|
|
|
|
while (nextcmd) {
|
|
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
|
|
if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
|
|
break; /* can't go any further on this draw call, different render command up next. */
|
|
} else if (nextcmd->data.draw.count != 2) {
|
|
break; /* can't go any further on this draw call, those are joined lines */
|
|
} else if (nextcmd->data.draw.blend != thisblend) {
|
|
break; /* can't go any further on this draw call, different blendmode copy up next. */
|
|
} else {
|
|
finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
|
|
count += nextcmd->data.draw.count;
|
|
}
|
|
nextcmd = nextcmd->next;
|
|
}
|
|
|
|
data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
|
|
cmd = finalcmd; /* skip any copy commands we just combined in here. */
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_DRAW_POINTS:
|
|
case SDL_RENDERCMD_GEOMETRY:
|
|
{
|
|
/* as long as we have the same copy command in a row, with the
|
|
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;
|
|
const SDL_RenderCommandType thiscmdtype = cmd->command;
|
|
SDL_RenderCommand *finalcmd = cmd;
|
|
SDL_RenderCommand *nextcmd = cmd->next;
|
|
size_t count = cmd->data.draw.count;
|
|
int ret;
|
|
while (nextcmd) {
|
|
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) {
|
|
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. */
|
|
count += nextcmd->data.draw.count;
|
|
}
|
|
nextcmd = nextcmd->next;
|
|
}
|
|
|
|
if (thistexture) {
|
|
ret = SetCopyState(renderer, cmd, vertices);
|
|
} else {
|
|
ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices);
|
|
}
|
|
|
|
if (ret == 0) {
|
|
int op = GL_TRIANGLES; /* SDL_RENDERCMD_GEOMETRY */
|
|
if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
|
|
op = GL_POINTS;
|
|
}
|
|
data->glDrawArrays(op, 0, (GLsizei)count);
|
|
}
|
|
|
|
cmd = finalcmd; /* skip any copy commands we just combined in here. */
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_NO_OP:
|
|
break;
|
|
}
|
|
|
|
cmd = cmd->next;
|
|
}
|
|
|
|
return GL_CheckError("", renderer);
|
|
}
|
|
|
|
static void GLES2_DestroyRenderer(SDL_Renderer *renderer)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
|
|
/* Deallocate everything */
|
|
if (data) {
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
{
|
|
int i;
|
|
for (i = 0; i < GLES2_SHADER_COUNT; i++) {
|
|
GLuint id = data->shader_id_cache[i];
|
|
if (id) {
|
|
data->glDeleteShader(id);
|
|
}
|
|
}
|
|
}
|
|
{
|
|
GLES2_ProgramCacheEntry *entry;
|
|
GLES2_ProgramCacheEntry *next;
|
|
entry = data->program_cache.head;
|
|
while (entry) {
|
|
data->glDeleteProgram(entry->id);
|
|
next = entry->next;
|
|
SDL_free(entry);
|
|
entry = next;
|
|
}
|
|
}
|
|
|
|
if (data->context) {
|
|
while (data->framebuffers) {
|
|
GLES2_FBOList *nextnode = data->framebuffers->next;
|
|
data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
|
|
GL_CheckError("", renderer);
|
|
SDL_free(data->framebuffers);
|
|
data->framebuffers = nextnode;
|
|
}
|
|
|
|
#if USE_VERTEX_BUFFER_OBJECTS
|
|
data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
|
|
GL_CheckError("", renderer);
|
|
#endif
|
|
|
|
SDL_GL_DeleteContext(data->context);
|
|
}
|
|
|
|
SDL_free(data);
|
|
}
|
|
}
|
|
|
|
static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
|
|
{
|
|
GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_TextureData *data;
|
|
GLenum format;
|
|
GLenum type;
|
|
GLenum scaleMode;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
renderdata->drawstate.texture = NULL; /* we trash this state. */
|
|
|
|
/* Determine the corresponding GLES texture format params */
|
|
switch (texture->format) {
|
|
case SDL_PIXELFORMAT_BGRA32:
|
|
case SDL_PIXELFORMAT_RGBA32:
|
|
case SDL_PIXELFORMAT_BGRX32:
|
|
case SDL_PIXELFORMAT_RGBX32:
|
|
format = GL_RGBA;
|
|
type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
#if SDL_HAVE_YUV
|
|
case SDL_PIXELFORMAT_IYUV:
|
|
case SDL_PIXELFORMAT_YV12:
|
|
case SDL_PIXELFORMAT_NV12:
|
|
case SDL_PIXELFORMAT_NV21:
|
|
format = GL_LUMINANCE;
|
|
type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
#endif
|
|
#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
format = GL_NONE;
|
|
type = GL_NONE;
|
|
break;
|
|
#endif
|
|
default:
|
|
return SDL_SetError("Texture format not supported");
|
|
}
|
|
|
|
if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
|
|
texture->access != SDL_TEXTUREACCESS_STATIC) {
|
|
return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
|
|
}
|
|
|
|
/* Allocate a texture struct */
|
|
data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
|
|
if (!data) {
|
|
return -1;
|
|
}
|
|
data->texture = 0;
|
|
#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
|
|
#else
|
|
data->texture_type = GL_TEXTURE_2D;
|
|
#endif
|
|
data->pixel_format = format;
|
|
data->pixel_type = type;
|
|
#if SDL_HAVE_YUV
|
|
data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
|
|
data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
|
|
data->texture_u = 0;
|
|
data->texture_v = 0;
|
|
#endif
|
|
scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
|
|
|
|
/* Allocate a blob for image renderdata */
|
|
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
size_t size;
|
|
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
|
|
size = (size_t)texture->h * data->pitch;
|
|
#if SDL_HAVE_YUV
|
|
if (data->yuv) {
|
|
/* Need to add size for the U and V planes */
|
|
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
|
|
} else if (data->nv12) {
|
|
/* Need to add size for the U/V plane */
|
|
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
|
|
}
|
|
#endif
|
|
data->pixel_data = SDL_calloc(1, size);
|
|
if (!data->pixel_data) {
|
|
SDL_free(data);
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
/* Allocate the texture */
|
|
GL_CheckError("", renderer);
|
|
|
|
#if SDL_HAVE_YUV
|
|
if (data->yuv) {
|
|
data->texture_v = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER, 0);
|
|
if (data->texture_v) {
|
|
data->texture_v_external = SDL_TRUE;
|
|
} else {
|
|
renderdata->glGenTextures(1, &data->texture_v);
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
renderdata->glActiveTexture(GL_TEXTURE2);
|
|
renderdata->glBindTexture(data->texture_type, data->texture_v);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
|
|
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER, data->texture_v);
|
|
|
|
data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER, 0);
|
|
if (data->texture_u) {
|
|
data->texture_u_external = SDL_TRUE;
|
|
} else {
|
|
renderdata->glGenTextures(1, &data->texture_u);
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
renderdata->glActiveTexture(GL_TEXTURE1);
|
|
renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
|
|
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER, data->texture_u);
|
|
|
|
if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) {
|
|
return SDL_SetError("Unsupported YUV colorspace");
|
|
}
|
|
} else if (data->nv12) {
|
|
data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER, 0);
|
|
if (data->texture_u) {
|
|
data->texture_u_external = SDL_TRUE;
|
|
} else {
|
|
renderdata->glGenTextures(1, &data->texture_u);
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
renderdata->glActiveTexture(GL_TEXTURE1);
|
|
renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
|
|
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, data->texture_u);
|
|
|
|
if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) {
|
|
return SDL_SetError("Unsupported YUV colorspace");
|
|
}
|
|
}
|
|
#endif
|
|
|
|
data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER, 0);
|
|
if (data->texture) {
|
|
data->texture_external = SDL_TRUE;
|
|
} else {
|
|
renderdata->glGenTextures(1, &data->texture);
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
texture->driverdata = data;
|
|
renderdata->glActiveTexture(GL_TEXTURE0);
|
|
renderdata->glBindTexture(data->texture_type, data->texture);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
|
|
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
|
|
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER, data->texture);
|
|
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER, data->texture_type);
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
data->fbo = GLES2_GetFBO((GLES2_RenderData *)renderer->driverdata, texture->w, texture->h);
|
|
} else {
|
|
data->fbo = NULL;
|
|
}
|
|
|
|
return GL_CheckError("", renderer);
|
|
}
|
|
|
|
static int GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
|
|
{
|
|
Uint8 *blob = NULL;
|
|
Uint8 *src;
|
|
size_t src_pitch;
|
|
int y;
|
|
|
|
if ((width == 0) || (height == 0) || (bpp == 0)) {
|
|
return 0; /* nothing to do */
|
|
}
|
|
|
|
/* Reformat the texture data into a tightly packed array */
|
|
src_pitch = (size_t)width * bpp;
|
|
src = (Uint8 *)pixels;
|
|
if ((size_t)pitch != src_pitch) {
|
|
blob = (Uint8 *)SDL_malloc(src_pitch * height);
|
|
if (!blob) {
|
|
return -1;
|
|
}
|
|
src = blob;
|
|
for (y = 0; y < height; ++y) {
|
|
SDL_memcpy(src, pixels, src_pitch);
|
|
src += src_pitch;
|
|
pixels = (Uint8 *)pixels + pitch;
|
|
}
|
|
src = blob;
|
|
}
|
|
|
|
data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
|
|
if (blob) {
|
|
SDL_free(blob);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
const void *pixels, int pitch)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
/* Bail out if we're supposed to update an empty rectangle */
|
|
if (rect->w <= 0 || rect->h <= 0) {
|
|
return 0;
|
|
}
|
|
|
|
data->drawstate.texture = NULL; /* we trash this state. */
|
|
|
|
/* Create a texture subimage with the supplied data */
|
|
data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x,
|
|
rect->y,
|
|
rect->w,
|
|
rect->h,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
|
|
|
|
#if SDL_HAVE_YUV
|
|
if (tdata->yuv) {
|
|
/* Skip to the correct offset into the next texture */
|
|
pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
|
|
if (texture->format == SDL_PIXELFORMAT_YV12) {
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
} else {
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
}
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
pixels, (pitch + 1) / 2, 1);
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
|
|
if (texture->format == SDL_PIXELFORMAT_YV12) {
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
} else {
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
}
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
pixels, (pitch + 1) / 2, 1);
|
|
} else if (tdata->nv12) {
|
|
/* Skip to the correct offset into the next texture */
|
|
pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
GL_LUMINANCE_ALPHA,
|
|
GL_UNSIGNED_BYTE,
|
|
pixels, 2 * ((pitch + 1) / 2), 2);
|
|
}
|
|
#endif
|
|
|
|
return GL_CheckError("glTexSubImage2D()", renderer);
|
|
}
|
|
|
|
#if SDL_HAVE_YUV
|
|
static int GLES2_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
|
|
const SDL_Rect *rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *Uplane, int Upitch,
|
|
const Uint8 *Vplane, int Vpitch)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
/* Bail out if we're supposed to update an empty rectangle */
|
|
if (rect->w <= 0 || rect->h <= 0) {
|
|
return 0;
|
|
}
|
|
|
|
data->drawstate.texture = NULL; /* we trash this state. */
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
Vplane, Vpitch, 1);
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
Uplane, Upitch, 1);
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x,
|
|
rect->y,
|
|
rect->w,
|
|
rect->h,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
Yplane, Ypitch, 1);
|
|
|
|
return GL_CheckError("glTexSubImage2D()", renderer);
|
|
}
|
|
|
|
static int GLES2_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
|
|
const SDL_Rect *rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *UVplane, int UVpitch)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
/* Bail out if we're supposed to update an empty rectangle */
|
|
if (rect->w <= 0 || rect->h <= 0) {
|
|
return 0;
|
|
}
|
|
|
|
data->drawstate.texture = NULL; /* we trash this state. */
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
GL_LUMINANCE_ALPHA,
|
|
GL_UNSIGNED_BYTE,
|
|
UVplane, UVpitch, 2);
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x,
|
|
rect->y,
|
|
rect->w,
|
|
rect->h,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
Yplane, Ypitch, 1);
|
|
|
|
return GL_CheckError("glTexSubImage2D()", renderer);
|
|
}
|
|
#endif
|
|
|
|
static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
void **pixels, int *pitch)
|
|
{
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
/* Retrieve the buffer/pitch for the specified region */
|
|
*pixels = (Uint8 *)tdata->pixel_data +
|
|
(tdata->pitch * rect->y) +
|
|
(rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
*pitch = tdata->pitch;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
{
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
SDL_Rect rect;
|
|
|
|
/* We do whole texture updates, at least for now */
|
|
rect.x = 0;
|
|
rect.y = 0;
|
|
rect.w = texture->w;
|
|
rect.h = texture->h;
|
|
GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
|
|
}
|
|
|
|
static void GLES2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
|
|
{
|
|
GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_TextureData *data = (GLES2_TextureData *)texture->driverdata;
|
|
GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
|
|
|
|
#if 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 int GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_TextureData *texturedata = NULL;
|
|
GLenum status;
|
|
|
|
data->drawstate.viewport_dirty = SDL_TRUE;
|
|
|
|
if (!texture) {
|
|
data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
|
|
} else {
|
|
texturedata = (GLES2_TextureData *)texture->driverdata;
|
|
data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
|
|
/* TODO: check if texture pixel format allows this operation */
|
|
data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
|
|
/* Check FBO status */
|
|
status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
return SDL_SetError("glFramebufferTexture2D() failed");
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
if (data->drawstate.texture == texture) {
|
|
data->drawstate.texture = NULL;
|
|
}
|
|
if (data->drawstate.target == texture) {
|
|
data->drawstate.target = NULL;
|
|
}
|
|
|
|
/* Destroy the texture */
|
|
if (tdata) {
|
|
if (tdata->texture && !tdata->texture_external) {
|
|
data->glDeleteTextures(1, &tdata->texture);
|
|
}
|
|
#if SDL_HAVE_YUV
|
|
if (tdata->texture_v && !tdata->texture_v_external) {
|
|
data->glDeleteTextures(1, &tdata->texture_v);
|
|
}
|
|
if (tdata->texture_u && !tdata->texture_u_external) {
|
|
data->glDeleteTextures(1, &tdata->texture_u);
|
|
}
|
|
#endif
|
|
SDL_free(tdata->pixel_data);
|
|
SDL_free(tdata);
|
|
texture->driverdata = NULL;
|
|
}
|
|
}
|
|
|
|
static SDL_Surface *GLES2_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
|
|
{
|
|
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
SDL_PixelFormatEnum format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32;
|
|
float h;
|
|
SDL_Surface *surface;
|
|
|
|
surface = SDL_CreateSurface(rect->w, rect->h, format);
|
|
if (!surface) {
|
|
return NULL;
|
|
}
|
|
|
|
SDL_GetCurrentRenderOutputSize(renderer, NULL, &h);
|
|
|
|
data->glReadPixels(rect->x, renderer->target ? rect->y : ((int)h - rect->y) - rect->h,
|
|
rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
|
|
if (GL_CheckError("glReadPixels()", renderer) < 0) {
|
|
SDL_DestroySurface(surface);
|
|
return NULL;
|
|
}
|
|
|
|
/* Flip the rows to be top-down if necessary */
|
|
if (!renderer->target) {
|
|
SDL_bool isstack;
|
|
int length = rect->w * SDL_BYTESPERPIXEL(format);
|
|
Uint8 *src = (Uint8 *)surface->pixels + (rect->h - 1) * surface->pitch;
|
|
Uint8 *dst = (Uint8 *)surface->pixels;
|
|
Uint8 *tmp = SDL_small_alloc(Uint8, length, &isstack);
|
|
int rows = rect->h / 2;
|
|
while (rows--) {
|
|
SDL_memcpy(tmp, dst, length);
|
|
SDL_memcpy(dst, src, length);
|
|
SDL_memcpy(src, tmp, length);
|
|
dst += surface->pitch;
|
|
src -= surface->pitch;
|
|
}
|
|
SDL_small_free(tmp, isstack);
|
|
}
|
|
return surface;
|
|
}
|
|
|
|
static int GLES2_RenderPresent(SDL_Renderer *renderer)
|
|
{
|
|
/* Tell the video driver to swap buffers */
|
|
return SDL_GL_SwapWindow(renderer->window);
|
|
}
|
|
|
|
static int GLES2_SetVSync(SDL_Renderer *renderer, const int vsync)
|
|
{
|
|
int retval;
|
|
int interval = 0;
|
|
|
|
#ifdef SDL_PLATFORM_WINRT
|
|
/* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync
|
|
* is turned on. Not doing so will freeze the screen's contents to that
|
|
* of the first drawn frame.
|
|
*/
|
|
if (vsync == 0) {
|
|
return SDL_Unsupported();
|
|
}
|
|
#endif
|
|
|
|
retval = SDL_GL_SetSwapInterval(vsync);
|
|
if (retval < 0) {
|
|
return retval;
|
|
}
|
|
|
|
retval = SDL_GL_GetSwapInterval(&interval);
|
|
if (retval < 0) {
|
|
return retval;
|
|
}
|
|
if (interval != vsync) {
|
|
return SDL_Unsupported();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*************************************************************************************************
|
|
* Renderer instantiation *
|
|
*************************************************************************************************/
|
|
|
|
static int GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props)
|
|
{
|
|
GLES2_RenderData *data = NULL;
|
|
SDL_WindowFlags window_flags = 0; /* -Wconditional-uninitialized */
|
|
GLint window_framebuffer;
|
|
GLint value;
|
|
int profile_mask = 0, major = 0, minor = 0;
|
|
SDL_bool changed_window = SDL_FALSE;
|
|
|
|
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask) < 0) {
|
|
goto error;
|
|
}
|
|
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major) < 0) {
|
|
goto error;
|
|
}
|
|
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor) < 0) {
|
|
goto error;
|
|
}
|
|
|
|
SDL_SyncWindow(window);
|
|
window_flags = SDL_GetWindowFlags(window);
|
|
|
|
/* OpenGL ES 3.0 is a superset of OpenGL ES 2.0 */
|
|
if (!(window_flags & SDL_WINDOW_OPENGL) ||
|
|
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) {
|
|
|
|
changed_window = SDL_TRUE;
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
|
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_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL) < 0) {
|
|
goto error;
|
|
}
|
|
}
|
|
|
|
SDL_SetupRendererColorspace(renderer, create_props);
|
|
|
|
if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) {
|
|
SDL_SetError("Unsupported output colorspace");
|
|
goto error;
|
|
}
|
|
|
|
data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData));
|
|
if (!data) {
|
|
goto error;
|
|
}
|
|
renderer->driverdata = data;
|
|
GLES2_InvalidateCachedState(renderer);
|
|
renderer->window = window;
|
|
|
|
renderer->name = GLES2_RenderDriver.name;
|
|
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
|
|
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
|
|
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
|
|
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
|
|
|
|
/* Create an OpenGL ES 2.0 context */
|
|
data->context = SDL_GL_CreateContext(window);
|
|
if (!data->context) {
|
|
goto error;
|
|
}
|
|
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
|
|
SDL_GL_DeleteContext(data->context);
|
|
goto error;
|
|
}
|
|
|
|
if (GLES2_LoadFunctions(data) < 0) {
|
|
SDL_GL_DeleteContext(data->context);
|
|
goto error;
|
|
}
|
|
|
|
if (GLES2_CacheShaders(data) < 0) {
|
|
SDL_GL_DeleteContext(data->context);
|
|
goto error;
|
|
}
|
|
|
|
/* 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;
|
|
}
|
|
|
|
value = 0;
|
|
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
|
|
SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value);
|
|
|
|
#if USE_VERTEX_BUFFER_OBJECTS
|
|
/* we keep a few of these and cycle through them, so data can live for a few frames. */
|
|
data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
|
|
#endif
|
|
|
|
data->framebuffers = NULL;
|
|
data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
|
|
data->window_framebuffer = (GLuint)window_framebuffer;
|
|
|
|
/* Populate the function pointers for the module */
|
|
renderer->WindowEvent = GLES2_WindowEvent;
|
|
renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
|
|
renderer->CreateTexture = GLES2_CreateTexture;
|
|
renderer->UpdateTexture = GLES2_UpdateTexture;
|
|
#if SDL_HAVE_YUV
|
|
renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
|
|
renderer->UpdateTextureNV = GLES2_UpdateTextureNV;
|
|
#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;
|
|
renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
|
|
renderer->QueueDrawLines = GLES2_QueueDrawLines;
|
|
renderer->QueueGeometry = GLES2_QueueGeometry;
|
|
renderer->InvalidateCachedState = GLES2_InvalidateCachedState;
|
|
renderer->RunCommandQueue = GLES2_RunCommandQueue;
|
|
renderer->RenderReadPixels = GLES2_RenderReadPixels;
|
|
renderer->RenderPresent = GLES2_RenderPresent;
|
|
renderer->DestroyTexture = GLES2_DestroyTexture;
|
|
renderer->DestroyRenderer = GLES2_DestroyRenderer;
|
|
renderer->SetVSync = GLES2_SetVSync;
|
|
#if SDL_HAVE_YUV
|
|
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
|
|
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV);
|
|
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12);
|
|
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21);
|
|
#endif
|
|
#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
if (GLES2_CacheShader(data, GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, GL_FRAGMENT_SHADER)) {
|
|
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_EXTERNAL_OES);
|
|
}
|
|
#endif
|
|
|
|
renderer->rect_index_order[0] = 0;
|
|
renderer->rect_index_order[1] = 1;
|
|
renderer->rect_index_order[2] = 3;
|
|
renderer->rect_index_order[3] = 1;
|
|
renderer->rect_index_order[4] = 3;
|
|
renderer->rect_index_order[5] = 2;
|
|
|
|
if (SDL_GL_ExtensionSupported("GL_EXT_blend_minmax")) {
|
|
data->GL_EXT_blend_minmax_supported = SDL_TRUE;
|
|
}
|
|
|
|
/* Set up parameters for rendering */
|
|
data->glActiveTexture(GL_TEXTURE0);
|
|
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_COLOR);
|
|
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
|
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
data->drawstate.clear_color.r = 1.0f;
|
|
data->drawstate.clear_color.g = 1.0f;
|
|
data->drawstate.clear_color.b = 1.0f;
|
|
data->drawstate.clear_color.a = 1.0f;
|
|
data->drawstate.projection[3][0] = -1.0f;
|
|
data->drawstate.projection[3][3] = 1.0f;
|
|
|
|
GL_CheckError("", renderer);
|
|
|
|
return 0;
|
|
|
|
error:
|
|
SDL_free(data);
|
|
if (changed_window) {
|
|
/* Uh oh, better try to put it back... */
|
|
char *error = SDL_strdup(SDL_GetError());
|
|
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);
|
|
SDL_SetError("%s", error);
|
|
SDL_free(error);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
SDL_RenderDriver GLES2_RenderDriver = {
|
|
GLES2_CreateRenderer, "opengles2"
|
|
};
|
|
|
|
#endif /* SDL_VIDEO_RENDER_OGL_ES2 */
|