| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2013 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_config.h" |
| |
| #if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED |
| |
| #include "SDL_hints.h" |
| #include "SDL_opengles2.h" |
| #include "../SDL_sysrender.h" |
| #include "SDL_shaders_gles2.h" |
| |
| /* 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_ABGR8888, |
| SDL_PIXELFORMAT_ARGB8888, |
| 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; |
| size_t pitch; |
| GLES2_FBOList *fbo; |
| } GLES2_TextureData; |
| |
| typedef struct GLES2_ShaderCacheEntry |
| { |
| GLuint id; |
| GLES2_ShaderType type; |
| const GLES2_ShaderInstance *instance; |
| int references; |
| struct GLES2_ShaderCacheEntry *prev; |
| struct GLES2_ShaderCacheEntry *next; |
| } GLES2_ShaderCacheEntry; |
| |
| typedef struct GLES2_ShaderCache |
| { |
| int count; |
| GLES2_ShaderCacheEntry *head; |
| } GLES2_ShaderCache; |
| |
| typedef struct GLES2_ProgramCacheEntry |
| { |
| GLuint id; |
| SDL_BlendMode blend_mode; |
| GLES2_ShaderCacheEntry *vertex_shader; |
| GLES2_ShaderCacheEntry *fragment_shader; |
| GLuint uniform_locations[16]; |
| 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_COLORTABLE |
| } 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; |
| |
| typedef struct GLES2_DriverContext |
| { |
| SDL_GLContext *context; |
| 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; |
| } GLES2_DriverContext; |
| |
| #define GLES2_MAX_CACHED_PROGRAMS 8 |
| |
| /************************************************************************************************* |
| * 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 *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| |
| if (SDL_CurrentContext != rdata->context) { |
| /* Null out the current program to ensure we set it again */ |
| rdata->current_program = NULL; |
| |
| if (SDL_GL_MakeCurrent(renderer->window, rdata->context) < 0) { |
| return -1; |
| } |
| SDL_CurrentContext = rdata->context; |
| |
| GLES2_UpdateViewport(renderer); |
| } |
| return 0; |
| } |
| |
| static void |
| GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) |
| { |
| GLES2_DriverContext *rdata = (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! */ |
| rdata->glFinish(); |
| } |
| } |
| |
| static int |
| GLES2_UpdateViewport(SDL_Renderer * renderer) |
| { |
| GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| |
| if (SDL_CurrentContext != rdata->context) { |
| /* We'll update the viewport after we rebind the context */ |
| return 0; |
| } |
| |
| rdata->glViewport(renderer->viewport.x, renderer->viewport.y, |
| renderer->viewport.w, renderer->viewport.h); |
| |
| if (rdata->current_program) { |
| GLES2_SetOrthographicProjection(renderer); |
| } |
| return 0; |
| } |
| |
| static int |
| GLES2_UpdateClipRect(SDL_Renderer * renderer) |
| { |
| GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| const SDL_Rect *rect = &renderer->clip_rect; |
| |
| if (SDL_CurrentContext != rdata->context) { |
| /* We'll update the clip rect after we rebind the context */ |
| return 0; |
| } |
| |
| if (!SDL_RectEmpty(rect)) { |
| rdata->glEnable(GL_SCISSOR_TEST); |
| rdata->glScissor(rect->x, renderer->viewport.h - rect->y - rect->h, rect->w, rect->h); |
| } else { |
| rdata->glDisable(GL_SCISSOR_TEST); |
| } |
| return 0; |
| } |
| |
| static void |
| GLES2_DestroyRenderer(SDL_Renderer *renderer) |
| { |
| GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| |
| /* Deallocate everything */ |
| if (rdata) { |
| GLES2_ActivateRenderer(renderer); |
| |
| { |
| GLES2_ShaderCacheEntry *entry; |
| GLES2_ShaderCacheEntry *next; |
| entry = rdata->shader_cache.head; |
| while (entry) |
| { |
| rdata->glDeleteShader(entry->id); |
| next = entry->next; |
| SDL_free(entry); |
| entry = next; |
| } |
| } |
| { |
| GLES2_ProgramCacheEntry *entry; |
| GLES2_ProgramCacheEntry *next; |
| entry = rdata->program_cache.head; |
| while (entry) { |
| rdata->glDeleteProgram(entry->id); |
| next = entry->next; |
| SDL_free(entry); |
| entry = next; |
| } |
| } |
| if (rdata->context) { |
| while (rdata->framebuffers) { |
| GLES2_FBOList *nextnode = rdata->framebuffers->next; |
| rdata->glDeleteFramebuffers(1, &rdata->framebuffers->FBO); |
| SDL_free(rdata->framebuffers); |
| rdata->framebuffers = nextnode; |
| } |
| SDL_GL_DeleteContext(rdata->context); |
| } |
| if (rdata->shader_formats) { |
| SDL_free(rdata->shader_formats); |
| } |
| SDL_free(rdata); |
| } |
| SDL_free(renderer); |
| } |
| |
| /************************************************************************************************* |
| * Texture APIs * |
| *************************************************************************************************/ |
| |
| static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); |
| 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_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, |
| const void *pixels, int pitch); |
| static int GLES2_SetRenderTarget(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 *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| GLES2_TextureData *tdata; |
| GLenum format; |
| GLenum type; |
| GLenum scaleMode; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| /* Determine the corresponding GLES texture format params */ |
| switch (texture->format) |
| { |
| case SDL_PIXELFORMAT_ABGR8888: |
| case SDL_PIXELFORMAT_ARGB8888: |
| case SDL_PIXELFORMAT_BGR888: |
| case SDL_PIXELFORMAT_RGB888: |
| format = GL_RGBA; |
| type = GL_UNSIGNED_BYTE; |
| break; |
| default: |
| return SDL_SetError("Texture format not supported"); |
| } |
| |
| /* Allocate a texture struct */ |
| tdata = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData)); |
| if (!tdata) { |
| return SDL_OutOfMemory(); |
| } |
| tdata->texture = 0; |
| tdata->texture_type = GL_TEXTURE_2D; |
| tdata->pixel_format = format; |
| tdata->pixel_type = type; |
| scaleMode = GetScaleQuality(); |
| |
| /* Allocate a blob for image data */ |
| if (texture->access == SDL_TEXTUREACCESS_STREAMING) { |
| tdata->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); |
| tdata->pixel_data = SDL_calloc(1, tdata->pitch * texture->h); |
| if (!tdata->pixel_data) { |
| SDL_free(tdata); |
| return SDL_OutOfMemory(); |
| } |
| } |
| |
| /* Allocate the texture */ |
| rdata->glGetError(); |
| rdata->glGenTextures(1, &tdata->texture); |
| if (rdata->glGetError() != GL_NO_ERROR) { |
| SDL_free(tdata); |
| return SDL_SetError("Texture creation failed in glGenTextures()"); |
| } |
| rdata->glActiveTexture(GL_TEXTURE0); |
| rdata->glBindTexture(tdata->texture_type, tdata->texture); |
| rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); |
| rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); |
| rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| rdata->glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL); |
| if (rdata->glGetError() != GL_NO_ERROR) { |
| rdata->glDeleteTextures(1, &tdata->texture); |
| SDL_free(tdata); |
| return SDL_SetError("Texture creation failed"); |
| } |
| texture->driverdata = tdata; |
| |
| if (texture->access == SDL_TEXTUREACCESS_TARGET) { |
| tdata->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h); |
| } else { |
| tdata->fbo = NULL; |
| } |
| |
| return 0; |
| } |
| |
| static void |
| GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| /* Destroy the texture */ |
| if (tdata) |
| { |
| rdata->glDeleteTextures(1, &tdata->texture); |
| SDL_free(tdata->pixel_data); |
| SDL_free(tdata); |
| texture->driverdata = NULL; |
| } |
| } |
| |
| 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_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, |
| const void *pixels, int pitch) |
| { |
| GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| Uint8 *blob = NULL; |
| Uint8 *src; |
| int srcPitch; |
| int y; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| /* Bail out if we're supposed to update an empty rectangle */ |
| if (rect->w <= 0 || rect->h <= 0) |
| return 0; |
| |
| /* Reformat the texture data into a tightly packed array */ |
| srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format); |
| src = (Uint8 *)pixels; |
| if (pitch != srcPitch) { |
| blob = (Uint8 *)SDL_malloc(srcPitch * rect->h); |
| if (!blob) { |
| return SDL_OutOfMemory(); |
| } |
| src = blob; |
| for (y = 0; y < rect->h; ++y) |
| { |
| SDL_memcpy(src, pixels, srcPitch); |
| src += srcPitch; |
| pixels = (Uint8 *)pixels + pitch; |
| } |
| src = blob; |
| } |
| |
| /* Create a texture subimage with the supplied data */ |
| rdata->glGetError(); |
| rdata->glActiveTexture(GL_TEXTURE0); |
| rdata->glBindTexture(tdata->texture_type, tdata->texture); |
| rdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| rdata->glTexSubImage2D(tdata->texture_type, |
| 0, |
| rect->x, |
| rect->y, |
| rect->w, |
| rect->h, |
| tdata->pixel_format, |
| tdata->pixel_type, |
| src); |
| if (blob) { |
| SDL_free(blob); |
| } |
| |
| if (rdata->glGetError() != GL_NO_ERROR) { |
| return SDL_SetError("Failed to update texture"); |
| } |
| return 0; |
| } |
| |
| 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; |
| } |
| |
| /************************************************************************************************* |
| * 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 *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| GLES2_ProgramCacheEntry *entry; |
| GLES2_ShaderCacheEntry *shaderEntry; |
| GLint linkSuccessful; |
| |
| /* Check if we've already cached this program */ |
| entry = rdata->program_cache.head; |
| while (entry) |
| { |
| if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) |
| break; |
| entry = entry->next; |
| } |
| if (entry) |
| { |
| if (rdata->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 = rdata->program_cache.head; |
| rdata->program_cache.head->prev = entry; |
| rdata->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 */ |
| rdata->glGetError(); |
| entry->id = rdata->glCreateProgram(); |
| rdata->glAttachShader(entry->id, vertex->id); |
| rdata->glAttachShader(entry->id, fragment->id); |
| rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position"); |
| rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord"); |
| rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle"); |
| rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center"); |
| rdata->glLinkProgram(entry->id); |
| rdata->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful); |
| if (rdata->glGetError() != GL_NO_ERROR || !linkSuccessful) |
| { |
| rdata->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] = |
| rdata->glGetUniformLocation(entry->id, "u_projection"); |
| entry->uniform_locations[GLES2_UNIFORM_TEXTURE] = |
| rdata->glGetUniformLocation(entry->id, "u_texture"); |
| entry->uniform_locations[GLES2_UNIFORM_MODULATION] = |
| rdata->glGetUniformLocation(entry->id, "u_modulation"); |
| entry->uniform_locations[GLES2_UNIFORM_COLOR] = |
| rdata->glGetUniformLocation(entry->id, "u_color"); |
| entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] = |
| rdata->glGetUniformLocation(entry->id, "u_colorTable"); |
| |
| /* Cache the linked program */ |
| if (rdata->program_cache.head) |
| { |
| entry->next = rdata->program_cache.head; |
| rdata->program_cache.head->prev = entry; |
| } |
| else |
| { |
| rdata->program_cache.tail = entry; |
| } |
| rdata->program_cache.head = entry; |
| ++rdata->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 (rdata->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) |
| { |
| shaderEntry = rdata->program_cache.tail->vertex_shader; |
| if (--shaderEntry->references <= 0) |
| GLES2_EvictShader(renderer, shaderEntry); |
| shaderEntry = rdata->program_cache.tail->fragment_shader; |
| if (--shaderEntry->references <= 0) |
| GLES2_EvictShader(renderer, shaderEntry); |
| rdata->glDeleteProgram(rdata->program_cache.tail->id); |
| rdata->program_cache.tail = rdata->program_cache.tail->prev; |
| SDL_free(rdata->program_cache.tail->next); |
| rdata->program_cache.tail->next = NULL; |
| --rdata->program_cache.count; |
| } |
| return entry; |
| } |
| |
| static GLES2_ShaderCacheEntry * |
| GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode) |
| { |
| GLES2_DriverContext *rdata = (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 < rdata->shader_format_count && !instance; ++j) |
| { |
| if (!shader->instances) |
| continue; |
| if (!shader->instances[i]) |
| continue; |
| if (shader->instances[i]->format != rdata->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 = rdata->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 */ |
| rdata->glGetError(); |
| entry->id = rdata->glCreateShader(instance->type); |
| if (instance->format == (GLenum)-1) |
| { |
| rdata->glShaderSource(entry->id, 1, (const char **)&instance->data, NULL); |
| rdata->glCompileShader(entry->id); |
| rdata->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful); |
| } |
| else |
| { |
| rdata->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length); |
| compileSuccessful = GL_TRUE; |
| } |
| if (rdata->glGetError() != GL_NO_ERROR || !compileSuccessful) |
| { |
| char *info = NULL; |
| int length = 0; |
| |
| rdata->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length); |
| if (length > 0) { |
| info = SDL_stack_alloc(char, length); |
| if (info) { |
| rdata->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"); |
| } |
| rdata->glDeleteShader(entry->id); |
| SDL_free(entry); |
| return NULL; |
| } |
| |
| /* Link the shader entry in at the front of the cache */ |
| if (rdata->shader_cache.head) |
| { |
| entry->next = rdata->shader_cache.head; |
| rdata->shader_cache.head->prev = entry; |
| } |
| rdata->shader_cache.head = entry; |
| ++rdata->shader_cache.count; |
| return entry; |
| } |
| |
| static void |
| GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry) |
| { |
| GLES2_DriverContext *rdata = (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 (rdata->shader_cache.head == entry) |
| rdata->shader_cache.head = entry->next; |
| --rdata->shader_cache.count; |
| |
| /* Deallocate the shader */ |
| rdata->glDeleteShader(entry->id); |
| SDL_free(entry); |
| } |
| |
| static int |
| GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode) |
| { |
| GLES2_DriverContext *rdata = (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; |
| 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 (rdata->current_program && |
| rdata->current_program->vertex_shader == vertex && |
| rdata->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 */ |
| rdata->glGetError(); |
| rdata->glUseProgram(program->id); |
| if (rdata->glGetError() != GL_NO_ERROR) |
| { |
| SDL_SetError("Failed to select program"); |
| goto fault; |
| } |
| |
| /* Set the current program */ |
| rdata->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); |
| rdata->current_program = NULL; |
| return -1; |
| } |
| |
| static int |
| GLES2_SetOrthographicProjection(SDL_Renderer *renderer) |
| { |
| GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| GLfloat projection[4][4]; |
| GLuint locProjection; |
| |
| 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 */ |
| locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION]; |
| rdata->glGetError(); |
| rdata->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection); |
| if (rdata->glGetError() != GL_NO_ERROR) { |
| return SDL_SetError("Failed to set orthographic 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 int |
| GLES2_RenderClear(SDL_Renderer * renderer) |
| { |
| GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| rdata->glClearColor((GLfloat) renderer->r * inv255f, |
| (GLfloat) renderer->g * inv255f, |
| (GLfloat) renderer->b * inv255f, |
| (GLfloat) renderer->a * inv255f); |
| |
| rdata->glClear(GL_COLOR_BUFFER_BIT); |
| |
| return 0; |
| } |
| |
| static void |
| GLES2_SetBlendMode(GLES2_DriverContext *rdata, int blendMode) |
| { |
| if (blendMode != rdata->current.blendMode) { |
| switch (blendMode) { |
| default: |
| case SDL_BLENDMODE_NONE: |
| rdata->glDisable(GL_BLEND); |
| break; |
| case SDL_BLENDMODE_BLEND: |
| rdata->glEnable(GL_BLEND); |
| rdata->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
| break; |
| case SDL_BLENDMODE_ADD: |
| rdata->glEnable(GL_BLEND); |
| rdata->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE); |
| break; |
| case SDL_BLENDMODE_MOD: |
| rdata->glEnable(GL_BLEND); |
| rdata->glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE); |
| break; |
| } |
| rdata->current.blendMode = blendMode; |
| } |
| } |
| |
| static void |
| GLES2_SetTexCoords(GLES2_DriverContext * rdata, SDL_bool enabled) |
| { |
| if (enabled != rdata->current.tex_coords) { |
| if (enabled) { |
| rdata->glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); |
| } else { |
| rdata->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); |
| } |
| rdata->current.tex_coords = enabled; |
| } |
| } |
| |
| static int |
| GLES2_SetDrawingState(SDL_Renderer * renderer) |
| { |
| GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| int blendMode = renderer->blendMode; |
| GLuint locColor; |
| |
| rdata->glGetError(); |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| GLES2_SetBlendMode(rdata, blendMode); |
| |
| GLES2_SetTexCoords(rdata, 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 */ |
| locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR]; |
| if (renderer->target && |
| (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || |
| renderer->target->format == SDL_PIXELFORMAT_RGB888)) { |
| rdata->glUniform4f(locColor, |
| renderer->b * inv255f, |
| renderer->g * inv255f, |
| renderer->r * inv255f, |
| renderer->a * inv255f); |
| } else { |
| rdata->glUniform4f(locColor, |
| renderer->r * inv255f, |
| renderer->g * inv255f, |
| renderer->b * inv255f, |
| renderer->a * inv255f); |
| } |
| return 0; |
| } |
| |
| static int |
| GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count) |
| { |
| GLES2_DriverContext *rdata = (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; |
| } |
| rdata->glGetError(); |
| rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); |
| rdata->glDrawArrays(GL_POINTS, 0, count); |
| SDL_stack_free(vertices); |
| if (rdata->glGetError() != GL_NO_ERROR) { |
| return SDL_SetError("Failed to render points"); |
| } |
| return 0; |
| } |
| |
| static int |
| GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count) |
| { |
| GLES2_DriverContext *rdata = (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; |
| } |
| rdata->glGetError(); |
| rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); |
| rdata->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) { |
| rdata->glDrawArrays(GL_POINTS, count-1, 1); |
| } |
| SDL_stack_free(vertices); |
| if (rdata->glGetError() != GL_NO_ERROR) { |
| return SDL_SetError("Failed to render lines"); |
| } |
| return 0; |
| } |
| |
| static int |
| GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count) |
| { |
| GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| GLfloat vertices[8]; |
| int idx; |
| |
| if (GLES2_SetDrawingState(renderer) < 0) { |
| return -1; |
| } |
| |
| /* Emit a line loop for each rectangle */ |
| rdata->glGetError(); |
| 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; |
| rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); |
| rdata->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| } |
| if (rdata->glGetError() != GL_NO_ERROR) { |
| return SDL_SetError("Failed to render filled rects"); |
| } |
| return 0; |
| } |
| |
| static int |
| GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, |
| const SDL_FRect *dstrect) |
| { |
| GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| GLES2_ImageSource sourceType; |
| SDL_BlendMode blendMode; |
| GLfloat vertices[8]; |
| GLfloat texCoords[8]; |
| GLuint locTexture; |
| GLuint locModulation; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| /* 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_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_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_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_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; |
| } |
| } |
| 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_ABGR8888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; |
| break; |
| case SDL_PIXELFORMAT_ARGB8888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; |
| break; |
| case SDL_PIXELFORMAT_BGR888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; |
| break; |
| case SDL_PIXELFORMAT_RGB888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; |
| break; |
| default: |
| return -1; |
| } |
| } |
| if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0) |
| return -1; |
| |
| /* Select the target texture */ |
| locTexture = rdata->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE]; |
| rdata->glGetError(); |
| rdata->glActiveTexture(GL_TEXTURE0); |
| rdata->glBindTexture(tdata->texture_type, tdata->texture); |
| rdata->glUniform1i(locTexture, 0); |
| |
| /* Configure color modulation */ |
| locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION]; |
| if (renderer->target && |
| (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || |
| renderer->target->format == SDL_PIXELFORMAT_RGB888)) { |
| rdata->glUniform4f(locModulation, |
| texture->b * inv255f, |
| texture->g * inv255f, |
| texture->r * inv255f, |
| texture->a * inv255f); |
| } else { |
| rdata->glUniform4f(locModulation, |
| texture->r * inv255f, |
| texture->g * inv255f, |
| texture->b * inv255f, |
| texture->a * inv255f); |
| } |
| |
| /* Configure texture blending */ |
| GLES2_SetBlendMode(rdata, blendMode); |
| |
| GLES2_SetTexCoords(rdata, SDL_TRUE); |
| |
| /* 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); |
| rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); |
| 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; |
| rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords); |
| rdata->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| if (rdata->glGetError() != GL_NO_ERROR) { |
| return SDL_SetError("Failed to render texture"); |
| } |
| return 0; |
| } |
| |
| 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 *rdata = (GLES2_DriverContext *)renderer->driverdata; |
| GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| GLES2_ImageSource sourceType; |
| SDL_BlendMode blendMode; |
| GLfloat vertices[8]; |
| GLfloat texCoords[8]; |
| GLuint locTexture; |
| GLuint locModulation; |
| GLfloat translate[8]; |
| GLfloat fAngle[4]; |
| GLfloat tmp; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| rdata->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER); |
| rdata->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); |
| |
| /* 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_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_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_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_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; |
| } |
| } |
| 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_ABGR8888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; |
| break; |
| case SDL_PIXELFORMAT_ARGB8888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; |
| break; |
| case SDL_PIXELFORMAT_BGR888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; |
| break; |
| case SDL_PIXELFORMAT_RGB888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; |
| break; |
| default: |
| return -1; |
| } |
| } |
| if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0) |
| return -1; |
| |
| /* Select the target texture */ |
| locTexture = rdata->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE]; |
| rdata->glGetError(); |
| rdata->glActiveTexture(GL_TEXTURE0); |
| rdata->glBindTexture(tdata->texture_type, tdata->texture); |
| rdata->glUniform1i(locTexture, 0); |
| |
| /* Configure color modulation */ |
| locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION]; |
| if (renderer->target && |
| (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || |
| renderer->target->format == SDL_PIXELFORMAT_RGB888)) { |
| rdata->glUniform4f(locModulation, |
| texture->b * inv255f, |
| texture->g * inv255f, |
| texture->r * inv255f, |
| texture->a * inv255f); |
| } else { |
| rdata->glUniform4f(locModulation, |
| texture->r * inv255f, |
| texture->g * inv255f, |
| texture->b * inv255f, |
| texture->a * inv255f); |
| } |
| |
| /* Configure texture blending */ |
| GLES2_SetBlendMode(rdata, blendMode); |
| |
| GLES2_SetTexCoords(rdata, SDL_TRUE); |
| |
| /* 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; |
| } |
| |
| rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 1, GL_FLOAT, GL_FALSE, 0, &fAngle); |
| rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, translate); |
| rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); |
| |
| 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; |
| rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords); |
| rdata->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| rdata->glDisableVertexAttribArray(GLES2_ATTRIBUTE_CENTER); |
| rdata->glDisableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE); |
| if (rdata->glGetError() != GL_NO_ERROR) { |
| return SDL_SetError("Failed to render texture"); |
| } |
| return 0; |
| } |
| |
| static int |
| GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, |
| Uint32 pixel_format, void * pixels, int pitch) |
| { |
| GLES2_DriverContext *rdata = (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); |
| |
| rdata->glPixelStorei(GL_PACK_ALIGNMENT, 1); |
| |
| rdata->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h, |
| GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels); |
| |
| /* 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 *rdata = (GLES2_DriverContext *) renderer->driverdata; |
| |
| if (SDL_CurrentContext == rdata->context) { |
| GLES2_UpdateViewport(renderer); |
| } else { |
| GLES2_ActivateRenderer(renderer); |
| } |
| |
| rdata->current.blendMode = -1; |
| rdata->current.tex_coords = SDL_FALSE; |
| |
| rdata->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION); |
| rdata->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); |
| } |
| |
| static SDL_Renderer * |
| GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) |
| { |
| SDL_Renderer *renderer; |
| GLES2_DriverContext *rdata; |
| GLint nFormats; |
| #ifndef ZUNE_HD |
| GLboolean hasCompiler; |
| #endif |
| Uint32 windowFlags; |
| GLint window_framebuffer; |
| |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_EGL, 1); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
| |
| windowFlags = SDL_GetWindowFlags(window); |
| if (!(windowFlags & SDL_WINDOW_OPENGL)) { |
| if (SDL_RecreateWindow(window, windowFlags | SDL_WINDOW_OPENGL) < 0) { |
| /* Uh oh, better try to put it back... */ |
| SDL_RecreateWindow(window, windowFlags); |
| return NULL; |
| } |
| } |
| |
| /* Create the renderer struct */ |
| renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer)); |
| if (!renderer) { |
| SDL_OutOfMemory(); |
| return NULL; |
| } |
| |
| rdata = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext)); |
| if (!rdata) { |
| GLES2_DestroyRenderer(renderer); |
| SDL_OutOfMemory(); |
| return NULL; |
| } |
| renderer->info = GLES2_RenderDriver.info; |
| renderer->info.flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE; |
| renderer->driverdata = rdata; |
| renderer->window = window; |
| |
| /* Create an OpenGL ES 2.0 context */ |
| rdata->context = SDL_GL_CreateContext(window); |
| if (!rdata->context) |
| { |
| GLES2_DestroyRenderer(renderer); |
| return NULL; |
| } |
| if (SDL_GL_MakeCurrent(window, rdata->context) < 0) { |
| GLES2_DestroyRenderer(renderer); |
| return NULL; |
| } |
| |
| if (GLES2_LoadFunctions(rdata) < 0) { |
| GLES2_DestroyRenderer(renderer); |
| return NULL; |
| } |
| |
| 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; |
| } |
| |
| /* Determine supported shader formats */ |
| /* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */ |
| rdata->glGetError(); |
| #ifdef ZUNE_HD |
| nFormats = 1; |
| #else /* !ZUNE_HD */ |
| rdata->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats); |
| rdata->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler); |
| if (hasCompiler) |
| ++nFormats; |
| #endif /* ZUNE_HD */ |
| rdata->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum)); |
| if (!rdata->shader_formats) |
| { |
| GLES2_DestroyRenderer(renderer); |
| SDL_OutOfMemory(); |
| return NULL; |
| } |
| rdata->shader_format_count = nFormats; |
| #ifdef ZUNE_HD |
| rdata->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV; |
| #else /* !ZUNE_HD */ |
| rdata->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)rdata->shader_formats); |
| if (rdata->glGetError() != GL_NO_ERROR) |
| { |
| GLES2_DestroyRenderer(renderer); |
| SDL_SetError("Failed to query supported shader formats"); |
| return NULL; |
| } |
| if (hasCompiler) |
| rdata->shader_formats[nFormats - 1] = (GLenum)-1; |
| #endif /* ZUNE_HD */ |
| |
| rdata->framebuffers = NULL; |
| rdata->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer); |
| rdata->window_framebuffer = (GLuint)window_framebuffer; |
| |
| /* Populate the function pointers for the module */ |
| renderer->WindowEvent = &GLES2_WindowEvent; |
| renderer->CreateTexture = &GLES2_CreateTexture; |
| renderer->UpdateTexture = &GLES2_UpdateTexture; |
| 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; |
| |
| GLES2_ResetState(renderer); |
| |
| return renderer; |
| } |
| |
| #endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |