SDL_render_gl.c 63 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2019 Sam Lantinga <[email protected]>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #include "../../SDL_internal.h"
  19. #if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
  20. #include "SDL_hints.h"
  21. #include "SDL_log.h"
  22. #include "SDL_assert.h"
  23. #include "SDL_opengl.h"
  24. #include "../SDL_sysrender.h"
  25. #include "SDL_shaders_gl.h"
  26. #ifdef __MACOSX__
  27. #include <OpenGL/OpenGL.h>
  28. #endif
  29. /* To prevent unnecessary window recreation,
  30. * these should match the defaults selected in SDL_GL_ResetAttributes
  31. */
  32. #define RENDERER_CONTEXT_MAJOR 2
  33. #define RENDERER_CONTEXT_MINOR 1
  34. /* OpenGL renderer implementation */
  35. /* Details on optimizing the texture path on Mac OS X:
  36. http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
  37. */
  38. /* Used to re-create the window with OpenGL capability */
  39. extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
  40. static const float inv255f = 1.0f / 255.0f;
  41. typedef struct GL_FBOList GL_FBOList;
  42. struct GL_FBOList
  43. {
  44. Uint32 w, h;
  45. GLuint FBO;
  46. GL_FBOList *next;
  47. };
  48. typedef struct
  49. {
  50. SDL_bool viewport_dirty;
  51. SDL_Rect viewport;
  52. SDL_Texture *texture;
  53. SDL_Texture *target;
  54. int drawablew;
  55. int drawableh;
  56. SDL_BlendMode blend;
  57. GL_Shader shader;
  58. SDL_bool cliprect_enabled_dirty;
  59. SDL_bool cliprect_enabled;
  60. SDL_bool cliprect_dirty;
  61. SDL_Rect cliprect;
  62. SDL_bool texturing;
  63. Uint32 color;
  64. Uint32 clear_color;
  65. } GL_DrawStateCache;
  66. typedef struct
  67. {
  68. SDL_GLContext context;
  69. SDL_bool debug_enabled;
  70. SDL_bool GL_ARB_debug_output_supported;
  71. int errors;
  72. char **error_messages;
  73. GLDEBUGPROCARB next_error_callback;
  74. GLvoid *next_error_userparam;
  75. GLenum textype;
  76. SDL_bool GL_ARB_texture_non_power_of_two_supported;
  77. SDL_bool GL_ARB_texture_rectangle_supported;
  78. SDL_bool GL_EXT_framebuffer_object_supported;
  79. GL_FBOList *framebuffers;
  80. /* OpenGL functions */
  81. #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
  82. #include "SDL_glfuncs.h"
  83. #undef SDL_PROC
  84. /* Multitexture support */
  85. SDL_bool GL_ARB_multitexture_supported;
  86. PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
  87. GLint num_texture_units;
  88. PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
  89. PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
  90. PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
  91. PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
  92. PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
  93. /* Shader support */
  94. GL_ShaderContext *shaders;
  95. GL_DrawStateCache drawstate;
  96. } GL_RenderData;
  97. typedef struct
  98. {
  99. GLuint texture;
  100. GLfloat texw;
  101. GLfloat texh;
  102. GLenum format;
  103. GLenum formattype;
  104. void *pixels;
  105. int pitch;
  106. SDL_Rect locked_rect;
  107. /* YUV texture support */
  108. SDL_bool yuv;
  109. SDL_bool nv12;
  110. GLuint utexture;
  111. GLuint vtexture;
  112. GL_FBOList *fbo;
  113. } GL_TextureData;
  114. SDL_FORCE_INLINE const char*
  115. GL_TranslateError (GLenum error)
  116. {
  117. #define GL_ERROR_TRANSLATE(e) case e: return #e;
  118. switch (error) {
  119. GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
  120. GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
  121. GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
  122. GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
  123. GL_ERROR_TRANSLATE(GL_NO_ERROR)
  124. GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW)
  125. GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW)
  126. GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE)
  127. default:
  128. return "UNKNOWN";
  129. }
  130. #undef GL_ERROR_TRANSLATE
  131. }
  132. SDL_FORCE_INLINE void
  133. GL_ClearErrors(SDL_Renderer *renderer)
  134. {
  135. GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
  136. if (!data->debug_enabled)
  137. {
  138. return;
  139. }
  140. if (data->GL_ARB_debug_output_supported) {
  141. if (data->errors) {
  142. int i;
  143. for (i = 0; i < data->errors; ++i) {
  144. SDL_free(data->error_messages[i]);
  145. }
  146. SDL_free(data->error_messages);
  147. data->errors = 0;
  148. data->error_messages = NULL;
  149. }
  150. } else if (data->glGetError != NULL) {
  151. while (data->glGetError() != GL_NO_ERROR) {
  152. /* continue; */
  153. }
  154. }
  155. }
  156. SDL_FORCE_INLINE int
  157. GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
  158. {
  159. GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
  160. int ret = 0;
  161. if (!data->debug_enabled)
  162. {
  163. return 0;
  164. }
  165. if (data->GL_ARB_debug_output_supported) {
  166. if (data->errors) {
  167. int i;
  168. for (i = 0; i < data->errors; ++i) {
  169. SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]);
  170. ret = -1;
  171. }
  172. GL_ClearErrors(renderer);
  173. }
  174. } else {
  175. /* check gl errors (can return multiple errors) */
  176. for (;;) {
  177. GLenum error = data->glGetError();
  178. if (error != GL_NO_ERROR) {
  179. if (prefix == NULL || prefix[0] == '\0') {
  180. prefix = "generic";
  181. }
  182. SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
  183. ret = -1;
  184. } else {
  185. break;
  186. }
  187. }
  188. }
  189. return ret;
  190. }
  191. #if 0
  192. #define GL_CheckError(prefix, renderer)
  193. #else
  194. #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
  195. #endif
  196. static int
  197. GL_LoadFunctions(GL_RenderData * data)
  198. {
  199. #ifdef __SDL_NOGETPROCADDR__
  200. #define SDL_PROC(ret,func,params) data->func=func;
  201. #else
  202. int retval = 0;
  203. #define SDL_PROC(ret,func,params) \
  204. do { \
  205. data->func = SDL_GL_GetProcAddress(#func); \
  206. if ( ! data->func ) { \
  207. retval = SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
  208. } \
  209. } while ( 0 );
  210. #endif /* __SDL_NOGETPROCADDR__ */
  211. #include "SDL_glfuncs.h"
  212. #undef SDL_PROC
  213. return retval;
  214. }
  215. static int
  216. GL_ActivateRenderer(SDL_Renderer * renderer)
  217. {
  218. GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
  219. if (SDL_GL_GetCurrentContext() != data->context) {
  220. if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
  221. return -1;
  222. }
  223. }
  224. GL_ClearErrors(renderer);
  225. return 0;
  226. }
  227. static void APIENTRY
  228. GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam)
  229. {
  230. SDL_Renderer *renderer = (SDL_Renderer *) userParam;
  231. GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
  232. if (type == GL_DEBUG_TYPE_ERROR_ARB) {
  233. /* Record this error */
  234. int errors = data->errors + 1;
  235. char **error_messages = SDL_realloc(data->error_messages, errors * sizeof(*data->error_messages));
  236. if (error_messages) {
  237. data->errors = errors;
  238. data->error_messages = error_messages;
  239. data->error_messages[data->errors-1] = SDL_strdup(message);
  240. }
  241. }
  242. /* If there's another error callback, pass it along, otherwise log it */
  243. if (data->next_error_callback) {
  244. data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam);
  245. } else {
  246. if (type == GL_DEBUG_TYPE_ERROR_ARB) {
  247. SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message);
  248. } else {
  249. SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message);
  250. }
  251. }
  252. }
  253. static GL_FBOList *
  254. GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
  255. {
  256. GL_FBOList *result = data->framebuffers;
  257. while (result && ((result->w != w) || (result->h != h))) {
  258. result = result->next;
  259. }
  260. if (!result) {
  261. result = SDL_malloc(sizeof(GL_FBOList));
  262. if (result) {
  263. result->w = w;
  264. result->h = h;
  265. data->glGenFramebuffersEXT(1, &result->FBO);
  266. result->next = data->framebuffers;
  267. data->framebuffers = result;
  268. }
  269. }
  270. return result;
  271. }
  272. static int
  273. GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
  274. {
  275. SDL_GL_GetDrawableSize(renderer->window, w, h);
  276. return 0;
  277. }
  278. static GLenum GetBlendFunc(SDL_BlendFactor factor)
  279. {
  280. switch (factor) {
  281. case SDL_BLENDFACTOR_ZERO:
  282. return GL_ZERO;
  283. case SDL_BLENDFACTOR_ONE:
  284. return GL_ONE;
  285. case SDL_BLENDFACTOR_SRC_COLOR:
  286. return GL_SRC_COLOR;
  287. case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
  288. return GL_ONE_MINUS_SRC_COLOR;
  289. case SDL_BLENDFACTOR_SRC_ALPHA:
  290. return GL_SRC_ALPHA;
  291. case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
  292. return GL_ONE_MINUS_SRC_ALPHA;
  293. case SDL_BLENDFACTOR_DST_COLOR:
  294. return GL_DST_COLOR;
  295. case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
  296. return GL_ONE_MINUS_DST_COLOR;
  297. case SDL_BLENDFACTOR_DST_ALPHA:
  298. return GL_DST_ALPHA;
  299. case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
  300. return GL_ONE_MINUS_DST_ALPHA;
  301. default:
  302. return GL_INVALID_ENUM;
  303. }
  304. }
  305. static GLenum GetBlendEquation(SDL_BlendOperation operation)
  306. {
  307. switch (operation) {
  308. case SDL_BLENDOPERATION_ADD:
  309. return GL_FUNC_ADD;
  310. case SDL_BLENDOPERATION_SUBTRACT:
  311. return GL_FUNC_SUBTRACT;
  312. case SDL_BLENDOPERATION_REV_SUBTRACT:
  313. return GL_FUNC_REVERSE_SUBTRACT;
  314. default:
  315. return GL_INVALID_ENUM;
  316. }
  317. }
  318. static SDL_bool
  319. GL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
  320. {
  321. SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
  322. SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
  323. SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
  324. SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
  325. SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
  326. SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
  327. if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
  328. GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
  329. GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
  330. GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
  331. GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
  332. GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
  333. return SDL_FALSE;
  334. }
  335. if (colorOperation != alphaOperation) {
  336. return SDL_FALSE;
  337. }
  338. return SDL_TRUE;
  339. }
  340. SDL_FORCE_INLINE int
  341. power_of_2(int input)
  342. {
  343. int value = 1;
  344. while (value < input) {
  345. value <<= 1;
  346. }
  347. return value;
  348. }
  349. SDL_FORCE_INLINE SDL_bool
  350. convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
  351. GLint* internalFormat, GLenum* format, GLenum* type)
  352. {
  353. switch (pixel_format) {
  354. case SDL_PIXELFORMAT_ARGB8888:
  355. case SDL_PIXELFORMAT_RGB888:
  356. *internalFormat = GL_RGBA8;
  357. *format = GL_BGRA;
  358. *type = GL_UNSIGNED_INT_8_8_8_8_REV;
  359. break;
  360. case SDL_PIXELFORMAT_ABGR8888:
  361. case SDL_PIXELFORMAT_BGR888:
  362. *internalFormat = GL_RGBA8;
  363. *format = GL_RGBA;
  364. *type = GL_UNSIGNED_INT_8_8_8_8_REV;
  365. break;
  366. case SDL_PIXELFORMAT_YV12:
  367. case SDL_PIXELFORMAT_IYUV:
  368. case SDL_PIXELFORMAT_NV12:
  369. case SDL_PIXELFORMAT_NV21:
  370. *internalFormat = GL_LUMINANCE;
  371. *format = GL_LUMINANCE;
  372. *type = GL_UNSIGNED_BYTE;
  373. break;
  374. #ifdef __MACOSX__
  375. case SDL_PIXELFORMAT_UYVY:
  376. *internalFormat = GL_RGB8;
  377. *format = GL_YCBCR_422_APPLE;
  378. *type = GL_UNSIGNED_SHORT_8_8_APPLE;
  379. break;
  380. #endif
  381. default:
  382. return SDL_FALSE;
  383. }
  384. return SDL_TRUE;
  385. }
  386. static int
  387. GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
  388. {
  389. GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
  390. const GLenum textype = renderdata->textype;
  391. GL_TextureData *data;
  392. GLint internalFormat;
  393. GLenum format, type;
  394. int texture_w, texture_h;
  395. GLenum scaleMode;
  396. GL_ActivateRenderer(renderer);
  397. renderdata->drawstate.texture = NULL; /* we trash this state. */
  398. if (texture->access == SDL_TEXTUREACCESS_TARGET &&
  399. !renderdata->GL_EXT_framebuffer_object_supported) {
  400. return SDL_SetError("Render targets not supported by OpenGL");
  401. }
  402. if (!convert_format(renderdata, texture->format, &internalFormat,
  403. &format, &type)) {
  404. return SDL_SetError("Texture format %s not supported by OpenGL",
  405. SDL_GetPixelFormatName(texture->format));
  406. }
  407. data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
  408. if (!data) {
  409. return SDL_OutOfMemory();
  410. }
  411. if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
  412. size_t size;
  413. data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
  414. size = texture->h * data->pitch;
  415. if (texture->format == SDL_PIXELFORMAT_YV12 ||
  416. texture->format == SDL_PIXELFORMAT_IYUV) {
  417. /* Need to add size for the U and V planes */
  418. size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
  419. }
  420. if (texture->format == SDL_PIXELFORMAT_NV12 ||
  421. texture->format == SDL_PIXELFORMAT_NV21) {
  422. /* Need to add size for the U/V plane */
  423. size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
  424. }
  425. data->pixels = SDL_calloc(1, size);
  426. if (!data->pixels) {
  427. SDL_free(data);
  428. return SDL_OutOfMemory();
  429. }
  430. }
  431. if (texture->access == SDL_TEXTUREACCESS_TARGET) {
  432. data->fbo = GL_GetFBO(renderdata, texture->w, texture->h);
  433. } else {
  434. data->fbo = NULL;
  435. }
  436. GL_CheckError("", renderer);
  437. renderdata->glGenTextures(1, &data->texture);
  438. if (GL_CheckError("glGenTextures()", renderer) < 0) {
  439. if (data->pixels) {
  440. SDL_free(data->pixels);
  441. }
  442. SDL_free(data);
  443. return -1;
  444. }
  445. texture->driverdata = data;
  446. if (renderdata->GL_ARB_texture_non_power_of_two_supported) {
  447. texture_w = texture->w;
  448. texture_h = texture->h;
  449. data->texw = 1.0f;
  450. data->texh = 1.0f;
  451. } else if (renderdata->GL_ARB_texture_rectangle_supported) {
  452. texture_w = texture->w;
  453. texture_h = texture->h;
  454. data->texw = (GLfloat) texture_w;
  455. data->texh = (GLfloat) texture_h;
  456. } else {
  457. texture_w = power_of_2(texture->w);
  458. texture_h = power_of_2(texture->h);
  459. data->texw = (GLfloat) (texture->w) / texture_w;
  460. data->texh = (GLfloat) texture->h / texture_h;
  461. }
  462. data->format = format;
  463. data->formattype = type;
  464. scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
  465. renderdata->glEnable(textype);
  466. renderdata->glBindTexture(textype, data->texture);
  467. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, scaleMode);
  468. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, scaleMode);
  469. /* According to the spec, CLAMP_TO_EDGE is the default for TEXTURE_RECTANGLE
  470. and setting it causes an INVALID_ENUM error in the latest NVidia drivers.
  471. */
  472. if (textype != GL_TEXTURE_RECTANGLE_ARB) {
  473. renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
  474. GL_CLAMP_TO_EDGE);
  475. renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
  476. GL_CLAMP_TO_EDGE);
  477. }
  478. #ifdef __MACOSX__
  479. #ifndef GL_TEXTURE_STORAGE_HINT_APPLE
  480. #define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
  481. #endif
  482. #ifndef STORAGE_CACHED_APPLE
  483. #define STORAGE_CACHED_APPLE 0x85BE
  484. #endif
  485. #ifndef STORAGE_SHARED_APPLE
  486. #define STORAGE_SHARED_APPLE 0x85BF
  487. #endif
  488. if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
  489. renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
  490. GL_STORAGE_SHARED_APPLE);
  491. } else {
  492. renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
  493. GL_STORAGE_CACHED_APPLE);
  494. }
  495. if (texture->access == SDL_TEXTUREACCESS_STREAMING
  496. && texture->format == SDL_PIXELFORMAT_ARGB8888
  497. && (texture->w % 8) == 0) {
  498. renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
  499. renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  500. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
  501. (data->pitch / SDL_BYTESPERPIXEL(texture->format)));
  502. renderdata->glTexImage2D(textype, 0, internalFormat, texture_w,
  503. texture_h, 0, format, type, data->pixels);
  504. renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
  505. }
  506. else
  507. #endif
  508. {
  509. renderdata->glTexImage2D(textype, 0, internalFormat, texture_w,
  510. texture_h, 0, format, type, NULL);
  511. }
  512. renderdata->glDisable(textype);
  513. if (GL_CheckError("glTexImage2D()", renderer) < 0) {
  514. return -1;
  515. }
  516. if (texture->format == SDL_PIXELFORMAT_YV12 ||
  517. texture->format == SDL_PIXELFORMAT_IYUV) {
  518. data->yuv = SDL_TRUE;
  519. renderdata->glGenTextures(1, &data->utexture);
  520. renderdata->glGenTextures(1, &data->vtexture);
  521. renderdata->glEnable(textype);
  522. renderdata->glBindTexture(textype, data->utexture);
  523. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
  524. scaleMode);
  525. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
  526. scaleMode);
  527. renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
  528. GL_CLAMP_TO_EDGE);
  529. renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
  530. GL_CLAMP_TO_EDGE);
  531. renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
  532. (texture_h+1)/2, 0, format, type, NULL);
  533. renderdata->glBindTexture(textype, data->vtexture);
  534. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
  535. scaleMode);
  536. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
  537. scaleMode);
  538. renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
  539. GL_CLAMP_TO_EDGE);
  540. renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
  541. GL_CLAMP_TO_EDGE);
  542. renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
  543. (texture_h+1)/2, 0, format, type, NULL);
  544. renderdata->glDisable(textype);
  545. }
  546. if (texture->format == SDL_PIXELFORMAT_NV12 ||
  547. texture->format == SDL_PIXELFORMAT_NV21) {
  548. data->nv12 = SDL_TRUE;
  549. renderdata->glGenTextures(1, &data->utexture);
  550. renderdata->glEnable(textype);
  551. renderdata->glBindTexture(textype, data->utexture);
  552. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
  553. scaleMode);
  554. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
  555. scaleMode);
  556. renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
  557. GL_CLAMP_TO_EDGE);
  558. renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
  559. GL_CLAMP_TO_EDGE);
  560. renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w+1)/2,
  561. (texture_h+1)/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
  562. renderdata->glDisable(textype);
  563. }
  564. return GL_CheckError("", renderer);
  565. }
  566. static int
  567. GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
  568. const SDL_Rect * rect, const void *pixels, int pitch)
  569. {
  570. GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
  571. const GLenum textype = renderdata->textype;
  572. GL_TextureData *data = (GL_TextureData *) texture->driverdata;
  573. const int texturebpp = SDL_BYTESPERPIXEL(texture->format);
  574. SDL_assert(texturebpp != 0); /* otherwise, division by zero later. */
  575. GL_ActivateRenderer(renderer);
  576. renderdata->drawstate.texture = NULL; /* we trash this state. */
  577. renderdata->glEnable(textype);
  578. renderdata->glBindTexture(textype, data->texture);
  579. renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  580. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp));
  581. renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
  582. rect->h, data->format, data->formattype,
  583. pixels);
  584. if (data->yuv) {
  585. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
  586. /* Skip to the correct offset into the next texture */
  587. pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
  588. if (texture->format == SDL_PIXELFORMAT_YV12) {
  589. renderdata->glBindTexture(textype, data->vtexture);
  590. } else {
  591. renderdata->glBindTexture(textype, data->utexture);
  592. }
  593. renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
  594. (rect->w+1)/2, (rect->h+1)/2,
  595. data->format, data->formattype, pixels);
  596. /* Skip to the correct offset into the next texture */
  597. pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
  598. if (texture->format == SDL_PIXELFORMAT_YV12) {
  599. renderdata->glBindTexture(textype, data->utexture);
  600. } else {
  601. renderdata->glBindTexture(textype, data->vtexture);
  602. }
  603. renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
  604. (rect->w+1)/2, (rect->h+1)/2,
  605. data->format, data->formattype, pixels);
  606. }
  607. if (data->nv12) {
  608. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
  609. /* Skip to the correct offset into the next texture */
  610. pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
  611. renderdata->glBindTexture(textype, data->utexture);
  612. renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
  613. (rect->w + 1)/2, (rect->h + 1)/2,
  614. GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
  615. }
  616. renderdata->glDisable(textype);
  617. return GL_CheckError("glTexSubImage2D()", renderer);
  618. }
  619. static int
  620. GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
  621. const SDL_Rect * rect,
  622. const Uint8 *Yplane, int Ypitch,
  623. const Uint8 *Uplane, int Upitch,
  624. const Uint8 *Vplane, int Vpitch)
  625. {
  626. GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
  627. const GLenum textype = renderdata->textype;
  628. GL_TextureData *data = (GL_TextureData *) texture->driverdata;
  629. GL_ActivateRenderer(renderer);
  630. renderdata->drawstate.texture = NULL; /* we trash this state. */
  631. renderdata->glEnable(textype);
  632. renderdata->glBindTexture(textype, data->texture);
  633. renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  634. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
  635. renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
  636. rect->h, data->format, data->formattype,
  637. Yplane);
  638. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Upitch);
  639. renderdata->glBindTexture(textype, data->utexture);
  640. renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
  641. (rect->w + 1)/2, (rect->h + 1)/2,
  642. data->format, data->formattype, Uplane);
  643. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Vpitch);
  644. renderdata->glBindTexture(textype, data->vtexture);
  645. renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
  646. (rect->w + 1)/2, (rect->h + 1)/2,
  647. data->format, data->formattype, Vplane);
  648. renderdata->glDisable(textype);
  649. return GL_CheckError("glTexSubImage2D()", renderer);
  650. }
  651. static int
  652. GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
  653. const SDL_Rect * rect, void **pixels, int *pitch)
  654. {
  655. GL_TextureData *data = (GL_TextureData *) texture->driverdata;
  656. data->locked_rect = *rect;
  657. *pixels =
  658. (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
  659. rect->x * SDL_BYTESPERPIXEL(texture->format));
  660. *pitch = data->pitch;
  661. return 0;
  662. }
  663. static void
  664. GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
  665. {
  666. GL_TextureData *data = (GL_TextureData *) texture->driverdata;
  667. const SDL_Rect *rect;
  668. void *pixels;
  669. rect = &data->locked_rect;
  670. pixels =
  671. (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
  672. rect->x * SDL_BYTESPERPIXEL(texture->format));
  673. GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
  674. }
  675. static void
  676. GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
  677. {
  678. GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
  679. const GLenum textype = renderdata->textype;
  680. GL_TextureData *data = (GL_TextureData *) texture->driverdata;
  681. GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
  682. renderdata->glEnable(textype);
  683. renderdata->glBindTexture(textype, data->texture);
  684. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
  685. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
  686. renderdata->glDisable(textype);
  687. if (texture->format == SDL_PIXELFORMAT_YV12 ||
  688. texture->format == SDL_PIXELFORMAT_IYUV) {
  689. renderdata->glEnable(textype);
  690. renderdata->glBindTexture(textype, data->utexture);
  691. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
  692. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
  693. renderdata->glBindTexture(textype, data->vtexture);
  694. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
  695. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
  696. renderdata->glDisable(textype);
  697. }
  698. if (texture->format == SDL_PIXELFORMAT_NV12 ||
  699. texture->format == SDL_PIXELFORMAT_NV21) {
  700. renderdata->glEnable(textype);
  701. renderdata->glBindTexture(textype, data->utexture);
  702. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
  703. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
  704. renderdata->glDisable(textype);
  705. }
  706. }
  707. static int
  708. GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
  709. {
  710. GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
  711. GL_TextureData *texturedata;
  712. GLenum status;
  713. GL_ActivateRenderer(renderer);
  714. if (!data->GL_EXT_framebuffer_object_supported) {
  715. return SDL_SetError("Render targets not supported by OpenGL");
  716. }
  717. data->drawstate.viewport_dirty = SDL_TRUE;
  718. if (texture == NULL) {
  719. data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  720. return 0;
  721. }
  722. texturedata = (GL_TextureData *) texture->driverdata;
  723. data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
  724. /* TODO: check if texture pixel format allows this operation */
  725. data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, data->textype, texturedata->texture, 0);
  726. /* Check FBO status */
  727. status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
  728. if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
  729. return SDL_SetError("glFramebufferTexture2DEXT() failed");
  730. }
  731. return 0;
  732. }
  733. /* !!! FIXME: all these Queue* calls set up the vertex buffer the way the immediate mode
  734. !!! FIXME: renderer wants it, but this might want to operate differently if we move to
  735. !!! FIXME: VBOs at some point. */
  736. static int
  737. GL_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
  738. {
  739. return 0; /* nothing to do in this backend. */
  740. }
  741. static int
  742. GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
  743. {
  744. GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
  745. int i;
  746. if (!verts) {
  747. return -1;
  748. }
  749. cmd->data.draw.count = count;
  750. for (i = 0; i < count; i++) {
  751. *(verts++) = 0.5f + points[i].x;
  752. *(verts++) = 0.5f + points[i].y;
  753. }
  754. return 0;
  755. }
  756. static int
  757. GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
  758. {
  759. GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
  760. int i;
  761. if (!verts) {
  762. return -1;
  763. }
  764. cmd->data.draw.count = count;
  765. for (i = 0; i < count; i++) {
  766. const SDL_FRect *rect = &rects[i];
  767. *(verts++) = rect->x;
  768. *(verts++) = rect->y;
  769. *(verts++) = rect->x + rect->w;
  770. *(verts++) = rect->y + rect->h;
  771. }
  772. return 0;
  773. }
  774. static int
  775. GL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
  776. const SDL_Rect * srcrect, const SDL_FRect * dstrect)
  777. {
  778. GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
  779. GLfloat minx, miny, maxx, maxy;
  780. GLfloat minu, maxu, minv, maxv;
  781. GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
  782. if (!verts) {
  783. return -1;
  784. }
  785. cmd->data.draw.count = 1;
  786. minx = dstrect->x;
  787. miny = dstrect->y;
  788. maxx = dstrect->x + dstrect->w;
  789. maxy = dstrect->y + dstrect->h;
  790. minu = (GLfloat) srcrect->x / texture->w;
  791. minu *= texturedata->texw;
  792. maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
  793. maxu *= texturedata->texw;
  794. minv = (GLfloat) srcrect->y / texture->h;
  795. minv *= texturedata->texh;
  796. maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
  797. maxv *= texturedata->texh;
  798. cmd->data.draw.count = 1;
  799. *(verts++) = minx;
  800. *(verts++) = miny;
  801. *(verts++) = maxx;
  802. *(verts++) = maxy;
  803. *(verts++) = minu;
  804. *(verts++) = maxu;
  805. *(verts++) = minv;
  806. *(verts++) = maxv;
  807. return 0;
  808. }
  809. static int
  810. GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
  811. const SDL_Rect * srcrect, const SDL_FRect * dstrect,
  812. const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
  813. {
  814. GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
  815. GLfloat minx, miny, maxx, maxy;
  816. GLfloat centerx, centery;
  817. GLfloat minu, maxu, minv, maxv;
  818. GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 11 * sizeof (GLfloat), 0, &cmd->data.draw.first);
  819. if (!verts) {
  820. return -1;
  821. }
  822. centerx = center->x;
  823. centery = center->y;
  824. if (flip & SDL_FLIP_HORIZONTAL) {
  825. minx = dstrect->w - centerx;
  826. maxx = -centerx;
  827. }
  828. else {
  829. minx = -centerx;
  830. maxx = dstrect->w - centerx;
  831. }
  832. if (flip & SDL_FLIP_VERTICAL) {
  833. miny = dstrect->h - centery;
  834. maxy = -centery;
  835. }
  836. else {
  837. miny = -centery;
  838. maxy = dstrect->h - centery;
  839. }
  840. minu = (GLfloat) srcrect->x / texture->w;
  841. minu *= texturedata->texw;
  842. maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
  843. maxu *= texturedata->texw;
  844. minv = (GLfloat) srcrect->y / texture->h;
  845. minv *= texturedata->texh;
  846. maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
  847. maxv *= texturedata->texh;
  848. cmd->data.draw.count = 1;
  849. *(verts++) = minx;
  850. *(verts++) = miny;
  851. *(verts++) = maxx;
  852. *(verts++) = maxy;
  853. *(verts++) = minu;
  854. *(verts++) = maxu;
  855. *(verts++) = minv;
  856. *(verts++) = maxv;
  857. *(verts++) = (GLfloat) dstrect->x + centerx;
  858. *(verts++) = (GLfloat) dstrect->y + centery;
  859. *(verts++) = (GLfloat) angle;
  860. return 0;
  861. }
  862. static void
  863. SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
  864. {
  865. const SDL_BlendMode blend = cmd->data.draw.blend;
  866. if (data->drawstate.viewport_dirty) {
  867. const SDL_bool istarget = data->drawstate.target != NULL;
  868. const SDL_Rect *viewport = &data->drawstate.viewport;
  869. data->glMatrixMode(GL_PROJECTION);
  870. data->glLoadIdentity();
  871. data->glViewport(viewport->x,
  872. istarget ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
  873. viewport->w, viewport->h);
  874. if (viewport->w && viewport->h) {
  875. data->glOrtho((GLdouble) 0, (GLdouble) viewport->w,
  876. (GLdouble) istarget ? 0 : viewport->h,
  877. (GLdouble) istarget ? viewport->h : 0,
  878. 0.0, 1.0);
  879. }
  880. data->glMatrixMode(GL_MODELVIEW);
  881. data->drawstate.viewport_dirty = SDL_FALSE;
  882. }
  883. if (data->drawstate.cliprect_enabled_dirty) {
  884. if (!data->drawstate.cliprect_enabled) {
  885. data->glDisable(GL_SCISSOR_TEST);
  886. } else {
  887. data->glEnable(GL_SCISSOR_TEST);
  888. }
  889. data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
  890. }
  891. if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
  892. const SDL_Rect *viewport = &data->drawstate.viewport;
  893. const SDL_Rect *rect = &data->drawstate.cliprect;
  894. data->glScissor(viewport->x + rect->x,
  895. data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
  896. rect->w, rect->h);
  897. data->drawstate.cliprect_dirty = SDL_FALSE;
  898. }
  899. if (blend != data->drawstate.blend) {
  900. if (blend == SDL_BLENDMODE_NONE) {
  901. data->glDisable(GL_BLEND);
  902. } else {
  903. data->glEnable(GL_BLEND);
  904. data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
  905. GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
  906. GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
  907. GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
  908. data->glBlendEquation(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
  909. }
  910. data->drawstate.blend = blend;
  911. }
  912. if (data->shaders && (shader != data->drawstate.shader)) {
  913. GL_SelectShader(data->shaders, shader);
  914. data->drawstate.shader = shader;
  915. }
  916. if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) {
  917. if (cmd->data.draw.texture == NULL) {
  918. data->glDisable(data->textype);
  919. data->drawstate.texturing = SDL_FALSE;
  920. } else {
  921. data->glEnable(data->textype);
  922. data->drawstate.texturing = SDL_TRUE;
  923. }
  924. }
  925. }
  926. static void
  927. SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
  928. {
  929. SDL_Texture *texture = cmd->data.draw.texture;
  930. const GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
  931. GL_Shader shader;
  932. if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
  933. shader = SHADER_RGBA;
  934. } else {
  935. shader = SHADER_RGB;
  936. }
  937. if (data->shaders) {
  938. if (texturedata->yuv || texturedata->nv12) {
  939. switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
  940. case SDL_YUV_CONVERSION_JPEG:
  941. if (texturedata->yuv) {
  942. shader = SHADER_YUV_JPEG;
  943. } else if (texture->format == SDL_PIXELFORMAT_NV12) {
  944. shader = SHADER_NV12_JPEG;
  945. } else {
  946. shader = SHADER_NV21_JPEG;
  947. }
  948. break;
  949. case SDL_YUV_CONVERSION_BT601:
  950. if (texturedata->yuv) {
  951. shader = SHADER_YUV_BT601;
  952. } else if (texture->format == SDL_PIXELFORMAT_NV12) {
  953. shader = SHADER_NV12_BT601;
  954. } else {
  955. shader = SHADER_NV21_BT601;
  956. }
  957. break;
  958. case SDL_YUV_CONVERSION_BT709:
  959. if (texturedata->yuv) {
  960. shader = SHADER_YUV_BT709;
  961. } else if (texture->format == SDL_PIXELFORMAT_NV12) {
  962. shader = SHADER_NV12_BT709;
  963. } else {
  964. shader = SHADER_NV21_BT709;
  965. }
  966. break;
  967. default:
  968. SDL_assert(!"unsupported YUV conversion mode");
  969. break;
  970. }
  971. }
  972. }
  973. SetDrawState(data, cmd, shader);
  974. if (texture != data->drawstate.texture) {
  975. const GLenum textype = data->textype;
  976. if (texturedata->yuv) {
  977. data->glActiveTextureARB(GL_TEXTURE2_ARB);
  978. data->glBindTexture(textype, texturedata->vtexture);
  979. data->glActiveTextureARB(GL_TEXTURE1_ARB);
  980. data->glBindTexture(textype, texturedata->utexture);
  981. }
  982. if (texturedata->nv12) {
  983. data->glActiveTextureARB(GL_TEXTURE1_ARB);
  984. data->glBindTexture(textype, texturedata->utexture);
  985. }
  986. data->glActiveTextureARB(GL_TEXTURE0_ARB);
  987. data->glBindTexture(textype, texturedata->texture);
  988. data->drawstate.texture = texture;
  989. }
  990. }
  991. static int
  992. GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
  993. {
  994. /* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */
  995. GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
  996. size_t i;
  997. if (GL_ActivateRenderer(renderer) < 0) {
  998. return -1;
  999. }
  1000. data->drawstate.target = renderer->target;
  1001. if (!data->drawstate.target) {
  1002. SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh);
  1003. }
  1004. while (cmd) {
  1005. switch (cmd->command) {
  1006. case SDL_RENDERCMD_SETDRAWCOLOR: {
  1007. const Uint8 r = cmd->data.color.r;
  1008. const Uint8 g = cmd->data.color.g;
  1009. const Uint8 b = cmd->data.color.b;
  1010. const Uint8 a = cmd->data.color.a;
  1011. const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
  1012. if (color != data->drawstate.color) {
  1013. data->glColor4f((GLfloat) r * inv255f,
  1014. (GLfloat) g * inv255f,
  1015. (GLfloat) b * inv255f,
  1016. (GLfloat) a * inv255f);
  1017. data->drawstate.color = color;
  1018. }
  1019. break;
  1020. }
  1021. case SDL_RENDERCMD_SETVIEWPORT: {
  1022. SDL_Rect *viewport = &data->drawstate.viewport;
  1023. if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
  1024. SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
  1025. data->drawstate.viewport_dirty = SDL_TRUE;
  1026. }
  1027. break;
  1028. }
  1029. case SDL_RENDERCMD_SETCLIPRECT: {
  1030. const SDL_Rect *rect = &cmd->data.cliprect.rect;
  1031. if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
  1032. data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
  1033. data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
  1034. }
  1035. if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
  1036. SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
  1037. data->drawstate.cliprect_dirty = SDL_TRUE;
  1038. }
  1039. break;
  1040. }
  1041. case SDL_RENDERCMD_CLEAR: {
  1042. const Uint8 r = cmd->data.color.r;
  1043. const Uint8 g = cmd->data.color.g;
  1044. const Uint8 b = cmd->data.color.b;
  1045. const Uint8 a = cmd->data.color.a;
  1046. const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
  1047. if (color != data->drawstate.clear_color) {
  1048. const GLfloat fr = ((GLfloat) r) * inv255f;
  1049. const GLfloat fg = ((GLfloat) g) * inv255f;
  1050. const GLfloat fb = ((GLfloat) b) * inv255f;
  1051. const GLfloat fa = ((GLfloat) a) * inv255f;
  1052. data->glClearColor(fr, fg, fb, fa);
  1053. data->drawstate.clear_color = color;
  1054. }
  1055. if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
  1056. data->glDisable(GL_SCISSOR_TEST);
  1057. data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
  1058. }
  1059. data->glClear(GL_COLOR_BUFFER_BIT);
  1060. break;
  1061. }
  1062. case SDL_RENDERCMD_DRAW_POINTS: {
  1063. const size_t count = cmd->data.draw.count;
  1064. const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
  1065. SetDrawState(data, cmd, SHADER_SOLID);
  1066. data->glBegin(GL_POINTS);
  1067. for (i = 0; i < count; i++, verts += 2) {
  1068. data->glVertex2f(verts[0], verts[1]);
  1069. }
  1070. data->glEnd();
  1071. break;
  1072. }
  1073. case SDL_RENDERCMD_DRAW_LINES: {
  1074. const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
  1075. const size_t count = cmd->data.draw.count;
  1076. SetDrawState(data, cmd, SHADER_SOLID);
  1077. if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
  1078. data->glBegin(GL_LINE_LOOP);
  1079. /* GL_LINE_LOOP takes care of the final segment */
  1080. for (i = 1; i < count; ++i, verts += 2) {
  1081. data->glVertex2f(verts[0], verts[1]);
  1082. }
  1083. data->glEnd();
  1084. } else {
  1085. #if defined(__MACOSX__) || defined(__WIN32__)
  1086. #else
  1087. int x1, y1, x2, y2;
  1088. #endif
  1089. data->glBegin(GL_LINE_STRIP);
  1090. for (i = 0; i < count; ++i, verts += 2) {
  1091. data->glVertex2f(verts[0], verts[1]);
  1092. }
  1093. data->glEnd();
  1094. verts -= 2 * count;
  1095. /* The line is half open, so we need one more point to complete it.
  1096. * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
  1097. * If we have to, we can use vertical line and horizontal line textures
  1098. * for vertical and horizontal lines, and then create custom textures
  1099. * for diagonal lines and software render those. It's terrible, but at
  1100. * least it would be pixel perfect.
  1101. */
  1102. data->glBegin(GL_POINTS);
  1103. #if defined(__MACOSX__) || defined(__WIN32__)
  1104. /* Mac OS X and Windows seem to always leave the last point open */
  1105. data->glVertex2f(verts[(count-1)*2], verts[(count*2)-1]);
  1106. #else
  1107. /* Linux seems to leave the right-most or bottom-most point open */
  1108. x1 = verts[0];
  1109. y1 = verts[1];
  1110. x2 = verts[(count-1)*2];
  1111. y2 = verts[(count*2)-1];
  1112. if (x1 > x2) {
  1113. data->glVertex2f(x1, y1);
  1114. } else if (x2 > x1) {
  1115. data->glVertex2f(x2, y2);
  1116. }
  1117. if (y1 > y2) {
  1118. data->glVertex2f(x1, y1);
  1119. } else if (y2 > y1) {
  1120. data->glVertex2f(x2, y2);
  1121. }
  1122. #endif
  1123. data->glEnd();
  1124. }
  1125. break;
  1126. }
  1127. case SDL_RENDERCMD_FILL_RECTS: {
  1128. const size_t count = cmd->data.draw.count;
  1129. const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
  1130. SetDrawState(data, cmd, SHADER_SOLID);
  1131. for (i = 0; i < count; ++i, verts += 4) {
  1132. data->glRectf(verts[0], verts[1], verts[2], verts[3]);
  1133. }
  1134. break;
  1135. }
  1136. case SDL_RENDERCMD_COPY: {
  1137. const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
  1138. const GLfloat minx = verts[0];
  1139. const GLfloat miny = verts[1];
  1140. const GLfloat maxx = verts[2];
  1141. const GLfloat maxy = verts[3];
  1142. const GLfloat minu = verts[4];
  1143. const GLfloat maxu = verts[5];
  1144. const GLfloat minv = verts[6];
  1145. const GLfloat maxv = verts[7];
  1146. SetCopyState(data, cmd);
  1147. data->glBegin(GL_TRIANGLE_STRIP);
  1148. data->glTexCoord2f(minu, minv);
  1149. data->glVertex2f(minx, miny);
  1150. data->glTexCoord2f(maxu, minv);
  1151. data->glVertex2f(maxx, miny);
  1152. data->glTexCoord2f(minu, maxv);
  1153. data->glVertex2f(minx, maxy);
  1154. data->glTexCoord2f(maxu, maxv);
  1155. data->glVertex2f(maxx, maxy);
  1156. data->glEnd();
  1157. break;
  1158. }
  1159. case SDL_RENDERCMD_COPY_EX: {
  1160. const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
  1161. const GLfloat minx = verts[0];
  1162. const GLfloat miny = verts[1];
  1163. const GLfloat maxx = verts[2];
  1164. const GLfloat maxy = verts[3];
  1165. const GLfloat minu = verts[4];
  1166. const GLfloat maxu = verts[5];
  1167. const GLfloat minv = verts[6];
  1168. const GLfloat maxv = verts[7];
  1169. const GLfloat translatex = verts[8];
  1170. const GLfloat translatey = verts[9];
  1171. const GLdouble angle = verts[10];
  1172. SetCopyState(data, cmd);
  1173. /* Translate to flip, rotate, translate to position */
  1174. data->glPushMatrix();
  1175. data->glTranslatef(translatex, translatey, 0.0f);
  1176. data->glRotated(angle, 0.0, 0.0, 1.0);
  1177. data->glBegin(GL_TRIANGLE_STRIP);
  1178. data->glTexCoord2f(minu, minv);
  1179. data->glVertex2f(minx, miny);
  1180. data->glTexCoord2f(maxu, minv);
  1181. data->glVertex2f(maxx, miny);
  1182. data->glTexCoord2f(minu, maxv);
  1183. data->glVertex2f(minx, maxy);
  1184. data->glTexCoord2f(maxu, maxv);
  1185. data->glVertex2f(maxx, maxy);
  1186. data->glEnd();
  1187. data->glPopMatrix();
  1188. break;
  1189. }
  1190. case SDL_RENDERCMD_NO_OP:
  1191. break;
  1192. }
  1193. cmd = cmd->next;
  1194. }
  1195. return GL_CheckError("", renderer);
  1196. }
  1197. static int
  1198. GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
  1199. Uint32 pixel_format, void * pixels, int pitch)
  1200. {
  1201. GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
  1202. Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ARGB8888;
  1203. void *temp_pixels;
  1204. int temp_pitch;
  1205. GLint internalFormat;
  1206. GLenum format, type;
  1207. Uint8 *src, *dst, *tmp;
  1208. int w, h, length, rows;
  1209. int status;
  1210. GL_ActivateRenderer(renderer);
  1211. if (!convert_format(data, temp_format, &internalFormat, &format, &type)) {
  1212. return SDL_SetError("Texture format %s not supported by OpenGL",
  1213. SDL_GetPixelFormatName(temp_format));
  1214. }
  1215. if (!rect->w || !rect->h) {
  1216. return 0; /* nothing to do. */
  1217. }
  1218. temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
  1219. temp_pixels = SDL_malloc(rect->h * temp_pitch);
  1220. if (!temp_pixels) {
  1221. return SDL_OutOfMemory();
  1222. }
  1223. SDL_GetRendererOutputSize(renderer, &w, &h);
  1224. data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
  1225. data->glPixelStorei(GL_PACK_ROW_LENGTH,
  1226. (temp_pitch / SDL_BYTESPERPIXEL(temp_format)));
  1227. data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
  1228. rect->w, rect->h, format, type, temp_pixels);
  1229. if (GL_CheckError("glReadPixels()", renderer) < 0) {
  1230. SDL_free(temp_pixels);
  1231. return -1;
  1232. }
  1233. /* Flip the rows to be top-down if necessary */
  1234. if (!renderer->target) {
  1235. SDL_bool isstack;
  1236. length = rect->w * SDL_BYTESPERPIXEL(temp_format);
  1237. src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
  1238. dst = (Uint8*)temp_pixels;
  1239. tmp = SDL_small_alloc(Uint8, length, &isstack);
  1240. rows = rect->h / 2;
  1241. while (rows--) {
  1242. SDL_memcpy(tmp, dst, length);
  1243. SDL_memcpy(dst, src, length);
  1244. SDL_memcpy(src, tmp, length);
  1245. dst += temp_pitch;
  1246. src -= temp_pitch;
  1247. }
  1248. SDL_small_free(tmp, isstack);
  1249. }
  1250. status = SDL_ConvertPixels(rect->w, rect->h,
  1251. temp_format, temp_pixels, temp_pitch,
  1252. pixel_format, pixels, pitch);
  1253. SDL_free(temp_pixels);
  1254. return status;
  1255. }
  1256. static void
  1257. GL_RenderPresent(SDL_Renderer * renderer)
  1258. {
  1259. GL_ActivateRenderer(renderer);
  1260. SDL_GL_SwapWindow(renderer->window);
  1261. }
  1262. static void
  1263. GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
  1264. {
  1265. GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
  1266. GL_TextureData *data = (GL_TextureData *) texture->driverdata;
  1267. GL_ActivateRenderer(renderer);
  1268. if (renderdata->drawstate.texture == texture) {
  1269. renderdata->drawstate.texture = NULL;
  1270. }
  1271. if (renderdata->drawstate.target == texture) {
  1272. renderdata->drawstate.target = NULL;
  1273. }
  1274. if (!data) {
  1275. return;
  1276. }
  1277. if (data->texture) {
  1278. renderdata->glDeleteTextures(1, &data->texture);
  1279. }
  1280. if (data->yuv) {
  1281. renderdata->glDeleteTextures(1, &data->utexture);
  1282. renderdata->glDeleteTextures(1, &data->vtexture);
  1283. }
  1284. SDL_free(data->pixels);
  1285. SDL_free(data);
  1286. texture->driverdata = NULL;
  1287. }
  1288. static void
  1289. GL_DestroyRenderer(SDL_Renderer * renderer)
  1290. {
  1291. GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
  1292. if (data) {
  1293. if (data->context != NULL) {
  1294. /* make sure we delete the right resources! */
  1295. GL_ActivateRenderer(renderer);
  1296. }
  1297. GL_ClearErrors(renderer);
  1298. if (data->GL_ARB_debug_output_supported) {
  1299. PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
  1300. /* Uh oh, we don't have a safe way of removing ourselves from the callback chain, if it changed after we set our callback. */
  1301. /* For now, just always replace the callback with the original one */
  1302. glDebugMessageCallbackARBFunc(data->next_error_callback, data->next_error_userparam);
  1303. }
  1304. if (data->shaders) {
  1305. GL_DestroyShaderContext(data->shaders);
  1306. }
  1307. if (data->context) {
  1308. while (data->framebuffers) {
  1309. GL_FBOList *nextnode = data->framebuffers->next;
  1310. /* delete the framebuffer object */
  1311. data->glDeleteFramebuffersEXT(1, &data->framebuffers->FBO);
  1312. GL_CheckError("", renderer);
  1313. SDL_free(data->framebuffers);
  1314. data->framebuffers = nextnode;
  1315. }
  1316. SDL_GL_DeleteContext(data->context);
  1317. }
  1318. SDL_free(data);
  1319. }
  1320. SDL_free(renderer);
  1321. }
  1322. static int
  1323. GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
  1324. {
  1325. GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
  1326. GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
  1327. const GLenum textype = data->textype;
  1328. GL_ActivateRenderer(renderer);
  1329. data->glEnable(textype);
  1330. if (texturedata->yuv) {
  1331. data->glActiveTextureARB(GL_TEXTURE2_ARB);
  1332. data->glBindTexture(textype, texturedata->vtexture);
  1333. data->glActiveTextureARB(GL_TEXTURE1_ARB);
  1334. data->glBindTexture(textype, texturedata->utexture);
  1335. data->glActiveTextureARB(GL_TEXTURE0_ARB);
  1336. }
  1337. data->glBindTexture(textype, texturedata->texture);
  1338. data->drawstate.texturing = SDL_TRUE;
  1339. data->drawstate.texture = texture;
  1340. if(texw) *texw = (float)texturedata->texw;
  1341. if(texh) *texh = (float)texturedata->texh;
  1342. return 0;
  1343. }
  1344. static int
  1345. GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
  1346. {
  1347. GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
  1348. GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
  1349. const GLenum textype = data->textype;
  1350. GL_ActivateRenderer(renderer);
  1351. if (texturedata->yuv) {
  1352. data->glActiveTextureARB(GL_TEXTURE2_ARB);
  1353. data->glDisable(textype);
  1354. data->glActiveTextureARB(GL_TEXTURE1_ARB);
  1355. data->glDisable(textype);
  1356. data->glActiveTextureARB(GL_TEXTURE0_ARB);
  1357. }
  1358. data->glDisable(textype);
  1359. data->drawstate.texturing = SDL_FALSE;
  1360. data->drawstate.texture = NULL;
  1361. return 0;
  1362. }
  1363. SDL_Renderer *
  1364. GL_CreateRenderer(SDL_Window * window, Uint32 flags)
  1365. {
  1366. SDL_Renderer *renderer;
  1367. GL_RenderData *data;
  1368. GLint value;
  1369. Uint32 window_flags;
  1370. int profile_mask = 0, major = 0, minor = 0;
  1371. SDL_bool changed_window = SDL_FALSE;
  1372. SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
  1373. SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
  1374. SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
  1375. window_flags = SDL_GetWindowFlags(window);
  1376. if (!(window_flags & SDL_WINDOW_OPENGL) ||
  1377. profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
  1378. changed_window = SDL_TRUE;
  1379. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
  1380. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
  1381. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
  1382. if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
  1383. goto error;
  1384. }
  1385. }
  1386. renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
  1387. if (!renderer) {
  1388. SDL_OutOfMemory();
  1389. goto error;
  1390. }
  1391. data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
  1392. if (!data) {
  1393. SDL_free(renderer);
  1394. SDL_OutOfMemory();
  1395. goto error;
  1396. }
  1397. renderer->GetOutputSize = GL_GetOutputSize;
  1398. renderer->SupportsBlendMode = GL_SupportsBlendMode;
  1399. renderer->CreateTexture = GL_CreateTexture;
  1400. renderer->UpdateTexture = GL_UpdateTexture;
  1401. renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
  1402. renderer->LockTexture = GL_LockTexture;
  1403. renderer->UnlockTexture = GL_UnlockTexture;
  1404. renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
  1405. renderer->SetRenderTarget = GL_SetRenderTarget;
  1406. renderer->QueueSetViewport = GL_QueueSetViewport;
  1407. renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
  1408. renderer->QueueDrawPoints = GL_QueueDrawPoints;
  1409. renderer->QueueDrawLines = GL_QueueDrawPoints; /* lines and points queue vertices the same way. */
  1410. renderer->QueueFillRects = GL_QueueFillRects;
  1411. renderer->QueueCopy = GL_QueueCopy;
  1412. renderer->QueueCopyEx = GL_QueueCopyEx;
  1413. renderer->RunCommandQueue = GL_RunCommandQueue;
  1414. renderer->RenderReadPixels = GL_RenderReadPixels;
  1415. renderer->RenderPresent = GL_RenderPresent;
  1416. renderer->DestroyTexture = GL_DestroyTexture;
  1417. renderer->DestroyRenderer = GL_DestroyRenderer;
  1418. renderer->GL_BindTexture = GL_BindTexture;
  1419. renderer->GL_UnbindTexture = GL_UnbindTexture;
  1420. renderer->info = GL_RenderDriver.info;
  1421. renderer->info.flags = SDL_RENDERER_ACCELERATED;
  1422. renderer->driverdata = data;
  1423. renderer->window = window;
  1424. data->context = SDL_GL_CreateContext(window);
  1425. if (!data->context) {
  1426. SDL_free(renderer);
  1427. SDL_free(data);
  1428. goto error;
  1429. }
  1430. if (SDL_GL_MakeCurrent(window, data->context) < 0) {
  1431. SDL_GL_DeleteContext(data->context);
  1432. SDL_free(renderer);
  1433. SDL_free(data);
  1434. goto error;
  1435. }
  1436. if (GL_LoadFunctions(data) < 0) {
  1437. SDL_GL_DeleteContext(data->context);
  1438. SDL_free(renderer);
  1439. SDL_free(data);
  1440. goto error;
  1441. }
  1442. #ifdef __MACOSX__
  1443. /* Enable multi-threaded rendering */
  1444. /* Disabled until Ryan finishes his VBO/PBO code...
  1445. CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
  1446. */
  1447. #endif
  1448. if (flags & SDL_RENDERER_PRESENTVSYNC) {
  1449. SDL_GL_SetSwapInterval(1);
  1450. } else {
  1451. SDL_GL_SetSwapInterval(0);
  1452. }
  1453. if (SDL_GL_GetSwapInterval() > 0) {
  1454. renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
  1455. }
  1456. /* Check for debug output support */
  1457. if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
  1458. (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
  1459. data->debug_enabled = SDL_TRUE;
  1460. }
  1461. if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) {
  1462. PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
  1463. data->GL_ARB_debug_output_supported = SDL_TRUE;
  1464. data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)(char *)&data->next_error_callback);
  1465. data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam);
  1466. glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer);
  1467. /* Make sure our callback is called when errors actually happen */
  1468. data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
  1469. }
  1470. data->textype = GL_TEXTURE_2D;
  1471. if (SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
  1472. data->GL_ARB_texture_non_power_of_two_supported = SDL_TRUE;
  1473. } else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
  1474. SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
  1475. data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
  1476. data->textype = GL_TEXTURE_RECTANGLE_ARB;
  1477. }
  1478. if (data->GL_ARB_texture_rectangle_supported) {
  1479. data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value);
  1480. renderer->info.max_texture_width = value;
  1481. renderer->info.max_texture_height = value;
  1482. } else {
  1483. data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
  1484. renderer->info.max_texture_width = value;
  1485. renderer->info.max_texture_height = value;
  1486. }
  1487. /* Check for multitexture support */
  1488. if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
  1489. data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
  1490. if (data->glActiveTextureARB) {
  1491. data->GL_ARB_multitexture_supported = SDL_TRUE;
  1492. data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
  1493. }
  1494. }
  1495. /* Check for shader support */
  1496. if (SDL_GetHintBoolean(SDL_HINT_RENDER_OPENGL_SHADERS, SDL_TRUE)) {
  1497. data->shaders = GL_CreateShaderContext();
  1498. }
  1499. SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
  1500. data->shaders ? "ENABLED" : "DISABLED");
  1501. /* We support YV12 textures using 3 textures and a shader */
  1502. if (data->shaders && data->num_texture_units >= 3) {
  1503. renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
  1504. renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
  1505. renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
  1506. renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
  1507. }
  1508. #ifdef __MACOSX__
  1509. renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
  1510. #endif
  1511. if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) {
  1512. data->GL_EXT_framebuffer_object_supported = SDL_TRUE;
  1513. data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)
  1514. SDL_GL_GetProcAddress("glGenFramebuffersEXT");
  1515. data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
  1516. SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
  1517. data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
  1518. SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
  1519. data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
  1520. SDL_GL_GetProcAddress("glBindFramebufferEXT");
  1521. data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
  1522. SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
  1523. renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
  1524. }
  1525. data->framebuffers = NULL;
  1526. /* Set up parameters for rendering */
  1527. data->glMatrixMode(GL_MODELVIEW);
  1528. data->glLoadIdentity();
  1529. data->glDisable(GL_DEPTH_TEST);
  1530. data->glDisable(GL_CULL_FACE);
  1531. data->glDisable(GL_SCISSOR_TEST);
  1532. data->glDisable(data->textype);
  1533. data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
  1534. data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  1535. /* This ended up causing video discrepancies between OpenGL and Direct3D */
  1536. /* data->glEnable(GL_LINE_SMOOTH); */
  1537. data->drawstate.blend = SDL_BLENDMODE_INVALID;
  1538. data->drawstate.shader = SHADER_INVALID;
  1539. data->drawstate.color = 0xFFFFFFFF;
  1540. data->drawstate.clear_color = 0xFFFFFFFF;
  1541. return renderer;
  1542. error:
  1543. if (changed_window) {
  1544. /* Uh oh, better try to put it back... */
  1545. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
  1546. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
  1547. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
  1548. SDL_RecreateWindow(window, window_flags);
  1549. }
  1550. return NULL;
  1551. }
  1552. SDL_RenderDriver GL_RenderDriver = {
  1553. GL_CreateRenderer,
  1554. {
  1555. "opengl",
  1556. (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
  1557. 4,
  1558. {
  1559. SDL_PIXELFORMAT_ARGB8888,
  1560. SDL_PIXELFORMAT_ABGR8888,
  1561. SDL_PIXELFORMAT_RGB888,
  1562. SDL_PIXELFORMAT_BGR888
  1563. },
  1564. 0,
  1565. 0}
  1566. };
  1567. #endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
  1568. /* vi: set ts=4 sw=4 expandtab: */