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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2019 Sam Lantinga <[email protected]>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "../../SDL_internal.h"
- #if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
- #include "SDL_assert.h"
- #include "SDL_hints.h"
- #include "SDL_opengles2.h"
- #include "../SDL_sysrender.h"
- #include "../../video/SDL_blit.h"
- #include "SDL_shaders_gles2.h"
- /* To prevent unnecessary window recreation,
- * these should match the defaults selected in SDL_GL_ResetAttributes
- */
- #define RENDERER_CONTEXT_MAJOR 2
- #define RENDERER_CONTEXT_MINOR 0
- /* Used to re-create the window with OpenGL ES capability */
- extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
- /*************************************************************************************************
- * Context structures *
- *************************************************************************************************/
- typedef struct GLES2_FBOList GLES2_FBOList;
- struct GLES2_FBOList
- {
- Uint32 w, h;
- GLuint FBO;
- GLES2_FBOList *next;
- };
- typedef struct GLES2_TextureData
- {
- GLenum texture;
- GLenum texture_type;
- GLenum pixel_format;
- GLenum pixel_type;
- void *pixel_data;
- int pitch;
- /* YUV texture support */
- SDL_bool yuv;
- SDL_bool nv12;
- GLenum texture_v;
- GLenum texture_u;
- GLES2_FBOList *fbo;
- } GLES2_TextureData;
- typedef struct GLES2_ShaderCacheEntry
- {
- GLuint id;
- GLES2_ShaderType type;
- const GLES2_ShaderInstance *instance;
- int references;
- struct GLES2_ShaderCacheEntry *prev;
- struct GLES2_ShaderCacheEntry *next;
- } GLES2_ShaderCacheEntry;
- typedef struct GLES2_ShaderCache
- {
- int count;
- GLES2_ShaderCacheEntry *head;
- } GLES2_ShaderCache;
- typedef struct GLES2_ProgramCacheEntry
- {
- GLuint id;
- GLES2_ShaderCacheEntry *vertex_shader;
- GLES2_ShaderCacheEntry *fragment_shader;
- GLuint uniform_locations[16];
- Uint32 color;
- GLfloat projection[4][4];
- struct GLES2_ProgramCacheEntry *prev;
- struct GLES2_ProgramCacheEntry *next;
- } GLES2_ProgramCacheEntry;
- typedef struct GLES2_ProgramCache
- {
- int count;
- GLES2_ProgramCacheEntry *head;
- GLES2_ProgramCacheEntry *tail;
- } GLES2_ProgramCache;
- typedef enum
- {
- GLES2_ATTRIBUTE_POSITION = 0,
- GLES2_ATTRIBUTE_TEXCOORD = 1,
- GLES2_ATTRIBUTE_ANGLE = 2,
- GLES2_ATTRIBUTE_CENTER = 3,
- } GLES2_Attribute;
- typedef enum
- {
- GLES2_UNIFORM_PROJECTION,
- GLES2_UNIFORM_TEXTURE,
- GLES2_UNIFORM_COLOR,
- GLES2_UNIFORM_TEXTURE_U,
- GLES2_UNIFORM_TEXTURE_V
- } GLES2_Uniform;
- typedef enum
- {
- GLES2_IMAGESOURCE_INVALID,
- GLES2_IMAGESOURCE_SOLID,
- GLES2_IMAGESOURCE_TEXTURE_ABGR,
- GLES2_IMAGESOURCE_TEXTURE_ARGB,
- GLES2_IMAGESOURCE_TEXTURE_RGB,
- GLES2_IMAGESOURCE_TEXTURE_BGR,
- GLES2_IMAGESOURCE_TEXTURE_YUV,
- GLES2_IMAGESOURCE_TEXTURE_NV12,
- GLES2_IMAGESOURCE_TEXTURE_NV21,
- GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
- } GLES2_ImageSource;
- typedef struct
- {
- SDL_Rect viewport;
- SDL_bool viewport_dirty;
- SDL_Texture *texture;
- SDL_Texture *target;
- SDL_BlendMode blend;
- SDL_bool cliprect_enabled_dirty;
- SDL_bool cliprect_enabled;
- SDL_bool cliprect_dirty;
- SDL_Rect cliprect;
- SDL_bool texturing;
- SDL_bool is_copy_ex;
- Uint32 color;
- Uint32 clear_color;
- int drawablew;
- int drawableh;
- GLES2_ProgramCacheEntry *program;
- GLfloat projection[4][4];
- } GLES2_DrawStateCache;
- typedef struct GLES2_RenderData
- {
- SDL_GLContext *context;
- SDL_bool debug_enabled;
- #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
- #include "SDL_gles2funcs.h"
- #undef SDL_PROC
- GLES2_FBOList *framebuffers;
- GLuint window_framebuffer;
- int shader_format_count;
- GLenum *shader_formats;
- GLES2_ShaderCache shader_cache;
- GLES2_ProgramCache program_cache;
- Uint8 clear_r, clear_g, clear_b, clear_a;
- GLuint vertex_buffers[8];
- size_t vertex_buffer_size[8];
- int current_vertex_buffer;
- GLES2_DrawStateCache drawstate;
- } GLES2_RenderData;
- #define GLES2_MAX_CACHED_PROGRAMS 8
- static const float inv255f = 1.0f / 255.0f;
- SDL_FORCE_INLINE const char*
- GL_TranslateError (GLenum error)
- {
- #define GL_ERROR_TRANSLATE(e) case e: return #e;
- switch (error) {
- GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
- GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
- GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
- GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
- GL_ERROR_TRANSLATE(GL_NO_ERROR)
- default:
- return "UNKNOWN";
- }
- #undef GL_ERROR_TRANSLATE
- }
- SDL_FORCE_INLINE void
- GL_ClearErrors(SDL_Renderer *renderer)
- {
- GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
- if (!data->debug_enabled) {
- return;
- }
- while (data->glGetError() != GL_NO_ERROR) {
- /* continue; */
- }
- }
- SDL_FORCE_INLINE int
- GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
- {
- GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
- int ret = 0;
- if (!data->debug_enabled) {
- return 0;
- }
- /* check gl errors (can return multiple errors) */
- for (;;) {
- GLenum error = data->glGetError();
- if (error != GL_NO_ERROR) {
- if (prefix == NULL || prefix[0] == '\0') {
- prefix = "generic";
- }
- SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
- ret = -1;
- } else {
- break;
- }
- }
- return ret;
- }
- #if 0
- #define GL_CheckError(prefix, renderer)
- #else
- #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
- #endif
- /*************************************************************************************************
- * Renderer state APIs *
- *************************************************************************************************/
- static int GLES2_LoadFunctions(GLES2_RenderData * data)
- {
- #if SDL_VIDEO_DRIVER_UIKIT
- #define __SDL_NOGETPROCADDR__
- #elif SDL_VIDEO_DRIVER_ANDROID
- #define __SDL_NOGETPROCADDR__
- #elif SDL_VIDEO_DRIVER_PANDORA
- #define __SDL_NOGETPROCADDR__
- #endif
- #if defined __SDL_NOGETPROCADDR__
- #define SDL_PROC(ret,func,params) data->func=func;
- #else
- #define SDL_PROC(ret,func,params) \
- do { \
- data->func = SDL_GL_GetProcAddress(#func); \
- if ( ! data->func ) { \
- return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
- } \
- } while ( 0 );
- #endif /* __SDL_NOGETPROCADDR__ */
- #include "SDL_gles2funcs.h"
- #undef SDL_PROC
- return 0;
- }
- static GLES2_FBOList *
- GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h)
- {
- GLES2_FBOList *result = data->framebuffers;
- while ((result) && ((result->w != w) || (result->h != h)) ) {
- result = result->next;
- }
- if (result == NULL) {
- result = SDL_malloc(sizeof(GLES2_FBOList));
- result->w = w;
- result->h = h;
- data->glGenFramebuffers(1, &result->FBO);
- result->next = data->framebuffers;
- data->framebuffers = result;
- }
- return result;
- }
- static int
- GLES2_ActivateRenderer(SDL_Renderer * renderer)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
- if (SDL_GL_GetCurrentContext() != data->context) {
- /* Null out the current program to ensure we set it again */
- data->drawstate.program = NULL;
- if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
- return -1;
- }
- }
- GL_ClearErrors(renderer);
- return 0;
- }
- static void
- GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
- if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
- /* According to Apple documentation, we need to finish drawing NOW! */
- data->glFinish();
- }
- }
- static int
- GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
- {
- SDL_GL_GetDrawableSize(renderer->window, w, h);
- return 0;
- }
- static GLenum GetBlendFunc(SDL_BlendFactor factor)
- {
- switch (factor) {
- case SDL_BLENDFACTOR_ZERO:
- return GL_ZERO;
- case SDL_BLENDFACTOR_ONE:
- return GL_ONE;
- case SDL_BLENDFACTOR_SRC_COLOR:
- return GL_SRC_COLOR;
- case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
- return GL_ONE_MINUS_SRC_COLOR;
- case SDL_BLENDFACTOR_SRC_ALPHA:
- return GL_SRC_ALPHA;
- case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
- return GL_ONE_MINUS_SRC_ALPHA;
- case SDL_BLENDFACTOR_DST_COLOR:
- return GL_DST_COLOR;
- case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
- return GL_ONE_MINUS_DST_COLOR;
- case SDL_BLENDFACTOR_DST_ALPHA:
- return GL_DST_ALPHA;
- case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
- return GL_ONE_MINUS_DST_ALPHA;
- default:
- return GL_INVALID_ENUM;
- }
- }
- static GLenum GetBlendEquation(SDL_BlendOperation operation)
- {
- switch (operation) {
- case SDL_BLENDOPERATION_ADD:
- return GL_FUNC_ADD;
- case SDL_BLENDOPERATION_SUBTRACT:
- return GL_FUNC_SUBTRACT;
- case SDL_BLENDOPERATION_REV_SUBTRACT:
- return GL_FUNC_REVERSE_SUBTRACT;
- default:
- return GL_INVALID_ENUM;
- }
- }
- static SDL_bool
- GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
- {
- SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
- SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
- SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
- SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
- SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
- SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
- if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
- GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
- GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
- GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
- GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
- GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
- return SDL_FALSE;
- }
- return SDL_TRUE;
- }
- static void
- GLES2_EvictShader(GLES2_RenderData *data, GLES2_ShaderCacheEntry *entry)
- {
- /* Unlink the shader from the cache */
- if (entry->next) {
- entry->next->prev = entry->prev;
- }
- if (entry->prev) {
- entry->prev->next = entry->next;
- }
- if (data->shader_cache.head == entry) {
- data->shader_cache.head = entry->next;
- }
- --data->shader_cache.count;
- /* Deallocate the shader */
- data->glDeleteShader(entry->id);
- SDL_free(entry);
- }
- static GLES2_ProgramCacheEntry *
- GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
- GLES2_ShaderCacheEntry *fragment)
- {
- GLES2_ProgramCacheEntry *entry;
- GLES2_ShaderCacheEntry *shaderEntry;
- GLint linkSuccessful;
- /* Check if we've already cached this program */
- entry = data->program_cache.head;
- while (entry) {
- if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
- break;
- }
- entry = entry->next;
- }
- if (entry) {
- if (data->program_cache.head != entry) {
- if (entry->next) {
- entry->next->prev = entry->prev;
- }
- if (entry->prev) {
- entry->prev->next = entry->next;
- }
- entry->prev = NULL;
- entry->next = data->program_cache.head;
- data->program_cache.head->prev = entry;
- data->program_cache.head = entry;
- }
- return entry;
- }
- /* Create a program cache entry */
- entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
- if (!entry) {
- SDL_OutOfMemory();
- return NULL;
- }
- entry->vertex_shader = vertex;
- entry->fragment_shader = fragment;
- /* Create the program and link it */
- entry->id = data->glCreateProgram();
- data->glAttachShader(entry->id, vertex->id);
- data->glAttachShader(entry->id, fragment->id);
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
- data->glLinkProgram(entry->id);
- data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
- if (!linkSuccessful) {
- data->glDeleteProgram(entry->id);
- SDL_free(entry);
- SDL_SetError("Failed to link shader program");
- return NULL;
- }
- /* Predetermine locations of uniform variables */
- entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
- data->glGetUniformLocation(entry->id, "u_projection");
- entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
- data->glGetUniformLocation(entry->id, "u_texture_v");
- entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
- data->glGetUniformLocation(entry->id, "u_texture_u");
- entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
- data->glGetUniformLocation(entry->id, "u_texture");
- entry->uniform_locations[GLES2_UNIFORM_COLOR] =
- data->glGetUniformLocation(entry->id, "u_color");
- entry->color = 0;
- data->glUseProgram(entry->id);
- if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
- }
- if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
- }
- if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
- }
- if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
- data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
- }
- if (entry->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
- data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f);
- }
- /* Cache the linked program */
- if (data->program_cache.head) {
- entry->next = data->program_cache.head;
- data->program_cache.head->prev = entry;
- } else {
- data->program_cache.tail = entry;
- }
- data->program_cache.head = entry;
- ++data->program_cache.count;
- /* Increment the refcount of the shaders we're using */
- ++vertex->references;
- ++fragment->references;
- /* Evict the last entry from the cache if we exceed the limit */
- if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
- shaderEntry = data->program_cache.tail->vertex_shader;
- if (--shaderEntry->references <= 0) {
- GLES2_EvictShader(data, shaderEntry);
- }
- shaderEntry = data->program_cache.tail->fragment_shader;
- if (--shaderEntry->references <= 0) {
- GLES2_EvictShader(data, shaderEntry);
- }
- data->glDeleteProgram(data->program_cache.tail->id);
- data->program_cache.tail = data->program_cache.tail->prev;
- if (data->program_cache.tail != NULL) {
- SDL_free(data->program_cache.tail->next);
- data->program_cache.tail->next = NULL;
- }
- --data->program_cache.count;
- }
- return entry;
- }
- static GLES2_ShaderCacheEntry *
- GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type)
- {
- const GLES2_Shader *shader;
- const GLES2_ShaderInstance *instance = NULL;
- GLES2_ShaderCacheEntry *entry = NULL;
- GLint compileSuccessful = GL_FALSE;
- int i, j;
- /* Find the corresponding shader */
- shader = GLES2_GetShader(type);
- if (!shader) {
- SDL_SetError("No shader matching the requested characteristics was found");
- return NULL;
- }
- /* Find a matching shader instance that's supported on this hardware */
- for (i = 0; i < shader->instance_count && !instance; ++i) {
- for (j = 0; j < data->shader_format_count && !instance; ++j) {
- if (!shader->instances[i]) {
- continue;
- }
- if (shader->instances[i]->format != data->shader_formats[j]) {
- continue;
- }
- instance = shader->instances[i];
- }
- }
- if (!instance) {
- SDL_SetError("The specified shader cannot be loaded on the current platform");
- return NULL;
- }
- /* Check if we've already cached this shader */
- entry = data->shader_cache.head;
- while (entry) {
- if (entry->instance == instance) {
- break;
- }
- entry = entry->next;
- }
- if (entry) {
- return entry;
- }
- /* Create a shader cache entry */
- entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
- if (!entry) {
- SDL_OutOfMemory();
- return NULL;
- }
- entry->type = type;
- entry->instance = instance;
- /* Compile or load the selected shader instance */
- entry->id = data->glCreateShader(instance->type);
- if (instance->format == (GLenum)-1) {
- data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL);
- data->glCompileShader(entry->id);
- data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
- } else {
- data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
- compileSuccessful = GL_TRUE;
- }
- if (!compileSuccessful) {
- SDL_bool isstack = SDL_FALSE;
- char *info = NULL;
- int length = 0;
- data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
- if (length > 0) {
- info = SDL_small_alloc(char, length, &isstack);
- if (info) {
- data->glGetShaderInfoLog(entry->id, length, &length, info);
- }
- }
- if (info) {
- SDL_SetError("Failed to load the shader: %s", info);
- SDL_small_free(info, isstack);
- } else {
- SDL_SetError("Failed to load the shader");
- }
- data->glDeleteShader(entry->id);
- SDL_free(entry);
- return NULL;
- }
- /* Link the shader entry in at the front of the cache */
- if (data->shader_cache.head) {
- entry->next = data->shader_cache.head;
- data->shader_cache.head->prev = entry;
- }
- data->shader_cache.head = entry;
- ++data->shader_cache.count;
- return entry;
- }
- static int
- GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h)
- {
- GLES2_ShaderCacheEntry *vertex = NULL;
- GLES2_ShaderCacheEntry *fragment = NULL;
- GLES2_ShaderType vtype, ftype;
- GLES2_ProgramCacheEntry *program;
- /* 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_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_ABGR:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_ARGB:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_RGB:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_BGR:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_YUV:
- switch (SDL_GetYUVConversionModeForResolution(w, h)) {
- case SDL_YUV_CONVERSION_JPEG:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
- break;
- case SDL_YUV_CONVERSION_BT601:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
- break;
- case SDL_YUV_CONVERSION_BT709:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
- break;
- default:
- SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
- goto fault;
- }
- break;
- case GLES2_IMAGESOURCE_TEXTURE_NV12:
- switch (SDL_GetYUVConversionModeForResolution(w, h)) {
- case SDL_YUV_CONVERSION_JPEG:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
- break;
- case SDL_YUV_CONVERSION_BT601:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
- break;
- case SDL_YUV_CONVERSION_BT709:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
- break;
- default:
- SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
- goto fault;
- }
- break;
- case GLES2_IMAGESOURCE_TEXTURE_NV21:
- switch (SDL_GetYUVConversionModeForResolution(w, h)) {
- case SDL_YUV_CONVERSION_JPEG:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
- break;
- case SDL_YUV_CONVERSION_BT601:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
- break;
- case SDL_YUV_CONVERSION_BT709:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
- break;
- default:
- SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
- goto fault;
- }
- break;
- case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
- break;
- default:
- goto fault;
- }
- /* Load the requested shaders */
- vertex = GLES2_CacheShader(data, vtype);
- if (!vertex) {
- goto fault;
- }
- fragment = GLES2_CacheShader(data, ftype);
- 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) {
- 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);
- /* Set the current program */
- data->drawstate.program = program;
- /* Clean up and return */
- return 0;
- fault:
- if (vertex && vertex->references <= 0) {
- GLES2_EvictShader(data, vertex);
- }
- if (fragment && fragment->references <= 0) {
- GLES2_EvictShader(data, fragment);
- }
- data->drawstate.program = NULL;
- return -1;
- }
- static int
- GLES2_QueueSetViewport(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)
- {
- GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
- int i;
- if (!verts) {
- return -1;
- }
- cmd->data.draw.count = count;
- for (i = 0; i < count; i++) {
- *(verts++) = 0.5f + points[i].x;
- *(verts++) = 0.5f + points[i].y;
- }
- return 0;
- }
- static int
- GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
- {
- GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
- int i;
- if (!verts) {
- return -1;
- }
- cmd->data.draw.count = count;
- for (i = 0; i < count; i++) {
- const SDL_FRect *rect = &rects[i];
- const GLfloat minx = rect->x;
- const GLfloat maxx = rect->x + rect->w;
- const GLfloat miny = rect->y;
- const GLfloat maxy = rect->y + rect->h;
- *(verts++) = minx;
- *(verts++) = miny;
- *(verts++) = maxx;
- *(verts++) = miny;
- *(verts++) = minx;
- *(verts++) = maxy;
- *(verts++) = maxx;
- *(verts++) = maxy;
- }
- return 0;
- }
- static int
- GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect)
- {
- GLfloat minx, miny, maxx, maxy;
- GLfloat minu, maxu, minv, maxv;
- GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
- if (!verts) {
- return -1;
- }
- cmd->data.draw.count = 1;
- minx = dstrect->x;
- miny = dstrect->y;
- maxx = dstrect->x + dstrect->w;
- maxy = dstrect->y + dstrect->h;
- minu = (GLfloat) srcrect->x / texture->w;
- maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
- minv = (GLfloat) srcrect->y / texture->h;
- maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
- *(verts++) = minx;
- *(verts++) = miny;
- *(verts++) = maxx;
- *(verts++) = miny;
- *(verts++) = minx;
- *(verts++) = maxy;
- *(verts++) = maxx;
- *(verts++) = maxy;
- *(verts++) = minu;
- *(verts++) = minv;
- *(verts++) = maxu;
- *(verts++) = minv;
- *(verts++) = minu;
- *(verts++) = maxv;
- *(verts++) = maxu;
- *(verts++) = maxv;
- return 0;
- }
- static int
- GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
- const SDL_Rect * srcquad, const SDL_FRect * dstrect,
- const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
- {
- /* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
- const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
- const GLfloat s = (GLfloat) SDL_sin(radian_angle);
- const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
- const GLfloat centerx = center->x + dstrect->x;
- const GLfloat centery = center->y + dstrect->y;
- GLfloat minx, miny, maxx, maxy;
- GLfloat minu, maxu, minv, maxv;
- GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 32 * sizeof (GLfloat), 0, &cmd->data.draw.first);
- if (!verts) {
- return -1;
- }
- if (flip & SDL_FLIP_HORIZONTAL) {
- minx = dstrect->x + dstrect->w;
- maxx = dstrect->x;
- } else {
- minx = dstrect->x;
- maxx = dstrect->x + dstrect->w;
- }
- if (flip & SDL_FLIP_VERTICAL) {
- miny = dstrect->y + dstrect->h;
- maxy = dstrect->y;
- } else {
- miny = dstrect->y;
- maxy = dstrect->y + dstrect->h;
- }
- minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w);
- maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w);
- minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
- maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
- cmd->data.draw.count = 1;
- *(verts++) = minx;
- *(verts++) = miny;
- *(verts++) = maxx;
- *(verts++) = miny;
- *(verts++) = minx;
- *(verts++) = maxy;
- *(verts++) = maxx;
- *(verts++) = maxy;
- *(verts++) = minu;
- *(verts++) = minv;
- *(verts++) = maxu;
- *(verts++) = minv;
- *(verts++) = minu;
- *(verts++) = maxv;
- *(verts++) = maxu;
- *(verts++) = maxv;
- *(verts++) = s;
- *(verts++) = c;
- *(verts++) = s;
- *(verts++) = c;
- *(verts++) = s;
- *(verts++) = c;
- *(verts++) = s;
- *(verts++) = c;
- *(verts++) = centerx;
- *(verts++) = centery;
- *(verts++) = centerx;
- *(verts++) = centery;
- *(verts++) = centerx;
- *(verts++) = centery;
- *(verts++) = centerx;
- *(verts++) = centery;
- return 0;
- }
- static int
- SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc)
- {
- const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
- const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
- SDL_Texture *texture = cmd->data.draw.texture;
- const SDL_BlendMode blend = cmd->data.draw.blend;
- GLES2_ProgramCacheEntry *program;
- 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 (texture != data->drawstate.texture) {
- if ((texture != NULL) != data->drawstate.texturing) {
- if (texture == NULL) {
- data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
- data->drawstate.texturing = SDL_FALSE;
- } else {
- data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
- data->drawstate.texturing = SDL_TRUE;
- }
- }
- if (texture) {
- GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
- 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);
- }
- data->glBindTexture(tdata->texture_type, tdata->texture);
- }
- data->drawstate.texture = texture;
- }
- if (texture) {
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 8)));
- }
- if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 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 (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
- if (data->drawstate.color != program->color) {
- const Uint8 r = (data->drawstate.color >> 16) & 0xFF;
- const Uint8 g = (data->drawstate.color >> 8) & 0xFF;
- const Uint8 b = (data->drawstate.color >> 0) & 0xFF;
- const Uint8 a = (data->drawstate.color >> 24) & 0xFF;
- data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
- program->color = data->drawstate.color;
- }
- }
- 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 */
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.draw.first);
- if (is_copy_ex != was_copy_ex) {
- if (is_copy_ex) {
- data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
- data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
- } else {
- data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
- data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
- }
- data->drawstate.is_copy_ex = is_copy_ex;
- }
- if (is_copy_ex) {
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 16)));
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 24)));
- }
- return 0;
- }
- static int
- SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd)
- {
- GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
- GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- SDL_Texture *texture = cmd->data.draw.texture;
- /* 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_ARGB8888:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_ABGR8888:
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- }
- break;
- case SDL_PIXELFORMAT_ABGR8888:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_ARGB8888:
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- }
- break;
- case SDL_PIXELFORMAT_RGB888:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_ABGR8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_ARGB8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- }
- break;
- case SDL_PIXELFORMAT_BGR888:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_ABGR8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- case SDL_PIXELFORMAT_ARGB8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
- break;
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- }
- break;
- 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;
- 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_ARGB8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_ABGR8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
- break;
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- 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;
- case SDL_PIXELFORMAT_EXTERNAL_OES:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
- break;
- default:
- return SDL_SetError("Unsupported texture format");
- }
- }
- return SetDrawState(data, cmd, sourceType);
- }
- 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_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
- const int vboidx = data->current_vertex_buffer;
- const GLuint vbo = data->vertex_buffers[vboidx];
- size_t i;
- if (GLES2_ActivateRenderer(renderer) < 0) {
- return -1;
- }
- data->drawstate.target = renderer->target;
- if (!data->drawstate.target) {
- SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh);
- }
- /* 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;
- }
- while (cmd) {
- switch (cmd->command) {
- case SDL_RENDERCMD_SETDRAWCOLOR: {
- const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
- const Uint8 g = cmd->data.color.g;
- const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
- const Uint8 a = cmd->data.color.a;
- data->drawstate.color = ((a << 24) | (r << 16) | (g << 8) | b);
- break;
- }
- case SDL_RENDERCMD_SETVIEWPORT: {
- SDL_Rect *viewport = &data->drawstate.viewport;
- if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
- SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
- data->drawstate.viewport_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 (SDL_Rect)) != 0) {
- SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
- data->drawstate.cliprect_dirty = SDL_TRUE;
- }
- break;
- }
- case SDL_RENDERCMD_CLEAR: {
- const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
- const Uint8 g = cmd->data.color.g;
- const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
- const Uint8 a = cmd->data.color.a;
- const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
- if (color != data->drawstate.clear_color) {
- const GLfloat fr = ((GLfloat) r) * inv255f;
- const GLfloat fg = ((GLfloat) g) * inv255f;
- const GLfloat fb = ((GLfloat) b) * inv255f;
- const GLfloat fa = ((GLfloat) a) * inv255f;
- data->glClearColor(fr, fg, fb, fa);
- data->drawstate.clear_color = color;
- }
- 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_DRAW_POINTS: {
- if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
- data->glDrawArrays(GL_POINTS, 0, (GLsizei) cmd->data.draw.count);
- }
- break;
- }
- case SDL_RENDERCMD_DRAW_LINES: {
- const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
- const size_t count = cmd->data.draw.count;
- if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
- if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
- /* GL_LINE_LOOP takes care of the final segment */
- data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1));
- } else {
- data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
- /* We need to close the endpoint of the line */
- data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1);
- }
- }
- break;
- }
- case SDL_RENDERCMD_FILL_RECTS: {
- const size_t count = cmd->data.draw.count;
- size_t offset = 0;
- if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
- for (i = 0; i < count; ++i, offset += 4) {
- data->glDrawArrays(GL_TRIANGLE_STRIP, (GLsizei) offset, 4);
- }
- }
- break;
- }
- case SDL_RENDERCMD_COPY:
- case SDL_RENDERCMD_COPY_EX: {
- if (SetCopyState(renderer, cmd) == 0) {
- data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- }
- 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);
- {
- GLES2_ShaderCacheEntry *entry;
- GLES2_ShaderCacheEntry *next;
- entry = data->shader_cache.head;
- while (entry) {
- data->glDeleteShader(entry->id);
- next = entry->next;
- SDL_free(entry);
- entry = next;
- }
- }
- {
- 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;
- }
- data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
- GL_CheckError("", renderer);
- SDL_GL_DeleteContext(data->context);
- }
- SDL_free(data->shader_formats);
- SDL_free(data);
- }
- SDL_free(renderer);
- }
- static int
- GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- 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_ARGB8888:
- case SDL_PIXELFORMAT_ABGR8888:
- case SDL_PIXELFORMAT_RGB888:
- case SDL_PIXELFORMAT_BGR888:
- format = GL_RGBA;
- type = GL_UNSIGNED_BYTE;
- break;
- case SDL_PIXELFORMAT_IYUV:
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_NV12:
- case SDL_PIXELFORMAT_NV21:
- format = GL_LUMINANCE;
- type = GL_UNSIGNED_BYTE;
- break;
- #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 SDL_OutOfMemory();
- }
- 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;
- 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;
- scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? 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 = texture->h * data->pitch;
- 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);
- }
- data->pixel_data = SDL_calloc(1, size);
- if (!data->pixel_data) {
- SDL_free(data);
- return SDL_OutOfMemory();
- }
- }
- /* Allocate the texture */
- GL_CheckError("", renderer);
- if (data->yuv) {
- 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);
- 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;
- }
- } else if (data->nv12) {
- 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;
- }
- }
- 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;
- }
- }
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- data->fbo = GLES2_GetFBO(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;
- int 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 = width * bpp;
- src = (Uint8 *)pixels;
- if (pitch != src_pitch) {
- blob = (Uint8 *)SDL_malloc(src_pitch * height);
- if (!blob) {
- return SDL_OutOfMemory();
- }
- 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 (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);
- }
- return GL_CheckError("glTexSubImage2D()", renderer);
- }
- 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_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_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
- 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);
- }
- 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 == NULL) {
- 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) {
- data->glDeleteTextures(1, &tdata->texture);
- if (tdata->texture_v) {
- data->glDeleteTextures(1, &tdata->texture_v);
- }
- if (tdata->texture_u) {
- data->glDeleteTextures(1, &tdata->texture_u);
- }
- SDL_free(tdata->pixel_data);
- SDL_free(tdata);
- texture->driverdata = NULL;
- }
- }
- static int
- GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 pixel_format, void * pixels, int pitch)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
- Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
- size_t buflen;
- void *temp_pixels;
- int temp_pitch;
- Uint8 *src, *dst, *tmp;
- int w, h, length, rows;
- int status;
- temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
- buflen = rect->h * temp_pitch;
- if (buflen == 0) {
- return 0; /* nothing to do. */
- }
- temp_pixels = SDL_malloc(buflen);
- if (!temp_pixels) {
- return SDL_OutOfMemory();
- }
- SDL_GetRendererOutputSize(renderer, &w, &h);
- data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
- rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
- if (GL_CheckError("glReadPixels()", renderer) < 0) {
- return -1;
- }
- /* Flip the rows to be top-down if necessary */
- if (!renderer->target) {
- SDL_bool isstack;
- length = rect->w * SDL_BYTESPERPIXEL(temp_format);
- src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
- dst = (Uint8*)temp_pixels;
- tmp = SDL_small_alloc(Uint8, length, &isstack);
- rows = rect->h / 2;
- while (rows--) {
- SDL_memcpy(tmp, dst, length);
- SDL_memcpy(dst, src, length);
- SDL_memcpy(src, tmp, length);
- dst += temp_pitch;
- src -= temp_pitch;
- }
- SDL_small_free(tmp, isstack);
- }
- status = SDL_ConvertPixels(rect->w, rect->h,
- temp_format, temp_pixels, temp_pitch,
- pixel_format, pixels, pitch);
- SDL_free(temp_pixels);
- return status;
- }
- static void
- GLES2_RenderPresent(SDL_Renderer *renderer)
- {
- /* Tell the video driver to swap buffers */
- SDL_GL_SwapWindow(renderer->window);
- }
- /*************************************************************************************************
- * Bind/unbinding of textures
- *************************************************************************************************/
- static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
- static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
- static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
- GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
- GLES2_ActivateRenderer(renderer);
- data->glBindTexture(texturedata->texture_type, texturedata->texture);
- data->drawstate.texture = texture;
- if (texw) {
- *texw = 1.0;
- }
- if (texh) {
- *texh = 1.0;
- }
- return 0;
- }
- static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
- GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
- GLES2_ActivateRenderer(renderer);
- data->glBindTexture(texturedata->texture_type, 0);
- data->drawstate.texture = NULL;
- return 0;
- }
- /*************************************************************************************************
- * Renderer instantiation *
- *************************************************************************************************/
- #ifdef ZUNE_HD
- #define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
- #endif
- static SDL_Renderer *
- GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
- {
- SDL_Renderer *renderer;
- GLES2_RenderData *data;
- GLint nFormats;
- #ifndef ZUNE_HD
- GLboolean hasCompiler;
- #endif
- Uint32 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;
- }
- 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_OPENGL) < 0) {
- goto error;
- }
- }
- /* Create the renderer struct */
- renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
- if (!renderer) {
- SDL_OutOfMemory();
- goto error;
- }
- data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData));
- if (!data) {
- SDL_free(renderer);
- SDL_OutOfMemory();
- goto error;
- }
- renderer->info = GLES2_RenderDriver.info;
- renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
- renderer->driverdata = data;
- renderer->window = window;
- /* Create an OpenGL ES 2.0 context */
- data->context = SDL_GL_CreateContext(window);
- if (!data->context) {
- SDL_free(renderer);
- SDL_free(data);
- goto error;
- }
- if (SDL_GL_MakeCurrent(window, data->context) < 0) {
- SDL_GL_DeleteContext(data->context);
- SDL_free(renderer);
- SDL_free(data);
- goto error;
- }
- if (GLES2_LoadFunctions(data) < 0) {
- SDL_GL_DeleteContext(data->context);
- SDL_free(renderer);
- SDL_free(data);
- goto error;
- }
- #if __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.
- */
- flags |= SDL_RENDERER_PRESENTVSYNC;
- #endif
- if (flags & SDL_RENDERER_PRESENTVSYNC) {
- SDL_GL_SetSwapInterval(1);
- } else {
- SDL_GL_SetSwapInterval(0);
- }
- if (SDL_GL_GetSwapInterval() > 0) {
- renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
- }
- /* Check for debug output support */
- if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
- (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
- data->debug_enabled = SDL_TRUE;
- }
- value = 0;
- data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
- renderer->info.max_texture_width = value;
- value = 0;
- data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
- renderer->info.max_texture_height = value;
- /* Determine supported shader formats */
- /* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
- #ifdef ZUNE_HD
- nFormats = 1;
- #else /* !ZUNE_HD */
- data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
- data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
- if (hasCompiler) {
- ++nFormats;
- }
- #endif /* ZUNE_HD */
- data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
- if (!data->shader_formats) {
- GLES2_DestroyRenderer(renderer);
- SDL_OutOfMemory();
- goto error;
- }
- data->shader_format_count = nFormats;
- #ifdef ZUNE_HD
- data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
- #else /* !ZUNE_HD */
- data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats);
- if (hasCompiler) {
- data->shader_formats[nFormats - 1] = (GLenum)-1;
- }
- #endif /* ZUNE_HD */
- /* 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);
- 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->GetOutputSize = GLES2_GetOutputSize;
- renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
- renderer->CreateTexture = GLES2_CreateTexture;
- renderer->UpdateTexture = GLES2_UpdateTexture;
- renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
- renderer->LockTexture = GLES2_LockTexture;
- renderer->UnlockTexture = GLES2_UnlockTexture;
- renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
- renderer->SetRenderTarget = GLES2_SetRenderTarget;
- renderer->QueueSetViewport = GLES2_QueueSetViewport;
- renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
- renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
- renderer->QueueDrawLines = GLES2_QueueDrawPoints; /* lines and points queue vertices the same way. */
- renderer->QueueFillRects = GLES2_QueueFillRects;
- renderer->QueueCopy = GLES2_QueueCopy;
- renderer->QueueCopyEx = GLES2_QueueCopyEx;
- renderer->RunCommandQueue = GLES2_RunCommandQueue;
- renderer->RenderReadPixels = GLES2_RenderReadPixels;
- renderer->RenderPresent = GLES2_RenderPresent;
- renderer->DestroyTexture = GLES2_DestroyTexture;
- renderer->DestroyRenderer = GLES2_DestroyRenderer;
- renderer->GL_BindTexture = GLES2_BindTexture;
- renderer->GL_UnbindTexture = GLES2_UnbindTexture;
- renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
- renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
- renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
- renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
- #ifdef GL_TEXTURE_EXTERNAL_OES
- renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_EXTERNAL_OES;
- #endif
- /* 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->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
- data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
- data->drawstate.blend = SDL_BLENDMODE_INVALID;
- data->drawstate.color = 0xFFFFFFFF;
- data->drawstate.clear_color = 0xFFFFFFFF;
- data->drawstate.projection[3][0] = -1.0f;
- data->drawstate.projection[3][3] = 1.0f;
- GL_CheckError("", renderer);
- return renderer;
- error:
- if (changed_window) {
- /* Uh oh, better try to put it back... */
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
- SDL_RecreateWindow(window, window_flags);
- }
- return NULL;
- }
- SDL_RenderDriver GLES2_RenderDriver = {
- GLES2_CreateRenderer,
- {
- "opengles2",
- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
- 4,
- {
- SDL_PIXELFORMAT_ARGB8888,
- SDL_PIXELFORMAT_ABGR8888,
- SDL_PIXELFORMAT_RGB888,
- SDL_PIXELFORMAT_BGR888
- },
- 0,
- 0
- }
- };
- #endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
- /* vi: set ts=4 sw=4 expandtab: */
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