| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2025 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" |
| |
| #ifdef SDL_VIDEO_RENDER_OGL |
| #include "../../video/SDL_sysvideo.h" // For SDL_RecreateWindow |
| #include <SDL3/SDL_opengl.h> |
| #include "../SDL_sysrender.h" |
| #include "SDL_shaders_gl.h" |
| #include "../../video/SDL_pixels_c.h" |
| |
| #ifdef SDL_PLATFORM_MACOS |
| #include <OpenGL/OpenGL.h> |
| #endif |
| |
| #ifdef SDL_VIDEO_VITA_PVR_OGL |
| #include <GL/gl.h> |
| #include <GL/glext.h> |
| #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 1 |
| |
| // OpenGL renderer implementation |
| |
| /* Details on optimizing the texture path on macOS: |
| http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html |
| */ |
| |
| typedef struct GL_FBOList GL_FBOList; |
| |
| struct GL_FBOList |
| { |
| Uint32 w, h; |
| GLuint FBO; |
| GL_FBOList *next; |
| }; |
| |
| typedef struct |
| { |
| bool viewport_dirty; |
| SDL_Rect viewport; |
| SDL_Texture *texture; |
| SDL_Texture *target; |
| int drawablew; |
| int drawableh; |
| SDL_BlendMode blend; |
| GL_Shader shader; |
| float texel_size[4]; |
| const float *shader_params; |
| bool cliprect_enabled_dirty; |
| bool cliprect_enabled; |
| bool cliprect_dirty; |
| SDL_Rect cliprect; |
| bool texturing; |
| bool texturing_dirty; |
| bool vertex_array; |
| bool color_array; |
| bool texture_array; |
| bool color_dirty; |
| SDL_FColor color; |
| bool clear_color_dirty; |
| SDL_FColor clear_color; |
| } GL_DrawStateCache; |
| |
| typedef struct |
| { |
| SDL_GLContext context; |
| |
| bool debug_enabled; |
| bool GL_ARB_debug_output_supported; |
| bool pixelart_supported; |
| int errors; |
| char **error_messages; |
| GLDEBUGPROCARB next_error_callback; |
| GLvoid *next_error_userparam; |
| |
| GLenum textype; |
| |
| bool GL_ARB_texture_non_power_of_two_supported; |
| bool GL_ARB_texture_rectangle_supported; |
| bool GL_EXT_framebuffer_object_supported; |
| GL_FBOList *framebuffers; |
| |
| // OpenGL functions |
| #define SDL_PROC(ret, func, params) ret (APIENTRY *func) params; |
| #include "SDL_glfuncs.h" |
| #undef SDL_PROC |
| |
| // Multitexture support |
| bool GL_ARB_multitexture_supported; |
| PFNGLACTIVETEXTUREARBPROC glActiveTextureARB; |
| GLint num_texture_units; |
| |
| PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT; |
| PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT; |
| PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT; |
| PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT; |
| PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT; |
| |
| // Shader support |
| GL_ShaderContext *shaders; |
| |
| GL_DrawStateCache drawstate; |
| } GL_RenderData; |
| |
| typedef struct |
| { |
| GLuint texture; |
| } GL_PaletteData; |
| |
| typedef struct |
| { |
| GLuint texture; |
| bool texture_external; |
| GLfloat texw; |
| GLfloat texh; |
| GLenum format; |
| GLenum formattype; |
| GL_Shader shader; |
| float texel_size[4]; |
| const float *shader_params; |
| void *pixels; |
| int pitch; |
| SDL_Rect locked_rect; |
| #ifdef SDL_HAVE_YUV |
| // YUV texture support |
| bool yuv; |
| bool nv12; |
| GLuint utexture; |
| bool utexture_external; |
| GLuint vtexture; |
| bool vtexture_external; |
| #endif |
| SDL_ScaleMode texture_scale_mode; |
| SDL_TextureAddressMode texture_address_mode_u; |
| SDL_TextureAddressMode texture_address_mode_v; |
| GL_FBOList *fbo; |
| } GL_TextureData; |
| |
| static 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) |
| GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW) |
| GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW) |
| GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE) |
| default: |
| return "UNKNOWN"; |
| } |
| #undef GL_ERROR_TRANSLATE |
| } |
| |
| static void GL_ClearErrors(SDL_Renderer *renderer) |
| { |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| |
| if (!data->debug_enabled) { |
| return; |
| } |
| if (data->GL_ARB_debug_output_supported) { |
| if (data->errors) { |
| int i; |
| for (i = 0; i < data->errors; ++i) { |
| SDL_free(data->error_messages[i]); |
| } |
| SDL_free(data->error_messages); |
| |
| data->errors = 0; |
| data->error_messages = NULL; |
| } |
| } else if (data->glGetError) { |
| while (data->glGetError() != GL_NO_ERROR) { |
| // continue; |
| } |
| } |
| } |
| |
| static bool GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function) |
| { |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| bool result = true; |
| |
| if (!data->debug_enabled) { |
| return true; |
| } |
| if (data->GL_ARB_debug_output_supported) { |
| if (data->errors) { |
| int i; |
| for (i = 0; i < data->errors; ++i) { |
| SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]); |
| result = false; |
| } |
| GL_ClearErrors(renderer); |
| } |
| } else { |
| // 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); |
| result = false; |
| } else { |
| break; |
| } |
| } |
| } |
| return result; |
| } |
| |
| #if 0 |
| #define GL_CheckError(prefix, renderer) |
| #else |
| #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, "SDL_render_gl.c", SDL_LINE, SDL_FUNCTION) |
| #endif |
| |
| static bool GL_LoadFunctions(GL_RenderData *data) |
| { |
| #ifdef __SDL_NOGETPROCADDR__ |
| #define SDL_PROC(ret, func, params) data->func = func; |
| #else |
| bool result = true; |
| #define SDL_PROC(ret, func, params) \ |
| do { \ |
| data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \ |
| if (!data->func) { \ |
| result = SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \ |
| } \ |
| } while (0); |
| #endif // __SDL_NOGETPROCADDR__ |
| |
| #include "SDL_glfuncs.h" |
| #undef SDL_PROC |
| return result; |
| } |
| |
| static bool GL_ActivateRenderer(SDL_Renderer *renderer) |
| { |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| |
| if (SDL_GL_GetCurrentContext() != data->context) { |
| if (!SDL_GL_MakeCurrent(renderer->window, data->context)) { |
| return false; |
| } |
| } |
| |
| GL_ClearErrors(renderer); |
| |
| return true; |
| } |
| |
| static void APIENTRY GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam) |
| { |
| SDL_Renderer *renderer = (SDL_Renderer *)userParam; |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| |
| if (type == GL_DEBUG_TYPE_ERROR_ARB) { |
| // Record this error |
| int errors = data->errors + 1; |
| char **error_messages = (char **)SDL_realloc(data->error_messages, errors * sizeof(*data->error_messages)); |
| if (error_messages) { |
| data->errors = errors; |
| data->error_messages = error_messages; |
| data->error_messages[data->errors - 1] = SDL_strdup(message); |
| } |
| } |
| |
| // If there's another error callback, pass it along, otherwise log it |
| if (data->next_error_callback) { |
| data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam); |
| } else { |
| if (type == GL_DEBUG_TYPE_ERROR_ARB) { |
| SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message); |
| } else { |
| SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message); |
| } |
| } |
| } |
| |
| static GL_FBOList *GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h) |
| { |
| GL_FBOList *result = data->framebuffers; |
| |
| while (result && ((result->w != w) || (result->h != h))) { |
| result = result->next; |
| } |
| |
| if (!result) { |
| result = (GL_FBOList *)SDL_malloc(sizeof(GL_FBOList)); |
| if (result) { |
| result->w = w; |
| result->h = h; |
| data->glGenFramebuffersEXT(1, &result->FBO); |
| result->next = data->framebuffers; |
| data->framebuffers = result; |
| } |
| } |
| return result; |
| } |
| |
| static void GL_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) |
| { |
| /* If the window x/y/w/h changed at all, assume the viewport has been |
| * changed behind our backs. x/y changes might seem weird but viewport |
| * resets have been observed on macOS at minimum! |
| */ |
| if (event->type == SDL_EVENT_WINDOW_RESIZED || |
| event->type == SDL_EVENT_WINDOW_MOVED) { |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| data->drawstate.viewport_dirty = true; |
| } |
| } |
| |
| 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; |
| case SDL_BLENDOPERATION_MINIMUM: |
| return GL_MIN; |
| case SDL_BLENDOPERATION_MAXIMUM: |
| return GL_MAX; |
| default: |
| return GL_INVALID_ENUM; |
| } |
| } |
| |
| static bool GL_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 false; |
| } |
| if (colorOperation != alphaOperation) { |
| return false; |
| } |
| return true; |
| } |
| |
| static bool convert_format(Uint32 pixel_format, GLint *internalFormat, GLenum *format, GLenum *type) |
| { |
| switch (pixel_format) { |
| case SDL_PIXELFORMAT_BGRA32: |
| case SDL_PIXELFORMAT_BGRX32: |
| *internalFormat = GL_RGBA8; |
| *format = GL_BGRA; |
| *type = GL_UNSIGNED_BYTE; // previously GL_UNSIGNED_INT_8_8_8_8_REV, seeing if this is better in modern times. |
| break; |
| case SDL_PIXELFORMAT_RGBA32: |
| case SDL_PIXELFORMAT_RGBX32: |
| *internalFormat = GL_RGBA8; |
| *format = GL_RGBA; |
| *type = GL_UNSIGNED_BYTE; // previously GL_UNSIGNED_INT_8_8_8_8_REV, seeing if this is better in modern times. |
| break; |
| case SDL_PIXELFORMAT_INDEX8: |
| case SDL_PIXELFORMAT_YV12: |
| case SDL_PIXELFORMAT_IYUV: |
| case SDL_PIXELFORMAT_NV12: |
| case SDL_PIXELFORMAT_NV21: |
| *internalFormat = GL_LUMINANCE; |
| *format = GL_LUMINANCE; |
| *type = GL_UNSIGNED_BYTE; |
| break; |
| #ifdef SDL_PLATFORM_MACOS |
| case SDL_PIXELFORMAT_UYVY: |
| *internalFormat = GL_RGB8; |
| *format = GL_YCBCR_422_APPLE; |
| *type = GL_UNSIGNED_SHORT_8_8_APPLE; |
| break; |
| #endif |
| default: |
| return false; |
| } |
| return true; |
| } |
| |
| static bool SetTextureScaleMode(GL_RenderData *data, GLenum textype, SDL_PixelFormat format, SDL_ScaleMode scaleMode) |
| { |
| switch (scaleMode) { |
| case SDL_SCALEMODE_NEAREST: |
| data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| break; |
| case SDL_SCALEMODE_PIXELART: // Uses linear sampling if supported |
| if (!data->pixelart_supported) { |
| data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| break; |
| } |
| SDL_FALLTHROUGH; |
| case SDL_SCALEMODE_LINEAR: |
| if (format == SDL_PIXELFORMAT_INDEX8) { |
| // We'll do linear sampling in the shader |
| data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| } else { |
| data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| } |
| break; |
| default: |
| return SDL_SetError("Unknown texture scale mode: %d", scaleMode); |
| } |
| return true; |
| } |
| |
| static GLint TranslateAddressMode(SDL_TextureAddressMode addressMode) |
| { |
| switch (addressMode) { |
| case SDL_TEXTURE_ADDRESS_CLAMP: |
| return GL_CLAMP_TO_EDGE; |
| case SDL_TEXTURE_ADDRESS_WRAP: |
| return GL_REPEAT; |
| default: |
| SDL_assert(!"Unknown texture address mode"); |
| return GL_CLAMP_TO_EDGE; |
| } |
| } |
| |
| static void SetTextureAddressMode(GL_RenderData *data, GLenum textype, SDL_TextureAddressMode addressModeU, SDL_TextureAddressMode addressModeV) |
| { |
| data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, TranslateAddressMode(addressModeU)); |
| data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, TranslateAddressMode(addressModeV)); |
| } |
| |
| static bool GL_CreatePalette(SDL_Renderer *renderer, SDL_TexturePalette *palette) |
| { |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| GL_PaletteData *palettedata = (GL_PaletteData *)SDL_calloc(1, sizeof(*palettedata)); |
| if (!palettedata) { |
| return false; |
| } |
| palette->internal = palettedata; |
| |
| data->drawstate.texture = NULL; // we trash this state. |
| |
| const GLenum textype = data->textype; |
| data->glGenTextures(1, &palettedata->texture); |
| data->glBindTexture(textype, palettedata->texture); |
| data->glTexImage2D(textype, 0, GL_RGBA8, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| if (!GL_CheckError("glTexImage2D()", renderer)) { |
| return false; |
| } |
| SetTextureScaleMode(data, textype, SDL_PIXELFORMAT_UNKNOWN, SDL_SCALEMODE_NEAREST); |
| SetTextureAddressMode(data, textype, SDL_TEXTURE_ADDRESS_CLAMP, SDL_TEXTURE_ADDRESS_CLAMP); |
| return true; |
| } |
| |
| static bool GL_UpdatePalette(SDL_Renderer *renderer, SDL_TexturePalette *palette, int ncolors, SDL_Color *colors) |
| { |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| GL_PaletteData *palettedata = (GL_PaletteData *)palette->internal; |
| |
| GL_ActivateRenderer(renderer); |
| |
| data->drawstate.texture = NULL; // we trash this state. |
| |
| const GLenum textype = data->textype; |
| data->glBindTexture(textype, palettedata->texture); |
| data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| data->glPixelStorei(GL_UNPACK_ROW_LENGTH, ncolors); |
| data->glTexSubImage2D(textype, 0, 0, 0, ncolors, 1, GL_RGBA, GL_UNSIGNED_BYTE, colors); |
| |
| return GL_CheckError("glTexSubImage2D()", renderer); |
| } |
| |
| static void GL_DestroyPalette(SDL_Renderer *renderer, SDL_TexturePalette *palette) |
| { |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| GL_PaletteData *palettedata = (GL_PaletteData *)palette->internal; |
| |
| if (palettedata) { |
| data->glDeleteTextures(1, &palettedata->texture); |
| SDL_free(palettedata); |
| } |
| } |
| |
| static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) |
| { |
| GL_RenderData *renderdata = (GL_RenderData *)renderer->internal; |
| const GLenum textype = renderdata->textype; |
| GL_TextureData *data; |
| GLint internalFormat; |
| GLenum format, type; |
| int texture_w, texture_h; |
| |
| GL_ActivateRenderer(renderer); |
| |
| renderdata->drawstate.texture = NULL; // we trash this state. |
| renderdata->drawstate.texturing_dirty = true; // we trash this state. |
| |
| if (texture->access == SDL_TEXTUREACCESS_TARGET && |
| !renderdata->GL_EXT_framebuffer_object_supported) { |
| return SDL_SetError("Render targets not supported by OpenGL"); |
| } |
| |
| if (!convert_format(texture->format, &internalFormat, &format, &type)) { |
| return SDL_SetError("Texture format %s not supported by OpenGL", |
| SDL_GetPixelFormatName(texture->format)); |
| } |
| |
| data = (GL_TextureData *)SDL_calloc(1, sizeof(*data)); |
| if (!data) { |
| return false; |
| } |
| |
| if (texture->access == SDL_TEXTUREACCESS_STREAMING) { |
| size_t size; |
| data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); |
| size = (size_t)texture->h * data->pitch; |
| if (texture->format == SDL_PIXELFORMAT_YV12 || |
| texture->format == SDL_PIXELFORMAT_IYUV) { |
| // Need to add size for the U and V planes |
| size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); |
| } |
| if (texture->format == SDL_PIXELFORMAT_NV12 || |
| texture->format == SDL_PIXELFORMAT_NV21) { |
| // Need to add size for the U/V plane |
| size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); |
| } |
| data->pixels = SDL_calloc(1, size); |
| if (!data->pixels) { |
| SDL_free(data); |
| return false; |
| } |
| } |
| |
| if (texture->access == SDL_TEXTUREACCESS_TARGET) { |
| data->fbo = GL_GetFBO(renderdata, texture->w, texture->h); |
| } else { |
| data->fbo = NULL; |
| } |
| |
| data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER, 0); |
| if (data->texture) { |
| data->texture_external = true; |
| } else { |
| GL_CheckError("", renderer); |
| renderdata->glGenTextures(1, &data->texture); |
| if (!GL_CheckError("glGenTextures()", renderer)) { |
| SDL_free(data->pixels); |
| SDL_free(data); |
| return false; |
| } |
| } |
| texture->internal = data; |
| |
| if (renderdata->GL_ARB_texture_non_power_of_two_supported) { |
| texture_w = texture->w; |
| texture_h = texture->h; |
| data->texw = 1.0f; |
| data->texh = 1.0f; |
| } else if (renderdata->GL_ARB_texture_rectangle_supported) { |
| texture_w = texture->w; |
| texture_h = texture->h; |
| data->texw = (GLfloat)texture_w; |
| data->texh = (GLfloat)texture_h; |
| } else { |
| texture_w = SDL_powerof2(texture->w); |
| texture_h = SDL_powerof2(texture->h); |
| data->texw = (GLfloat)(texture->w) / texture_w; |
| data->texh = (GLfloat)texture->h / texture_h; |
| } |
| SDL_PropertiesID props = SDL_GetTextureProperties(texture); |
| SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, data->texture); |
| SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER, (Sint64) textype); |
| SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT, data->texw); |
| SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT, data->texh); |
| |
| data->format = format; |
| data->formattype = type; |
| data->texture_scale_mode = texture->scaleMode; |
| data->texture_address_mode_u = SDL_TEXTURE_ADDRESS_CLAMP; |
| data->texture_address_mode_v = SDL_TEXTURE_ADDRESS_CLAMP; |
| renderdata->glEnable(textype); |
| renderdata->glBindTexture(textype, data->texture); |
| #ifdef SDL_PLATFORM_MACOS |
| #ifndef GL_TEXTURE_STORAGE_HINT_APPLE |
| #define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC |
| #endif |
| #ifndef STORAGE_CACHED_APPLE |
| #define STORAGE_CACHED_APPLE 0x85BE |
| #endif |
| #ifndef STORAGE_SHARED_APPLE |
| #define STORAGE_SHARED_APPLE 0x85BF |
| #endif |
| if (texture->access == SDL_TEXTUREACCESS_STREAMING) { |
| renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE, |
| GL_STORAGE_SHARED_APPLE); |
| } else { |
| renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE, |
| GL_STORAGE_CACHED_APPLE); |
| } |
| if (texture->access == SDL_TEXTUREACCESS_STREAMING && texture->format == SDL_PIXELFORMAT_ARGB8888 && (texture->w % 8) == 0) { |
| renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); |
| renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, |
| (data->pitch / SDL_BYTESPERPIXEL(texture->format))); |
| renderdata->glTexImage2D(textype, 0, internalFormat, texture_w, |
| texture_h, 0, format, type, data->pixels); |
| renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); |
| } else |
| #endif |
| { |
| renderdata->glTexImage2D(textype, 0, internalFormat, texture_w, |
| texture_h, 0, format, type, NULL); |
| } |
| if (!GL_CheckError("glTexImage2D()", renderer)) { |
| return false; |
| } |
| SetTextureScaleMode(renderdata, textype, texture->format, data->texture_scale_mode); |
| SetTextureAddressMode(renderdata, textype, data->texture_address_mode_u, data->texture_address_mode_v); |
| |
| #ifdef SDL_HAVE_YUV |
| if (texture->format == SDL_PIXELFORMAT_YV12 || |
| texture->format == SDL_PIXELFORMAT_IYUV) { |
| data->yuv = true; |
| |
| data->utexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER, 0); |
| if (data->utexture) { |
| data->utexture_external = true; |
| } else { |
| renderdata->glGenTextures(1, &data->utexture); |
| } |
| data->vtexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER, 0); |
| if (data->vtexture) { |
| data->vtexture_external = true; |
| } else { |
| renderdata->glGenTextures(1, &data->vtexture); |
| } |
| |
| renderdata->glBindTexture(textype, data->utexture); |
| renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2, |
| (texture_h + 1) / 2, 0, format, type, NULL); |
| SetTextureScaleMode(renderdata, textype, texture->format, data->texture_scale_mode); |
| SetTextureAddressMode(renderdata, textype, data->texture_address_mode_u, data->texture_address_mode_v); |
| SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER, data->utexture); |
| |
| renderdata->glBindTexture(textype, data->vtexture); |
| renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2, |
| (texture_h + 1) / 2, 0, format, type, NULL); |
| SetTextureScaleMode(renderdata, textype, texture->format, data->texture_scale_mode); |
| SetTextureAddressMode(renderdata, textype, data->texture_address_mode_u, data->texture_address_mode_v); |
| SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER, data->vtexture); |
| } |
| |
| if (texture->format == SDL_PIXELFORMAT_NV12 || |
| texture->format == SDL_PIXELFORMAT_NV21) { |
| data->nv12 = true; |
| |
| data->utexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER, 0); |
| if (data->utexture) { |
| data->utexture_external = true; |
| } else { |
| renderdata->glGenTextures(1, &data->utexture); |
| } |
| renderdata->glBindTexture(textype, data->utexture); |
| renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w + 1) / 2, |
| (texture_h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL); |
| SetTextureScaleMode(renderdata, textype, texture->format, data->texture_scale_mode); |
| SetTextureAddressMode(renderdata, textype, data->texture_address_mode_u, data->texture_address_mode_v); |
| SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER, data->utexture); |
| } |
| #endif |
| |
| if (texture->format == SDL_PIXELFORMAT_INDEX8) { |
| data->shader = SHADER_PALETTE_NEAREST; |
| } else if (texture->format == SDL_PIXELFORMAT_RGBA32 || texture->format == SDL_PIXELFORMAT_BGRA32) { |
| data->shader = SHADER_RGBA; |
| } else { |
| data->shader = SHADER_RGB; |
| } |
| |
| data->texel_size[0] = 1.0f / texture->w; |
| data->texel_size[1] = 1.0f / texture->h; |
| data->texel_size[2] = texture->w; |
| data->texel_size[3] = texture->h; |
| |
| #ifdef SDL_HAVE_YUV |
| if (data->yuv || data->nv12) { |
| if (data->yuv) { |
| data->shader = SHADER_YUV; |
| } else if (texture->format == SDL_PIXELFORMAT_NV12) { |
| if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) { |
| data->shader = SHADER_NV12_RG; |
| } else { |
| data->shader = SHADER_NV12_RA; |
| } |
| } else { |
| if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) { |
| data->shader = SHADER_NV21_RG; |
| } else { |
| data->shader = SHADER_NV21_RA; |
| } |
| } |
| data->shader_params = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); |
| if (!data->shader_params) { |
| return SDL_SetError("Unsupported YUV colorspace"); |
| } |
| } |
| #endif // SDL_HAVE_YUV |
| |
| renderdata->glDisable(textype); |
| |
| return GL_CheckError("", renderer); |
| } |
| |
| static bool GL_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *rect, const void *pixels, int pitch) |
| { |
| GL_RenderData *renderdata = (GL_RenderData *)renderer->internal; |
| const GLenum textype = renderdata->textype; |
| GL_TextureData *data = (GL_TextureData *)texture->internal; |
| const int texturebpp = SDL_BYTESPERPIXEL(texture->format); |
| |
| SDL_assert_release(texturebpp != 0); // otherwise, division by zero later. |
| |
| GL_ActivateRenderer(renderer); |
| |
| renderdata->drawstate.texture = NULL; // we trash this state. |
| |
| renderdata->glBindTexture(textype, data->texture); |
| renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp)); |
| renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w, |
| rect->h, data->format, data->formattype, |
| pixels); |
| #ifdef SDL_HAVE_YUV |
| if (data->yuv) { |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2)); |
| |
| // Skip to the correct offset into the next texture |
| pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); |
| if (texture->format == SDL_PIXELFORMAT_YV12) { |
| renderdata->glBindTexture(textype, data->vtexture); |
| } else { |
| renderdata->glBindTexture(textype, data->utexture); |
| } |
| renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, |
| (rect->w + 1) / 2, (rect->h + 1) / 2, |
| data->format, data->formattype, pixels); |
| |
| // 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) { |
| renderdata->glBindTexture(textype, data->utexture); |
| } else { |
| renderdata->glBindTexture(textype, data->vtexture); |
| } |
| renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, |
| (rect->w + 1) / 2, (rect->h + 1) / 2, |
| data->format, data->formattype, pixels); |
| } |
| |
| if (data->nv12) { |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2)); |
| |
| // Skip to the correct offset into the next texture |
| pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); |
| renderdata->glBindTexture(textype, data->utexture); |
| renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, |
| (rect->w + 1) / 2, (rect->h + 1) / 2, |
| GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels); |
| } |
| #endif |
| return GL_CheckError("glTexSubImage2D()", renderer); |
| } |
| |
| #ifdef SDL_HAVE_YUV |
| static bool GL_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) |
| { |
| GL_RenderData *renderdata = (GL_RenderData *)renderer->internal; |
| const GLenum textype = renderdata->textype; |
| GL_TextureData *data = (GL_TextureData *)texture->internal; |
| |
| GL_ActivateRenderer(renderer); |
| |
| renderdata->drawstate.texture = NULL; // we trash this state. |
| |
| renderdata->glBindTexture(textype, data->texture); |
| renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch); |
| renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w, |
| rect->h, data->format, data->formattype, |
| Yplane); |
| |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Upitch); |
| renderdata->glBindTexture(textype, data->utexture); |
| renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, |
| (rect->w + 1) / 2, (rect->h + 1) / 2, |
| data->format, data->formattype, Uplane); |
| |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Vpitch); |
| renderdata->glBindTexture(textype, data->vtexture); |
| renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, |
| (rect->w + 1) / 2, (rect->h + 1) / 2, |
| data->format, data->formattype, Vplane); |
| |
| return GL_CheckError("glTexSubImage2D()", renderer); |
| } |
| |
| static bool GL_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *rect, |
| const Uint8 *Yplane, int Ypitch, |
| const Uint8 *UVplane, int UVpitch) |
| { |
| GL_RenderData *renderdata = (GL_RenderData *)renderer->internal; |
| const GLenum textype = renderdata->textype; |
| GL_TextureData *data = (GL_TextureData *)texture->internal; |
| |
| GL_ActivateRenderer(renderer); |
| |
| renderdata->drawstate.texture = NULL; // we trash this state. |
| |
| renderdata->glBindTexture(textype, data->texture); |
| renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch); |
| renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w, |
| rect->h, data->format, data->formattype, |
| Yplane); |
| |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, UVpitch / 2); |
| renderdata->glBindTexture(textype, data->utexture); |
| renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, |
| (rect->w + 1) / 2, (rect->h + 1) / 2, |
| GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, UVplane); |
| |
| return GL_CheckError("glTexSubImage2D()", renderer); |
| } |
| #endif |
| |
| static bool GL_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *rect, void **pixels, int *pitch) |
| { |
| GL_TextureData *data = (GL_TextureData *)texture->internal; |
| |
| data->locked_rect = *rect; |
| *pixels = |
| (void *)((Uint8 *)data->pixels + rect->y * data->pitch + |
| rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| *pitch = data->pitch; |
| return true; |
| } |
| |
| static void GL_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| GL_TextureData *data = (GL_TextureData *)texture->internal; |
| const SDL_Rect *rect; |
| void *pixels; |
| |
| rect = &data->locked_rect; |
| pixels = |
| (void *)((Uint8 *)data->pixels + rect->y * data->pitch + |
| rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch); |
| } |
| |
| static bool GL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| GL_TextureData *texturedata; |
| GLenum status; |
| |
| GL_ActivateRenderer(renderer); |
| |
| if (!data->GL_EXT_framebuffer_object_supported) { |
| return SDL_SetError("Render targets not supported by OpenGL"); |
| } |
| |
| data->drawstate.viewport_dirty = true; |
| |
| if (!texture) { |
| data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
| return true; |
| } |
| |
| texturedata = (GL_TextureData *)texture->internal; |
| data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO); |
| // TODO: check if texture pixel format allows this operation |
| data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, data->textype, texturedata->texture, 0); |
| // Check FBO status |
| status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| return SDL_SetError("glFramebufferTexture2DEXT() failed"); |
| } |
| return true; |
| } |
| |
| /* !!! FIXME: all these Queue* calls set up the vertex buffer the way the immediate mode |
| !!! FIXME: renderer wants it, but this might want to operate differently if we move to |
| !!! FIXME: VBOs at some point. */ |
| static bool GL_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) |
| { |
| return true; // nothing to do in this backend. |
| } |
| |
| static bool GL_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 false; |
| } |
| |
| cmd->data.draw.count = count; |
| for (i = 0; i < count; i++) { |
| *(verts++) = 0.5f + points[i].x; |
| *(verts++) = 0.5f + points[i].y; |
| } |
| |
| return true; |
| } |
| |
| static bool GL_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) |
| { |
| int i; |
| GLfloat prevx, prevy; |
| const size_t vertlen = (sizeof(GLfloat) * 2) * count; |
| GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first); |
| |
| if (!verts) { |
| return false; |
| } |
| cmd->data.draw.count = count; |
| |
| // 0.5f offset to hit the center of the pixel. |
| prevx = 0.5f + points->x; |
| prevy = 0.5f + points->y; |
| *(verts++) = prevx; |
| *(verts++) = prevy; |
| |
| /* bump the end of each line segment out a quarter of a pixel, to provoke |
| the diamond-exit rule. Without this, you won't just drop the last |
| pixel of the last line segment, but you might also drop pixels at the |
| edge of any given line segment along the way too. */ |
| for (i = 1; i < count; i++) { |
| const GLfloat xstart = prevx; |
| const GLfloat ystart = prevy; |
| const GLfloat xend = points[i].x + 0.5f; // 0.5f to hit pixel center. |
| const GLfloat yend = points[i].y + 0.5f; |
| // bump a little in the direction we are moving in. |
| const GLfloat deltax = xend - xstart; |
| const GLfloat deltay = yend - ystart; |
| const GLfloat angle = SDL_atan2f(deltay, deltax); |
| prevx = xend + (SDL_cosf(angle) * 0.25f); |
| prevy = yend + (SDL_sinf(angle) * 0.25f); |
| *(verts++) = prevx; |
| *(verts++) = prevy; |
| } |
| |
| return true; |
| } |
| |
| static bool GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, |
| const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, |
| int num_vertices, const void *indices, int num_indices, int size_indices, |
| float scale_x, float scale_y) |
| { |
| GL_TextureData *texturedata = NULL; |
| int i; |
| int count = indices ? num_indices : num_vertices; |
| GLfloat *verts; |
| size_t sz = 2 * sizeof(GLfloat) + 4 * sizeof(GLfloat) + (texture ? 2 : 0) * sizeof(GLfloat); |
| const float color_scale = cmd->data.draw.color_scale; |
| |
| verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first); |
| if (!verts) { |
| return false; |
| } |
| |
| if (texture) { |
| texturedata = (GL_TextureData *)texture->internal; |
| } |
| |
| cmd->data.draw.count = count; |
| size_indices = indices ? size_indices : 0; |
| |
| for (i = 0; i < count; i++) { |
| int j; |
| float *xy_; |
| SDL_FColor *col_; |
| if (size_indices == 4) { |
| j = ((const Uint32 *)indices)[i]; |
| } else if (size_indices == 2) { |
| j = ((const Uint16 *)indices)[i]; |
| } else if (size_indices == 1) { |
| j = ((const Uint8 *)indices)[i]; |
| } else { |
| j = i; |
| } |
| |
| xy_ = (float *)((char *)xy + j * xy_stride); |
| |
| *(verts++) = xy_[0] * scale_x; |
| *(verts++) = xy_[1] * scale_y; |
| |
| col_ = (SDL_FColor *)((char *)color + j * color_stride); |
| *(verts++) = col_->r * color_scale; |
| *(verts++) = col_->g * color_scale; |
| *(verts++) = col_->b * color_scale; |
| *(verts++) = col_->a; |
| |
| if (texture) { |
| float *uv_ = (float *)((char *)uv + j * uv_stride); |
| *(verts++) = uv_[0] * texturedata->texw; |
| *(verts++) = uv_[1] * texturedata->texh; |
| } |
| } |
| return true; |
| } |
| |
| static bool SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader, const float *shader_params) |
| { |
| const SDL_BlendMode blend = cmd->data.draw.blend; |
| bool vertex_array; |
| bool color_array; |
| bool texture_array; |
| |
| if (data->drawstate.viewport_dirty) { |
| const bool istarget = data->drawstate.target != NULL; |
| const SDL_Rect *viewport = &data->drawstate.viewport; |
| data->glMatrixMode(GL_PROJECTION); |
| data->glLoadIdentity(); |
| data->glViewport(viewport->x, |
| istarget ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h), |
| viewport->w, viewport->h); |
| if (viewport->w && viewport->h) { |
| data->glOrtho((GLdouble)0, (GLdouble)viewport->w, |
| (GLdouble)(istarget ? 0 : viewport->h), |
| (GLdouble)(istarget ? viewport->h : 0), |
| 0.0, 1.0); |
| } |
| data->glMatrixMode(GL_MODELVIEW); |
| data->drawstate.viewport_dirty = 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 = 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 = false; |
| } |
| |
| 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->glBlendEquation(GetBlendEquation(SDL_GetBlendModeColorOperation(blend))); |
| } |
| data->drawstate.blend = blend; |
| } |
| |
| if (data->shaders && |
| (shader != data->drawstate.shader || shader_params != data->drawstate.shader_params)) { |
| GL_SelectShader(data->shaders, shader, shader_params); |
| data->drawstate.shader = shader; |
| data->drawstate.shader_params = shader_params; |
| } |
| |
| if (data->drawstate.texturing_dirty || ((cmd->data.draw.texture != NULL) != data->drawstate.texturing)) { |
| if (!cmd->data.draw.texture) { |
| data->glDisable(data->textype); |
| data->drawstate.texturing = false; |
| } else { |
| data->glEnable(data->textype); |
| data->drawstate.texturing = true; |
| } |
| data->drawstate.texturing_dirty = false; |
| } |
| |
| vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS || cmd->command == SDL_RENDERCMD_DRAW_LINES || cmd->command == SDL_RENDERCMD_GEOMETRY; |
| color_array = cmd->command == SDL_RENDERCMD_GEOMETRY; |
| texture_array = cmd->data.draw.texture != NULL; |
| |
| if (vertex_array != data->drawstate.vertex_array) { |
| if (vertex_array) { |
| data->glEnableClientState(GL_VERTEX_ARRAY); |
| } else { |
| data->glDisableClientState(GL_VERTEX_ARRAY); |
| } |
| data->drawstate.vertex_array = vertex_array; |
| } |
| |
| if (color_array != data->drawstate.color_array) { |
| if (color_array) { |
| data->glEnableClientState(GL_COLOR_ARRAY); |
| } else { |
| data->glDisableClientState(GL_COLOR_ARRAY); |
| } |
| data->drawstate.color_array = color_array; |
| } |
| |
| /* This is a little awkward but should avoid texcoord arrays getting into |
| a bad state if the application is manually binding textures */ |
| if (texture_array != data->drawstate.texture_array) { |
| if (texture_array) { |
| data->glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| } else { |
| data->glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| } |
| data->drawstate.texture_array = texture_array; |
| } |
| |
| return true; |
| } |
| |
| static bool SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd) |
| { |
| SDL_Texture *texture = cmd->data.draw.texture; |
| GL_TextureData *texturedata = (GL_TextureData *)texture->internal; |
| const GLenum textype = data->textype; |
| GL_Shader shader = texturedata->shader; |
| const float *shader_params = texturedata->shader_params; |
| |
| switch (shader) { |
| case SHADER_PALETTE_NEAREST: |
| if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_LINEAR) { |
| shader = SHADER_PALETTE_LINEAR; |
| shader_params = texturedata->texel_size; |
| } else if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART && |
| data->pixelart_supported) { |
| shader = SHADER_PALETTE_PIXELART; |
| shader_params = texturedata->texel_size; |
| } |
| break; |
| case SHADER_RGB: |
| if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART && |
| data->pixelart_supported) { |
| shader = SHADER_RGB_PIXELART; |
| shader_params = texturedata->texel_size; |
| } |
| break; |
| case SHADER_RGBA: |
| if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART && |
| data->pixelart_supported) { |
| shader = SHADER_RGBA_PIXELART; |
| shader_params = texturedata->texel_size; |
| } |
| break; |
| default: |
| break; |
| } |
| SetDrawState(data, cmd, shader, shader_params); |
| |
| if (texture != data->drawstate.texture) { |
| #ifdef SDL_HAVE_YUV |
| if (texturedata->yuv) { |
| data->glActiveTextureARB(GL_TEXTURE2_ARB); |
| data->glBindTexture(textype, texturedata->vtexture); |
| |
| data->glActiveTextureARB(GL_TEXTURE1_ARB); |
| data->glBindTexture(textype, texturedata->utexture); |
| } |
| if (texturedata->nv12) { |
| data->glActiveTextureARB(GL_TEXTURE1_ARB); |
| data->glBindTexture(textype, texturedata->utexture); |
| } |
| #endif |
| if (texture->palette) { |
| GL_PaletteData *palette = (GL_PaletteData *)texture->palette->internal; |
| data->glActiveTextureARB(GL_TEXTURE1_ARB); |
| data->glBindTexture(textype, palette->texture); |
| } |
| if (data->GL_ARB_multitexture_supported) { |
| data->glActiveTextureARB(GL_TEXTURE0_ARB); |
| } |
| data->glBindTexture(textype, texturedata->texture); |
| |
| data->drawstate.texture = texture; |
| } |
| |
| if (cmd->data.draw.texture_scale_mode != texturedata->texture_scale_mode) { |
| #ifdef SDL_HAVE_YUV |
| if (texturedata->yuv) { |
| data->glActiveTextureARB(GL_TEXTURE2); |
| if (!SetTextureScaleMode(data, textype, texture->format, cmd->data.draw.texture_scale_mode)) { |
| return false; |
| } |
| |
| data->glActiveTextureARB(GL_TEXTURE1); |
| if (!SetTextureScaleMode(data, textype, texture->format, cmd->data.draw.texture_scale_mode)) { |
| return false; |
| } |
| |
| data->glActiveTextureARB(GL_TEXTURE0); |
| } else if (texturedata->nv12) { |
| data->glActiveTextureARB(GL_TEXTURE1); |
| if (!SetTextureScaleMode(data, textype, texture->format, cmd->data.draw.texture_scale_mode)) { |
| return false; |
| } |
| |
| data->glActiveTextureARB(GL_TEXTURE0); |
| } |
| #endif |
| if (texture->palette) { |
| data->glActiveTextureARB(GL_TEXTURE1); |
| if (!SetTextureScaleMode(data, textype, SDL_PIXELFORMAT_UNKNOWN, SDL_SCALEMODE_NEAREST)) { |
| return false; |
| } |
| |
| data->glActiveTextureARB(GL_TEXTURE0); |
| } |
| if (!SetTextureScaleMode(data, textype, texture->format, cmd->data.draw.texture_scale_mode)) { |
| return false; |
| } |
| |
| texturedata->texture_scale_mode = cmd->data.draw.texture_scale_mode; |
| } |
| |
| if (cmd->data.draw.texture_address_mode_u != texturedata->texture_address_mode_u || |
| cmd->data.draw.texture_address_mode_v != texturedata->texture_address_mode_v) { |
| #ifdef SDL_HAVE_YUV |
| if (texturedata->yuv) { |
| data->glActiveTextureARB(GL_TEXTURE2); |
| SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v); |
| |
| data->glActiveTextureARB(GL_TEXTURE1); |
| SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v); |
| |
| data->glActiveTextureARB(GL_TEXTURE0_ARB); |
| } else if (texturedata->nv12) { |
| data->glActiveTextureARB(GL_TEXTURE1); |
| SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v); |
| |
| data->glActiveTextureARB(GL_TEXTURE0); |
| } |
| #endif |
| if (texture->palette) { |
| data->glActiveTextureARB(GL_TEXTURE1); |
| SetTextureAddressMode(data, textype, SDL_TEXTURE_ADDRESS_CLAMP, SDL_TEXTURE_ADDRESS_CLAMP); |
| |
| data->glActiveTextureARB(GL_TEXTURE0); |
| } |
| SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v); |
| |
| texturedata->texture_address_mode_u = cmd->data.draw.texture_address_mode_u; |
| texturedata->texture_address_mode_v = cmd->data.draw.texture_address_mode_v; |
| } |
| |
| return true; |
| } |
| |
| static void GL_InvalidateCachedState(SDL_Renderer *renderer) |
| { |
| GL_DrawStateCache *cache = &((GL_RenderData *)renderer->internal)->drawstate; |
| cache->viewport_dirty = true; |
| cache->texture = NULL; |
| cache->drawablew = 0; |
| cache->drawableh = 0; |
| cache->blend = SDL_BLENDMODE_INVALID; |
| cache->shader = SHADER_INVALID; |
| cache->cliprect_enabled_dirty = true; |
| cache->cliprect_dirty = true; |
| cache->texturing_dirty = true; |
| cache->vertex_array = false; // !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. |
| cache->color_array = false; // !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. |
| cache->texture_array = false; // !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. |
| cache->color_dirty = true; |
| cache->clear_color_dirty = true; |
| } |
| |
| static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) |
| { |
| // !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| |
| if (!GL_ActivateRenderer(renderer)) { |
| return false; |
| } |
| |
| data->drawstate.target = renderer->target; |
| if (!data->drawstate.target) { |
| int w, h; |
| SDL_GetWindowSizeInPixels(renderer->window, &w, &h); |
| if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) { |
| data->drawstate.viewport_dirty = true; // if the window dimensions changed, invalidate the current viewport, etc. |
| data->drawstate.cliprect_dirty = true; |
| data->drawstate.drawablew = w; |
| data->drawstate.drawableh = h; |
| } |
| } |
| |
| #ifdef SDL_PLATFORM_MACOS |
| // On macOS on older systems, the OpenGL view change and resize events aren't |
| // necessarily synchronized, so just always reset it. |
| // Workaround for: https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6 |
| data->drawstate.viewport_dirty = true; |
| #endif |
| |
| while (cmd) { |
| switch (cmd->command) { |
| case SDL_RENDERCMD_SETDRAWCOLOR: |
| { |
| const float r = cmd->data.color.color.r * cmd->data.color.color_scale; |
| const float g = cmd->data.color.color.g * cmd->data.color.color_scale; |
| const float b = cmd->data.color.color.b * cmd->data.color.color_scale; |
| const float a = cmd->data.color.color.a; |
| if (data->drawstate.color_dirty || |
| (r != data->drawstate.color.r) || |
| (g != data->drawstate.color.g) || |
| (b != data->drawstate.color.b) || |
| (a != data->drawstate.color.a)) { |
| data->glColor4f(r, g, b, a); |
| data->drawstate.color.r = r; |
| data->drawstate.color.g = g; |
| data->drawstate.color.b = b; |
| data->drawstate.color.a = a; |
| data->drawstate.color_dirty = false; |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_SETVIEWPORT: |
| { |
| SDL_Rect *viewport = &data->drawstate.viewport; |
| if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { |
| SDL_copyp(viewport, &cmd->data.viewport.rect); |
| data->drawstate.viewport_dirty = true; |
| data->drawstate.cliprect_dirty = 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 = true; |
| } |
| |
| if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) { |
| SDL_copyp(&data->drawstate.cliprect, rect); |
| data->drawstate.cliprect_dirty = true; |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_CLEAR: |
| { |
| const float r = cmd->data.color.color.r * cmd->data.color.color_scale; |
| const float g = cmd->data.color.color.g * cmd->data.color.color_scale; |
| const float b = cmd->data.color.color.b * cmd->data.color.color_scale; |
| const float a = cmd->data.color.color.a; |
| if (data->drawstate.clear_color_dirty || |
| (r != data->drawstate.clear_color.r) || |
| (g != data->drawstate.clear_color.g) || |
| (b != data->drawstate.clear_color.b) || |
| (a != data->drawstate.clear_color.a)) { |
| data->glClearColor(r, g, b, a); |
| data->drawstate.clear_color.r = r; |
| data->drawstate.clear_color.g = g; |
| data->drawstate.clear_color.b = b; |
| data->drawstate.clear_color.a = a; |
| data->drawstate.clear_color_dirty = false; |
| } |
| |
| if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) { |
| data->glDisable(GL_SCISSOR_TEST); |
| data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled; |
| } |
| |
| data->glClear(GL_COLOR_BUFFER_BIT); |
| break; |
| } |
| |
| case SDL_RENDERCMD_FILL_RECTS: // unused |
| break; |
| |
| case SDL_RENDERCMD_COPY: // unused |
| break; |
| |
| case SDL_RENDERCMD_COPY_EX: // unused |
| break; |
| |
| case SDL_RENDERCMD_DRAW_LINES: |
| { |
| if (SetDrawState(data, cmd, SHADER_SOLID, NULL)) { |
| size_t count = cmd->data.draw.count; |
| const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first); |
| |
| // SetDrawState handles glEnableClientState. |
| data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts); |
| |
| if (count > 2) { |
| // joined lines cannot be grouped |
| data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count); |
| } else { |
| // let's group non joined lines |
| SDL_RenderCommand *finalcmd = cmd; |
| SDL_RenderCommand *nextcmd = cmd->next; |
| SDL_BlendMode thisblend = cmd->data.draw.blend; |
| |
| while (nextcmd) { |
| const SDL_RenderCommandType nextcmdtype = nextcmd->command; |
| if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) { |
| break; // can't go any further on this draw call, different render command up next. |
| } else if (nextcmd->data.draw.count != 2) { |
| break; // can't go any further on this draw call, those are joined lines |
| } else if (nextcmd->data.draw.blend != thisblend) { |
| break; // can't go any further on this draw call, different blendmode copy up next. |
| } else { |
| finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. |
| count += nextcmd->data.draw.count; |
| } |
| nextcmd = nextcmd->next; |
| } |
| |
| data->glDrawArrays(GL_LINES, 0, (GLsizei)count); |
| cmd = finalcmd; // skip any copy commands we just combined in here. |
| } |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_DRAW_POINTS: |
| case SDL_RENDERCMD_GEOMETRY: |
| { |
| /* as long as we have the same copy command in a row, with the |
| same texture, we can combine them all into a single draw call. */ |
| SDL_Texture *thistexture = cmd->data.draw.texture; |
| SDL_BlendMode thisblend = cmd->data.draw.blend; |
| SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode; |
| SDL_TextureAddressMode thisaddressmode_u = cmd->data.draw.texture_address_mode_u; |
| SDL_TextureAddressMode thisaddressmode_v = cmd->data.draw.texture_address_mode_v; |
| const SDL_RenderCommandType thiscmdtype = cmd->command; |
| SDL_RenderCommand *finalcmd = cmd; |
| SDL_RenderCommand *nextcmd = cmd->next; |
| size_t count = cmd->data.draw.count; |
| int ret; |
| while (nextcmd) { |
| const SDL_RenderCommandType nextcmdtype = nextcmd->command; |
| if (nextcmdtype != thiscmdtype) { |
| break; // can't go any further on this draw call, different render command up next. |
| } else if (nextcmd->data.draw.texture != thistexture || |
| nextcmd->data.draw.texture_scale_mode != thisscalemode || |
| nextcmd->data.draw.texture_address_mode_u != thisaddressmode_u || |
| nextcmd->data.draw.texture_address_mode_v != thisaddressmode_v || |
| nextcmd->data.draw.blend != thisblend) { |
| break; // can't go any further on this draw call, different texture/blendmode copy up next. |
| } else { |
| finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. |
| count += nextcmd->data.draw.count; |
| } |
| nextcmd = nextcmd->next; |
| } |
| |
| if (thistexture) { |
| ret = SetCopyState(data, cmd); |
| } else { |
| ret = SetDrawState(data, cmd, SHADER_SOLID, NULL); |
| } |
| |
| if (ret) { |
| const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first); |
| int op = GL_TRIANGLES; // SDL_RENDERCMD_GEOMETRY |
| if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) { |
| op = GL_POINTS; |
| } |
| |
| if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) { |
| // SetDrawState handles glEnableClientState. |
| data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts); |
| } else { |
| // SetDrawState handles glEnableClientState. |
| if (thistexture) { |
| data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 8, verts + 0); |
| data->glColorPointer(4, GL_FLOAT, sizeof(float) * 8, verts + 2); |
| data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 8, verts + 6); |
| } else { |
| data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 6, verts + 0); |
| data->glColorPointer(4, GL_FLOAT, sizeof(float) * 6, verts + 2); |
| } |
| } |
| |
| data->glDrawArrays(op, 0, (GLsizei)count); |
| |
| // Restore previously set color when we're done. |
| if (thiscmdtype != SDL_RENDERCMD_DRAW_POINTS) { |
| const float r = data->drawstate.color.r; |
| const float g = data->drawstate.color.g; |
| const float b = data->drawstate.color.b; |
| const float a = data->drawstate.color.a; |
| data->glColor4f(r, g, b, a); |
| } |
| } |
| |
| cmd = finalcmd; // skip any copy commands we just combined in here. |
| break; |
| } |
| |
| case SDL_RENDERCMD_NO_OP: |
| break; |
| } |
| |
| cmd = cmd->next; |
| } |
| |
| /* Turn off vertex array state when we're done, in case external code |
| relies on it being off. */ |
| if (data->drawstate.vertex_array) { |
| data->glDisableClientState(GL_VERTEX_ARRAY); |
| data->drawstate.vertex_array = false; |
| } |
| if (data->drawstate.color_array) { |
| data->glDisableClientState(GL_COLOR_ARRAY); |
| data->drawstate.color_array = false; |
| } |
| if (data->drawstate.texture_array) { |
| data->glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| data->drawstate.texture_array = false; |
| } |
| |
| return GL_CheckError("", renderer); |
| } |
| |
| static SDL_Surface *GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) |
| { |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32; |
| GLint internalFormat; |
| GLenum targetFormat, type; |
| SDL_Surface *surface; |
| |
| GL_ActivateRenderer(renderer); |
| |
| if (!convert_format(format, &internalFormat, &targetFormat, &type)) { |
| SDL_SetError("Texture format %s not supported by OpenGL", SDL_GetPixelFormatName(format)); |
| return NULL; |
| } |
| |
| surface = SDL_CreateSurface(rect->w, rect->h, format); |
| if (!surface) { |
| return NULL; |
| } |
| |
| int y = rect->y; |
| if (!renderer->target) { |
| int w, h; |
| SDL_GetRenderOutputSize(renderer, &w, &h); |
| y = (h - y) - rect->h; |
| } |
| |
| data->glPixelStorei(GL_PACK_ALIGNMENT, 1); |
| data->glPixelStorei(GL_PACK_ROW_LENGTH, (surface->pitch / SDL_BYTESPERPIXEL(format))); |
| data->glReadPixels(rect->x, y, rect->w, rect->h, targetFormat, type, surface->pixels); |
| |
| if (!GL_CheckError("glReadPixels()", renderer)) { |
| SDL_DestroySurface(surface); |
| return NULL; |
| } |
| |
| // Flip the rows to be top-down if necessary |
| if (!renderer->target) { |
| SDL_FlipSurface(surface, SDL_FLIP_VERTICAL); |
| } |
| return surface; |
| } |
| |
| static bool GL_RenderPresent(SDL_Renderer *renderer) |
| { |
| GL_ActivateRenderer(renderer); |
| |
| return SDL_GL_SwapWindow(renderer->window); |
| } |
| |
| static void GL_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| GL_RenderData *renderdata = (GL_RenderData *)renderer->internal; |
| GL_TextureData *data = (GL_TextureData *)texture->internal; |
| |
| GL_ActivateRenderer(renderer); |
| |
| if (renderdata->drawstate.texture == texture) { |
| renderdata->drawstate.texture = NULL; |
| renderdata->drawstate.shader_params = NULL; |
| } |
| if (renderdata->drawstate.target == texture) { |
| renderdata->drawstate.target = NULL; |
| } |
| |
| if (!data) { |
| return; |
| } |
| if (data->texture && !data->texture_external) { |
| renderdata->glDeleteTextures(1, &data->texture); |
| } |
| #ifdef SDL_HAVE_YUV |
| if (data->yuv) { |
| if (!data->utexture_external) { |
| renderdata->glDeleteTextures(1, &data->utexture); |
| } |
| if (!data->vtexture_external) { |
| renderdata->glDeleteTextures(1, &data->vtexture); |
| } |
| } |
| if (data->nv12) { |
| if (!data->utexture_external) { |
| renderdata->glDeleteTextures(1, &data->utexture); |
| } |
| } |
| #endif |
| SDL_free(data->pixels); |
| SDL_free(data); |
| texture->internal = NULL; |
| } |
| |
| static void GL_DestroyRenderer(SDL_Renderer *renderer) |
| { |
| GL_RenderData *data = (GL_RenderData *)renderer->internal; |
| |
| if (data) { |
| if (data->context) { |
| // make sure we delete the right resources! |
| GL_ActivateRenderer(renderer); |
| } |
| |
| GL_ClearErrors(renderer); |
| if (data->GL_ARB_debug_output_supported) { |
| PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC)SDL_GL_GetProcAddress("glDebugMessageCallbackARB"); |
| |
| // Uh oh, we don't have a safe way of removing ourselves from the callback chain, if it changed after we set our callback. |
| // For now, just always replace the callback with the original one |
| glDebugMessageCallbackARBFunc(data->next_error_callback, data->next_error_userparam); |
| } |
| if (data->shaders) { |
| GL_DestroyShaderContext(data->shaders); |
| } |
| if (data->context) { |
| while (data->framebuffers) { |
| GL_FBOList *nextnode = data->framebuffers->next; |
| // delete the framebuffer object |
| data->glDeleteFramebuffersEXT(1, &data->framebuffers->FBO); |
| GL_CheckError("", renderer); |
| SDL_free(data->framebuffers); |
| data->framebuffers = nextnode; |
| } |
| SDL_GL_DestroyContext(data->context); |
| } |
| SDL_free(data); |
| } |
| } |
| |
| static bool GL_SetVSync(SDL_Renderer *renderer, const int vsync) |
| { |
| int interval = 0; |
| |
| if (!SDL_GL_SetSwapInterval(vsync)) { |
| return false; |
| } |
| |
| if (!SDL_GL_GetSwapInterval(&interval)) { |
| return false; |
| } |
| |
| if (interval != vsync) { |
| return SDL_Unsupported(); |
| } |
| return true; |
| } |
| |
| static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) |
| { |
| GL_RenderData *data = NULL; |
| GLint value; |
| SDL_WindowFlags window_flags; |
| int profile_mask = 0, major = 0, minor = 0; |
| int real_major = 0, real_minor = 0; |
| bool changed_window = false; |
| const char *hint, *verstr; |
| bool non_power_of_two_supported = false; |
| bool bgra_supported = 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); |
| |
| #ifndef SDL_VIDEO_VITA_PVR_OGL |
| SDL_SyncWindow(window); |
| 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 = true; |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR); |
| |
| if (!SDL_ReconfigureWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL)) { |
| goto error; |
| } |
| } |
| #endif |
| |
| SDL_SetupRendererColorspace(renderer, create_props); |
| |
| if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) { |
| SDL_SetError("Unsupported output colorspace"); |
| goto error; |
| } |
| |
| data = (GL_RenderData *)SDL_calloc(1, sizeof(*data)); |
| if (!data) { |
| goto error; |
| } |
| |
| renderer->WindowEvent = GL_WindowEvent; |
| renderer->SupportsBlendMode = GL_SupportsBlendMode; |
| renderer->CreatePalette = GL_CreatePalette; |
| renderer->UpdatePalette = GL_UpdatePalette; |
| renderer->DestroyPalette = GL_DestroyPalette; |
| renderer->CreateTexture = GL_CreateTexture; |
| renderer->UpdateTexture = GL_UpdateTexture; |
| #ifdef SDL_HAVE_YUV |
| renderer->UpdateTextureYUV = GL_UpdateTextureYUV; |
| renderer->UpdateTextureNV = GL_UpdateTextureNV; |
| #endif |
| renderer->LockTexture = GL_LockTexture; |
| renderer->UnlockTexture = GL_UnlockTexture; |
| renderer->SetRenderTarget = GL_SetRenderTarget; |
| renderer->QueueSetViewport = GL_QueueNoOp; |
| renderer->QueueSetDrawColor = GL_QueueNoOp; |
| renderer->QueueDrawPoints = GL_QueueDrawPoints; |
| renderer->QueueDrawLines = GL_QueueDrawLines; |
| renderer->QueueGeometry = GL_QueueGeometry; |
| renderer->InvalidateCachedState = GL_InvalidateCachedState; |
| renderer->RunCommandQueue = GL_RunCommandQueue; |
| renderer->RenderReadPixels = GL_RenderReadPixels; |
| renderer->RenderPresent = GL_RenderPresent; |
| renderer->DestroyTexture = GL_DestroyTexture; |
| renderer->DestroyRenderer = GL_DestroyRenderer; |
| renderer->SetVSync = GL_SetVSync; |
| renderer->internal = data; |
| GL_InvalidateCachedState(renderer); |
| renderer->window = window; |
| |
| renderer->name = GL_RenderDriver.name; |
| |
| data->context = SDL_GL_CreateContext(window); |
| if (!data->context) { |
| goto error; |
| } |
| if (!SDL_GL_MakeCurrent(window, data->context)) { |
| goto error; |
| } |
| |
| if (!GL_LoadFunctions(data)) { |
| goto error; |
| } |
| |
| #ifdef SDL_PLATFORM_MACOS |
| // Enable multi-threaded rendering |
| /* Disabled until Ryan finishes his VBO/PBO code... |
| CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine); |
| */ |
| #endif |
| |
| // Check for debug output support |
| if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) && |
| (value & SDL_GL_CONTEXT_DEBUG_FLAG)) { |
| data->debug_enabled = true; |
| } |
| if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) { |
| PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC)SDL_GL_GetProcAddress("glDebugMessageCallbackARB"); |
| |
| data->GL_ARB_debug_output_supported = true; |
| data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)(char *)&data->next_error_callback); |
| data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam); |
| glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer); |
| |
| // Make sure our callback is called when errors actually happen |
| data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); |
| } |
| |
| verstr = (const char *)data->glGetString(GL_VERSION); |
| if (verstr) { |
| char verbuf[16]; |
| char *ptr; |
| SDL_strlcpy(verbuf, verstr, sizeof(verbuf)); |
| ptr = SDL_strchr(verbuf, '.'); |
| if (ptr) { |
| real_minor = SDL_atoi(ptr + 1); |
| *ptr = '\0'; |
| real_major = SDL_atoi(verbuf); |
| } |
| } |
| |
| hint = SDL_GetHint("GL_ARB_texture_non_power_of_two"); |
| if (!hint || *hint != '0') { |
| if (real_major >= 2 || SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) { |
| non_power_of_two_supported = true; |
| } |
| } |
| |
| // texture-rectangle doesn't support GL_REPEAT, it has to be the full NPOT extension (or real OpenGL 2.0+) |
| renderer->npot_texture_wrap_unsupported = !non_power_of_two_supported; |
| |
| data->textype = GL_TEXTURE_2D; |
| if (non_power_of_two_supported) { |
| data->GL_ARB_texture_non_power_of_two_supported = true; |
| data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); |
| SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value); |
| } else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") || |
| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) { |
| data->GL_ARB_texture_rectangle_supported = true; |
| data->textype = GL_TEXTURE_RECTANGLE_ARB; |
| data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value); |
| SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value); |
| } else { |
| data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); |
| SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value); |
| } |
| |
| // Check for multitexture support |
| if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) { |
| data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)SDL_GL_GetProcAddress("glActiveTextureARB"); |
| if (data->glActiveTextureARB) { |
| data->GL_ARB_multitexture_supported = true; |
| data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units); |
| } |
| } |
| |
| // Check for texture format support |
| hint = SDL_GetHint("GL_EXT_bgra"); |
| if (!hint || *hint != '0') { |
| if (real_major > 1 || (real_major == 1 && real_minor >= 2) || |
| SDL_GL_ExtensionSupported("GL_EXT_bgra")) { |
| bgra_supported = true; |
| } |
| } |
| |
| // RGBA32 is always supported with OpenGL |
| if (bgra_supported) { |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32); |
| } |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32); |
| |
| // Check for shader support |
| data->shaders = GL_CreateShaderContext(); |
| SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s", |
| data->shaders ? "ENABLED" : "DISABLED"); |
| if (GL_SupportsShader(data->shaders, SHADER_RGB)) { |
| if (bgra_supported) { |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32); |
| } |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32); |
| } else { |
| SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL RGB shaders not supported"); |
| } |
| // We support PIXELART mode using a shader |
| if (GL_SupportsShader(data->shaders, SHADER_RGB_PIXELART) && |
| GL_SupportsShader(data->shaders, SHADER_RGBA_PIXELART)) { |
| data->pixelart_supported = true; |
| } else { |
| SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL PIXELART shaders not supported"); |
| } |
| // We support INDEX8 textures using 2 textures and a shader |
| if (GL_SupportsShader(data->shaders, SHADER_PALETTE_NEAREST) && |
| GL_SupportsShader(data->shaders, SHADER_PALETTE_LINEAR) && |
| (!data->pixelart_supported || GL_SupportsShader(data->shaders, SHADER_PALETTE_PIXELART)) && |
| data->num_texture_units >= 2) { |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8); |
| } else { |
| SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL palette shaders not supported"); |
| } |
| #ifdef SDL_HAVE_YUV |
| // We support YV12 textures using 3 textures and a shader |
| if (GL_SupportsShader(data->shaders, SHADER_YUV) && |
| data->num_texture_units >= 3) { |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); |
| } else { |
| SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL YUV not supported"); |
| } |
| |
| // We support NV12 textures using 2 textures and a shader |
| if (GL_SupportsShader(data->shaders, SHADER_NV12_RA) && |
| GL_SupportsShader(data->shaders, SHADER_NV12_RG) && |
| GL_SupportsShader(data->shaders, SHADER_NV21_RA) && |
| GL_SupportsShader(data->shaders, SHADER_NV21_RG) && |
| data->num_texture_units >= 2) { |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); |
| } else { |
| SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL NV12/NV21 not supported"); |
| } |
| #endif |
| #ifdef SDL_PLATFORM_MACOS |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_UYVY); |
| #endif |
| |
| if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) { |
| data->GL_EXT_framebuffer_object_supported = true; |
| data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC) |
| SDL_GL_GetProcAddress("glGenFramebuffersEXT"); |
| data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC) |
| SDL_GL_GetProcAddress("glDeleteFramebuffersEXT"); |
| data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) |
| SDL_GL_GetProcAddress("glFramebufferTexture2DEXT"); |
| data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC) |
| SDL_GL_GetProcAddress("glBindFramebufferEXT"); |
| data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) |
| SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT"); |
| } else { |
| SDL_SetError("Can't create render targets, GL_EXT_framebuffer_object not available"); |
| goto error; |
| } |
| |
| // Set up parameters for rendering |
| data->glMatrixMode(GL_MODELVIEW); |
| data->glLoadIdentity(); |
| data->glDisable(GL_DEPTH_TEST); |
| data->glDisable(GL_CULL_FACE); |
| data->glDisable(GL_SCISSOR_TEST); |
| data->glDisable(data->textype); |
| data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
| data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f); |
| // This ended up causing video discrepancies between OpenGL and Direct3D |
| // data->glEnable(GL_LINE_SMOOTH); |
| |
| data->drawstate.color.r = 1.0f; |
| data->drawstate.color.g = 1.0f; |
| data->drawstate.color.b = 1.0f; |
| data->drawstate.color.a = 1.0f; |
| data->drawstate.clear_color.r = 1.0f; |
| data->drawstate.clear_color.g = 1.0f; |
| data->drawstate.clear_color.b = 1.0f; |
| data->drawstate.clear_color.a = 1.0f; |
| |
| return true; |
| |
| error: |
| if (changed_window) { |
| // Uh oh, better try to put it back... |
| char *error = SDL_strdup(SDL_GetError()); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); |
| SDL_RecreateWindow(window, window_flags); |
| SDL_SetError("%s", error); |
| SDL_free(error); |
| } |
| return false; |
| } |
| |
| SDL_RenderDriver GL_RenderDriver = { |
| GL_CreateRenderer, "opengl" |
| }; |
| |
| #endif // SDL_VIDEO_RENDER_OGL |