|  | /* | 
|  | Simple DirectMedia Layer | 
|  | Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> | 
|  |  | 
|  | This software is provided 'as-is', without any express or implied | 
|  | warranty.  In no event will the authors be held liable for any damages | 
|  | arising from the use of this software. | 
|  |  | 
|  | Permission is granted to anyone to use this software for any purpose, | 
|  | including commercial applications, and to alter it and redistribute it | 
|  | freely, subject to the following restrictions: | 
|  |  | 
|  | 1. The origin of this software must not be misrepresented; you must not | 
|  | claim that you wrote the original software. If you use this software | 
|  | in a product, an acknowledgment in the product documentation would be | 
|  | appreciated but is not required. | 
|  | 2. Altered source versions must be plainly marked as such, and must not be | 
|  | misrepresented as being the original software. | 
|  | 3. This notice may not be removed or altered from any source distribution. | 
|  | */ | 
|  | #include "../../SDL_internal.h" | 
|  |  | 
|  | #if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED | 
|  |  | 
|  | #include "SDL_hints.h" | 
|  | #include "../../video/SDL_sysvideo.h" /* For SDL_GL_SwapWindowWithResult */ | 
|  | #include "SDL_opengles2.h" | 
|  | #include "../SDL_sysrender.h" | 
|  | #include "../../video/SDL_blit.h" | 
|  | #include "SDL_shaders_gles2.h" | 
|  |  | 
|  | /* WebGL doesn't offer client-side arrays, so use Vertex Buffer Objects | 
|  | on Emscripten, which converts GLES2 into WebGL calls. | 
|  | In all other cases, attempt to use client-side arrays, as they tend to | 
|  | be dramatically faster when not batching, and about the same when | 
|  | we are. */ | 
|  | #if defined(__EMSCRIPTEN__) | 
|  | #define USE_VERTEX_BUFFER_OBJECTS 1 | 
|  | #else | 
|  | #define USE_VERTEX_BUFFER_OBJECTS 0 | 
|  | #endif | 
|  |  | 
|  | /* To prevent unnecessary window recreation, | 
|  | * these should match the defaults selected in SDL_GL_ResetAttributes | 
|  | */ | 
|  | #define RENDERER_CONTEXT_MAJOR 2 | 
|  | #define RENDERER_CONTEXT_MINOR 0 | 
|  |  | 
|  | /************************************************************************************************* | 
|  | * Context structures                                                                            * | 
|  | *************************************************************************************************/ | 
|  |  | 
|  | typedef struct GLES2_FBOList GLES2_FBOList; | 
|  |  | 
|  | struct GLES2_FBOList | 
|  | { | 
|  | Uint32 w, h; | 
|  | GLuint FBO; | 
|  | GLES2_FBOList *next; | 
|  | }; | 
|  |  | 
|  | typedef struct GLES2_TextureData | 
|  | { | 
|  | GLuint texture; | 
|  | GLenum texture_type; | 
|  | GLenum pixel_format; | 
|  | GLenum pixel_type; | 
|  | void *pixel_data; | 
|  | int pitch; | 
|  | #if SDL_HAVE_YUV | 
|  | /* YUV texture support */ | 
|  | SDL_bool yuv; | 
|  | SDL_bool nv12; | 
|  | GLuint texture_v; | 
|  | GLuint texture_u; | 
|  | #endif | 
|  | GLES2_FBOList *fbo; | 
|  | } GLES2_TextureData; | 
|  |  | 
|  | typedef struct GLES2_ProgramCacheEntry | 
|  | { | 
|  | GLuint id; | 
|  | GLuint vertex_shader; | 
|  | GLuint fragment_shader; | 
|  | GLuint uniform_locations[16]; | 
|  | GLfloat projection[4][4]; | 
|  | struct GLES2_ProgramCacheEntry *prev; | 
|  | struct GLES2_ProgramCacheEntry *next; | 
|  | } GLES2_ProgramCacheEntry; | 
|  |  | 
|  | typedef struct GLES2_ProgramCache | 
|  | { | 
|  | int count; | 
|  | GLES2_ProgramCacheEntry *head; | 
|  | GLES2_ProgramCacheEntry *tail; | 
|  | } GLES2_ProgramCache; | 
|  |  | 
|  | typedef enum | 
|  | { | 
|  | GLES2_ATTRIBUTE_POSITION = 0, | 
|  | GLES2_ATTRIBUTE_COLOR = 1, | 
|  | GLES2_ATTRIBUTE_TEXCOORD = 2, | 
|  | } GLES2_Attribute; | 
|  |  | 
|  | typedef enum | 
|  | { | 
|  | GLES2_UNIFORM_PROJECTION, | 
|  | GLES2_UNIFORM_TEXTURE, | 
|  | GLES2_UNIFORM_TEXTURE_U, | 
|  | GLES2_UNIFORM_TEXTURE_V | 
|  | } GLES2_Uniform; | 
|  |  | 
|  | typedef enum | 
|  | { | 
|  | GLES2_IMAGESOURCE_INVALID, | 
|  | GLES2_IMAGESOURCE_SOLID, | 
|  | GLES2_IMAGESOURCE_TEXTURE_ABGR, | 
|  | GLES2_IMAGESOURCE_TEXTURE_ARGB, | 
|  | GLES2_IMAGESOURCE_TEXTURE_RGB, | 
|  | GLES2_IMAGESOURCE_TEXTURE_BGR, | 
|  | GLES2_IMAGESOURCE_TEXTURE_YUV, | 
|  | GLES2_IMAGESOURCE_TEXTURE_NV12, | 
|  | GLES2_IMAGESOURCE_TEXTURE_NV21, | 
|  | GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES | 
|  | } GLES2_ImageSource; | 
|  |  | 
|  | typedef struct | 
|  | { | 
|  | SDL_Rect viewport; | 
|  | SDL_bool viewport_dirty; | 
|  | SDL_Texture *texture; | 
|  | SDL_Texture *target; | 
|  | SDL_BlendMode blend; | 
|  | SDL_bool cliprect_enabled_dirty; | 
|  | SDL_bool cliprect_enabled; | 
|  | SDL_bool cliprect_dirty; | 
|  | SDL_Rect cliprect; | 
|  | SDL_bool texturing; | 
|  | Uint32 clear_color; | 
|  | int drawablew; | 
|  | int drawableh; | 
|  | GLES2_ProgramCacheEntry *program; | 
|  | GLfloat projection[4][4]; | 
|  | } GLES2_DrawStateCache; | 
|  |  | 
|  | typedef struct GLES2_RenderData | 
|  | { | 
|  | SDL_GLContext *context; | 
|  |  | 
|  | SDL_bool debug_enabled; | 
|  |  | 
|  | SDL_bool GL_EXT_blend_minmax_supported; | 
|  |  | 
|  | #define SDL_PROC(ret, func, params) ret(APIENTRY *func) params; | 
|  | #include "SDL_gles2funcs.h" | 
|  | #undef SDL_PROC | 
|  | GLES2_FBOList *framebuffers; | 
|  | GLuint window_framebuffer; | 
|  |  | 
|  | GLuint shader_id_cache[GLES2_SHADER_COUNT]; | 
|  |  | 
|  | GLES2_ProgramCache program_cache; | 
|  | Uint8 clear_r, clear_g, clear_b, clear_a; | 
|  |  | 
|  | #if USE_VERTEX_BUFFER_OBJECTS | 
|  | GLuint vertex_buffers[8]; | 
|  | size_t vertex_buffer_size[8]; | 
|  | int current_vertex_buffer; | 
|  | #endif | 
|  |  | 
|  | GLES2_DrawStateCache drawstate; | 
|  | GLES2_ShaderIncludeType texcoord_precision_hint; | 
|  | } GLES2_RenderData; | 
|  |  | 
|  | #define GLES2_MAX_CACHED_PROGRAMS 8 | 
|  |  | 
|  | static const float inv255f = 1.0f / 255.0f; | 
|  |  | 
|  | SDL_FORCE_INLINE const char * | 
|  | GL_TranslateError(GLenum error) | 
|  | { | 
|  | #define GL_ERROR_TRANSLATE(e) \ | 
|  | case e:                   \ | 
|  | return #e; | 
|  | switch (error) { | 
|  | GL_ERROR_TRANSLATE(GL_INVALID_ENUM) | 
|  | GL_ERROR_TRANSLATE(GL_INVALID_VALUE) | 
|  | GL_ERROR_TRANSLATE(GL_INVALID_OPERATION) | 
|  | GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY) | 
|  | GL_ERROR_TRANSLATE(GL_NO_ERROR) | 
|  | default: | 
|  | return "UNKNOWN"; | 
|  | } | 
|  | #undef GL_ERROR_TRANSLATE | 
|  | } | 
|  |  | 
|  | SDL_FORCE_INLINE void | 
|  | GL_ClearErrors(SDL_Renderer *renderer) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  |  | 
|  | if (!data->debug_enabled) { | 
|  | return; | 
|  | } | 
|  | while (data->glGetError() != GL_NO_ERROR) { | 
|  | /* continue; */ | 
|  | } | 
|  | } | 
|  |  | 
|  | SDL_FORCE_INLINE int | 
|  | GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  | int ret = 0; | 
|  |  | 
|  | if (!data->debug_enabled) { | 
|  | return 0; | 
|  | } | 
|  | /* check gl errors (can return multiple errors) */ | 
|  | for (;;) { | 
|  | GLenum error = data->glGetError(); | 
|  | if (error != GL_NO_ERROR) { | 
|  | if (prefix == NULL || prefix[0] == '\0') { | 
|  | prefix = "generic"; | 
|  | } | 
|  | SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error); | 
|  | ret = -1; | 
|  | } else { | 
|  | break; | 
|  | } | 
|  | } | 
|  | return ret; | 
|  | } | 
|  |  | 
|  | #if 0 | 
|  | #define GL_CheckError(prefix, renderer) | 
|  | #else | 
|  | #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION) | 
|  | #endif | 
|  |  | 
|  | /************************************************************************************************* | 
|  | * Renderer state APIs                                                                           * | 
|  | *************************************************************************************************/ | 
|  |  | 
|  | static int GLES2_LoadFunctions(GLES2_RenderData *data) | 
|  | { | 
|  | #if SDL_VIDEO_DRIVER_UIKIT | 
|  | #define __SDL_NOGETPROCADDR__ | 
|  | #elif SDL_VIDEO_DRIVER_ANDROID | 
|  | #define __SDL_NOGETPROCADDR__ | 
|  | #elif SDL_VIDEO_DRIVER_PANDORA | 
|  | #define __SDL_NOGETPROCADDR__ | 
|  | #endif | 
|  |  | 
|  | #if defined __SDL_NOGETPROCADDR__ | 
|  | #define SDL_PROC(ret, func, params) data->func = func; | 
|  | #else | 
|  | #define SDL_PROC(ret, func, params)                                                            \ | 
|  | do {                                                                                       \ | 
|  | data->func = SDL_GL_GetProcAddress(#func);                                             \ | 
|  | if (!data->func) {                                                                     \ | 
|  | return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \ | 
|  | }                                                                                      \ | 
|  | } while (0); | 
|  | #endif /* __SDL_NOGETPROCADDR__ */ | 
|  |  | 
|  | #include "SDL_gles2funcs.h" | 
|  | #undef SDL_PROC | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static GLES2_FBOList *GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h) | 
|  | { | 
|  | GLES2_FBOList *result = data->framebuffers; | 
|  | while ((result) && ((result->w != w) || (result->h != h))) { | 
|  | result = result->next; | 
|  | } | 
|  | if (result == NULL) { | 
|  | result = SDL_malloc(sizeof(GLES2_FBOList)); | 
|  | result->w = w; | 
|  | result->h = h; | 
|  | data->glGenFramebuffers(1, &result->FBO); | 
|  | result->next = data->framebuffers; | 
|  | data->framebuffers = result; | 
|  | } | 
|  | return result; | 
|  | } | 
|  |  | 
|  | static int GLES2_ActivateRenderer(SDL_Renderer *renderer) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  |  | 
|  | if (SDL_GL_GetCurrentContext() != data->context) { | 
|  | /* Null out the current program to ensure we set it again */ | 
|  | data->drawstate.program = NULL; | 
|  |  | 
|  | if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) { | 
|  | return -1; | 
|  | } | 
|  | } | 
|  |  | 
|  | GL_ClearErrors(renderer); | 
|  |  | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static void GLES2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  |  | 
|  | if (event->event == SDL_WINDOWEVENT_MINIMIZED) { | 
|  | /* According to Apple documentation, we need to finish drawing NOW! */ | 
|  | data->glFinish(); | 
|  | } | 
|  | } | 
|  |  | 
|  | static int GLES2_GetOutputSize(SDL_Renderer *renderer, int *w, int *h) | 
|  | { | 
|  | SDL_GL_GetDrawableSize(renderer->window, w, h); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static GLenum GetBlendFunc(SDL_BlendFactor factor) | 
|  | { | 
|  | switch (factor) { | 
|  | case SDL_BLENDFACTOR_ZERO: | 
|  | return GL_ZERO; | 
|  | case SDL_BLENDFACTOR_ONE: | 
|  | return GL_ONE; | 
|  | case SDL_BLENDFACTOR_SRC_COLOR: | 
|  | return GL_SRC_COLOR; | 
|  | case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: | 
|  | return GL_ONE_MINUS_SRC_COLOR; | 
|  | case SDL_BLENDFACTOR_SRC_ALPHA: | 
|  | return GL_SRC_ALPHA; | 
|  | case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: | 
|  | return GL_ONE_MINUS_SRC_ALPHA; | 
|  | case SDL_BLENDFACTOR_DST_COLOR: | 
|  | return GL_DST_COLOR; | 
|  | case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: | 
|  | return GL_ONE_MINUS_DST_COLOR; | 
|  | case SDL_BLENDFACTOR_DST_ALPHA: | 
|  | return GL_DST_ALPHA; | 
|  | case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: | 
|  | return GL_ONE_MINUS_DST_ALPHA; | 
|  | default: | 
|  | return GL_INVALID_ENUM; | 
|  | } | 
|  | } | 
|  |  | 
|  | static GLenum GetBlendEquation(SDL_BlendOperation operation) | 
|  | { | 
|  | switch (operation) { | 
|  | case SDL_BLENDOPERATION_ADD: | 
|  | return GL_FUNC_ADD; | 
|  | case SDL_BLENDOPERATION_SUBTRACT: | 
|  | return GL_FUNC_SUBTRACT; | 
|  | case SDL_BLENDOPERATION_REV_SUBTRACT: | 
|  | return GL_FUNC_REVERSE_SUBTRACT; | 
|  | case SDL_BLENDOPERATION_MINIMUM: | 
|  | return GL_MIN_EXT; | 
|  | case SDL_BLENDOPERATION_MAXIMUM: | 
|  | return GL_MAX_EXT; | 
|  | default: | 
|  | return GL_INVALID_ENUM; | 
|  | } | 
|  | } | 
|  |  | 
|  | static SDL_bool GLES2_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  |  | 
|  | SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); | 
|  | SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); | 
|  | SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); | 
|  | SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); | 
|  | SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); | 
|  | SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); | 
|  |  | 
|  | if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM || | 
|  | GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM || | 
|  | GetBlendEquation(colorOperation) == GL_INVALID_ENUM || | 
|  | GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM || | 
|  | GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM || | 
|  | GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) { | 
|  | return SDL_FALSE; | 
|  | } | 
|  |  | 
|  | if (colorOperation == SDL_BLENDOPERATION_MINIMUM && !data->GL_EXT_blend_minmax_supported) { | 
|  | return SDL_FALSE; | 
|  | } | 
|  | if (colorOperation == SDL_BLENDOPERATION_MAXIMUM && !data->GL_EXT_blend_minmax_supported) { | 
|  | return SDL_FALSE; | 
|  | } | 
|  |  | 
|  | return SDL_TRUE; | 
|  | } | 
|  |  | 
|  | static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment) | 
|  | { | 
|  | GLES2_ProgramCacheEntry *entry; | 
|  | GLint linkSuccessful; | 
|  |  | 
|  | /* Check if we've already cached this program */ | 
|  | entry = data->program_cache.head; | 
|  | while (entry) { | 
|  | if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) { | 
|  | break; | 
|  | } | 
|  | entry = entry->next; | 
|  | } | 
|  | if (entry) { | 
|  | if (data->program_cache.head != entry) { | 
|  | if (entry->next) { | 
|  | entry->next->prev = entry->prev; | 
|  | } | 
|  | if (entry->prev) { | 
|  | entry->prev->next = entry->next; | 
|  | } | 
|  | entry->prev = NULL; | 
|  | entry->next = data->program_cache.head; | 
|  | data->program_cache.head->prev = entry; | 
|  | data->program_cache.head = entry; | 
|  | } | 
|  | return entry; | 
|  | } | 
|  |  | 
|  | /* Create a program cache entry */ | 
|  | entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry)); | 
|  | if (entry == NULL) { | 
|  | SDL_OutOfMemory(); | 
|  | return NULL; | 
|  | } | 
|  | entry->vertex_shader = vertex; | 
|  | entry->fragment_shader = fragment; | 
|  |  | 
|  | /* Create the program and link it */ | 
|  | entry->id = data->glCreateProgram(); | 
|  | data->glAttachShader(entry->id, vertex); | 
|  | data->glAttachShader(entry->id, fragment); | 
|  | data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position"); | 
|  | data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color"); | 
|  | data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord"); | 
|  | data->glLinkProgram(entry->id); | 
|  | data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful); | 
|  | if (!linkSuccessful) { | 
|  | data->glDeleteProgram(entry->id); | 
|  | SDL_free(entry); | 
|  | SDL_SetError("Failed to link shader program"); | 
|  | return NULL; | 
|  | } | 
|  |  | 
|  | /* Predetermine locations of uniform variables */ | 
|  | entry->uniform_locations[GLES2_UNIFORM_PROJECTION] = | 
|  | data->glGetUniformLocation(entry->id, "u_projection"); | 
|  | entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] = | 
|  | data->glGetUniformLocation(entry->id, "u_texture_v"); | 
|  | entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] = | 
|  | data->glGetUniformLocation(entry->id, "u_texture_u"); | 
|  | entry->uniform_locations[GLES2_UNIFORM_TEXTURE] = | 
|  | data->glGetUniformLocation(entry->id, "u_texture"); | 
|  |  | 
|  | data->glUseProgram(entry->id); | 
|  | if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) { | 
|  | data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */ | 
|  | } | 
|  | if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) { | 
|  | data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */ | 
|  | } | 
|  | if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) { | 
|  | data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */ | 
|  | } | 
|  | if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) { | 
|  | data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection); | 
|  | } | 
|  |  | 
|  | /* Cache the linked program */ | 
|  | if (data->program_cache.head) { | 
|  | entry->next = data->program_cache.head; | 
|  | data->program_cache.head->prev = entry; | 
|  | } else { | 
|  | data->program_cache.tail = entry; | 
|  | } | 
|  | data->program_cache.head = entry; | 
|  | ++data->program_cache.count; | 
|  |  | 
|  | /* Evict the last entry from the cache if we exceed the limit */ | 
|  | if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) { | 
|  | data->glDeleteProgram(data->program_cache.tail->id); | 
|  | data->program_cache.tail = data->program_cache.tail->prev; | 
|  | if (data->program_cache.tail != NULL) { | 
|  | SDL_free(data->program_cache.tail->next); | 
|  | data->program_cache.tail->next = NULL; | 
|  | } | 
|  | --data->program_cache.count; | 
|  | } | 
|  | return entry; | 
|  | } | 
|  |  | 
|  | static GLuint GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type) | 
|  | { | 
|  | GLuint id = 0; | 
|  | GLint compileSuccessful = GL_FALSE; | 
|  | int attempt, num_src; | 
|  | const GLchar *shader_src_list[3]; | 
|  | const GLchar *shader_body = GLES2_GetShader(type); | 
|  |  | 
|  | if (shader_body == NULL) { | 
|  | SDL_SetError("No shader body src"); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | for (attempt = 0; attempt < 2 && !compileSuccessful; ++attempt) { | 
|  | num_src = 0; | 
|  |  | 
|  | shader_src_list[num_src++] = GLES2_GetShaderPrologue(type); | 
|  |  | 
|  | if (shader_type == GL_FRAGMENT_SHADER) { | 
|  | if (attempt == 0) { | 
|  | shader_src_list[num_src++] = GLES2_GetShaderInclude(data->texcoord_precision_hint); | 
|  | } else { | 
|  | shader_src_list[num_src++] = GLES2_GetShaderInclude(GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION); | 
|  | } | 
|  | } | 
|  |  | 
|  | shader_src_list[num_src++] = shader_body; | 
|  |  | 
|  | SDL_assert(num_src <= SDL_arraysize(shader_src_list)); | 
|  |  | 
|  | #ifdef DEBUG_PRINT_SHADERS | 
|  | { | 
|  | int i; | 
|  | char *message = NULL; | 
|  |  | 
|  | SDL_asprintf(&message, "Compiling shader:\n"); | 
|  | for (i = 0; i < num_src; ++i) { | 
|  | char *last_message = message; | 
|  | SDL_asprintf(&message, "%s%s", last_message, shader_src_list[i]); | 
|  | SDL_free(last_message); | 
|  | } | 
|  | SDL_Log("%s\n", message); | 
|  | SDL_free(message); | 
|  | } | 
|  | #endif | 
|  |  | 
|  | /* Compile */ | 
|  | id = data->glCreateShader(shader_type); | 
|  | data->glShaderSource(id, num_src, shader_src_list, NULL); | 
|  | data->glCompileShader(id); | 
|  | data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful); | 
|  | } | 
|  |  | 
|  | if (!compileSuccessful) { | 
|  | SDL_bool isstack = SDL_FALSE; | 
|  | char *info = NULL; | 
|  | int length = 0; | 
|  |  | 
|  | data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length); | 
|  | if (length > 0) { | 
|  | info = SDL_small_alloc(char, length, &isstack); | 
|  | if (info) { | 
|  | data->glGetShaderInfoLog(id, length, &length, info); | 
|  | } | 
|  | } | 
|  | if (info) { | 
|  | SDL_SetError("Failed to load the shader %d: %s", type, info); | 
|  | SDL_small_free(info, isstack); | 
|  | } else { | 
|  | SDL_SetError("Failed to load the shader %d", type); | 
|  | } | 
|  | data->glDeleteShader(id); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | /* Cache */ | 
|  | data->shader_id_cache[(Uint32)type] = id; | 
|  |  | 
|  | return id; | 
|  | } | 
|  |  | 
|  | static int GLES2_CacheShaders(GLES2_RenderData *data) | 
|  | { | 
|  | int shader; | 
|  |  | 
|  | data->texcoord_precision_hint = GLES2_GetTexCoordPrecisionEnumFromHint(); | 
|  |  | 
|  | for (shader = 0; shader < GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; ++shader) { | 
|  | GLenum shader_type; | 
|  |  | 
|  | if (shader == GLES2_SHADER_VERTEX_DEFAULT) { | 
|  | shader_type = GL_VERTEX_SHADER; | 
|  | } else { | 
|  | shader_type = GL_FRAGMENT_SHADER; | 
|  | } | 
|  | if (!GLES2_CacheShader(data, (GLES2_ShaderType)shader, shader_type)) { | 
|  | return -1; | 
|  | } | 
|  | } | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static int GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h) | 
|  | { | 
|  | GLuint vertex; | 
|  | GLuint fragment; | 
|  | 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; | 
|  | break; | 
|  | case GLES2_IMAGESOURCE_TEXTURE_ABGR: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR; | 
|  | break; | 
|  | case GLES2_IMAGESOURCE_TEXTURE_ARGB: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB; | 
|  | break; | 
|  | case GLES2_IMAGESOURCE_TEXTURE_RGB: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB; | 
|  | break; | 
|  | case GLES2_IMAGESOURCE_TEXTURE_BGR: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR; | 
|  | break; | 
|  | #if SDL_HAVE_YUV | 
|  | case GLES2_IMAGESOURCE_TEXTURE_YUV: | 
|  | switch (SDL_GetYUVConversionModeForResolution(w, h)) { | 
|  | case SDL_YUV_CONVERSION_JPEG: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG; | 
|  | break; | 
|  | case SDL_YUV_CONVERSION_BT601: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601; | 
|  | break; | 
|  | case SDL_YUV_CONVERSION_BT709: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709; | 
|  | break; | 
|  | default: | 
|  | SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); | 
|  | goto fault; | 
|  | } | 
|  | break; | 
|  | case GLES2_IMAGESOURCE_TEXTURE_NV12: | 
|  | switch (SDL_GetYUVConversionModeForResolution(w, h)) { | 
|  | case SDL_YUV_CONVERSION_JPEG: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG; | 
|  | break; | 
|  | case SDL_YUV_CONVERSION_BT601: | 
|  | if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) { | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601; | 
|  | } else { | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601; | 
|  | } | 
|  | break; | 
|  | case SDL_YUV_CONVERSION_BT709: | 
|  | if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) { | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709; | 
|  | } else { | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709; | 
|  | } | 
|  | break; | 
|  | default: | 
|  | SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); | 
|  | goto fault; | 
|  | } | 
|  | break; | 
|  | case GLES2_IMAGESOURCE_TEXTURE_NV21: | 
|  | switch (SDL_GetYUVConversionModeForResolution(w, h)) { | 
|  | case SDL_YUV_CONVERSION_JPEG: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG; | 
|  | break; | 
|  | case SDL_YUV_CONVERSION_BT601: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601; | 
|  | break; | 
|  | case SDL_YUV_CONVERSION_BT709: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709; | 
|  | break; | 
|  | default: | 
|  | SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); | 
|  | goto fault; | 
|  | } | 
|  | break; | 
|  | #endif /* SDL_HAVE_YUV */ | 
|  | case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES: | 
|  | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; | 
|  | break; | 
|  | default: | 
|  | goto fault; | 
|  | } | 
|  |  | 
|  | /* Load the requested shaders */ | 
|  | vertex = data->shader_id_cache[(Uint32)vtype]; | 
|  | if (!vertex) { | 
|  | vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER); | 
|  | if (!vertex) { | 
|  | goto fault; | 
|  | } | 
|  | } | 
|  |  | 
|  | fragment = data->shader_id_cache[(Uint32)ftype]; | 
|  | if (!fragment) { | 
|  | fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER); | 
|  | if (!fragment) { | 
|  | goto fault; | 
|  | } | 
|  | } | 
|  |  | 
|  | /* Check if we need to change programs at all */ | 
|  | if (data->drawstate.program && | 
|  | data->drawstate.program->vertex_shader == vertex && | 
|  | data->drawstate.program->fragment_shader == fragment) { | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | /* Generate a matching program */ | 
|  | program = GLES2_CacheProgram(data, vertex, fragment); | 
|  | if (program == NULL) { | 
|  | goto fault; | 
|  | } | 
|  |  | 
|  | /* Select that program in OpenGL */ | 
|  | data->glUseProgram(program->id); | 
|  |  | 
|  | /* Set the current program */ | 
|  | data->drawstate.program = program; | 
|  |  | 
|  | /* Clean up and return */ | 
|  | return 0; | 
|  | fault: | 
|  | data->drawstate.program = NULL; | 
|  | return -1; | 
|  | } | 
|  |  | 
|  | static int GLES2_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd) | 
|  | { | 
|  | return 0; /* nothing to do in this backend. */ | 
|  | } | 
|  |  | 
|  | static int GLES2_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) | 
|  | { | 
|  | const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888)); | 
|  | SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); | 
|  | int i; | 
|  | SDL_Color color; | 
|  | color.r = cmd->data.draw.r; | 
|  | color.g = cmd->data.draw.g; | 
|  | color.b = cmd->data.draw.b; | 
|  | color.a = cmd->data.draw.a; | 
|  |  | 
|  | if (verts == NULL) { | 
|  | return -1; | 
|  | } | 
|  |  | 
|  | if (colorswap) { | 
|  | Uint8 r = color.r; | 
|  | color.r = color.b; | 
|  | color.b = r; | 
|  | } | 
|  |  | 
|  | cmd->data.draw.count = count; | 
|  | for (i = 0; i < count; i++) { | 
|  | verts->position.x = 0.5f + points[i].x; | 
|  | verts->position.y = 0.5f + points[i].y; | 
|  | verts->color = color; | 
|  | verts++; | 
|  | } | 
|  |  | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static int GLES2_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) | 
|  | { | 
|  | const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888)); | 
|  | int i; | 
|  | GLfloat prevx, prevy; | 
|  | SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); | 
|  | SDL_Color color; | 
|  | color.r = cmd->data.draw.r; | 
|  | color.g = cmd->data.draw.g; | 
|  | color.b = cmd->data.draw.b; | 
|  | color.a = cmd->data.draw.a; | 
|  |  | 
|  | if (verts == NULL) { | 
|  | return -1; | 
|  | } | 
|  |  | 
|  | if (colorswap) { | 
|  | Uint8 r = color.r; | 
|  | color.r = color.b; | 
|  | color.b = r; | 
|  | } | 
|  |  | 
|  | 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->position.x = prevx; | 
|  | verts->position.y = prevy; | 
|  | verts->color = color; | 
|  | verts++; | 
|  |  | 
|  | /* 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->position.x = prevx; | 
|  | verts->position.y = prevy; | 
|  | verts->color = color; | 
|  | verts++; | 
|  | } | 
|  |  | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static int GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, | 
|  | const float *xy, int xy_stride, const SDL_Color *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) | 
|  | { | 
|  | int i; | 
|  | const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888)); | 
|  | int count = indices ? num_indices : num_vertices; | 
|  |  | 
|  | cmd->data.draw.count = count; | 
|  | size_indices = indices ? size_indices : 0; | 
|  |  | 
|  | if (texture) { | 
|  | SDL_Vertex *verts = (SDL_Vertex *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); | 
|  | if (verts == NULL) { | 
|  | return -1; | 
|  | } | 
|  |  | 
|  | for (i = 0; i < count; i++) { | 
|  | int j; | 
|  | float *xy_; | 
|  | SDL_Color col_; | 
|  | float *uv_; | 
|  | 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); | 
|  | col_ = *(SDL_Color *)((char *)color + j * color_stride); | 
|  | uv_ = (float *)((char *)uv + j * uv_stride); | 
|  |  | 
|  | verts->position.x = xy_[0] * scale_x; | 
|  | verts->position.y = xy_[1] * scale_y; | 
|  |  | 
|  | if (colorswap) { | 
|  | Uint8 r = col_.r; | 
|  | col_.r = col_.b; | 
|  | col_.b = r; | 
|  | } | 
|  |  | 
|  | verts->color = col_; | 
|  | verts->tex_coord.x = uv_[0]; | 
|  | verts->tex_coord.y = uv_[1]; | 
|  | verts++; | 
|  | } | 
|  |  | 
|  | } else { | 
|  | SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); | 
|  | if (verts == NULL) { | 
|  | return -1; | 
|  | } | 
|  |  | 
|  | for (i = 0; i < count; i++) { | 
|  | int j; | 
|  | float *xy_; | 
|  | SDL_Color 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); | 
|  | col_ = *(SDL_Color *)((char *)color + j * color_stride); | 
|  |  | 
|  | verts->position.x = xy_[0] * scale_x; | 
|  | verts->position.y = xy_[1] * scale_y; | 
|  |  | 
|  | if (colorswap) { | 
|  | Uint8 r = col_.r; | 
|  | col_.r = col_.b; | 
|  | col_.b = r; | 
|  | } | 
|  |  | 
|  | verts->color = col_; | 
|  | verts++; | 
|  | } | 
|  | } | 
|  |  | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static int SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc, void *vertices) | 
|  | { | 
|  | SDL_Texture *texture = cmd->data.draw.texture; | 
|  | const SDL_BlendMode blend = cmd->data.draw.blend; | 
|  | GLES2_ProgramCacheEntry *program; | 
|  | int stride; | 
|  |  | 
|  | SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID)); | 
|  |  | 
|  | if (data->drawstate.viewport_dirty) { | 
|  | const SDL_Rect *viewport = &data->drawstate.viewport; | 
|  | data->glViewport(viewport->x, | 
|  | data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h), | 
|  | viewport->w, viewport->h); | 
|  | if (viewport->w && viewport->h) { | 
|  | data->drawstate.projection[0][0] = 2.0f / viewport->w; | 
|  | data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h; | 
|  | data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f; | 
|  | } | 
|  | data->drawstate.viewport_dirty = SDL_FALSE; | 
|  | } | 
|  |  | 
|  | if (data->drawstate.cliprect_enabled_dirty) { | 
|  | if (!data->drawstate.cliprect_enabled) { | 
|  | data->glDisable(GL_SCISSOR_TEST); | 
|  | } else { | 
|  | data->glEnable(GL_SCISSOR_TEST); | 
|  | } | 
|  | data->drawstate.cliprect_enabled_dirty = SDL_FALSE; | 
|  | } | 
|  |  | 
|  | if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) { | 
|  | const SDL_Rect *viewport = &data->drawstate.viewport; | 
|  | const SDL_Rect *rect = &data->drawstate.cliprect; | 
|  | data->glScissor(viewport->x + rect->x, | 
|  | data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h, | 
|  | rect->w, rect->h); | 
|  | data->drawstate.cliprect_dirty = SDL_FALSE; | 
|  | } | 
|  |  | 
|  | if ((texture != NULL) != data->drawstate.texturing) { | 
|  | if (texture == NULL) { | 
|  | data->glDisableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD); | 
|  | data->drawstate.texturing = SDL_FALSE; | 
|  | } else { | 
|  | data->glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD); | 
|  | data->drawstate.texturing = SDL_TRUE; | 
|  | } | 
|  | } | 
|  |  | 
|  | if (texture) { | 
|  | stride = sizeof(SDL_Vertex); | 
|  | } else { | 
|  | stride = sizeof(SDL_VertexSolid); | 
|  | } | 
|  |  | 
|  | if (texture) { | 
|  | SDL_Vertex *verts = (SDL_Vertex *)(((Uint8 *)vertices) + cmd->data.draw.first); | 
|  | data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->tex_coord); | 
|  | } | 
|  |  | 
|  | if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) { | 
|  | return -1; | 
|  | } | 
|  |  | 
|  | program = data->drawstate.program; | 
|  |  | 
|  | if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) { | 
|  | if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection)) != 0) { | 
|  | data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection); | 
|  | SDL_memcpy(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection)); | 
|  | } | 
|  | } | 
|  |  | 
|  | if (blend != data->drawstate.blend) { | 
|  | if (blend == SDL_BLENDMODE_NONE) { | 
|  | data->glDisable(GL_BLEND); | 
|  | } else { | 
|  | data->glEnable(GL_BLEND); | 
|  | data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)), | 
|  | GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)), | 
|  | GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)), | 
|  | GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); | 
|  | data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)), | 
|  | GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend))); | 
|  | } | 
|  | data->drawstate.blend = blend; | 
|  | } | 
|  |  | 
|  | /* all drawing commands use this */ | 
|  | { | 
|  | SDL_VertexSolid *verts = (SDL_VertexSolid *)(((Uint8 *)vertices) + cmd->data.draw.first); | 
|  | data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->position); | 
|  | data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE /* Normalized */, stride, (const GLvoid *)&verts->color); | 
|  | } | 
|  |  | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static int SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertices) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  | GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; | 
|  | SDL_Texture *texture = cmd->data.draw.texture; | 
|  | int ret; | 
|  |  | 
|  | /* Pick an appropriate shader */ | 
|  | if (renderer->target) { | 
|  | /* Check if we need to do color mapping between the source and render target textures */ | 
|  | if (renderer->target->format != texture->format) { | 
|  | switch (texture->format) { | 
|  | case SDL_PIXELFORMAT_ARGB8888: | 
|  | switch (renderer->target->format) { | 
|  | case SDL_PIXELFORMAT_ABGR8888: | 
|  | case SDL_PIXELFORMAT_BGR888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_RGB888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; | 
|  | break; | 
|  | } | 
|  | break; | 
|  | case SDL_PIXELFORMAT_ABGR8888: | 
|  | switch (renderer->target->format) { | 
|  | case SDL_PIXELFORMAT_ARGB8888: | 
|  | case SDL_PIXELFORMAT_RGB888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_BGR888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; | 
|  | break; | 
|  | } | 
|  | break; | 
|  | case SDL_PIXELFORMAT_RGB888: | 
|  | switch (renderer->target->format) { | 
|  | case SDL_PIXELFORMAT_ABGR8888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_ARGB8888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_BGR888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | 
|  | break; | 
|  | } | 
|  | break; | 
|  | case SDL_PIXELFORMAT_BGR888: | 
|  | switch (renderer->target->format) { | 
|  | case SDL_PIXELFORMAT_ABGR8888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_ARGB8888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_RGB888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | 
|  | break; | 
|  | } | 
|  | break; | 
|  | #if SDL_HAVE_YUV | 
|  | case SDL_PIXELFORMAT_IYUV: | 
|  | case SDL_PIXELFORMAT_YV12: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_NV12: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_NV21: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21; | 
|  | break; | 
|  | #endif | 
|  | case SDL_PIXELFORMAT_EXTERNAL_OES: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES; | 
|  | break; | 
|  | default: | 
|  | return SDL_SetError("Unsupported texture format"); | 
|  | } | 
|  | } else { | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */ | 
|  | } | 
|  | } else { | 
|  | switch (texture->format) { | 
|  | case SDL_PIXELFORMAT_ARGB8888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_ABGR8888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_RGB888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_BGR888: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; | 
|  | break; | 
|  | #if SDL_HAVE_YUV | 
|  | case SDL_PIXELFORMAT_IYUV: | 
|  | case SDL_PIXELFORMAT_YV12: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_NV12: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12; | 
|  | break; | 
|  | case SDL_PIXELFORMAT_NV21: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21; | 
|  | break; | 
|  | #endif | 
|  | case SDL_PIXELFORMAT_EXTERNAL_OES: | 
|  | sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES; | 
|  | break; | 
|  | default: | 
|  | return SDL_SetError("Unsupported texture format"); | 
|  | } | 
|  | } | 
|  |  | 
|  | ret = SetDrawState(data, cmd, sourceType, vertices); | 
|  |  | 
|  | if (texture != data->drawstate.texture) { | 
|  | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; | 
|  | #if SDL_HAVE_YUV | 
|  | if (tdata->yuv) { | 
|  | data->glActiveTexture(GL_TEXTURE2); | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture_v); | 
|  |  | 
|  | data->glActiveTexture(GL_TEXTURE1); | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture_u); | 
|  |  | 
|  | data->glActiveTexture(GL_TEXTURE0); | 
|  | } else if (tdata->nv12) { | 
|  | data->glActiveTexture(GL_TEXTURE1); | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture_u); | 
|  |  | 
|  | data->glActiveTexture(GL_TEXTURE0); | 
|  | } | 
|  | #endif | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture); | 
|  | data->drawstate.texture = texture; | 
|  | } | 
|  |  | 
|  | return ret; | 
|  | } | 
|  |  | 
|  | static int GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  | const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888)); | 
|  |  | 
|  | #if USE_VERTEX_BUFFER_OBJECTS | 
|  | const int vboidx = data->current_vertex_buffer; | 
|  | const GLuint vbo = data->vertex_buffers[vboidx]; | 
|  | #endif | 
|  |  | 
|  | if (GLES2_ActivateRenderer(renderer) < 0) { | 
|  | return -1; | 
|  | } | 
|  |  | 
|  | data->drawstate.target = renderer->target; | 
|  | if (!data->drawstate.target) { | 
|  | int w, h; | 
|  | SDL_GL_GetDrawableSize(renderer->window, &w, &h); | 
|  | if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) { | 
|  | data->drawstate.viewport_dirty = SDL_TRUE; // if the window dimensions changed, invalidate the current viewport, etc. | 
|  | data->drawstate.cliprect_dirty = SDL_TRUE; | 
|  | data->drawstate.drawablew = w; | 
|  | data->drawstate.drawableh = h; | 
|  | } | 
|  | } | 
|  |  | 
|  | #if USE_VERTEX_BUFFER_OBJECTS | 
|  | /* upload the new VBO data for this set of commands. */ | 
|  | data->glBindBuffer(GL_ARRAY_BUFFER, vbo); | 
|  | if (data->vertex_buffer_size[vboidx] < vertsize) { | 
|  | data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW); | 
|  | data->vertex_buffer_size[vboidx] = vertsize; | 
|  | } else { | 
|  | data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices); | 
|  | } | 
|  |  | 
|  | /* cycle through a few VBOs so the GL has some time with the data before we replace it. */ | 
|  | data->current_vertex_buffer++; | 
|  | if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) { | 
|  | data->current_vertex_buffer = 0; | 
|  | } | 
|  | vertices = NULL; /* attrib pointers will be offsets into the VBO. */ | 
|  | #endif | 
|  |  | 
|  | while (cmd) { | 
|  | switch (cmd->command) { | 
|  | case SDL_RENDERCMD_SETDRAWCOLOR: | 
|  | { | 
|  | 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 = SDL_TRUE; | 
|  | } | 
|  | break; | 
|  | } | 
|  |  | 
|  | case SDL_RENDERCMD_SETCLIPRECT: | 
|  | { | 
|  | const SDL_Rect *rect = &cmd->data.cliprect.rect; | 
|  | if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) { | 
|  | data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled; | 
|  | data->drawstate.cliprect_enabled_dirty = SDL_TRUE; | 
|  | } | 
|  |  | 
|  | if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) { | 
|  | SDL_copyp(&data->drawstate.cliprect, rect); | 
|  | data->drawstate.cliprect_dirty = SDL_TRUE; | 
|  | } | 
|  | break; | 
|  | } | 
|  |  | 
|  | case SDL_RENDERCMD_CLEAR: | 
|  | { | 
|  | const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r; | 
|  | const Uint8 g = cmd->data.color.g; | 
|  | const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b; | 
|  | const Uint8 a = cmd->data.color.a; | 
|  | const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b); | 
|  | if (color != data->drawstate.clear_color) { | 
|  | const GLfloat fr = ((GLfloat)r) * inv255f; | 
|  | const GLfloat fg = ((GLfloat)g) * inv255f; | 
|  | const GLfloat fb = ((GLfloat)b) * inv255f; | 
|  | const GLfloat fa = ((GLfloat)a) * inv255f; | 
|  | data->glClearColor(fr, fg, fb, fa); | 
|  | data->drawstate.clear_color = color; | 
|  | } | 
|  |  | 
|  | if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) { | 
|  | data->glDisable(GL_SCISSOR_TEST); | 
|  | data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled; | 
|  | } | 
|  |  | 
|  | data->glClear(GL_COLOR_BUFFER_BIT); | 
|  | break; | 
|  | } | 
|  |  | 
|  | case SDL_RENDERCMD_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, GLES2_IMAGESOURCE_SOLID, vertices) == 0) { | 
|  | size_t count = cmd->data.draw.count; | 
|  | 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 != NULL) { | 
|  | 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; | 
|  | 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 != NULL) { | 
|  | 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.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(renderer, cmd, vertices); | 
|  | } else { | 
|  | ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices); | 
|  | } | 
|  |  | 
|  | if (ret == 0) { | 
|  | int op = GL_TRIANGLES; /* SDL_RENDERCMD_GEOMETRY */ | 
|  | if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) { | 
|  | op = GL_POINTS; | 
|  | } | 
|  | data->glDrawArrays(op, 0, (GLsizei)count); | 
|  | } | 
|  |  | 
|  | cmd = finalcmd; /* skip any copy commands we just combined in here. */ | 
|  | break; | 
|  | } | 
|  |  | 
|  | case SDL_RENDERCMD_NO_OP: | 
|  | break; | 
|  | } | 
|  |  | 
|  | cmd = cmd->next; | 
|  | } | 
|  |  | 
|  | return GL_CheckError("", renderer); | 
|  | } | 
|  |  | 
|  | static void GLES2_DestroyRenderer(SDL_Renderer *renderer) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  |  | 
|  | /* Deallocate everything */ | 
|  | if (data) { | 
|  | GLES2_ActivateRenderer(renderer); | 
|  |  | 
|  | { | 
|  | int i; | 
|  | for (i = 0; i < GLES2_SHADER_COUNT; i++) { | 
|  | GLuint id = data->shader_id_cache[i]; | 
|  | if (id) { | 
|  | data->glDeleteShader(id); | 
|  | } | 
|  | } | 
|  | } | 
|  | { | 
|  | GLES2_ProgramCacheEntry *entry; | 
|  | GLES2_ProgramCacheEntry *next; | 
|  | entry = data->program_cache.head; | 
|  | while (entry) { | 
|  | data->glDeleteProgram(entry->id); | 
|  | next = entry->next; | 
|  | SDL_free(entry); | 
|  | entry = next; | 
|  | } | 
|  | } | 
|  |  | 
|  | if (data->context) { | 
|  | while (data->framebuffers) { | 
|  | GLES2_FBOList *nextnode = data->framebuffers->next; | 
|  | data->glDeleteFramebuffers(1, &data->framebuffers->FBO); | 
|  | GL_CheckError("", renderer); | 
|  | SDL_free(data->framebuffers); | 
|  | data->framebuffers = nextnode; | 
|  | } | 
|  |  | 
|  | #if USE_VERTEX_BUFFER_OBJECTS | 
|  | data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers); | 
|  | GL_CheckError("", renderer); | 
|  | #endif | 
|  |  | 
|  | SDL_GL_DeleteContext(data->context); | 
|  | } | 
|  |  | 
|  | SDL_free(data); | 
|  | } | 
|  | SDL_free(renderer); | 
|  | } | 
|  |  | 
|  | static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture) | 
|  | { | 
|  | GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata; | 
|  | GLES2_TextureData *data; | 
|  | GLenum format; | 
|  | GLenum type; | 
|  | GLenum scaleMode; | 
|  |  | 
|  | GLES2_ActivateRenderer(renderer); | 
|  |  | 
|  | renderdata->drawstate.texture = NULL; /* we trash this state. */ | 
|  |  | 
|  | /* Determine the corresponding GLES texture format params */ | 
|  | switch (texture->format) { | 
|  | case SDL_PIXELFORMAT_ARGB8888: | 
|  | case SDL_PIXELFORMAT_ABGR8888: | 
|  | case SDL_PIXELFORMAT_RGB888: | 
|  | case SDL_PIXELFORMAT_BGR888: | 
|  | format = GL_RGBA; | 
|  | type = GL_UNSIGNED_BYTE; | 
|  | break; | 
|  | #if SDL_HAVE_YUV | 
|  | case SDL_PIXELFORMAT_IYUV: | 
|  | case SDL_PIXELFORMAT_YV12: | 
|  | case SDL_PIXELFORMAT_NV12: | 
|  | case SDL_PIXELFORMAT_NV21: | 
|  | format = GL_LUMINANCE; | 
|  | type = GL_UNSIGNED_BYTE; | 
|  | break; | 
|  | #endif | 
|  | #ifdef GL_TEXTURE_EXTERNAL_OES | 
|  | case SDL_PIXELFORMAT_EXTERNAL_OES: | 
|  | format = GL_NONE; | 
|  | type = GL_NONE; | 
|  | break; | 
|  | #endif | 
|  | default: | 
|  | return SDL_SetError("Texture format not supported"); | 
|  | } | 
|  |  | 
|  | if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES && | 
|  | texture->access != SDL_TEXTUREACCESS_STATIC) { | 
|  | return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES"); | 
|  | } | 
|  |  | 
|  | /* Allocate a texture struct */ | 
|  | data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData)); | 
|  | if (data == NULL) { | 
|  | return SDL_OutOfMemory(); | 
|  | } | 
|  | data->texture = 0; | 
|  | #ifdef GL_TEXTURE_EXTERNAL_OES | 
|  | data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D; | 
|  | #else | 
|  | data->texture_type = GL_TEXTURE_2D; | 
|  | #endif | 
|  | data->pixel_format = format; | 
|  | data->pixel_type = type; | 
|  | #if SDL_HAVE_YUV | 
|  | data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12)); | 
|  | data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21)); | 
|  | data->texture_u = 0; | 
|  | data->texture_v = 0; | 
|  | #endif | 
|  | scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR; | 
|  |  | 
|  | /* Allocate a blob for image renderdata */ | 
|  | if (texture->access == SDL_TEXTUREACCESS_STREAMING) { | 
|  | size_t size; | 
|  | data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); | 
|  | size = (size_t)texture->h * data->pitch; | 
|  | #if SDL_HAVE_YUV | 
|  | if (data->yuv) { | 
|  | /* Need to add size for the U and V planes */ | 
|  | size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); | 
|  | } else if (data->nv12) { | 
|  | /* Need to add size for the U/V plane */ | 
|  | size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); | 
|  | } | 
|  | #endif | 
|  | data->pixel_data = SDL_calloc(1, size); | 
|  | if (!data->pixel_data) { | 
|  | SDL_free(data); | 
|  | return SDL_OutOfMemory(); | 
|  | } | 
|  | } | 
|  |  | 
|  | /* Allocate the texture */ | 
|  | GL_CheckError("", renderer); | 
|  |  | 
|  | #if SDL_HAVE_YUV | 
|  | if (data->yuv) { | 
|  | renderdata->glGenTextures(1, &data->texture_v); | 
|  | if (GL_CheckError("glGenTexures()", renderer) < 0) { | 
|  | return -1; | 
|  | } | 
|  | renderdata->glActiveTexture(GL_TEXTURE2); | 
|  | renderdata->glBindTexture(data->texture_type, data->texture_v); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
|  | renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL); | 
|  |  | 
|  | renderdata->glGenTextures(1, &data->texture_u); | 
|  | if (GL_CheckError("glGenTexures()", renderer) < 0) { | 
|  | return -1; | 
|  | } | 
|  | renderdata->glActiveTexture(GL_TEXTURE1); | 
|  | renderdata->glBindTexture(data->texture_type, data->texture_u); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
|  | renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL); | 
|  | if (GL_CheckError("glTexImage2D()", renderer) < 0) { | 
|  | return -1; | 
|  | } | 
|  | } else if (data->nv12) { | 
|  | renderdata->glGenTextures(1, &data->texture_u); | 
|  | if (GL_CheckError("glGenTexures()", renderer) < 0) { | 
|  | return -1; | 
|  | } | 
|  | renderdata->glActiveTexture(GL_TEXTURE1); | 
|  | renderdata->glBindTexture(data->texture_type, data->texture_u); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
|  | renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL); | 
|  | if (GL_CheckError("glTexImage2D()", renderer) < 0) { | 
|  | return -1; | 
|  | } | 
|  | } | 
|  | #endif | 
|  |  | 
|  | renderdata->glGenTextures(1, &data->texture); | 
|  | if (GL_CheckError("glGenTexures()", renderer) < 0) { | 
|  | return -1; | 
|  | } | 
|  | texture->driverdata = data; | 
|  | renderdata->glActiveTexture(GL_TEXTURE0); | 
|  | renderdata->glBindTexture(data->texture_type, data->texture); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
|  | if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) { | 
|  | renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL); | 
|  | if (GL_CheckError("glTexImage2D()", renderer) < 0) { | 
|  | return -1; | 
|  | } | 
|  | } | 
|  |  | 
|  | if (texture->access == SDL_TEXTUREACCESS_TARGET) { | 
|  | data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h); | 
|  | } else { | 
|  | data->fbo = NULL; | 
|  | } | 
|  |  | 
|  | return GL_CheckError("", renderer); | 
|  | } | 
|  |  | 
|  | static int GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp) | 
|  | { | 
|  | Uint8 *blob = NULL; | 
|  | #if SDL_BYTEORDER == SDL_BIG_ENDIAN | 
|  | Uint32 *blob2 = NULL; | 
|  | #endif | 
|  | Uint8 *src; | 
|  | size_t src_pitch; | 
|  | int y; | 
|  |  | 
|  | if ((width == 0) || (height == 0) || (bpp == 0)) { | 
|  | return 0; /* nothing to do */ | 
|  | } | 
|  |  | 
|  | /* Reformat the texture data into a tightly packed array */ | 
|  | src_pitch = (size_t)width * bpp; | 
|  | src = (Uint8 *)pixels; | 
|  | if (pitch != src_pitch) { | 
|  | blob = (Uint8 *)SDL_malloc(src_pitch * height); | 
|  | if (blob == NULL) { | 
|  | return SDL_OutOfMemory(); | 
|  | } | 
|  | src = blob; | 
|  | for (y = 0; y < height; ++y) { | 
|  | SDL_memcpy(src, pixels, src_pitch); | 
|  | src += src_pitch; | 
|  | pixels = (Uint8 *)pixels + pitch; | 
|  | } | 
|  | src = blob; | 
|  | } | 
|  |  | 
|  | #if SDL_BYTEORDER == SDL_BIG_ENDIAN | 
|  | if (format == GL_RGBA) { | 
|  | int i; | 
|  | Uint32 *src32 = (Uint32 *)src; | 
|  | blob2 = (Uint32 *)SDL_malloc(src_pitch * height); | 
|  | if (blob2 == NULL) { | 
|  | if (blob) { | 
|  | SDL_free(blob); | 
|  | } | 
|  | return SDL_OutOfMemory(); | 
|  | } | 
|  | for (i = 0; i < (src_pitch * height) / 4; i++) { | 
|  | blob2[i] = SDL_Swap32(src32[i]); | 
|  | } | 
|  | src = (Uint8 *)blob2; | 
|  | } | 
|  | #endif | 
|  |  | 
|  | data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src); | 
|  | if (blob) { | 
|  | SDL_free(blob); | 
|  | } | 
|  | #if SDL_BYTEORDER == SDL_BIG_ENDIAN | 
|  | if (blob2) { | 
|  | SDL_free(blob2); | 
|  | } | 
|  | #endif | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, | 
|  | const void *pixels, int pitch) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; | 
|  |  | 
|  | GLES2_ActivateRenderer(renderer); | 
|  |  | 
|  | /* Bail out if we're supposed to update an empty rectangle */ | 
|  | if (rect->w <= 0 || rect->h <= 0) { | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | data->drawstate.texture = NULL; /* we trash this state. */ | 
|  |  | 
|  | /* Create a texture subimage with the supplied data */ | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture); | 
|  | GLES2_TexSubImage2D(data, tdata->texture_type, | 
|  | rect->x, | 
|  | rect->y, | 
|  | rect->w, | 
|  | rect->h, | 
|  | tdata->pixel_format, | 
|  | tdata->pixel_type, | 
|  | pixels, pitch, SDL_BYTESPERPIXEL(texture->format)); | 
|  |  | 
|  | #if SDL_HAVE_YUV | 
|  | if (tdata->yuv) { | 
|  | /* Skip to the correct offset into the next texture */ | 
|  | pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); | 
|  | if (texture->format == SDL_PIXELFORMAT_YV12) { | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture_v); | 
|  | } else { | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture_u); | 
|  | } | 
|  | GLES2_TexSubImage2D(data, tdata->texture_type, | 
|  | rect->x / 2, | 
|  | rect->y / 2, | 
|  | (rect->w + 1) / 2, | 
|  | (rect->h + 1) / 2, | 
|  | tdata->pixel_format, | 
|  | tdata->pixel_type, | 
|  | pixels, (pitch + 1) / 2, 1); | 
|  |  | 
|  | /* Skip to the correct offset into the next texture */ | 
|  | pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2)); | 
|  | if (texture->format == SDL_PIXELFORMAT_YV12) { | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture_u); | 
|  | } else { | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture_v); | 
|  | } | 
|  | GLES2_TexSubImage2D(data, tdata->texture_type, | 
|  | rect->x / 2, | 
|  | rect->y / 2, | 
|  | (rect->w + 1) / 2, | 
|  | (rect->h + 1) / 2, | 
|  | tdata->pixel_format, | 
|  | tdata->pixel_type, | 
|  | pixels, (pitch + 1) / 2, 1); | 
|  | } else if (tdata->nv12) { | 
|  | /* Skip to the correct offset into the next texture */ | 
|  | pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture_u); | 
|  | GLES2_TexSubImage2D(data, tdata->texture_type, | 
|  | rect->x / 2, | 
|  | rect->y / 2, | 
|  | (rect->w + 1) / 2, | 
|  | (rect->h + 1) / 2, | 
|  | GL_LUMINANCE_ALPHA, | 
|  | GL_UNSIGNED_BYTE, | 
|  | pixels, 2 * ((pitch + 1) / 2), 2); | 
|  | } | 
|  | #endif | 
|  |  | 
|  | return GL_CheckError("glTexSubImage2D()", renderer); | 
|  | } | 
|  |  | 
|  | #if SDL_HAVE_YUV | 
|  | static int GLES2_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, | 
|  | const SDL_Rect *rect, | 
|  | const Uint8 *Yplane, int Ypitch, | 
|  | const Uint8 *Uplane, int Upitch, | 
|  | const Uint8 *Vplane, int Vpitch) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; | 
|  |  | 
|  | GLES2_ActivateRenderer(renderer); | 
|  |  | 
|  | /* Bail out if we're supposed to update an empty rectangle */ | 
|  | if (rect->w <= 0 || rect->h <= 0) { | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | data->drawstate.texture = NULL; /* we trash this state. */ | 
|  |  | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture_v); | 
|  | GLES2_TexSubImage2D(data, tdata->texture_type, | 
|  | rect->x / 2, | 
|  | rect->y / 2, | 
|  | (rect->w + 1) / 2, | 
|  | (rect->h + 1) / 2, | 
|  | tdata->pixel_format, | 
|  | tdata->pixel_type, | 
|  | Vplane, Vpitch, 1); | 
|  |  | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture_u); | 
|  | GLES2_TexSubImage2D(data, tdata->texture_type, | 
|  | rect->x / 2, | 
|  | rect->y / 2, | 
|  | (rect->w + 1) / 2, | 
|  | (rect->h + 1) / 2, | 
|  | tdata->pixel_format, | 
|  | tdata->pixel_type, | 
|  | Uplane, Upitch, 1); | 
|  |  | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture); | 
|  | GLES2_TexSubImage2D(data, tdata->texture_type, | 
|  | rect->x, | 
|  | rect->y, | 
|  | rect->w, | 
|  | rect->h, | 
|  | tdata->pixel_format, | 
|  | tdata->pixel_type, | 
|  | Yplane, Ypitch, 1); | 
|  |  | 
|  | return GL_CheckError("glTexSubImage2D()", renderer); | 
|  | } | 
|  |  | 
|  | static int GLES2_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, | 
|  | const SDL_Rect *rect, | 
|  | const Uint8 *Yplane, int Ypitch, | 
|  | const Uint8 *UVplane, int UVpitch) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; | 
|  |  | 
|  | GLES2_ActivateRenderer(renderer); | 
|  |  | 
|  | /* Bail out if we're supposed to update an empty rectangle */ | 
|  | if (rect->w <= 0 || rect->h <= 0) { | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | data->drawstate.texture = NULL; /* we trash this state. */ | 
|  |  | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture_u); | 
|  | GLES2_TexSubImage2D(data, tdata->texture_type, | 
|  | rect->x / 2, | 
|  | rect->y / 2, | 
|  | (rect->w + 1) / 2, | 
|  | (rect->h + 1) / 2, | 
|  | GL_LUMINANCE_ALPHA, | 
|  | GL_UNSIGNED_BYTE, | 
|  | UVplane, UVpitch, 2); | 
|  |  | 
|  | data->glBindTexture(tdata->texture_type, tdata->texture); | 
|  | GLES2_TexSubImage2D(data, tdata->texture_type, | 
|  | rect->x, | 
|  | rect->y, | 
|  | rect->w, | 
|  | rect->h, | 
|  | tdata->pixel_format, | 
|  | tdata->pixel_type, | 
|  | Yplane, Ypitch, 1); | 
|  |  | 
|  | return GL_CheckError("glTexSubImage2D()", renderer); | 
|  | } | 
|  | #endif | 
|  |  | 
|  | static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, | 
|  | void **pixels, int *pitch) | 
|  | { | 
|  | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; | 
|  |  | 
|  | /* Retrieve the buffer/pitch for the specified region */ | 
|  | *pixels = (Uint8 *)tdata->pixel_data + | 
|  | (tdata->pitch * rect->y) + | 
|  | (rect->x * SDL_BYTESPERPIXEL(texture->format)); | 
|  | *pitch = tdata->pitch; | 
|  |  | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) | 
|  | { | 
|  | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; | 
|  | SDL_Rect rect; | 
|  |  | 
|  | /* We do whole texture updates, at least for now */ | 
|  | rect.x = 0; | 
|  | rect.y = 0; | 
|  | rect.w = texture->w; | 
|  | rect.h = texture->h; | 
|  | GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch); | 
|  | } | 
|  |  | 
|  | static void GLES2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) | 
|  | { | 
|  | GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata; | 
|  | GLES2_TextureData *data = (GLES2_TextureData *)texture->driverdata; | 
|  | GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR; | 
|  |  | 
|  | #if SDL_HAVE_YUV | 
|  | if (data->yuv) { | 
|  | renderdata->glActiveTexture(GL_TEXTURE2); | 
|  | renderdata->glBindTexture(data->texture_type, data->texture_v); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); | 
|  |  | 
|  | renderdata->glActiveTexture(GL_TEXTURE1); | 
|  | renderdata->glBindTexture(data->texture_type, data->texture_u); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); | 
|  | } else if (data->nv12) { | 
|  | renderdata->glActiveTexture(GL_TEXTURE1); | 
|  | renderdata->glBindTexture(data->texture_type, data->texture_u); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); | 
|  | } | 
|  | #endif | 
|  |  | 
|  | renderdata->glActiveTexture(GL_TEXTURE0); | 
|  | renderdata->glBindTexture(data->texture_type, data->texture); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); | 
|  | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); | 
|  | } | 
|  |  | 
|  | static int GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  | GLES2_TextureData *texturedata = NULL; | 
|  | GLenum status; | 
|  |  | 
|  | data->drawstate.viewport_dirty = SDL_TRUE; | 
|  |  | 
|  | if (texture == NULL) { | 
|  | data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer); | 
|  | } else { | 
|  | texturedata = (GLES2_TextureData *)texture->driverdata; | 
|  | data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO); | 
|  | /* TODO: check if texture pixel format allows this operation */ | 
|  | data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0); | 
|  | /* Check FBO status */ | 
|  | status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER); | 
|  | if (status != GL_FRAMEBUFFER_COMPLETE) { | 
|  | return SDL_SetError("glFramebufferTexture2D() failed"); | 
|  | } | 
|  | } | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; | 
|  |  | 
|  | GLES2_ActivateRenderer(renderer); | 
|  |  | 
|  | if (data->drawstate.texture == texture) { | 
|  | data->drawstate.texture = NULL; | 
|  | } | 
|  | if (data->drawstate.target == texture) { | 
|  | data->drawstate.target = NULL; | 
|  | } | 
|  |  | 
|  | /* Destroy the texture */ | 
|  | if (tdata) { | 
|  | data->glDeleteTextures(1, &tdata->texture); | 
|  | #if SDL_HAVE_YUV | 
|  | if (tdata->texture_v) { | 
|  | data->glDeleteTextures(1, &tdata->texture_v); | 
|  | } | 
|  | if (tdata->texture_u) { | 
|  | data->glDeleteTextures(1, &tdata->texture_u); | 
|  | } | 
|  | #endif | 
|  | SDL_free(tdata->pixel_data); | 
|  | SDL_free(tdata); | 
|  | texture->driverdata = NULL; | 
|  | } | 
|  | } | 
|  |  | 
|  | static int GLES2_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect, | 
|  | Uint32 pixel_format, void *pixels, int pitch) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  | Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888; | 
|  | size_t buflen; | 
|  | void *temp_pixels; | 
|  | int temp_pitch; | 
|  | Uint8 *src, *dst, *tmp; | 
|  | int w, h, length, rows; | 
|  | int status; | 
|  |  | 
|  | temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format); | 
|  | buflen = (size_t)rect->h * temp_pitch; | 
|  | if (buflen == 0) { | 
|  | return 0; /* nothing to do. */ | 
|  | } | 
|  |  | 
|  | temp_pixels = SDL_malloc(buflen); | 
|  | if (temp_pixels == NULL) { | 
|  | return SDL_OutOfMemory(); | 
|  | } | 
|  |  | 
|  | SDL_GetRendererOutputSize(renderer, &w, &h); | 
|  |  | 
|  | data->glReadPixels(rect->x, renderer->target ? rect->y : (h - rect->y) - rect->h, | 
|  | rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels); | 
|  | if (GL_CheckError("glReadPixels()", renderer) < 0) { | 
|  | return -1; | 
|  | } | 
|  |  | 
|  | /* Flip the rows to be top-down if necessary */ | 
|  | if (!renderer->target) { | 
|  | SDL_bool isstack; | 
|  | length = rect->w * SDL_BYTESPERPIXEL(temp_format); | 
|  | src = (Uint8 *)temp_pixels + (rect->h - 1) * temp_pitch; | 
|  | dst = (Uint8 *)temp_pixels; | 
|  | tmp = SDL_small_alloc(Uint8, length, &isstack); | 
|  | rows = rect->h / 2; | 
|  | while (rows--) { | 
|  | SDL_memcpy(tmp, dst, length); | 
|  | SDL_memcpy(dst, src, length); | 
|  | SDL_memcpy(src, tmp, length); | 
|  | dst += temp_pitch; | 
|  | src -= temp_pitch; | 
|  | } | 
|  | SDL_small_free(tmp, isstack); | 
|  | } | 
|  |  | 
|  | status = SDL_ConvertPixels(rect->w, rect->h, | 
|  | temp_format, temp_pixels, temp_pitch, | 
|  | pixel_format, pixels, pitch); | 
|  | SDL_free(temp_pixels); | 
|  |  | 
|  | return status; | 
|  | } | 
|  |  | 
|  | static int GLES2_RenderPresent(SDL_Renderer *renderer) | 
|  | { | 
|  | /* Tell the video driver to swap buffers */ | 
|  | return SDL_GL_SwapWindowWithResult(renderer->window); | 
|  | } | 
|  |  | 
|  | static int GLES2_SetVSync(SDL_Renderer *renderer, const int vsync) | 
|  | { | 
|  | int retval; | 
|  | if (vsync) { | 
|  | retval = SDL_GL_SetSwapInterval(1); | 
|  | } else { | 
|  | retval = SDL_GL_SetSwapInterval(0); | 
|  | } | 
|  | if (retval != 0) { | 
|  | return retval; | 
|  | } | 
|  | if (SDL_GL_GetSwapInterval() > 0) { | 
|  | renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; | 
|  | } else { | 
|  | renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC; | 
|  | } | 
|  | return retval; | 
|  | } | 
|  |  | 
|  | /************************************************************************************************* | 
|  | * Bind/unbinding of textures | 
|  | *************************************************************************************************/ | 
|  | static int GLES2_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh); | 
|  | static int GLES2_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture); | 
|  |  | 
|  | static int GLES2_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  | GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata; | 
|  | GLES2_ActivateRenderer(renderer); | 
|  |  | 
|  | #if SDL_HAVE_YUV | 
|  | if (texturedata->yuv) { | 
|  | data->glActiveTexture(GL_TEXTURE2); | 
|  | data->glBindTexture(texturedata->texture_type, texturedata->texture_v); | 
|  |  | 
|  | data->glActiveTexture(GL_TEXTURE1); | 
|  | data->glBindTexture(texturedata->texture_type, texturedata->texture_u); | 
|  |  | 
|  | data->glActiveTexture(GL_TEXTURE0); | 
|  | } else if (texturedata->nv12) { | 
|  | data->glActiveTexture(GL_TEXTURE1); | 
|  | data->glBindTexture(texturedata->texture_type, texturedata->texture_u); | 
|  |  | 
|  | data->glActiveTexture(GL_TEXTURE0); | 
|  | } | 
|  | #endif | 
|  |  | 
|  | data->glBindTexture(texturedata->texture_type, texturedata->texture); | 
|  | data->drawstate.texture = texture; | 
|  |  | 
|  | if (texw) { | 
|  | *texw = 1.0; | 
|  | } | 
|  | if (texh) { | 
|  | *texh = 1.0; | 
|  | } | 
|  |  | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | static int GLES2_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture) | 
|  | { | 
|  | GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; | 
|  | GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata; | 
|  | GLES2_ActivateRenderer(renderer); | 
|  |  | 
|  | data->glBindTexture(texturedata->texture_type, 0); | 
|  | data->drawstate.texture = NULL; | 
|  |  | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | /************************************************************************************************* | 
|  | * Renderer instantiation                                                                        * | 
|  | *************************************************************************************************/ | 
|  |  | 
|  | static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) | 
|  | { | 
|  | SDL_Renderer *renderer; | 
|  | GLES2_RenderData *data; | 
|  | Uint32 window_flags = 0; /* -Wconditional-uninitialized */ | 
|  | GLint window_framebuffer; | 
|  | GLint value; | 
|  | int profile_mask = 0, major = 0, minor = 0; | 
|  | SDL_bool changed_window = SDL_FALSE; | 
|  |  | 
|  | if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask) < 0) { | 
|  | goto error; | 
|  | } | 
|  | if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major) < 0) { | 
|  | goto error; | 
|  | } | 
|  | if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor) < 0) { | 
|  | goto error; | 
|  | } | 
|  |  | 
|  | window_flags = SDL_GetWindowFlags(window); | 
|  |  | 
|  | /* OpenGL ES 3.0 is a superset of OpenGL ES 2.0 */ | 
|  | if (!(window_flags & SDL_WINDOW_OPENGL) || | 
|  | profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) { | 
|  |  | 
|  | changed_window = SDL_TRUE; | 
|  | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); | 
|  | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR); | 
|  | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR); | 
|  |  | 
|  | if (SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL) < 0) { | 
|  | goto error; | 
|  | } | 
|  | } | 
|  |  | 
|  | /* Create the renderer struct */ | 
|  | renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer)); | 
|  | if (renderer == NULL) { | 
|  | SDL_OutOfMemory(); | 
|  | goto error; | 
|  | } | 
|  |  | 
|  | data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData)); | 
|  | if (data == NULL) { | 
|  | SDL_free(renderer); | 
|  | SDL_OutOfMemory(); | 
|  | goto error; | 
|  | } | 
|  | renderer->info = GLES2_RenderDriver.info; | 
|  | renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); | 
|  | renderer->driverdata = data; | 
|  | renderer->window = window; | 
|  |  | 
|  | /* Create an OpenGL ES 2.0 context */ | 
|  | data->context = SDL_GL_CreateContext(window); | 
|  | if (!data->context) { | 
|  | SDL_free(renderer); | 
|  | SDL_free(data); | 
|  | goto error; | 
|  | } | 
|  | if (SDL_GL_MakeCurrent(window, data->context) < 0) { | 
|  | SDL_GL_DeleteContext(data->context); | 
|  | SDL_free(renderer); | 
|  | SDL_free(data); | 
|  | goto error; | 
|  | } | 
|  |  | 
|  | if (GLES2_LoadFunctions(data) < 0) { | 
|  | SDL_GL_DeleteContext(data->context); | 
|  | SDL_free(renderer); | 
|  | SDL_free(data); | 
|  | goto error; | 
|  | } | 
|  |  | 
|  | if (GLES2_CacheShaders(data) < 0) { | 
|  | SDL_GL_DeleteContext(data->context); | 
|  | SDL_free(renderer); | 
|  | SDL_free(data); | 
|  | goto error; | 
|  | } | 
|  |  | 
|  | #if __WINRT__ | 
|  | /* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync | 
|  | * is turned on.  Not doing so will freeze the screen's contents to that | 
|  | * of the first drawn frame. | 
|  | */ | 
|  | flags |= SDL_RENDERER_PRESENTVSYNC; | 
|  | #endif | 
|  |  | 
|  | if (flags & SDL_RENDERER_PRESENTVSYNC) { | 
|  | SDL_GL_SetSwapInterval(1); | 
|  | } else { | 
|  | SDL_GL_SetSwapInterval(0); | 
|  | } | 
|  | if (SDL_GL_GetSwapInterval() > 0) { | 
|  | renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; | 
|  | } | 
|  |  | 
|  | /* Check for debug output support */ | 
|  | if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 && | 
|  | (value & SDL_GL_CONTEXT_DEBUG_FLAG)) { | 
|  | data->debug_enabled = SDL_TRUE; | 
|  | } | 
|  |  | 
|  | value = 0; | 
|  | data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); | 
|  | renderer->info.max_texture_width = value; | 
|  | value = 0; | 
|  | data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); | 
|  | renderer->info.max_texture_height = value; | 
|  |  | 
|  | #if USE_VERTEX_BUFFER_OBJECTS | 
|  | /* we keep a few of these and cycle through them, so data can live for a few frames. */ | 
|  | data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers); | 
|  | #endif | 
|  |  | 
|  | data->framebuffers = NULL; | 
|  | data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer); | 
|  | data->window_framebuffer = (GLuint)window_framebuffer; | 
|  |  | 
|  | /* Populate the function pointers for the module */ | 
|  | renderer->WindowEvent = GLES2_WindowEvent; | 
|  | renderer->GetOutputSize = GLES2_GetOutputSize; | 
|  | renderer->SupportsBlendMode = GLES2_SupportsBlendMode; | 
|  | renderer->CreateTexture = GLES2_CreateTexture; | 
|  | renderer->UpdateTexture = GLES2_UpdateTexture; | 
|  | #if SDL_HAVE_YUV | 
|  | renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV; | 
|  | renderer->UpdateTextureNV = GLES2_UpdateTextureNV; | 
|  | #endif | 
|  | renderer->LockTexture = GLES2_LockTexture; | 
|  | renderer->UnlockTexture = GLES2_UnlockTexture; | 
|  | renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode; | 
|  | renderer->SetRenderTarget = GLES2_SetRenderTarget; | 
|  | renderer->QueueSetViewport = GLES2_QueueSetViewport; | 
|  | renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */ | 
|  | renderer->QueueDrawPoints = GLES2_QueueDrawPoints; | 
|  | renderer->QueueDrawLines = GLES2_QueueDrawLines; | 
|  | renderer->QueueGeometry = GLES2_QueueGeometry; | 
|  | renderer->RunCommandQueue = GLES2_RunCommandQueue; | 
|  | renderer->RenderReadPixels = GLES2_RenderReadPixels; | 
|  | renderer->RenderPresent = GLES2_RenderPresent; | 
|  | renderer->DestroyTexture = GLES2_DestroyTexture; | 
|  | renderer->DestroyRenderer = GLES2_DestroyRenderer; | 
|  | renderer->SetVSync = GLES2_SetVSync; | 
|  | renderer->GL_BindTexture = GLES2_BindTexture; | 
|  | renderer->GL_UnbindTexture = GLES2_UnbindTexture; | 
|  | #if SDL_HAVE_YUV | 
|  | renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12; | 
|  | renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV; | 
|  | renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12; | 
|  | renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21; | 
|  | #endif | 
|  | #ifdef GL_TEXTURE_EXTERNAL_OES | 
|  | if (GLES2_CacheShader(data, GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, GL_FRAGMENT_SHADER)) { | 
|  | renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_EXTERNAL_OES; | 
|  | } | 
|  | #endif | 
|  |  | 
|  | renderer->rect_index_order[0] = 0; | 
|  | renderer->rect_index_order[1] = 1; | 
|  | renderer->rect_index_order[2] = 3; | 
|  | renderer->rect_index_order[3] = 1; | 
|  | renderer->rect_index_order[4] = 3; | 
|  | renderer->rect_index_order[5] = 2; | 
|  |  | 
|  | if (SDL_GL_ExtensionSupported("GL_EXT_blend_minmax")) { | 
|  | data->GL_EXT_blend_minmax_supported = SDL_TRUE; | 
|  | } | 
|  |  | 
|  | /* Set up parameters for rendering */ | 
|  | data->glActiveTexture(GL_TEXTURE0); | 
|  | data->glPixelStorei(GL_PACK_ALIGNMENT, 1); | 
|  | data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); | 
|  |  | 
|  | data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION); | 
|  | data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_COLOR); | 
|  | data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); | 
|  |  | 
|  | data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f); | 
|  |  | 
|  | data->drawstate.blend = SDL_BLENDMODE_INVALID; | 
|  | data->drawstate.clear_color = 0xFFFFFFFF; | 
|  | data->drawstate.projection[3][0] = -1.0f; | 
|  | data->drawstate.projection[3][3] = 1.0f; | 
|  |  | 
|  | GL_CheckError("", renderer); | 
|  |  | 
|  | return renderer; | 
|  |  | 
|  | error: | 
|  | if (changed_window) { | 
|  | /* Uh oh, better try to put it back... */ | 
|  | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask); | 
|  | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major); | 
|  | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); | 
|  | SDL_RecreateWindow(window, window_flags); | 
|  | } | 
|  | return NULL; | 
|  | } | 
|  |  | 
|  | SDL_RenderDriver GLES2_RenderDriver = { | 
|  | GLES2_CreateRenderer, | 
|  | { "opengles2", | 
|  | (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE), | 
|  | 4, | 
|  | { SDL_PIXELFORMAT_ARGB8888, | 
|  | SDL_PIXELFORMAT_ABGR8888, | 
|  | SDL_PIXELFORMAT_RGB888, | 
|  | SDL_PIXELFORMAT_BGR888 }, | 
|  | 0, | 
|  | 0 } | 
|  | }; | 
|  |  | 
|  | #endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */ | 
|  |  | 
|  | /* vi: set ts=4 sw=4 expandtab: */ |