| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org> |
| |
| 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_hints.h" |
| #include "SDL_opengles2.h" |
| #include "../SDL_sysrender.h" |
| #include "../../video/SDL_blit.h" |
| #include "SDL_shaders_gles2.h" |
| |
| /* !!! FIXME: Emscripten makes these into WebGL calls, and WebGL doesn't offer |
| !!! FIXME: client-side arrays (without an Emscripten compatibility hack, |
| !!! FIXME: at least), but the current VBO code here is dramatically |
| !!! FIXME: slower on actual iOS devices, even though the iOS Simulator |
| !!! FIXME: is okay. Some time after 2.0.4 ships, we should revisit this, |
| !!! FIXME: fix the performance bottleneck, and make everything use VBOs. |
| */ |
| #ifdef __EMSCRIPTEN__ |
| #define SDL_GLES2_USE_VBOS 1 |
| #else |
| #define SDL_GLES2_USE_VBOS 0 |
| #endif |
| |
| /* 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); |
| |
| /************************************************************************************************* |
| * Bootstrap data * |
| *************************************************************************************************/ |
| |
| static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags); |
| |
| 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 |
| } |
| }; |
| |
| /************************************************************************************************* |
| * 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; |
| Uint8 modulation_r, modulation_g, modulation_b, modulation_a; |
| 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; |
| SDL_BlendMode blend_mode; |
| GLES2_ShaderCacheEntry *vertex_shader; |
| GLES2_ShaderCacheEntry *fragment_shader; |
| GLuint uniform_locations[16]; |
| Uint8 color_r, color_g, color_b, color_a; |
| Uint8 modulation_r, modulation_g, modulation_b, modulation_a; |
| 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_MODULATION, |
| GLES2_UNIFORM_COLOR, |
| GLES2_UNIFORM_TEXTURE_U, |
| GLES2_UNIFORM_TEXTURE_V |
| } GLES2_Uniform; |
| |
| typedef enum |
| { |
| 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; |
| |
| typedef struct GLES2_DriverContext |
| { |
| SDL_GLContext *context; |
| |
| SDL_bool debug_enabled; |
| |
| struct { |
| int blendMode; |
| SDL_bool tex_coords; |
| } current; |
| |
| #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; |
| GLES2_ProgramCacheEntry *current_program; |
| Uint8 clear_r, clear_g, clear_b, clear_a; |
| |
| #if SDL_GLES2_USE_VBOS |
| GLuint vertex_buffers[4]; |
| GLsizeiptr vertex_buffer_size[4]; |
| #endif |
| } GLES2_DriverContext; |
| |
| #define GLES2_MAX_CACHED_PROGRAMS 8 |
| |
| |
| 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_DriverContext *data = (GLES2_DriverContext *) 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_DriverContext *data = (GLES2_DriverContext *) 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) |
| #elif defined(_MSC_VER) |
| #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __FUNCTION__) |
| #else |
| #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __PRETTY_FUNCTION__) |
| #endif |
| |
| |
| /************************************************************************************************* |
| * Renderer state APIs * |
| *************************************************************************************************/ |
| |
| static int GLES2_ActivateRenderer(SDL_Renderer *renderer); |
| static void GLES2_WindowEvent(SDL_Renderer * renderer, |
| const SDL_WindowEvent *event); |
| static int GLES2_UpdateViewport(SDL_Renderer * renderer); |
| static void GLES2_DestroyRenderer(SDL_Renderer *renderer); |
| static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer); |
| |
| |
| static SDL_GLContext SDL_CurrentContext = NULL; |
| |
| static int GLES2_LoadFunctions(GLES2_DriverContext * 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\n", #func, SDL_GetError()); \ |
| } \ |
| } while ( 0 ); |
| #endif /* __SDL_NOGETPROCADDR__ */ |
| |
| #include "SDL_gles2funcs.h" |
| #undef SDL_PROC |
| return 0; |
| } |
| |
| GLES2_FBOList * |
| GLES2_GetFBO(GLES2_DriverContext *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_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| |
| if (SDL_CurrentContext != data->context) { |
| /* Null out the current program to ensure we set it again */ |
| data->current_program = NULL; |
| |
| if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) { |
| return -1; |
| } |
| SDL_CurrentContext = data->context; |
| |
| GLES2_UpdateViewport(renderer); |
| } |
| |
| GL_ClearErrors(renderer); |
| |
| return 0; |
| } |
| |
| static void |
| GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| |
| if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED || |
| event->event == SDL_WINDOWEVENT_SHOWN || |
| event->event == SDL_WINDOWEVENT_HIDDEN) { |
| /* Rebind the context to the window area */ |
| SDL_CurrentContext = NULL; |
| } |
| |
| 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 int |
| GLES2_UpdateViewport(SDL_Renderer * renderer) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| |
| if (SDL_CurrentContext != data->context) { |
| /* We'll update the viewport after we rebind the context */ |
| return 0; |
| } |
| |
| if (renderer->target) { |
| data->glViewport(renderer->viewport.x, renderer->viewport.y, |
| renderer->viewport.w, renderer->viewport.h); |
| } else { |
| int w, h; |
| |
| SDL_GetRendererOutputSize(renderer, &w, &h); |
| data->glViewport(renderer->viewport.x, (h - renderer->viewport.y - renderer->viewport.h), |
| renderer->viewport.w, renderer->viewport.h); |
| } |
| |
| if (data->current_program) { |
| GLES2_SetOrthographicProjection(renderer); |
| } |
| return GL_CheckError("", renderer); |
| } |
| |
| static int |
| GLES2_UpdateClipRect(SDL_Renderer * renderer) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| |
| if (SDL_CurrentContext != data->context) { |
| /* We'll update the clip rect after we rebind the context */ |
| return 0; |
| } |
| |
| if (renderer->clipping_enabled) { |
| const SDL_Rect *rect = &renderer->clip_rect; |
| data->glEnable(GL_SCISSOR_TEST); |
| if (renderer->target) { |
| data->glScissor(renderer->viewport.x + rect->x, renderer->viewport.y + rect->y, rect->w, rect->h); |
| } else { |
| int w, h; |
| |
| SDL_GetRendererOutputSize(renderer, &w, &h); |
| data->glScissor(renderer->viewport.x + rect->x, h - renderer->viewport.y - rect->y - rect->h, rect->w, rect->h); |
| } |
| } else { |
| data->glDisable(GL_SCISSOR_TEST); |
| } |
| return 0; |
| } |
| |
| static void |
| GLES2_DestroyRenderer(SDL_Renderer *renderer) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)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; |
| } |
| SDL_GL_DeleteContext(data->context); |
| } |
| SDL_free(data->shader_formats); |
| SDL_free(data); |
| } |
| SDL_free(renderer); |
| } |
| |
| /************************************************************************************************* |
| * Texture APIs * |
| *************************************************************************************************/ |
| |
| static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, |
| const void *pixels, int pitch); |
| 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); |
| static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, |
| void **pixels, int *pitch); |
| static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| static int GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture); |
| static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| |
| static GLenum |
| GetScaleQuality(void) |
| { |
| const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY); |
| |
| if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) { |
| return GL_NEAREST; |
| } else { |
| return GL_LINEAR; |
| } |
| } |
| |
| static int |
| GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| GLES2_DriverContext *renderdata = (GLES2_DriverContext *)renderer->driverdata; |
| GLES2_TextureData *data; |
| GLenum format; |
| GLenum type; |
| GLenum scaleMode; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| /* 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; |
| default: |
| return SDL_SetError("Texture format not supported"); |
| } |
| |
| /* Allocate a texture struct */ |
| data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData)); |
| if (!data) { |
| return SDL_OutOfMemory(); |
| } |
| data->texture = 0; |
| data->texture_type = GL_TEXTURE_2D; |
| 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 = GetScaleQuality(); |
| |
| /* 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 * data->pitch) / 4); |
| } |
| if (data->nv12) { |
| /* Need to add size for the U/V plane */ |
| size += ((texture->h * data->pitch) / 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 / 2, texture->h / 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 / 2, texture->h / 2, 0, format, type, NULL); |
| if (GL_CheckError("glTexImage2D()", renderer) < 0) { |
| return -1; |
| } |
| } |
| |
| 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 / 2, texture->h / 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); |
| 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_DriverContext *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; |
| |
| /* 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_DriverContext *data = (GLES2_DriverContext *)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; |
| } |
| |
| /* 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 / 2, |
| rect->h / 2, |
| tdata->pixel_format, |
| tdata->pixel_type, |
| pixels, pitch / 2, 1); |
| |
| /* Skip to the correct offset into the next texture */ |
| pixels = (const void*)((const Uint8*)pixels + (rect->h * pitch)/4); |
| 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 / 2, |
| rect->h / 2, |
| tdata->pixel_format, |
| tdata->pixel_type, |
| pixels, pitch / 2, 1); |
| } |
| |
| 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 / 2, |
| rect->h / 2, |
| GL_LUMINANCE_ALPHA, |
| GL_UNSIGNED_BYTE, |
| pixels, pitch, 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_DriverContext *data = (GLES2_DriverContext *)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->glBindTexture(tdata->texture_type, tdata->texture_v); |
| GLES2_TexSubImage2D(data, tdata->texture_type, |
| rect->x / 2, |
| rect->y / 2, |
| rect->w / 2, |
| rect->h / 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 / 2, |
| rect->h / 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 int |
| GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata; |
| GLES2_TextureData *texturedata = NULL; |
| GLenum status; |
| |
| 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_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| /* 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; |
| } |
| } |
| |
| /************************************************************************************************* |
| * Shader management functions * |
| *************************************************************************************************/ |
| |
| static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, |
| SDL_BlendMode blendMode); |
| static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry); |
| static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer, |
| GLES2_ShaderCacheEntry *vertex, |
| GLES2_ShaderCacheEntry *fragment, |
| SDL_BlendMode blendMode); |
| static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, |
| SDL_BlendMode blendMode); |
| |
| static GLES2_ProgramCacheEntry * |
| GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex, |
| GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| 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; |
| entry->blend_mode = blendMode; |
| |
| /* 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_MODULATION] = |
| data->glGetUniformLocation(entry->id, "u_modulation"); |
| entry->uniform_locations[GLES2_UNIFORM_COLOR] = |
| data->glGetUniformLocation(entry->id, "u_color"); |
| |
| entry->modulation_r = entry->modulation_g = entry->modulation_b = entry->modulation_a = 255; |
| entry->color_r = entry->color_g = entry->color_b = entry->color_a = 255; |
| |
| data->glUseProgram(entry->id); |
| data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */ |
| data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */ |
| data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */ |
| data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection); |
| data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_MODULATION], 1.0f, 1.0f, 1.0f, 1.0f); |
| data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f); |
| |
| /* 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(renderer, shaderEntry); |
| } |
| shaderEntry = data->program_cache.tail->fragment_shader; |
| if (--shaderEntry->references <= 0) { |
| GLES2_EvictShader(renderer, shaderEntry); |
| } |
| data->glDeleteProgram(data->program_cache.tail->id); |
| data->program_cache.tail = data->program_cache.tail->prev; |
| SDL_free(data->program_cache.tail->next); |
| data->program_cache.tail->next = NULL; |
| --data->program_cache.count; |
| } |
| return entry; |
| } |
| |
| static GLES2_ShaderCacheEntry * |
| GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| 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, blendMode); |
| 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 **)&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) { |
| char *info = NULL; |
| int length = 0; |
| |
| data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length); |
| if (length > 0) { |
| info = SDL_stack_alloc(char, length); |
| if (info) { |
| data->glGetShaderInfoLog(entry->id, length, &length, info); |
| } |
| } |
| if (info) { |
| SDL_SetError("Failed to load the shader: %s", info); |
| SDL_stack_free(info); |
| } 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 void |
| GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| |
| /* 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 int |
| GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| 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: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC; |
| break; |
| case GLES2_IMAGESOURCE_TEXTURE_NV12: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_SRC; |
| break; |
| case GLES2_IMAGESOURCE_TEXTURE_NV21: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_SRC; |
| break; |
| default: |
| goto fault; |
| } |
| |
| /* Load the requested shaders */ |
| vertex = GLES2_CacheShader(renderer, vtype, blendMode); |
| if (!vertex) { |
| goto fault; |
| } |
| fragment = GLES2_CacheShader(renderer, ftype, blendMode); |
| if (!fragment) { |
| goto fault; |
| } |
| |
| /* Check if we need to change programs at all */ |
| if (data->current_program && |
| data->current_program->vertex_shader == vertex && |
| data->current_program->fragment_shader == fragment) { |
| return 0; |
| } |
| |
| /* Generate a matching program */ |
| program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode); |
| if (!program) { |
| goto fault; |
| } |
| |
| /* Select that program in OpenGL */ |
| data->glUseProgram(program->id); |
| |
| /* Set the current program */ |
| data->current_program = program; |
| |
| /* Activate an orthographic projection */ |
| if (GLES2_SetOrthographicProjection(renderer) < 0) { |
| goto fault; |
| } |
| |
| /* Clean up and return */ |
| return 0; |
| fault: |
| if (vertex && vertex->references <= 0) { |
| GLES2_EvictShader(renderer, vertex); |
| } |
| if (fragment && fragment->references <= 0) { |
| GLES2_EvictShader(renderer, fragment); |
| } |
| data->current_program = NULL; |
| return -1; |
| } |
| |
| static int |
| GLES2_SetOrthographicProjection(SDL_Renderer *renderer) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| GLfloat projection[4][4]; |
| |
| if (!renderer->viewport.w || !renderer->viewport.h) { |
| return 0; |
| } |
| |
| /* Prepare an orthographic projection */ |
| projection[0][0] = 2.0f / renderer->viewport.w; |
| projection[0][1] = 0.0f; |
| projection[0][2] = 0.0f; |
| projection[0][3] = 0.0f; |
| projection[1][0] = 0.0f; |
| if (renderer->target) { |
| projection[1][1] = 2.0f / renderer->viewport.h; |
| } else { |
| projection[1][1] = -2.0f / renderer->viewport.h; |
| } |
| projection[1][2] = 0.0f; |
| projection[1][3] = 0.0f; |
| projection[2][0] = 0.0f; |
| projection[2][1] = 0.0f; |
| projection[2][2] = 0.0f; |
| projection[2][3] = 0.0f; |
| projection[3][0] = -1.0f; |
| if (renderer->target) { |
| projection[3][1] = -1.0f; |
| } else { |
| projection[3][1] = 1.0f; |
| } |
| projection[3][2] = 0.0f; |
| projection[3][3] = 1.0f; |
| |
| /* Set the projection matrix */ |
| if (SDL_memcmp(data->current_program->projection, projection, sizeof (projection)) != 0) { |
| const GLuint locProjection = data->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION]; |
| data->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection); |
| SDL_memcpy(data->current_program->projection, projection, sizeof (projection)); |
| } |
| |
| return 0; |
| } |
| |
| /************************************************************************************************* |
| * Rendering functions * |
| *************************************************************************************************/ |
| |
| static const float inv255f = 1.0f / 255.0f; |
| |
| static int GLES2_RenderClear(SDL_Renderer *renderer); |
| static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count); |
| static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count); |
| static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); |
| static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, |
| const SDL_FRect *dstrect); |
| static int GLES2_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, |
| const SDL_Rect * srcrect, const SDL_FRect * dstrect, |
| const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip); |
| static int GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, |
| Uint32 pixel_format, void * pixels, int pitch); |
| static void GLES2_RenderPresent(SDL_Renderer *renderer); |
| |
| static SDL_bool |
| CompareColors(Uint8 r1, Uint8 g1, Uint8 b1, Uint8 a1, |
| Uint8 r2, Uint8 g2, Uint8 b2, Uint8 a2) |
| { |
| Uint32 Pixel1, Pixel2; |
| RGBA8888_FROM_RGBA(Pixel1, r1, g1, b1, a1); |
| RGBA8888_FROM_RGBA(Pixel2, r2, g2, b2, a2); |
| return (Pixel1 == Pixel2); |
| } |
| |
| static int |
| GLES2_RenderClear(SDL_Renderer * renderer) |
| { |
| Uint8 r, g, b, a; |
| |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| if (!CompareColors(data->clear_r, data->clear_g, data->clear_b, data->clear_a, |
| renderer->r, renderer->g, renderer->b, renderer->a)) { |
| |
| /* Select the color to clear with */ |
| g = renderer->g; |
| a = renderer->a; |
| |
| if (renderer->target && |
| (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || |
| renderer->target->format == SDL_PIXELFORMAT_RGB888)) { |
| r = renderer->b; |
| b = renderer->r; |
| } else { |
| r = renderer->r; |
| b = renderer->b; |
| } |
| |
| data->glClearColor((GLfloat) r * inv255f, |
| (GLfloat) g * inv255f, |
| (GLfloat) b * inv255f, |
| (GLfloat) a * inv255f); |
| data->clear_r = renderer->r; |
| data->clear_g = renderer->g; |
| data->clear_b = renderer->b; |
| data->clear_a = renderer->a; |
| } |
| |
| data->glClear(GL_COLOR_BUFFER_BIT); |
| |
| return 0; |
| } |
| |
| static void |
| GLES2_SetBlendMode(GLES2_DriverContext *data, int blendMode) |
| { |
| if (blendMode != data->current.blendMode) { |
| switch (blendMode) { |
| default: |
| case SDL_BLENDMODE_NONE: |
| data->glDisable(GL_BLEND); |
| break; |
| case SDL_BLENDMODE_BLEND: |
| data->glEnable(GL_BLEND); |
| data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
| break; |
| case SDL_BLENDMODE_ADD: |
| data->glEnable(GL_BLEND); |
| data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE); |
| break; |
| case SDL_BLENDMODE_MOD: |
| data->glEnable(GL_BLEND); |
| data->glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE); |
| break; |
| } |
| data->current.blendMode = blendMode; |
| } |
| } |
| |
| static void |
| GLES2_SetTexCoords(GLES2_DriverContext * data, SDL_bool enabled) |
| { |
| if (enabled != data->current.tex_coords) { |
| if (enabled) { |
| data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); |
| } else { |
| data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); |
| } |
| data->current.tex_coords = enabled; |
| } |
| } |
| |
| static int |
| GLES2_SetDrawingState(SDL_Renderer * renderer) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| const int blendMode = renderer->blendMode; |
| GLES2_ProgramCacheEntry *program; |
| Uint8 r, g, b, a; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| GLES2_SetBlendMode(data, blendMode); |
| |
| GLES2_SetTexCoords(data, SDL_FALSE); |
| |
| /* Activate an appropriate shader and set the projection matrix */ |
| if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0) { |
| return -1; |
| } |
| |
| /* Select the color to draw with */ |
| g = renderer->g; |
| a = renderer->a; |
| |
| if (renderer->target && |
| (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || |
| renderer->target->format == SDL_PIXELFORMAT_RGB888)) { |
| r = renderer->b; |
| b = renderer->r; |
| } else { |
| r = renderer->r; |
| b = renderer->b; |
| } |
| |
| program = data->current_program; |
| if (!CompareColors(program->color_r, program->color_g, program->color_b, program->color_a, r, g, b, a)) { |
| /* Select the color to draw with */ |
| data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f); |
| program->color_r = r; |
| program->color_g = g; |
| program->color_b = b; |
| program->color_a = a; |
| } |
| |
| return 0; |
| } |
| |
| static int |
| GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr, |
| const void *vertexData, size_t dataSizeInBytes) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| |
| #if !SDL_GLES2_USE_VBOS |
| data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, vertexData); |
| #else |
| if (!data->vertex_buffers[attr]) { |
| data->glGenBuffers(1, &data->vertex_buffers[attr]); |
| } |
| |
| data->glBindBuffer(GL_ARRAY_BUFFER, data->vertex_buffers[attr]); |
| |
| if (data->vertex_buffer_size[attr] < dataSizeInBytes) { |
| data->glBufferData(GL_ARRAY_BUFFER, dataSizeInBytes, vertexData, GL_STREAM_DRAW); |
| data->vertex_buffer_size[attr] = dataSizeInBytes; |
| } else { |
| data->glBufferSubData(GL_ARRAY_BUFFER, 0, dataSizeInBytes, vertexData); |
| } |
| |
| data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, 0); |
| #endif |
| |
| return 0; |
| } |
| |
| static int |
| GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| GLfloat *vertices; |
| int idx; |
| |
| if (GLES2_SetDrawingState(renderer) < 0) { |
| return -1; |
| } |
| |
| /* Emit the specified vertices as points */ |
| vertices = SDL_stack_alloc(GLfloat, count * 2); |
| for (idx = 0; idx < count; ++idx) { |
| GLfloat x = points[idx].x + 0.5f; |
| GLfloat y = points[idx].y + 0.5f; |
| |
| vertices[idx * 2] = x; |
| vertices[(idx * 2) + 1] = y; |
| } |
| /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/ |
| GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2 * sizeof(GLfloat)); |
| data->glDrawArrays(GL_POINTS, 0, count); |
| SDL_stack_free(vertices); |
| return 0; |
| } |
| |
| static int |
| GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| GLfloat *vertices; |
| int idx; |
| |
| if (GLES2_SetDrawingState(renderer) < 0) { |
| return -1; |
| } |
| |
| /* Emit a line strip including the specified vertices */ |
| vertices = SDL_stack_alloc(GLfloat, count * 2); |
| for (idx = 0; idx < count; ++idx) { |
| GLfloat x = points[idx].x + 0.5f; |
| GLfloat y = points[idx].y + 0.5f; |
| |
| vertices[idx * 2] = x; |
| vertices[(idx * 2) + 1] = y; |
| } |
| /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/ |
| GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2 * sizeof(GLfloat)); |
| data->glDrawArrays(GL_LINE_STRIP, 0, count); |
| |
| /* We need to close the endpoint of the line */ |
| if (count == 2 || |
| points[0].x != points[count-1].x || points[0].y != points[count-1].y) { |
| data->glDrawArrays(GL_POINTS, count-1, 1); |
| } |
| SDL_stack_free(vertices); |
| |
| return GL_CheckError("", renderer); |
| } |
| |
| static int |
| GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| GLfloat vertices[8]; |
| int idx; |
| |
| if (GLES2_SetDrawingState(renderer) < 0) { |
| return -1; |
| } |
| |
| /* Emit a line loop for each rectangle */ |
| for (idx = 0; idx < count; ++idx) { |
| const SDL_FRect *rect = &rects[idx]; |
| |
| GLfloat xMin = rect->x; |
| GLfloat xMax = (rect->x + rect->w); |
| GLfloat yMin = rect->y; |
| GLfloat yMax = (rect->y + rect->h); |
| |
| vertices[0] = xMin; |
| vertices[1] = yMin; |
| vertices[2] = xMax; |
| vertices[3] = yMin; |
| vertices[4] = xMin; |
| vertices[5] = yMax; |
| vertices[6] = xMax; |
| vertices[7] = yMax; |
| /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/ |
| GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat)); |
| data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| } |
| return GL_CheckError("", renderer); |
| } |
| |
| static int |
| GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; |
| SDL_BlendMode blendMode; |
| GLES2_ProgramCacheEntry *program; |
| Uint8 r, g, b, a; |
| |
| /* Activate an appropriate shader and set the projection matrix */ |
| blendMode = texture->blendMode; |
| 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; |
| 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; |
| default: |
| return SDL_SetError("Unsupported texture format"); |
| } |
| } |
| |
| if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0) { |
| return -1; |
| } |
| |
| /* Select the target texture */ |
| 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); |
| } |
| 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); |
| |
| /* Configure color modulation */ |
| g = texture->g; |
| a = texture->a; |
| |
| if (renderer->target && |
| (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || |
| renderer->target->format == SDL_PIXELFORMAT_RGB888)) { |
| r = texture->b; |
| b = texture->r; |
| } else { |
| r = texture->r; |
| b = texture->b; |
| } |
| |
| program = data->current_program; |
| |
| if (!CompareColors(program->modulation_r, program->modulation_g, program->modulation_b, program->modulation_a, r, g, b, a)) { |
| data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_MODULATION], r * inv255f, g * inv255f, b * inv255f, a * inv255f); |
| program->modulation_r = r; |
| program->modulation_g = g; |
| program->modulation_b = b; |
| program->modulation_a = a; |
| } |
| |
| /* Configure texture blending */ |
| GLES2_SetBlendMode(data, blendMode); |
| |
| GLES2_SetTexCoords(data, SDL_TRUE); |
| return 0; |
| } |
| |
| static int |
| GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, |
| const SDL_FRect *dstrect) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| GLfloat vertices[8]; |
| GLfloat texCoords[8]; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| if (GLES2_SetupCopy(renderer, texture) < 0) { |
| return -1; |
| } |
| |
| /* Emit the textured quad */ |
| vertices[0] = dstrect->x; |
| vertices[1] = dstrect->y; |
| vertices[2] = (dstrect->x + dstrect->w); |
| vertices[3] = dstrect->y; |
| vertices[4] = dstrect->x; |
| vertices[5] = (dstrect->y + dstrect->h); |
| vertices[6] = (dstrect->x + dstrect->w); |
| vertices[7] = (dstrect->y + dstrect->h); |
| /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/ |
| GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat)); |
| texCoords[0] = srcrect->x / (GLfloat)texture->w; |
| texCoords[1] = srcrect->y / (GLfloat)texture->h; |
| texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w; |
| texCoords[3] = srcrect->y / (GLfloat)texture->h; |
| texCoords[4] = srcrect->x / (GLfloat)texture->w; |
| texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h; |
| texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w; |
| texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h; |
| /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);*/ |
| GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_TEXCOORD, texCoords, 8 * sizeof(GLfloat)); |
| data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| |
| return GL_CheckError("", renderer); |
| } |
| |
| static int |
| GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, |
| const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| GLfloat vertices[8]; |
| GLfloat texCoords[8]; |
| GLfloat translate[8]; |
| GLfloat fAngle[4]; |
| GLfloat tmp; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| if (GLES2_SetupCopy(renderer, texture) < 0) { |
| return -1; |
| } |
| |
| data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER); |
| data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE); |
| fAngle[0] = fAngle[1] = fAngle[2] = fAngle[3] = (GLfloat)(360.0f - angle); |
| /* Calculate the center of rotation */ |
| translate[0] = translate[2] = translate[4] = translate[6] = (center->x + dstrect->x); |
| translate[1] = translate[3] = translate[5] = translate[7] = (center->y + dstrect->y); |
| |
| /* Emit the textured quad */ |
| vertices[0] = dstrect->x; |
| vertices[1] = dstrect->y; |
| vertices[2] = (dstrect->x + dstrect->w); |
| vertices[3] = dstrect->y; |
| vertices[4] = dstrect->x; |
| vertices[5] = (dstrect->y + dstrect->h); |
| vertices[6] = (dstrect->x + dstrect->w); |
| vertices[7] = (dstrect->y + dstrect->h); |
| if (flip & SDL_FLIP_HORIZONTAL) { |
| tmp = vertices[0]; |
| vertices[0] = vertices[4] = vertices[2]; |
| vertices[2] = vertices[6] = tmp; |
| } |
| if (flip & SDL_FLIP_VERTICAL) { |
| tmp = vertices[1]; |
| vertices[1] = vertices[3] = vertices[5]; |
| vertices[5] = vertices[7] = tmp; |
| } |
| |
| /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 1, GL_FLOAT, GL_FALSE, 0, &fAngle); |
| data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, translate); |
| data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/ |
| |
| GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_ANGLE, fAngle, 4 * sizeof(GLfloat)); |
| GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_CENTER, translate, 8 * sizeof(GLfloat)); |
| GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat)); |
| |
| texCoords[0] = srcrect->x / (GLfloat)texture->w; |
| texCoords[1] = srcrect->y / (GLfloat)texture->h; |
| texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w; |
| texCoords[3] = srcrect->y / (GLfloat)texture->h; |
| texCoords[4] = srcrect->x / (GLfloat)texture->w; |
| texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h; |
| texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w; |
| texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h; |
| /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);*/ |
| GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_TEXCOORD, texCoords, 8 * sizeof(GLfloat)); |
| data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_CENTER); |
| data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE); |
| |
| return GL_CheckError("", renderer); |
| } |
| |
| static int |
| GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, |
| Uint32 pixel_format, void * pixels, int pitch) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| Uint32 temp_format = SDL_PIXELFORMAT_ABGR8888; |
| void *temp_pixels; |
| int temp_pitch; |
| Uint8 *src, *dst, *tmp; |
| int w, h, length, rows; |
| int status; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format); |
| temp_pixels = SDL_malloc(rect->h * temp_pitch); |
| if (!temp_pixels) { |
| return SDL_OutOfMemory(); |
| } |
| |
| SDL_GetRendererOutputSize(renderer, &w, &h); |
| |
| data->glReadPixels(rect->x, (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 */ |
| length = rect->w * SDL_BYTESPERPIXEL(temp_format); |
| src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch; |
| dst = (Uint8*)temp_pixels; |
| tmp = SDL_stack_alloc(Uint8, length); |
| 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_stack_free(tmp); |
| |
| 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) |
| { |
| GLES2_ActivateRenderer(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_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata; |
| GLES2_ActivateRenderer(renderer); |
| |
| data->glBindTexture(texturedata->texture_type, texturedata->texture); |
| |
| if (texw) { |
| *texw = 1.0; |
| } |
| if (texh) { |
| *texh = 1.0; |
| } |
| |
| return 0; |
| } |
| |
| static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; |
| GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata; |
| GLES2_ActivateRenderer(renderer); |
| |
| data->glBindTexture(texturedata->texture_type, 0); |
| |
| return 0; |
| } |
| |
| |
| /************************************************************************************************* |
| * Renderer instantiation * |
| *************************************************************************************************/ |
| |
| #define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B |
| |
| static void |
| GLES2_ResetState(SDL_Renderer *renderer) |
| { |
| GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata; |
| |
| if (SDL_CurrentContext == data->context) { |
| GLES2_UpdateViewport(renderer); |
| } else { |
| GLES2_ActivateRenderer(renderer); |
| } |
| |
| data->current.blendMode = -1; |
| data->current.tex_coords = SDL_FALSE; |
| |
| data->glActiveTexture(GL_TEXTURE0); |
| data->glPixelStorei(GL_PACK_ALIGNMENT, 1); |
| data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| |
| data->glClearColor((GLfloat) data->clear_r * inv255f, |
| (GLfloat) data->clear_g * inv255f, |
| (GLfloat) data->clear_b * inv255f, |
| (GLfloat) data->clear_a * inv255f); |
| |
| data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION); |
| data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); |
| |
| GL_CheckError("", renderer); |
| } |
| |
| static SDL_Renderer * |
| GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) |
| { |
| SDL_Renderer *renderer; |
| GLES2_DriverContext *data; |
| GLint nFormats; |
| #ifndef ZUNE_HD |
| GLboolean hasCompiler; |
| #endif |
| Uint32 window_flags; |
| GLint window_framebuffer; |
| GLint value; |
| int profile_mask = 0, major = 0, minor = 0; |
| SDL_bool changed_window = SDL_FALSE; |
| |
| SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask); |
| SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major); |
| SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor); |
| |
| window_flags = SDL_GetWindowFlags(window); |
| if (!(window_flags & SDL_WINDOW_OPENGL) || |
| profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) { |
| |
| changed_window = SDL_TRUE; |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 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_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext)); |
| if (!data) { |
| GLES2_DestroyRenderer(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) { |
| GLES2_DestroyRenderer(renderer); |
| goto error; |
| } |
| if (SDL_GL_MakeCurrent(window, data->context) < 0) { |
| GLES2_DestroyRenderer(renderer); |
| goto error; |
| } |
| |
| if (GLES2_LoadFunctions(data) < 0) { |
| GLES2_DestroyRenderer(renderer); |
| 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 */ |
| |
| 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->CreateTexture = &GLES2_CreateTexture; |
| renderer->UpdateTexture = &GLES2_UpdateTexture; |
| renderer->UpdateTextureYUV = &GLES2_UpdateTextureYUV; |
| renderer->LockTexture = &GLES2_LockTexture; |
| renderer->UnlockTexture = &GLES2_UnlockTexture; |
| renderer->SetRenderTarget = &GLES2_SetRenderTarget; |
| renderer->UpdateViewport = &GLES2_UpdateViewport; |
| renderer->UpdateClipRect = &GLES2_UpdateClipRect; |
| renderer->RenderClear = &GLES2_RenderClear; |
| renderer->RenderDrawPoints = &GLES2_RenderDrawPoints; |
| renderer->RenderDrawLines = &GLES2_RenderDrawLines; |
| renderer->RenderFillRects = &GLES2_RenderFillRects; |
| renderer->RenderCopy = &GLES2_RenderCopy; |
| renderer->RenderCopyEx = &GLES2_RenderCopyEx; |
| 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; |
| |
| GLES2_ResetState(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; |
| } |
| |
| #endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |