| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2020 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_assert.h" |
| #include "SDL_hints.h" |
| #include "SDL_opengles2.h" |
| #include "../SDL_sysrender.h" |
| #include "../../video/SDL_blit.h" |
| #include "SDL_shaders_gles2.h" |
| |
| /* To prevent unnecessary window recreation, |
| * these should match the defaults selected in SDL_GL_ResetAttributes |
| */ |
| #define RENDERER_CONTEXT_MAJOR 2 |
| #define RENDERER_CONTEXT_MINOR 0 |
| |
| /* Used to re-create the window with OpenGL ES capability */ |
| extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags); |
| |
| /************************************************************************************************* |
| * Context structures * |
| *************************************************************************************************/ |
| |
| typedef struct GLES2_FBOList GLES2_FBOList; |
| |
| struct GLES2_FBOList |
| { |
| Uint32 w, h; |
| GLuint FBO; |
| GLES2_FBOList *next; |
| }; |
| |
| typedef struct GLES2_TextureData |
| { |
| GLenum texture; |
| GLenum texture_type; |
| GLenum pixel_format; |
| GLenum pixel_type; |
| void *pixel_data; |
| int pitch; |
| /* YUV texture support */ |
| SDL_bool yuv; |
| SDL_bool nv12; |
| GLenum texture_v; |
| GLenum texture_u; |
| GLES2_FBOList *fbo; |
| } GLES2_TextureData; |
| |
| typedef struct GLES2_ShaderCacheEntry |
| { |
| GLuint id; |
| GLES2_ShaderType type; |
| const GLES2_ShaderInstance *instance; |
| int references; |
| struct GLES2_ShaderCacheEntry *prev; |
| struct GLES2_ShaderCacheEntry *next; |
| } GLES2_ShaderCacheEntry; |
| |
| typedef struct GLES2_ShaderCache |
| { |
| int count; |
| GLES2_ShaderCacheEntry *head; |
| } GLES2_ShaderCache; |
| |
| typedef struct GLES2_ProgramCacheEntry |
| { |
| GLuint id; |
| GLES2_ShaderCacheEntry *vertex_shader; |
| GLES2_ShaderCacheEntry *fragment_shader; |
| GLuint uniform_locations[16]; |
| Uint32 color; |
| GLfloat projection[4][4]; |
| struct GLES2_ProgramCacheEntry *prev; |
| struct GLES2_ProgramCacheEntry *next; |
| } GLES2_ProgramCacheEntry; |
| |
| typedef struct GLES2_ProgramCache |
| { |
| int count; |
| GLES2_ProgramCacheEntry *head; |
| GLES2_ProgramCacheEntry *tail; |
| } GLES2_ProgramCache; |
| |
| typedef enum |
| { |
| GLES2_ATTRIBUTE_POSITION = 0, |
| GLES2_ATTRIBUTE_TEXCOORD = 1, |
| GLES2_ATTRIBUTE_ANGLE = 2, |
| GLES2_ATTRIBUTE_CENTER = 3, |
| } GLES2_Attribute; |
| |
| typedef enum |
| { |
| GLES2_UNIFORM_PROJECTION, |
| GLES2_UNIFORM_TEXTURE, |
| GLES2_UNIFORM_COLOR, |
| GLES2_UNIFORM_TEXTURE_U, |
| GLES2_UNIFORM_TEXTURE_V |
| } GLES2_Uniform; |
| |
| typedef enum |
| { |
| GLES2_IMAGESOURCE_INVALID, |
| GLES2_IMAGESOURCE_SOLID, |
| GLES2_IMAGESOURCE_TEXTURE_ABGR, |
| GLES2_IMAGESOURCE_TEXTURE_ARGB, |
| GLES2_IMAGESOURCE_TEXTURE_RGB, |
| GLES2_IMAGESOURCE_TEXTURE_BGR, |
| GLES2_IMAGESOURCE_TEXTURE_YUV, |
| GLES2_IMAGESOURCE_TEXTURE_NV12, |
| GLES2_IMAGESOURCE_TEXTURE_NV21, |
| GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES |
| } GLES2_ImageSource; |
| |
| typedef struct |
| { |
| SDL_Rect viewport; |
| SDL_bool viewport_dirty; |
| SDL_Texture *texture; |
| SDL_Texture *target; |
| SDL_BlendMode blend; |
| SDL_bool cliprect_enabled_dirty; |
| SDL_bool cliprect_enabled; |
| SDL_bool cliprect_dirty; |
| SDL_Rect cliprect; |
| SDL_bool texturing; |
| SDL_bool is_copy_ex; |
| Uint32 color; |
| Uint32 clear_color; |
| int drawablew; |
| int drawableh; |
| GLES2_ProgramCacheEntry *program; |
| GLfloat projection[4][4]; |
| } GLES2_DrawStateCache; |
| |
| typedef struct GLES2_RenderData |
| { |
| SDL_GLContext *context; |
| |
| SDL_bool debug_enabled; |
| |
| #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; |
| #include "SDL_gles2funcs.h" |
| #undef SDL_PROC |
| GLES2_FBOList *framebuffers; |
| GLuint window_framebuffer; |
| |
| int shader_format_count; |
| GLenum *shader_formats; |
| GLES2_ShaderCache shader_cache; |
| GLES2_ProgramCache program_cache; |
| Uint8 clear_r, clear_g, clear_b, clear_a; |
| |
| GLuint vertex_buffers[8]; |
| size_t vertex_buffer_size[8]; |
| int current_vertex_buffer; |
| GLES2_DrawStateCache drawstate; |
| } GLES2_RenderData; |
| |
| #define GLES2_MAX_CACHED_PROGRAMS 8 |
| |
| static const float inv255f = 1.0f / 255.0f; |
| |
| |
| SDL_FORCE_INLINE const char* |
| GL_TranslateError (GLenum error) |
| { |
| #define GL_ERROR_TRANSLATE(e) case e: return #e; |
| switch (error) { |
| GL_ERROR_TRANSLATE(GL_INVALID_ENUM) |
| GL_ERROR_TRANSLATE(GL_INVALID_VALUE) |
| GL_ERROR_TRANSLATE(GL_INVALID_OPERATION) |
| GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY) |
| GL_ERROR_TRANSLATE(GL_NO_ERROR) |
| default: |
| return "UNKNOWN"; |
| } |
| #undef GL_ERROR_TRANSLATE |
| } |
| |
| SDL_FORCE_INLINE void |
| GL_ClearErrors(SDL_Renderer *renderer) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata; |
| |
| if (!data->debug_enabled) { |
| return; |
| } |
| while (data->glGetError() != GL_NO_ERROR) { |
| /* continue; */ |
| } |
| } |
| |
| SDL_FORCE_INLINE int |
| GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata; |
| int ret = 0; |
| |
| if (!data->debug_enabled) { |
| return 0; |
| } |
| /* check gl errors (can return multiple errors) */ |
| for (;;) { |
| GLenum error = data->glGetError(); |
| if (error != GL_NO_ERROR) { |
| if (prefix == NULL || prefix[0] == '\0') { |
| prefix = "generic"; |
| } |
| SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error); |
| ret = -1; |
| } else { |
| break; |
| } |
| } |
| return ret; |
| } |
| |
| #if 0 |
| #define GL_CheckError(prefix, renderer) |
| #else |
| #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION) |
| #endif |
| |
| |
| /************************************************************************************************* |
| * Renderer state APIs * |
| *************************************************************************************************/ |
| |
| static int GLES2_LoadFunctions(GLES2_RenderData * data) |
| { |
| #if SDL_VIDEO_DRIVER_UIKIT |
| #define __SDL_NOGETPROCADDR__ |
| #elif SDL_VIDEO_DRIVER_ANDROID |
| #define __SDL_NOGETPROCADDR__ |
| #elif SDL_VIDEO_DRIVER_PANDORA |
| #define __SDL_NOGETPROCADDR__ |
| #endif |
| |
| #if defined __SDL_NOGETPROCADDR__ |
| #define SDL_PROC(ret,func,params) data->func=func; |
| #else |
| #define SDL_PROC(ret,func,params) \ |
| do { \ |
| data->func = SDL_GL_GetProcAddress(#func); \ |
| if ( ! data->func ) { \ |
| return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \ |
| } \ |
| } while ( 0 ); |
| #endif /* __SDL_NOGETPROCADDR__ */ |
| |
| #include "SDL_gles2funcs.h" |
| #undef SDL_PROC |
| return 0; |
| } |
| |
| static GLES2_FBOList * |
| GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h) |
| { |
| GLES2_FBOList *result = data->framebuffers; |
| while ((result) && ((result->w != w) || (result->h != h)) ) { |
| result = result->next; |
| } |
| if (result == NULL) { |
| result = SDL_malloc(sizeof(GLES2_FBOList)); |
| result->w = w; |
| result->h = h; |
| data->glGenFramebuffers(1, &result->FBO); |
| result->next = data->framebuffers; |
| data->framebuffers = result; |
| } |
| return result; |
| } |
| |
| static int |
| GLES2_ActivateRenderer(SDL_Renderer * renderer) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| |
| if (SDL_GL_GetCurrentContext() != data->context) { |
| /* Null out the current program to ensure we set it again */ |
| data->drawstate.program = NULL; |
| |
| if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) { |
| return -1; |
| } |
| } |
| |
| GL_ClearErrors(renderer); |
| |
| return 0; |
| } |
| |
| static void |
| GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| |
| if (event->event == SDL_WINDOWEVENT_MINIMIZED) { |
| /* According to Apple documentation, we need to finish drawing NOW! */ |
| data->glFinish(); |
| } |
| } |
| |
| static int |
| GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h) |
| { |
| SDL_GL_GetDrawableSize(renderer->window, w, h); |
| return 0; |
| } |
| |
| static GLenum GetBlendFunc(SDL_BlendFactor factor) |
| { |
| switch (factor) { |
| case SDL_BLENDFACTOR_ZERO: |
| return GL_ZERO; |
| case SDL_BLENDFACTOR_ONE: |
| return GL_ONE; |
| case SDL_BLENDFACTOR_SRC_COLOR: |
| return GL_SRC_COLOR; |
| case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: |
| return GL_ONE_MINUS_SRC_COLOR; |
| case SDL_BLENDFACTOR_SRC_ALPHA: |
| return GL_SRC_ALPHA; |
| case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: |
| return GL_ONE_MINUS_SRC_ALPHA; |
| case SDL_BLENDFACTOR_DST_COLOR: |
| return GL_DST_COLOR; |
| case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: |
| return GL_ONE_MINUS_DST_COLOR; |
| case SDL_BLENDFACTOR_DST_ALPHA: |
| return GL_DST_ALPHA; |
| case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: |
| return GL_ONE_MINUS_DST_ALPHA; |
| default: |
| return GL_INVALID_ENUM; |
| } |
| } |
| |
| static GLenum GetBlendEquation(SDL_BlendOperation operation) |
| { |
| switch (operation) { |
| case SDL_BLENDOPERATION_ADD: |
| return GL_FUNC_ADD; |
| case SDL_BLENDOPERATION_SUBTRACT: |
| return GL_FUNC_SUBTRACT; |
| case SDL_BLENDOPERATION_REV_SUBTRACT: |
| return GL_FUNC_REVERSE_SUBTRACT; |
| default: |
| return GL_INVALID_ENUM; |
| } |
| } |
| |
| static SDL_bool |
| GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode) |
| { |
| SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); |
| SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); |
| SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); |
| SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); |
| SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); |
| SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); |
| |
| if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM || |
| GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM || |
| GetBlendEquation(colorOperation) == GL_INVALID_ENUM || |
| GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM || |
| GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM || |
| GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) { |
| return SDL_FALSE; |
| } |
| return SDL_TRUE; |
| } |
| |
| |
| static void |
| GLES2_EvictShader(GLES2_RenderData *data, GLES2_ShaderCacheEntry *entry) |
| { |
| /* Unlink the shader from the cache */ |
| if (entry->next) { |
| entry->next->prev = entry->prev; |
| } |
| if (entry->prev) { |
| entry->prev->next = entry->next; |
| } |
| if (data->shader_cache.head == entry) { |
| data->shader_cache.head = entry->next; |
| } |
| --data->shader_cache.count; |
| |
| /* Deallocate the shader */ |
| data->glDeleteShader(entry->id); |
| SDL_free(entry); |
| } |
| |
| static GLES2_ProgramCacheEntry * |
| GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex, |
| GLES2_ShaderCacheEntry *fragment) |
| { |
| GLES2_ProgramCacheEntry *entry; |
| GLES2_ShaderCacheEntry *shaderEntry; |
| GLint linkSuccessful; |
| |
| /* Check if we've already cached this program */ |
| entry = data->program_cache.head; |
| while (entry) { |
| if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) { |
| break; |
| } |
| entry = entry->next; |
| } |
| if (entry) { |
| if (data->program_cache.head != entry) { |
| if (entry->next) { |
| entry->next->prev = entry->prev; |
| } |
| if (entry->prev) { |
| entry->prev->next = entry->next; |
| } |
| entry->prev = NULL; |
| entry->next = data->program_cache.head; |
| data->program_cache.head->prev = entry; |
| data->program_cache.head = entry; |
| } |
| return entry; |
| } |
| |
| /* Create a program cache entry */ |
| entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry)); |
| if (!entry) { |
| SDL_OutOfMemory(); |
| return NULL; |
| } |
| entry->vertex_shader = vertex; |
| entry->fragment_shader = fragment; |
| |
| /* Create the program and link it */ |
| entry->id = data->glCreateProgram(); |
| data->glAttachShader(entry->id, vertex->id); |
| data->glAttachShader(entry->id, fragment->id); |
| data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position"); |
| data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord"); |
| data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle"); |
| data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center"); |
| data->glLinkProgram(entry->id); |
| data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful); |
| if (!linkSuccessful) { |
| data->glDeleteProgram(entry->id); |
| SDL_free(entry); |
| SDL_SetError("Failed to link shader program"); |
| return NULL; |
| } |
| |
| /* Predetermine locations of uniform variables */ |
| entry->uniform_locations[GLES2_UNIFORM_PROJECTION] = |
| data->glGetUniformLocation(entry->id, "u_projection"); |
| entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] = |
| data->glGetUniformLocation(entry->id, "u_texture_v"); |
| entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] = |
| data->glGetUniformLocation(entry->id, "u_texture_u"); |
| entry->uniform_locations[GLES2_UNIFORM_TEXTURE] = |
| data->glGetUniformLocation(entry->id, "u_texture"); |
| entry->uniform_locations[GLES2_UNIFORM_COLOR] = |
| data->glGetUniformLocation(entry->id, "u_color"); |
| |
| entry->color = 0; |
| |
| data->glUseProgram(entry->id); |
| if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) { |
| data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */ |
| } |
| if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) { |
| data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */ |
| } |
| if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) { |
| data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */ |
| } |
| if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) { |
| data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection); |
| } |
| if (entry->uniform_locations[GLES2_UNIFORM_COLOR] != -1) { |
| data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| |
| /* Cache the linked program */ |
| if (data->program_cache.head) { |
| entry->next = data->program_cache.head; |
| data->program_cache.head->prev = entry; |
| } else { |
| data->program_cache.tail = entry; |
| } |
| data->program_cache.head = entry; |
| ++data->program_cache.count; |
| |
| /* Increment the refcount of the shaders we're using */ |
| ++vertex->references; |
| ++fragment->references; |
| |
| /* Evict the last entry from the cache if we exceed the limit */ |
| if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) { |
| shaderEntry = data->program_cache.tail->vertex_shader; |
| if (--shaderEntry->references <= 0) { |
| GLES2_EvictShader(data, shaderEntry); |
| } |
| shaderEntry = data->program_cache.tail->fragment_shader; |
| if (--shaderEntry->references <= 0) { |
| GLES2_EvictShader(data, shaderEntry); |
| } |
| data->glDeleteProgram(data->program_cache.tail->id); |
| data->program_cache.tail = data->program_cache.tail->prev; |
| if (data->program_cache.tail != NULL) { |
| SDL_free(data->program_cache.tail->next); |
| data->program_cache.tail->next = NULL; |
| } |
| --data->program_cache.count; |
| } |
| return entry; |
| } |
| |
| static GLES2_ShaderCacheEntry * |
| GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type) |
| { |
| const GLES2_Shader *shader; |
| const GLES2_ShaderInstance *instance = NULL; |
| GLES2_ShaderCacheEntry *entry = NULL; |
| GLint compileSuccessful = GL_FALSE; |
| int i, j; |
| |
| /* Find the corresponding shader */ |
| shader = GLES2_GetShader(type); |
| if (!shader) { |
| SDL_SetError("No shader matching the requested characteristics was found"); |
| return NULL; |
| } |
| |
| /* Find a matching shader instance that's supported on this hardware */ |
| for (i = 0; i < shader->instance_count && !instance; ++i) { |
| for (j = 0; j < data->shader_format_count && !instance; ++j) { |
| if (!shader->instances[i]) { |
| continue; |
| } |
| if (shader->instances[i]->format != data->shader_formats[j]) { |
| continue; |
| } |
| instance = shader->instances[i]; |
| } |
| } |
| if (!instance) { |
| SDL_SetError("The specified shader cannot be loaded on the current platform"); |
| return NULL; |
| } |
| |
| /* Check if we've already cached this shader */ |
| entry = data->shader_cache.head; |
| while (entry) { |
| if (entry->instance == instance) { |
| break; |
| } |
| entry = entry->next; |
| } |
| if (entry) { |
| return entry; |
| } |
| |
| /* Create a shader cache entry */ |
| entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry)); |
| if (!entry) { |
| SDL_OutOfMemory(); |
| return NULL; |
| } |
| entry->type = type; |
| entry->instance = instance; |
| |
| /* Compile or load the selected shader instance */ |
| entry->id = data->glCreateShader(instance->type); |
| if (instance->format == (GLenum)-1) { |
| data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL); |
| data->glCompileShader(entry->id); |
| data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful); |
| } else { |
| data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length); |
| compileSuccessful = GL_TRUE; |
| } |
| if (!compileSuccessful) { |
| SDL_bool isstack = SDL_FALSE; |
| char *info = NULL; |
| int length = 0; |
| |
| data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length); |
| if (length > 0) { |
| info = SDL_small_alloc(char, length, &isstack); |
| if (info) { |
| data->glGetShaderInfoLog(entry->id, length, &length, info); |
| } |
| } |
| if (info) { |
| SDL_SetError("Failed to load the shader: %s", info); |
| SDL_small_free(info, isstack); |
| } else { |
| SDL_SetError("Failed to load the shader"); |
| } |
| data->glDeleteShader(entry->id); |
| SDL_free(entry); |
| return NULL; |
| } |
| |
| /* Link the shader entry in at the front of the cache */ |
| if (data->shader_cache.head) { |
| entry->next = data->shader_cache.head; |
| data->shader_cache.head->prev = entry; |
| } |
| data->shader_cache.head = entry; |
| ++data->shader_cache.count; |
| return entry; |
| } |
| |
| static int |
| GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h) |
| { |
| GLES2_ShaderCacheEntry *vertex = NULL; |
| GLES2_ShaderCacheEntry *fragment = NULL; |
| GLES2_ShaderType vtype, ftype; |
| GLES2_ProgramCacheEntry *program; |
| |
| /* Select an appropriate shader pair for the specified modes */ |
| vtype = GLES2_SHADER_VERTEX_DEFAULT; |
| switch (source) { |
| case GLES2_IMAGESOURCE_SOLID: |
| ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC; |
| break; |
| case GLES2_IMAGESOURCE_TEXTURE_ABGR: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC; |
| break; |
| case GLES2_IMAGESOURCE_TEXTURE_ARGB: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC; |
| break; |
| case GLES2_IMAGESOURCE_TEXTURE_RGB: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC; |
| break; |
| case GLES2_IMAGESOURCE_TEXTURE_BGR: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC; |
| break; |
| case GLES2_IMAGESOURCE_TEXTURE_YUV: |
| switch (SDL_GetYUVConversionModeForResolution(w, h)) { |
| case SDL_YUV_CONVERSION_JPEG: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC; |
| break; |
| case SDL_YUV_CONVERSION_BT601: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC; |
| break; |
| case SDL_YUV_CONVERSION_BT709: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC; |
| break; |
| default: |
| SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); |
| goto fault; |
| } |
| break; |
| case GLES2_IMAGESOURCE_TEXTURE_NV12: |
| switch (SDL_GetYUVConversionModeForResolution(w, h)) { |
| case SDL_YUV_CONVERSION_JPEG: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC; |
| break; |
| case SDL_YUV_CONVERSION_BT601: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC; |
| break; |
| case SDL_YUV_CONVERSION_BT709: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC; |
| break; |
| default: |
| SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); |
| goto fault; |
| } |
| break; |
| case GLES2_IMAGESOURCE_TEXTURE_NV21: |
| switch (SDL_GetYUVConversionModeForResolution(w, h)) { |
| case SDL_YUV_CONVERSION_JPEG: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC; |
| break; |
| case SDL_YUV_CONVERSION_BT601: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC; |
| break; |
| case SDL_YUV_CONVERSION_BT709: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC; |
| break; |
| default: |
| SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); |
| goto fault; |
| } |
| break; |
| case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES: |
| ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC; |
| break; |
| default: |
| goto fault; |
| } |
| |
| /* Load the requested shaders */ |
| vertex = GLES2_CacheShader(data, vtype); |
| if (!vertex) { |
| goto fault; |
| } |
| fragment = GLES2_CacheShader(data, ftype); |
| if (!fragment) { |
| goto fault; |
| } |
| |
| /* Check if we need to change programs at all */ |
| if (data->drawstate.program && |
| data->drawstate.program->vertex_shader == vertex && |
| data->drawstate.program->fragment_shader == fragment) { |
| return 0; |
| } |
| |
| /* Generate a matching program */ |
| program = GLES2_CacheProgram(data, vertex, fragment); |
| if (!program) { |
| goto fault; |
| } |
| |
| /* Select that program in OpenGL */ |
| data->glUseProgram(program->id); |
| |
| /* Set the current program */ |
| data->drawstate.program = program; |
| |
| /* Clean up and return */ |
| return 0; |
| fault: |
| if (vertex && vertex->references <= 0) { |
| GLES2_EvictShader(data, vertex); |
| } |
| if (fragment && fragment->references <= 0) { |
| GLES2_EvictShader(data, fragment); |
| } |
| data->drawstate.program = NULL; |
| return -1; |
| } |
| |
| static int |
| GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd) |
| { |
| return 0; /* nothing to do in this backend. */ |
| } |
| |
| static int |
| GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count) |
| { |
| GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first); |
| int i; |
| |
| if (!verts) { |
| return -1; |
| } |
| |
| cmd->data.draw.count = count; |
| for (i = 0; i < count; i++) { |
| *(verts++) = 0.5f + points[i].x; |
| *(verts++) = 0.5f + points[i].y; |
| } |
| |
| return 0; |
| } |
| |
| static int |
| GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count) |
| { |
| GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first); |
| int i; |
| |
| if (!verts) { |
| return -1; |
| } |
| |
| cmd->data.draw.count = count; |
| |
| for (i = 0; i < count; i++) { |
| const SDL_FRect *rect = &rects[i]; |
| const GLfloat minx = rect->x; |
| const GLfloat maxx = rect->x + rect->w; |
| const GLfloat miny = rect->y; |
| const GLfloat maxy = rect->y + rect->h; |
| *(verts++) = minx; |
| *(verts++) = miny; |
| *(verts++) = maxx; |
| *(verts++) = miny; |
| *(verts++) = minx; |
| *(verts++) = maxy; |
| *(verts++) = maxx; |
| *(verts++) = maxy; |
| } |
| |
| return 0; |
| } |
| |
| static int |
| GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, |
| const SDL_Rect * srcrect, const SDL_FRect * dstrect) |
| { |
| GLfloat minx, miny, maxx, maxy; |
| GLfloat minu, maxu, minv, maxv; |
| GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first); |
| |
| if (!verts) { |
| return -1; |
| } |
| |
| cmd->data.draw.count = 1; |
| |
| minx = dstrect->x; |
| miny = dstrect->y; |
| maxx = dstrect->x + dstrect->w; |
| maxy = dstrect->y + dstrect->h; |
| |
| minu = (GLfloat) srcrect->x / texture->w; |
| maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w; |
| minv = (GLfloat) srcrect->y / texture->h; |
| maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h; |
| |
| *(verts++) = minx; |
| *(verts++) = miny; |
| *(verts++) = maxx; |
| *(verts++) = miny; |
| *(verts++) = minx; |
| *(verts++) = maxy; |
| *(verts++) = maxx; |
| *(verts++) = maxy; |
| |
| *(verts++) = minu; |
| *(verts++) = minv; |
| *(verts++) = maxu; |
| *(verts++) = minv; |
| *(verts++) = minu; |
| *(verts++) = maxv; |
| *(verts++) = maxu; |
| *(verts++) = maxv; |
| |
| return 0; |
| } |
| |
| static int |
| GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, |
| const SDL_Rect * srcquad, const SDL_FRect * dstrect, |
| const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) |
| { |
| /* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */ |
| const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0); |
| const GLfloat s = (GLfloat) SDL_sin(radian_angle); |
| const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f; |
| const GLfloat centerx = center->x + dstrect->x; |
| const GLfloat centery = center->y + dstrect->y; |
| GLfloat minx, miny, maxx, maxy; |
| GLfloat minu, maxu, minv, maxv; |
| GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 32 * sizeof (GLfloat), 0, &cmd->data.draw.first); |
| |
| if (!verts) { |
| return -1; |
| } |
| |
| if (flip & SDL_FLIP_HORIZONTAL) { |
| minx = dstrect->x + dstrect->w; |
| maxx = dstrect->x; |
| } else { |
| minx = dstrect->x; |
| maxx = dstrect->x + dstrect->w; |
| } |
| |
| if (flip & SDL_FLIP_VERTICAL) { |
| miny = dstrect->y + dstrect->h; |
| maxy = dstrect->y; |
| } else { |
| miny = dstrect->y; |
| maxy = dstrect->y + dstrect->h; |
| } |
| |
| minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w); |
| maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w); |
| minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h); |
| maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h); |
| |
| |
| cmd->data.draw.count = 1; |
| |
| *(verts++) = minx; |
| *(verts++) = miny; |
| *(verts++) = maxx; |
| *(verts++) = miny; |
| *(verts++) = minx; |
| *(verts++) = maxy; |
| *(verts++) = maxx; |
| *(verts++) = maxy; |
| |
| *(verts++) = minu; |
| *(verts++) = minv; |
| *(verts++) = maxu; |
| *(verts++) = minv; |
| *(verts++) = minu; |
| *(verts++) = maxv; |
| *(verts++) = maxu; |
| *(verts++) = maxv; |
| |
| *(verts++) = s; |
| *(verts++) = c; |
| *(verts++) = s; |
| *(verts++) = c; |
| *(verts++) = s; |
| *(verts++) = c; |
| *(verts++) = s; |
| *(verts++) = c; |
| |
| *(verts++) = centerx; |
| *(verts++) = centery; |
| *(verts++) = centerx; |
| *(verts++) = centery; |
| *(verts++) = centerx; |
| *(verts++) = centery; |
| *(verts++) = centerx; |
| *(verts++) = centery; |
| |
| return 0; |
| } |
| |
| static int |
| SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc) |
| { |
| const SDL_bool was_copy_ex = data->drawstate.is_copy_ex; |
| const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX); |
| SDL_Texture *texture = cmd->data.draw.texture; |
| const SDL_BlendMode blend = cmd->data.draw.blend; |
| GLES2_ProgramCacheEntry *program; |
| |
| SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID)); |
| |
| if (data->drawstate.viewport_dirty) { |
| const SDL_Rect *viewport = &data->drawstate.viewport; |
| data->glViewport(viewport->x, |
| data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h), |
| viewport->w, viewport->h); |
| if (viewport->w && viewport->h) { |
| data->drawstate.projection[0][0] = 2.0f / viewport->w; |
| data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h; |
| data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f; |
| } |
| data->drawstate.viewport_dirty = SDL_FALSE; |
| } |
| |
| if (data->drawstate.cliprect_enabled_dirty) { |
| if (!data->drawstate.cliprect_enabled) { |
| data->glDisable(GL_SCISSOR_TEST); |
| } else { |
| data->glEnable(GL_SCISSOR_TEST); |
| } |
| data->drawstate.cliprect_enabled_dirty = SDL_FALSE; |
| } |
| |
| if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) { |
| const SDL_Rect *viewport = &data->drawstate.viewport; |
| const SDL_Rect *rect = &data->drawstate.cliprect; |
| data->glScissor(viewport->x + rect->x, |
| data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h, |
| rect->w, rect->h); |
| data->drawstate.cliprect_dirty = SDL_FALSE; |
| } |
| |
| if (texture != data->drawstate.texture) { |
| if ((texture != NULL) != data->drawstate.texturing) { |
| if (texture == NULL) { |
| data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD); |
| data->drawstate.texturing = SDL_FALSE; |
| } else { |
| data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD); |
| data->drawstate.texturing = SDL_TRUE; |
| } |
| } |
| |
| if (texture) { |
| GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata; |
| if (tdata->yuv) { |
| data->glActiveTexture(GL_TEXTURE2); |
| data->glBindTexture(tdata->texture_type, tdata->texture_v); |
| |
| data->glActiveTexture(GL_TEXTURE1); |
| data->glBindTexture(tdata->texture_type, tdata->texture_u); |
| |
| data->glActiveTexture(GL_TEXTURE0); |
| } else if (tdata->nv12) { |
| data->glActiveTexture(GL_TEXTURE1); |
| data->glBindTexture(tdata->texture_type, tdata->texture_u); |
| |
| data->glActiveTexture(GL_TEXTURE0); |
| } |
| data->glBindTexture(tdata->texture_type, tdata->texture); |
| } |
| |
| data->drawstate.texture = texture; |
| } |
| |
| if (texture) { |
| data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 8))); |
| } |
| |
| if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) { |
| return -1; |
| } |
| |
| program = data->drawstate.program; |
| |
| if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) { |
| if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection)) != 0) { |
| data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection); |
| SDL_memcpy(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection)); |
| } |
| } |
| |
| if (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) { |
| if (data->drawstate.color != program->color) { |
| const Uint8 r = (data->drawstate.color >> 16) & 0xFF; |
| const Uint8 g = (data->drawstate.color >> 8) & 0xFF; |
| const Uint8 b = (data->drawstate.color >> 0) & 0xFF; |
| const Uint8 a = (data->drawstate.color >> 24) & 0xFF; |
| data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f); |
| program->color = data->drawstate.color; |
| } |
| } |
| |
| if (blend != data->drawstate.blend) { |
| if (blend == SDL_BLENDMODE_NONE) { |
| data->glDisable(GL_BLEND); |
| } else { |
| data->glEnable(GL_BLEND); |
| data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)), |
| GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)), |
| GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)), |
| GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); |
| data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)), |
| GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend))); |
| } |
| data->drawstate.blend = blend; |
| } |
| |
| /* all drawing commands use this */ |
| data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.draw.first); |
| |
| if (is_copy_ex != was_copy_ex) { |
| if (is_copy_ex) { |
| data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE); |
| data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER); |
| } else { |
| data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE); |
| data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER); |
| } |
| data->drawstate.is_copy_ex = is_copy_ex; |
| } |
| |
| if (is_copy_ex) { |
| data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 16))); |
| data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 24))); |
| } |
| |
| return 0; |
| } |
| |
| static int |
| SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata; |
| GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; |
| SDL_Texture *texture = cmd->data.draw.texture; |
| |
| /* Pick an appropriate shader */ |
| if (renderer->target) { |
| /* Check if we need to do color mapping between the source and render target textures */ |
| if (renderer->target->format != texture->format) { |
| switch (texture->format) { |
| case SDL_PIXELFORMAT_ARGB8888: |
| switch (renderer->target->format) { |
| case SDL_PIXELFORMAT_ABGR8888: |
| case SDL_PIXELFORMAT_BGR888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; |
| break; |
| case SDL_PIXELFORMAT_RGB888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; |
| break; |
| } |
| break; |
| case SDL_PIXELFORMAT_ABGR8888: |
| switch (renderer->target->format) { |
| case SDL_PIXELFORMAT_ARGB8888: |
| case SDL_PIXELFORMAT_RGB888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; |
| break; |
| case SDL_PIXELFORMAT_BGR888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; |
| break; |
| } |
| break; |
| case SDL_PIXELFORMAT_RGB888: |
| switch (renderer->target->format) { |
| case SDL_PIXELFORMAT_ABGR8888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; |
| break; |
| case SDL_PIXELFORMAT_ARGB8888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; |
| break; |
| case SDL_PIXELFORMAT_BGR888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; |
| break; |
| } |
| break; |
| case SDL_PIXELFORMAT_BGR888: |
| switch (renderer->target->format) { |
| case SDL_PIXELFORMAT_ABGR8888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; |
| break; |
| case SDL_PIXELFORMAT_ARGB8888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; |
| break; |
| case SDL_PIXELFORMAT_RGB888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; |
| break; |
| } |
| break; |
| case SDL_PIXELFORMAT_IYUV: |
| case SDL_PIXELFORMAT_YV12: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV; |
| break; |
| case SDL_PIXELFORMAT_NV12: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12; |
| break; |
| case SDL_PIXELFORMAT_NV21: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21; |
| break; |
| case SDL_PIXELFORMAT_EXTERNAL_OES: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES; |
| break; |
| default: |
| return SDL_SetError("Unsupported texture format"); |
| } |
| } else { |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */ |
| } |
| } else { |
| switch (texture->format) { |
| case SDL_PIXELFORMAT_ARGB8888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; |
| break; |
| case SDL_PIXELFORMAT_ABGR8888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; |
| break; |
| case SDL_PIXELFORMAT_RGB888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; |
| break; |
| case SDL_PIXELFORMAT_BGR888: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; |
| break; |
| case SDL_PIXELFORMAT_IYUV: |
| case SDL_PIXELFORMAT_YV12: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV; |
| break; |
| case SDL_PIXELFORMAT_NV12: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12; |
| break; |
| case SDL_PIXELFORMAT_NV21: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21; |
| break; |
| case SDL_PIXELFORMAT_EXTERNAL_OES: |
| sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES; |
| break; |
| default: |
| return SDL_SetError("Unsupported texture format"); |
| } |
| } |
| |
| return SetDrawState(data, cmd, sourceType); |
| } |
| |
| static int |
| GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata; |
| const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888)); |
| const int vboidx = data->current_vertex_buffer; |
| const GLuint vbo = data->vertex_buffers[vboidx]; |
| size_t i; |
| |
| if (GLES2_ActivateRenderer(renderer) < 0) { |
| return -1; |
| } |
| |
| data->drawstate.target = renderer->target; |
| if (!data->drawstate.target) { |
| SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh); |
| } |
| |
| /* upload the new VBO data for this set of commands. */ |
| data->glBindBuffer(GL_ARRAY_BUFFER, vbo); |
| if (data->vertex_buffer_size[vboidx] < vertsize) { |
| data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW); |
| data->vertex_buffer_size[vboidx] = vertsize; |
| } else { |
| data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices); |
| } |
| |
| /* cycle through a few VBOs so the GL has some time with the data before we replace it. */ |
| data->current_vertex_buffer++; |
| if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) { |
| data->current_vertex_buffer = 0; |
| } |
| |
| while (cmd) { |
| switch (cmd->command) { |
| case SDL_RENDERCMD_SETDRAWCOLOR: { |
| const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r; |
| const Uint8 g = cmd->data.color.g; |
| const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b; |
| const Uint8 a = cmd->data.color.a; |
| data->drawstate.color = ((a << 24) | (r << 16) | (g << 8) | b); |
| break; |
| } |
| |
| case SDL_RENDERCMD_SETVIEWPORT: { |
| SDL_Rect *viewport = &data->drawstate.viewport; |
| if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) { |
| SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)); |
| data->drawstate.viewport_dirty = SDL_TRUE; |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_SETCLIPRECT: { |
| const SDL_Rect *rect = &cmd->data.cliprect.rect; |
| if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) { |
| data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled; |
| data->drawstate.cliprect_enabled_dirty = SDL_TRUE; |
| } |
| |
| if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) { |
| SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)); |
| data->drawstate.cliprect_dirty = SDL_TRUE; |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_CLEAR: { |
| const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r; |
| const Uint8 g = cmd->data.color.g; |
| const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b; |
| const Uint8 a = cmd->data.color.a; |
| const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b); |
| if (color != data->drawstate.clear_color) { |
| const GLfloat fr = ((GLfloat) r) * inv255f; |
| const GLfloat fg = ((GLfloat) g) * inv255f; |
| const GLfloat fb = ((GLfloat) b) * inv255f; |
| const GLfloat fa = ((GLfloat) a) * inv255f; |
| data->glClearColor(fr, fg, fb, fa); |
| data->drawstate.clear_color = color; |
| } |
| |
| if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) { |
| data->glDisable(GL_SCISSOR_TEST); |
| data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled; |
| } |
| |
| data->glClear(GL_COLOR_BUFFER_BIT); |
| break; |
| } |
| |
| case SDL_RENDERCMD_DRAW_POINTS: { |
| if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) { |
| data->glDrawArrays(GL_POINTS, 0, (GLsizei) cmd->data.draw.count); |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_DRAW_LINES: { |
| const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); |
| const size_t count = cmd->data.draw.count; |
| if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) { |
| if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) { |
| /* GL_LINE_LOOP takes care of the final segment */ |
| data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1)); |
| } else { |
| data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count); |
| /* We need to close the endpoint of the line */ |
| data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1); |
| } |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_FILL_RECTS: { |
| const size_t count = cmd->data.draw.count; |
| size_t offset = 0; |
| if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) { |
| for (i = 0; i < count; ++i, offset += 4) { |
| data->glDrawArrays(GL_TRIANGLE_STRIP, (GLsizei) offset, 4); |
| } |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_COPY: |
| case SDL_RENDERCMD_COPY_EX: { |
| if (SetCopyState(renderer, cmd) == 0) { |
| data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_NO_OP: |
| break; |
| } |
| |
| cmd = cmd->next; |
| } |
| |
| return GL_CheckError("", renderer); |
| } |
| |
| static void |
| GLES2_DestroyRenderer(SDL_Renderer *renderer) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| |
| /* Deallocate everything */ |
| if (data) { |
| GLES2_ActivateRenderer(renderer); |
| |
| { |
| GLES2_ShaderCacheEntry *entry; |
| GLES2_ShaderCacheEntry *next; |
| entry = data->shader_cache.head; |
| while (entry) { |
| data->glDeleteShader(entry->id); |
| next = entry->next; |
| SDL_free(entry); |
| entry = next; |
| } |
| } |
| { |
| GLES2_ProgramCacheEntry *entry; |
| GLES2_ProgramCacheEntry *next; |
| entry = data->program_cache.head; |
| while (entry) { |
| data->glDeleteProgram(entry->id); |
| next = entry->next; |
| SDL_free(entry); |
| entry = next; |
| } |
| } |
| |
| if (data->context) { |
| while (data->framebuffers) { |
| GLES2_FBOList *nextnode = data->framebuffers->next; |
| data->glDeleteFramebuffers(1, &data->framebuffers->FBO); |
| GL_CheckError("", renderer); |
| SDL_free(data->framebuffers); |
| data->framebuffers = nextnode; |
| } |
| |
| data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers); |
| GL_CheckError("", renderer); |
| |
| SDL_GL_DeleteContext(data->context); |
| } |
| |
| SDL_free(data->shader_formats); |
| SDL_free(data); |
| } |
| SDL_free(renderer); |
| } |
| |
| static int |
| GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata; |
| GLES2_TextureData *data; |
| GLenum format; |
| GLenum type; |
| GLenum scaleMode; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| renderdata->drawstate.texture = NULL; /* we trash this state. */ |
| |
| /* Determine the corresponding GLES texture format params */ |
| switch (texture->format) |
| { |
| case SDL_PIXELFORMAT_ARGB8888: |
| case SDL_PIXELFORMAT_ABGR8888: |
| case SDL_PIXELFORMAT_RGB888: |
| case SDL_PIXELFORMAT_BGR888: |
| format = GL_RGBA; |
| type = GL_UNSIGNED_BYTE; |
| break; |
| case SDL_PIXELFORMAT_IYUV: |
| case SDL_PIXELFORMAT_YV12: |
| case SDL_PIXELFORMAT_NV12: |
| case SDL_PIXELFORMAT_NV21: |
| format = GL_LUMINANCE; |
| type = GL_UNSIGNED_BYTE; |
| break; |
| #ifdef GL_TEXTURE_EXTERNAL_OES |
| case SDL_PIXELFORMAT_EXTERNAL_OES: |
| format = GL_NONE; |
| type = GL_NONE; |
| break; |
| #endif |
| default: |
| return SDL_SetError("Texture format not supported"); |
| } |
| |
| if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES && |
| texture->access != SDL_TEXTUREACCESS_STATIC) { |
| return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES"); |
| } |
| |
| /* Allocate a texture struct */ |
| data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData)); |
| if (!data) { |
| return SDL_OutOfMemory(); |
| } |
| data->texture = 0; |
| #ifdef GL_TEXTURE_EXTERNAL_OES |
| data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D; |
| #else |
| data->texture_type = GL_TEXTURE_2D; |
| #endif |
| data->pixel_format = format; |
| data->pixel_type = type; |
| data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12)); |
| data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21)); |
| data->texture_u = 0; |
| data->texture_v = 0; |
| scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR; |
| |
| /* Allocate a blob for image renderdata */ |
| if (texture->access == SDL_TEXTUREACCESS_STREAMING) { |
| size_t size; |
| data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); |
| size = texture->h * data->pitch; |
| if (data->yuv) { |
| /* Need to add size for the U and V planes */ |
| size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); |
| } else if (data->nv12) { |
| /* Need to add size for the U/V plane */ |
| size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); |
| } |
| data->pixel_data = SDL_calloc(1, size); |
| if (!data->pixel_data) { |
| SDL_free(data); |
| return SDL_OutOfMemory(); |
| } |
| } |
| |
| /* Allocate the texture */ |
| GL_CheckError("", renderer); |
| |
| if (data->yuv) { |
| renderdata->glGenTextures(1, &data->texture_v); |
| if (GL_CheckError("glGenTexures()", renderer) < 0) { |
| return -1; |
| } |
| renderdata->glActiveTexture(GL_TEXTURE2); |
| renderdata->glBindTexture(data->texture_type, data->texture_v); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL); |
| |
| renderdata->glGenTextures(1, &data->texture_u); |
| if (GL_CheckError("glGenTexures()", renderer) < 0) { |
| return -1; |
| } |
| renderdata->glActiveTexture(GL_TEXTURE1); |
| renderdata->glBindTexture(data->texture_type, data->texture_u); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL); |
| if (GL_CheckError("glTexImage2D()", renderer) < 0) { |
| return -1; |
| } |
| } else if (data->nv12) { |
| renderdata->glGenTextures(1, &data->texture_u); |
| if (GL_CheckError("glGenTexures()", renderer) < 0) { |
| return -1; |
| } |
| renderdata->glActiveTexture(GL_TEXTURE1); |
| renderdata->glBindTexture(data->texture_type, data->texture_u); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL); |
| if (GL_CheckError("glTexImage2D()", renderer) < 0) { |
| return -1; |
| } |
| } |
| |
| renderdata->glGenTextures(1, &data->texture); |
| if (GL_CheckError("glGenTexures()", renderer) < 0) { |
| return -1; |
| } |
| texture->driverdata = data; |
| renderdata->glActiveTexture(GL_TEXTURE0); |
| renderdata->glBindTexture(data->texture_type, data->texture); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) { |
| renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL); |
| if (GL_CheckError("glTexImage2D()", renderer) < 0) { |
| return -1; |
| } |
| } |
| |
| if (texture->access == SDL_TEXTUREACCESS_TARGET) { |
| data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h); |
| } else { |
| data->fbo = NULL; |
| } |
| |
| return GL_CheckError("", renderer); |
| } |
| |
| static int |
| GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp) |
| { |
| Uint8 *blob = NULL; |
| Uint8 *src; |
| int src_pitch; |
| int y; |
| |
| if ((width == 0) || (height == 0) || (bpp == 0)) { |
| return 0; /* nothing to do */ |
| } |
| |
| /* Reformat the texture data into a tightly packed array */ |
| src_pitch = width * bpp; |
| src = (Uint8 *)pixels; |
| if (pitch != src_pitch) { |
| blob = (Uint8 *)SDL_malloc(src_pitch * height); |
| if (!blob) { |
| return SDL_OutOfMemory(); |
| } |
| src = blob; |
| for (y = 0; y < height; ++y) |
| { |
| SDL_memcpy(src, pixels, src_pitch); |
| src += src_pitch; |
| pixels = (Uint8 *)pixels + pitch; |
| } |
| src = blob; |
| } |
| |
| data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src); |
| if (blob) { |
| SDL_free(blob); |
| } |
| return 0; |
| } |
| |
| static int |
| GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, |
| const void *pixels, int pitch) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| /* Bail out if we're supposed to update an empty rectangle */ |
| if (rect->w <= 0 || rect->h <= 0) { |
| return 0; |
| } |
| |
| data->drawstate.texture = NULL; /* we trash this state. */ |
| |
| /* Create a texture subimage with the supplied data */ |
| data->glBindTexture(tdata->texture_type, tdata->texture); |
| GLES2_TexSubImage2D(data, tdata->texture_type, |
| rect->x, |
| rect->y, |
| rect->w, |
| rect->h, |
| tdata->pixel_format, |
| tdata->pixel_type, |
| pixels, pitch, SDL_BYTESPERPIXEL(texture->format)); |
| |
| if (tdata->yuv) { |
| /* Skip to the correct offset into the next texture */ |
| pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); |
| if (texture->format == SDL_PIXELFORMAT_YV12) { |
| data->glBindTexture(tdata->texture_type, tdata->texture_v); |
| } else { |
| data->glBindTexture(tdata->texture_type, tdata->texture_u); |
| } |
| GLES2_TexSubImage2D(data, tdata->texture_type, |
| rect->x / 2, |
| rect->y / 2, |
| (rect->w + 1) / 2, |
| (rect->h + 1) / 2, |
| tdata->pixel_format, |
| tdata->pixel_type, |
| pixels, (pitch + 1) / 2, 1); |
| |
| |
| /* Skip to the correct offset into the next texture */ |
| pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1)/2)); |
| if (texture->format == SDL_PIXELFORMAT_YV12) { |
| data->glBindTexture(tdata->texture_type, tdata->texture_u); |
| } else { |
| data->glBindTexture(tdata->texture_type, tdata->texture_v); |
| } |
| GLES2_TexSubImage2D(data, tdata->texture_type, |
| rect->x / 2, |
| rect->y / 2, |
| (rect->w + 1) / 2, |
| (rect->h + 1) / 2, |
| tdata->pixel_format, |
| tdata->pixel_type, |
| pixels, (pitch + 1) / 2, 1); |
| } else if (tdata->nv12) { |
| /* Skip to the correct offset into the next texture */ |
| pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); |
| data->glBindTexture(tdata->texture_type, tdata->texture_u); |
| GLES2_TexSubImage2D(data, tdata->texture_type, |
| rect->x / 2, |
| rect->y / 2, |
| (rect->w + 1) / 2, |
| (rect->h + 1) / 2, |
| GL_LUMINANCE_ALPHA, |
| GL_UNSIGNED_BYTE, |
| pixels, 2 * ((pitch + 1) / 2), 2); |
| } |
| |
| return GL_CheckError("glTexSubImage2D()", renderer); |
| } |
| |
| static int |
| GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, |
| const SDL_Rect * rect, |
| const Uint8 *Yplane, int Ypitch, |
| const Uint8 *Uplane, int Upitch, |
| const Uint8 *Vplane, int Vpitch) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| /* Bail out if we're supposed to update an empty rectangle */ |
| if (rect->w <= 0 || rect->h <= 0) { |
| return 0; |
| } |
| |
| data->drawstate.texture = NULL; /* we trash this state. */ |
| |
| data->glBindTexture(tdata->texture_type, tdata->texture_v); |
| GLES2_TexSubImage2D(data, tdata->texture_type, |
| rect->x / 2, |
| rect->y / 2, |
| (rect->w + 1) / 2, |
| (rect->h + 1) / 2, |
| tdata->pixel_format, |
| tdata->pixel_type, |
| Vplane, Vpitch, 1); |
| |
| data->glBindTexture(tdata->texture_type, tdata->texture_u); |
| GLES2_TexSubImage2D(data, tdata->texture_type, |
| rect->x / 2, |
| rect->y / 2, |
| (rect->w + 1) / 2, |
| (rect->h + 1) / 2, |
| tdata->pixel_format, |
| tdata->pixel_type, |
| Uplane, Upitch, 1); |
| |
| data->glBindTexture(tdata->texture_type, tdata->texture); |
| GLES2_TexSubImage2D(data, tdata->texture_type, |
| rect->x, |
| rect->y, |
| rect->w, |
| rect->h, |
| tdata->pixel_format, |
| tdata->pixel_type, |
| Yplane, Ypitch, 1); |
| |
| return GL_CheckError("glTexSubImage2D()", renderer); |
| } |
| |
| static int |
| GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, |
| void **pixels, int *pitch) |
| { |
| GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| |
| /* Retrieve the buffer/pitch for the specified region */ |
| *pixels = (Uint8 *)tdata->pixel_data + |
| (tdata->pitch * rect->y) + |
| (rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| *pitch = tdata->pitch; |
| |
| return 0; |
| } |
| |
| static void |
| GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| SDL_Rect rect; |
| |
| /* We do whole texture updates, at least for now */ |
| rect.x = 0; |
| rect.y = 0; |
| rect.w = texture->w; |
| rect.h = texture->h; |
| GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch); |
| } |
| |
| static void |
| GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode) |
| { |
| GLES2_RenderData *renderdata = (GLES2_RenderData *) renderer->driverdata; |
| GLES2_TextureData *data = (GLES2_TextureData *) texture->driverdata; |
| GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR; |
| |
| if (data->yuv) { |
| renderdata->glActiveTexture(GL_TEXTURE2); |
| renderdata->glBindTexture(data->texture_type, data->texture_v); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); |
| |
| renderdata->glActiveTexture(GL_TEXTURE1); |
| renderdata->glBindTexture(data->texture_type, data->texture_u); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); |
| } else if (data->nv12) { |
| renderdata->glActiveTexture(GL_TEXTURE1); |
| renderdata->glBindTexture(data->texture_type, data->texture_u); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); |
| } |
| |
| renderdata->glActiveTexture(GL_TEXTURE0); |
| renderdata->glBindTexture(data->texture_type, data->texture); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); |
| renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); |
| } |
| |
| static int |
| GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata; |
| GLES2_TextureData *texturedata = NULL; |
| GLenum status; |
| |
| data->drawstate.viewport_dirty = SDL_TRUE; |
| |
| if (texture == NULL) { |
| data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer); |
| } else { |
| texturedata = (GLES2_TextureData *) texture->driverdata; |
| data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO); |
| /* TODO: check if texture pixel format allows this operation */ |
| data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0); |
| /* Check FBO status */ |
| status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| if (status != GL_FRAMEBUFFER_COMPLETE) { |
| return SDL_SetError("glFramebufferTexture2D() failed"); |
| } |
| } |
| return 0; |
| } |
| |
| static void |
| GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata; |
| |
| GLES2_ActivateRenderer(renderer); |
| |
| if (data->drawstate.texture == texture) { |
| data->drawstate.texture = NULL; |
| } |
| if (data->drawstate.target == texture) { |
| data->drawstate.target = NULL; |
| } |
| |
| /* Destroy the texture */ |
| if (tdata) { |
| data->glDeleteTextures(1, &tdata->texture); |
| if (tdata->texture_v) { |
| data->glDeleteTextures(1, &tdata->texture_v); |
| } |
| if (tdata->texture_u) { |
| data->glDeleteTextures(1, &tdata->texture_u); |
| } |
| SDL_free(tdata->pixel_data); |
| SDL_free(tdata); |
| texture->driverdata = NULL; |
| } |
| } |
| |
| static int |
| GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, |
| Uint32 pixel_format, void * pixels, int pitch) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888; |
| size_t buflen; |
| void *temp_pixels; |
| int temp_pitch; |
| Uint8 *src, *dst, *tmp; |
| int w, h, length, rows; |
| int status; |
| |
| temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format); |
| buflen = rect->h * temp_pitch; |
| if (buflen == 0) { |
| return 0; /* nothing to do. */ |
| } |
| |
| temp_pixels = SDL_malloc(buflen); |
| if (!temp_pixels) { |
| return SDL_OutOfMemory(); |
| } |
| |
| SDL_GetRendererOutputSize(renderer, &w, &h); |
| |
| data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h, |
| rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels); |
| if (GL_CheckError("glReadPixels()", renderer) < 0) { |
| return -1; |
| } |
| |
| /* Flip the rows to be top-down if necessary */ |
| if (!renderer->target) { |
| SDL_bool isstack; |
| length = rect->w * SDL_BYTESPERPIXEL(temp_format); |
| src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch; |
| dst = (Uint8*)temp_pixels; |
| tmp = SDL_small_alloc(Uint8, length, &isstack); |
| rows = rect->h / 2; |
| while (rows--) { |
| SDL_memcpy(tmp, dst, length); |
| SDL_memcpy(dst, src, length); |
| SDL_memcpy(src, tmp, length); |
| dst += temp_pitch; |
| src -= temp_pitch; |
| } |
| SDL_small_free(tmp, isstack); |
| } |
| |
| status = SDL_ConvertPixels(rect->w, rect->h, |
| temp_format, temp_pixels, temp_pitch, |
| pixel_format, pixels, pitch); |
| SDL_free(temp_pixels); |
| |
| return status; |
| } |
| |
| static void |
| GLES2_RenderPresent(SDL_Renderer *renderer) |
| { |
| /* Tell the video driver to swap buffers */ |
| SDL_GL_SwapWindow(renderer->window); |
| } |
| |
| |
| /************************************************************************************************* |
| * Bind/unbinding of textures |
| *************************************************************************************************/ |
| static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh); |
| static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture); |
| |
| static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata; |
| GLES2_ActivateRenderer(renderer); |
| |
| data->glBindTexture(texturedata->texture_type, texturedata->texture); |
| data->drawstate.texture = texture; |
| |
| if (texw) { |
| *texw = 1.0; |
| } |
| if (texh) { |
| *texh = 1.0; |
| } |
| |
| return 0; |
| } |
| |
| static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture) |
| { |
| GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata; |
| GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata; |
| GLES2_ActivateRenderer(renderer); |
| |
| data->glBindTexture(texturedata->texture_type, 0); |
| data->drawstate.texture = NULL; |
| |
| return 0; |
| } |
| |
| |
| /************************************************************************************************* |
| * Renderer instantiation * |
| *************************************************************************************************/ |
| |
| #ifdef ZUNE_HD |
| #define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B |
| #endif |
| |
| |
| static SDL_Renderer * |
| GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) |
| { |
| SDL_Renderer *renderer; |
| GLES2_RenderData *data; |
| GLint nFormats; |
| #ifndef ZUNE_HD |
| GLboolean hasCompiler; |
| #endif |
| Uint32 window_flags = 0; /* -Wconditional-uninitialized */ |
| GLint window_framebuffer; |
| GLint value; |
| int profile_mask = 0, major = 0, minor = 0; |
| SDL_bool changed_window = SDL_FALSE; |
| |
| if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask) < 0) { |
| goto error; |
| } |
| if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major) < 0) { |
| goto error; |
| } |
| if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor) < 0) { |
| goto error; |
| } |
| |
| window_flags = SDL_GetWindowFlags(window); |
| |
| /* OpenGL ES 3.0 is a superset of OpenGL ES 2.0 */ |
| if (!(window_flags & SDL_WINDOW_OPENGL) || |
| profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) { |
| |
| changed_window = SDL_TRUE; |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR); |
| |
| if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) { |
| goto error; |
| } |
| } |
| |
| /* Create the renderer struct */ |
| renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer)); |
| if (!renderer) { |
| SDL_OutOfMemory(); |
| goto error; |
| } |
| |
| data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData)); |
| if (!data) { |
| SDL_free(renderer); |
| SDL_OutOfMemory(); |
| goto error; |
| } |
| renderer->info = GLES2_RenderDriver.info; |
| renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); |
| renderer->driverdata = data; |
| renderer->window = window; |
| |
| /* Create an OpenGL ES 2.0 context */ |
| data->context = SDL_GL_CreateContext(window); |
| if (!data->context) { |
| SDL_free(renderer); |
| SDL_free(data); |
| goto error; |
| } |
| if (SDL_GL_MakeCurrent(window, data->context) < 0) { |
| SDL_GL_DeleteContext(data->context); |
| SDL_free(renderer); |
| SDL_free(data); |
| goto error; |
| } |
| |
| if (GLES2_LoadFunctions(data) < 0) { |
| SDL_GL_DeleteContext(data->context); |
| SDL_free(renderer); |
| SDL_free(data); |
| goto error; |
| } |
| |
| #if __WINRT__ |
| /* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync |
| * is turned on. Not doing so will freeze the screen's contents to that |
| * of the first drawn frame. |
| */ |
| flags |= SDL_RENDERER_PRESENTVSYNC; |
| #endif |
| |
| if (flags & SDL_RENDERER_PRESENTVSYNC) { |
| SDL_GL_SetSwapInterval(1); |
| } else { |
| SDL_GL_SetSwapInterval(0); |
| } |
| if (SDL_GL_GetSwapInterval() > 0) { |
| renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; |
| } |
| |
| /* Check for debug output support */ |
| if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 && |
| (value & SDL_GL_CONTEXT_DEBUG_FLAG)) { |
| data->debug_enabled = SDL_TRUE; |
| } |
| |
| value = 0; |
| data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); |
| renderer->info.max_texture_width = value; |
| value = 0; |
| data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); |
| renderer->info.max_texture_height = value; |
| |
| /* Determine supported shader formats */ |
| /* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */ |
| #ifdef ZUNE_HD |
| nFormats = 1; |
| #else /* !ZUNE_HD */ |
| data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats); |
| data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler); |
| if (hasCompiler) { |
| ++nFormats; |
| } |
| #endif /* ZUNE_HD */ |
| data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum)); |
| if (!data->shader_formats) { |
| GLES2_DestroyRenderer(renderer); |
| SDL_OutOfMemory(); |
| goto error; |
| } |
| data->shader_format_count = nFormats; |
| #ifdef ZUNE_HD |
| data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV; |
| #else /* !ZUNE_HD */ |
| data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats); |
| if (hasCompiler) { |
| data->shader_formats[nFormats - 1] = (GLenum)-1; |
| } |
| #endif /* ZUNE_HD */ |
| |
| /* we keep a few of these and cycle through them, so data can live for a few frames. */ |
| data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers); |
| |
| data->framebuffers = NULL; |
| data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer); |
| data->window_framebuffer = (GLuint)window_framebuffer; |
| |
| /* Populate the function pointers for the module */ |
| renderer->WindowEvent = GLES2_WindowEvent; |
| renderer->GetOutputSize = GLES2_GetOutputSize; |
| renderer->SupportsBlendMode = GLES2_SupportsBlendMode; |
| renderer->CreateTexture = GLES2_CreateTexture; |
| renderer->UpdateTexture = GLES2_UpdateTexture; |
| renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV; |
| renderer->LockTexture = GLES2_LockTexture; |
| renderer->UnlockTexture = GLES2_UnlockTexture; |
| renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode; |
| renderer->SetRenderTarget = GLES2_SetRenderTarget; |
| renderer->QueueSetViewport = GLES2_QueueSetViewport; |
| renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */ |
| renderer->QueueDrawPoints = GLES2_QueueDrawPoints; |
| renderer->QueueDrawLines = GLES2_QueueDrawPoints; /* lines and points queue vertices the same way. */ |
| renderer->QueueFillRects = GLES2_QueueFillRects; |
| renderer->QueueCopy = GLES2_QueueCopy; |
| renderer->QueueCopyEx = GLES2_QueueCopyEx; |
| renderer->RunCommandQueue = GLES2_RunCommandQueue; |
| renderer->RenderReadPixels = GLES2_RenderReadPixels; |
| renderer->RenderPresent = GLES2_RenderPresent; |
| renderer->DestroyTexture = GLES2_DestroyTexture; |
| renderer->DestroyRenderer = GLES2_DestroyRenderer; |
| renderer->GL_BindTexture = GLES2_BindTexture; |
| renderer->GL_UnbindTexture = GLES2_UnbindTexture; |
| |
| renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12; |
| renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV; |
| renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12; |
| renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21; |
| #ifdef GL_TEXTURE_EXTERNAL_OES |
| renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_EXTERNAL_OES; |
| #endif |
| |
| /* Set up parameters for rendering */ |
| data->glActiveTexture(GL_TEXTURE0); |
| data->glPixelStorei(GL_PACK_ALIGNMENT, 1); |
| data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| |
| data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION); |
| data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); |
| |
| data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
| |
| data->drawstate.blend = SDL_BLENDMODE_INVALID; |
| data->drawstate.color = 0xFFFFFFFF; |
| data->drawstate.clear_color = 0xFFFFFFFF; |
| data->drawstate.projection[3][0] = -1.0f; |
| data->drawstate.projection[3][3] = 1.0f; |
| |
| GL_CheckError("", renderer); |
| |
| return renderer; |
| |
| error: |
| if (changed_window) { |
| /* Uh oh, better try to put it back... */ |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); |
| SDL_RecreateWindow(window, window_flags); |
| } |
| return NULL; |
| } |
| |
| SDL_RenderDriver GLES2_RenderDriver = { |
| GLES2_CreateRenderer, |
| { |
| "opengles2", |
| (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE), |
| 4, |
| { |
| SDL_PIXELFORMAT_ARGB8888, |
| SDL_PIXELFORMAT_ABGR8888, |
| SDL_PIXELFORMAT_RGB888, |
| SDL_PIXELFORMAT_BGR888 |
| }, |
| 0, |
| 0 |
| } |
| }; |
| |
| #endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |