| /* |
| 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 && !SDL_RENDER_DISABLED |
| |
| #include "SDL_hints.h" |
| #include "SDL_assert.h" |
| #include "SDL_opengl.h" |
| #include "../SDL_sysrender.h" |
| #include "SDL_shaders_gl.h" |
| |
| #ifdef __MACOSX__ |
| #include <OpenGL/OpenGL.h> |
| #endif |
| |
| /* To prevent unnecessary window recreation, |
| * these should match the defaults selected in SDL_GL_ResetAttributes |
| */ |
| |
| #define RENDERER_CONTEXT_MAJOR 2 |
| #define RENDERER_CONTEXT_MINOR 1 |
| |
| /* OpenGL renderer implementation */ |
| |
| /* Details on optimizing the texture path on Mac OS X: |
| http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html |
| */ |
| |
| /* Used to re-create the window with OpenGL capability */ |
| extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags); |
| |
| static const float inv255f = 1.0f / 255.0f; |
| |
| typedef struct GL_FBOList GL_FBOList; |
| |
| struct GL_FBOList |
| { |
| Uint32 w, h; |
| GLuint FBO; |
| GL_FBOList *next; |
| }; |
| |
| typedef struct |
| { |
| SDL_bool viewport_dirty; |
| SDL_Rect viewport; |
| SDL_Texture *texture; |
| SDL_Texture *target; |
| int drawablew; |
| int drawableh; |
| SDL_BlendMode blend; |
| GL_Shader shader; |
| SDL_bool cliprect_enabled_dirty; |
| SDL_bool cliprect_enabled; |
| SDL_bool cliprect_dirty; |
| SDL_Rect cliprect; |
| SDL_bool texturing; |
| Uint32 color; |
| Uint32 clear_color; |
| } GL_DrawStateCache; |
| |
| typedef struct |
| { |
| SDL_GLContext context; |
| |
| SDL_bool debug_enabled; |
| SDL_bool GL_ARB_debug_output_supported; |
| int errors; |
| char **error_messages; |
| GLDEBUGPROCARB next_error_callback; |
| GLvoid *next_error_userparam; |
| |
| GLenum textype; |
| |
| SDL_bool GL_ARB_texture_non_power_of_two_supported; |
| SDL_bool GL_ARB_texture_rectangle_supported; |
| SDL_bool GL_EXT_framebuffer_object_supported; |
| GL_FBOList *framebuffers; |
| |
| /* OpenGL functions */ |
| #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; |
| #include "SDL_glfuncs.h" |
| #undef SDL_PROC |
| |
| /* Multitexture support */ |
| SDL_bool GL_ARB_multitexture_supported; |
| PFNGLACTIVETEXTUREARBPROC glActiveTextureARB; |
| GLint num_texture_units; |
| |
| PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT; |
| PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT; |
| PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT; |
| PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT; |
| PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT; |
| |
| /* Shader support */ |
| GL_ShaderContext *shaders; |
| |
| GL_DrawStateCache drawstate; |
| } GL_RenderData; |
| |
| typedef struct |
| { |
| GLuint texture; |
| GLfloat texw; |
| GLfloat texh; |
| GLenum format; |
| GLenum formattype; |
| void *pixels; |
| int pitch; |
| SDL_Rect locked_rect; |
| |
| /* YUV texture support */ |
| SDL_bool yuv; |
| SDL_bool nv12; |
| GLuint utexture; |
| GLuint vtexture; |
| |
| GL_FBOList *fbo; |
| } GL_TextureData; |
| |
| 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) |
| GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW) |
| GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW) |
| GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE) |
| default: |
| return "UNKNOWN"; |
| } |
| #undef GL_ERROR_TRANSLATE |
| } |
| |
| SDL_FORCE_INLINE void |
| GL_ClearErrors(SDL_Renderer *renderer) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| |
| if (!data->debug_enabled) |
| { |
| return; |
| } |
| if (data->GL_ARB_debug_output_supported) { |
| if (data->errors) { |
| int i; |
| for (i = 0; i < data->errors; ++i) { |
| SDL_free(data->error_messages[i]); |
| } |
| SDL_free(data->error_messages); |
| |
| data->errors = 0; |
| data->error_messages = NULL; |
| } |
| } else if (data->glGetError != NULL) { |
| 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) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| int ret = 0; |
| |
| if (!data->debug_enabled) |
| { |
| return 0; |
| } |
| if (data->GL_ARB_debug_output_supported) { |
| if (data->errors) { |
| int i; |
| for (i = 0; i < data->errors; ++i) { |
| SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]); |
| ret = -1; |
| } |
| GL_ClearErrors(renderer); |
| } |
| } else { |
| /* check gl errors (can return multiple errors) */ |
| for (;;) { |
| GLenum error = data->glGetError(); |
| if (error != GL_NO_ERROR) { |
| if (prefix == NULL || prefix[0] == '\0') { |
| prefix = "generic"; |
| } |
| SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error); |
| 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 |
| |
| static int |
| GL_LoadFunctions(GL_RenderData * data) |
| { |
| #ifdef __SDL_NOGETPROCADDR__ |
| #define SDL_PROC(ret,func,params) data->func=func; |
| #else |
| int retval = 0; |
| #define SDL_PROC(ret,func,params) \ |
| do { \ |
| data->func = SDL_GL_GetProcAddress(#func); \ |
| if ( ! data->func ) { \ |
| retval = SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \ |
| } \ |
| } while ( 0 ); |
| #endif /* __SDL_NOGETPROCADDR__ */ |
| |
| #include "SDL_glfuncs.h" |
| #undef SDL_PROC |
| return retval; |
| } |
| |
| static int |
| GL_ActivateRenderer(SDL_Renderer * renderer) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| |
| if (SDL_GL_GetCurrentContext() != data->context) { |
| if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) { |
| return -1; |
| } |
| } |
| |
| GL_ClearErrors(renderer); |
| |
| return 0; |
| } |
| |
| static void APIENTRY |
| GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam) |
| { |
| SDL_Renderer *renderer = (SDL_Renderer *) userParam; |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| |
| if (type == GL_DEBUG_TYPE_ERROR_ARB) { |
| /* Record this error */ |
| int errors = data->errors + 1; |
| char **error_messages = SDL_realloc(data->error_messages, errors * sizeof(*data->error_messages)); |
| if (error_messages) { |
| data->errors = errors; |
| data->error_messages = error_messages; |
| data->error_messages[data->errors-1] = SDL_strdup(message); |
| } |
| } |
| |
| /* If there's another error callback, pass it along, otherwise log it */ |
| if (data->next_error_callback) { |
| data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam); |
| } else { |
| if (type == GL_DEBUG_TYPE_ERROR_ARB) { |
| SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message); |
| } else { |
| SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message); |
| } |
| } |
| } |
| |
| static GL_FBOList * |
| GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h) |
| { |
| GL_FBOList *result = data->framebuffers; |
| |
| while (result && ((result->w != w) || (result->h != h))) { |
| result = result->next; |
| } |
| |
| if (!result) { |
| result = SDL_malloc(sizeof(GL_FBOList)); |
| if (result) { |
| result->w = w; |
| result->h = h; |
| data->glGenFramebuffersEXT(1, &result->FBO); |
| result->next = data->framebuffers; |
| data->framebuffers = result; |
| } |
| } |
| return result; |
| } |
| |
| static int |
| GL_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 |
| GL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode) |
| { |
| SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); |
| SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); |
| SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); |
| SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); |
| SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); |
| SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); |
| |
| if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM || |
| GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM || |
| GetBlendEquation(colorOperation) == GL_INVALID_ENUM || |
| GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM || |
| GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM || |
| GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) { |
| return SDL_FALSE; |
| } |
| if (colorOperation != alphaOperation) { |
| return SDL_FALSE; |
| } |
| return SDL_TRUE; |
| } |
| |
| SDL_FORCE_INLINE int |
| power_of_2(int input) |
| { |
| int value = 1; |
| |
| while (value < input) { |
| value <<= 1; |
| } |
| return value; |
| } |
| |
| SDL_FORCE_INLINE SDL_bool |
| convert_format(GL_RenderData *renderdata, Uint32 pixel_format, |
| GLint* internalFormat, GLenum* format, GLenum* type) |
| { |
| switch (pixel_format) { |
| case SDL_PIXELFORMAT_ARGB8888: |
| case SDL_PIXELFORMAT_RGB888: |
| *internalFormat = GL_RGBA8; |
| *format = GL_BGRA; |
| *type = GL_UNSIGNED_INT_8_8_8_8_REV; |
| break; |
| case SDL_PIXELFORMAT_ABGR8888: |
| case SDL_PIXELFORMAT_BGR888: |
| *internalFormat = GL_RGBA8; |
| *format = GL_RGBA; |
| *type = GL_UNSIGNED_INT_8_8_8_8_REV; |
| break; |
| case SDL_PIXELFORMAT_YV12: |
| case SDL_PIXELFORMAT_IYUV: |
| case SDL_PIXELFORMAT_NV12: |
| case SDL_PIXELFORMAT_NV21: |
| *internalFormat = GL_LUMINANCE; |
| *format = GL_LUMINANCE; |
| *type = GL_UNSIGNED_BYTE; |
| break; |
| #ifdef __MACOSX__ |
| case SDL_PIXELFORMAT_UYVY: |
| *internalFormat = GL_RGB8; |
| *format = GL_YCBCR_422_APPLE; |
| *type = GL_UNSIGNED_SHORT_8_8_APPLE; |
| break; |
| #endif |
| default: |
| return SDL_FALSE; |
| } |
| return SDL_TRUE; |
| } |
| |
| static int |
| GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
| { |
| GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; |
| const GLenum textype = renderdata->textype; |
| GL_TextureData *data; |
| GLint internalFormat; |
| GLenum format, type; |
| int texture_w, texture_h; |
| GLenum scaleMode; |
| |
| GL_ActivateRenderer(renderer); |
| |
| renderdata->drawstate.texture = NULL; /* we trash this state. */ |
| |
| if (texture->access == SDL_TEXTUREACCESS_TARGET && |
| !renderdata->GL_EXT_framebuffer_object_supported) { |
| return SDL_SetError("Render targets not supported by OpenGL"); |
| } |
| |
| if (!convert_format(renderdata, texture->format, &internalFormat, |
| &format, &type)) { |
| return SDL_SetError("Texture format %s not supported by OpenGL", |
| SDL_GetPixelFormatName(texture->format)); |
| } |
| |
| data = (GL_TextureData *) SDL_calloc(1, sizeof(*data)); |
| if (!data) { |
| return SDL_OutOfMemory(); |
| } |
| |
| if (texture->access == SDL_TEXTUREACCESS_STREAMING) { |
| size_t size; |
| data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); |
| size = texture->h * data->pitch; |
| if (texture->format == SDL_PIXELFORMAT_YV12 || |
| texture->format == SDL_PIXELFORMAT_IYUV) { |
| /* Need to add size for the U and V planes */ |
| size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); |
| } |
| if (texture->format == SDL_PIXELFORMAT_NV12 || |
| texture->format == SDL_PIXELFORMAT_NV21) { |
| /* Need to add size for the U/V plane */ |
| size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); |
| } |
| data->pixels = SDL_calloc(1, size); |
| if (!data->pixels) { |
| SDL_free(data); |
| return SDL_OutOfMemory(); |
| } |
| } |
| |
| if (texture->access == SDL_TEXTUREACCESS_TARGET) { |
| data->fbo = GL_GetFBO(renderdata, texture->w, texture->h); |
| } else { |
| data->fbo = NULL; |
| } |
| |
| GL_CheckError("", renderer); |
| renderdata->glGenTextures(1, &data->texture); |
| if (GL_CheckError("glGenTextures()", renderer) < 0) { |
| if (data->pixels) { |
| SDL_free(data->pixels); |
| } |
| SDL_free(data); |
| return -1; |
| } |
| texture->driverdata = data; |
| |
| if (renderdata->GL_ARB_texture_non_power_of_two_supported) { |
| texture_w = texture->w; |
| texture_h = texture->h; |
| data->texw = 1.0f; |
| data->texh = 1.0f; |
| } else if (renderdata->GL_ARB_texture_rectangle_supported) { |
| texture_w = texture->w; |
| texture_h = texture->h; |
| data->texw = (GLfloat) texture_w; |
| data->texh = (GLfloat) texture_h; |
| } else { |
| texture_w = power_of_2(texture->w); |
| texture_h = power_of_2(texture->h); |
| data->texw = (GLfloat) (texture->w) / texture_w; |
| data->texh = (GLfloat) texture->h / texture_h; |
| } |
| |
| data->format = format; |
| data->formattype = type; |
| scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR; |
| renderdata->glEnable(textype); |
| renderdata->glBindTexture(textype, data->texture); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, scaleMode); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, scaleMode); |
| /* According to the spec, CLAMP_TO_EDGE is the default for TEXTURE_RECTANGLE |
| and setting it causes an INVALID_ENUM error in the latest NVidia drivers. |
| */ |
| if (textype != GL_TEXTURE_RECTANGLE_ARB) { |
| renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T, |
| GL_CLAMP_TO_EDGE); |
| } |
| #ifdef __MACOSX__ |
| #ifndef GL_TEXTURE_STORAGE_HINT_APPLE |
| #define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC |
| #endif |
| #ifndef STORAGE_CACHED_APPLE |
| #define STORAGE_CACHED_APPLE 0x85BE |
| #endif |
| #ifndef STORAGE_SHARED_APPLE |
| #define STORAGE_SHARED_APPLE 0x85BF |
| #endif |
| if (texture->access == SDL_TEXTUREACCESS_STREAMING) { |
| renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE, |
| GL_STORAGE_SHARED_APPLE); |
| } else { |
| renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE, |
| GL_STORAGE_CACHED_APPLE); |
| } |
| if (texture->access == SDL_TEXTUREACCESS_STREAMING |
| && texture->format == SDL_PIXELFORMAT_ARGB8888 |
| && (texture->w % 8) == 0) { |
| renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); |
| renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, |
| (data->pitch / SDL_BYTESPERPIXEL(texture->format))); |
| renderdata->glTexImage2D(textype, 0, internalFormat, texture_w, |
| texture_h, 0, format, type, data->pixels); |
| renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); |
| } |
| else |
| #endif |
| { |
| renderdata->glTexImage2D(textype, 0, internalFormat, texture_w, |
| texture_h, 0, format, type, NULL); |
| } |
| renderdata->glDisable(textype); |
| if (GL_CheckError("glTexImage2D()", renderer) < 0) { |
| return -1; |
| } |
| |
| if (texture->format == SDL_PIXELFORMAT_YV12 || |
| texture->format == SDL_PIXELFORMAT_IYUV) { |
| data->yuv = SDL_TRUE; |
| |
| renderdata->glGenTextures(1, &data->utexture); |
| renderdata->glGenTextures(1, &data->vtexture); |
| |
| renderdata->glBindTexture(textype, data->utexture); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, |
| scaleMode); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, |
| scaleMode); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2, |
| (texture_h+1)/2, 0, format, type, NULL); |
| |
| renderdata->glBindTexture(textype, data->vtexture); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, |
| scaleMode); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, |
| scaleMode); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2, |
| (texture_h+1)/2, 0, format, type, NULL); |
| } |
| |
| if (texture->format == SDL_PIXELFORMAT_NV12 || |
| texture->format == SDL_PIXELFORMAT_NV21) { |
| data->nv12 = SDL_TRUE; |
| |
| renderdata->glGenTextures(1, &data->utexture); |
| renderdata->glBindTexture(textype, data->utexture); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, |
| scaleMode); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, |
| scaleMode); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w+1)/2, |
| (texture_h+1)/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL); |
| } |
| |
| return GL_CheckError("", renderer); |
| } |
| |
| static int |
| GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
| const SDL_Rect * rect, const void *pixels, int pitch) |
| { |
| GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; |
| const GLenum textype = renderdata->textype; |
| GL_TextureData *data = (GL_TextureData *) texture->driverdata; |
| const int texturebpp = SDL_BYTESPERPIXEL(texture->format); |
| |
| SDL_assert(texturebpp != 0); /* otherwise, division by zero later. */ |
| |
| GL_ActivateRenderer(renderer); |
| |
| renderdata->drawstate.texture = NULL; /* we trash this state. */ |
| |
| renderdata->glBindTexture(textype, data->texture); |
| renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp)); |
| renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w, |
| rect->h, data->format, data->formattype, |
| pixels); |
| if (data->yuv) { |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2)); |
| |
| /* Skip to the correct offset into the next texture */ |
| pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); |
| if (texture->format == SDL_PIXELFORMAT_YV12) { |
| renderdata->glBindTexture(textype, data->vtexture); |
| } else { |
| renderdata->glBindTexture(textype, data->utexture); |
| } |
| renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2, |
| (rect->w+1)/2, (rect->h+1)/2, |
| data->format, data->formattype, pixels); |
| |
| /* Skip to the correct offset into the next texture */ |
| pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2)); |
| if (texture->format == SDL_PIXELFORMAT_YV12) { |
| renderdata->glBindTexture(textype, data->utexture); |
| } else { |
| renderdata->glBindTexture(textype, data->vtexture); |
| } |
| renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2, |
| (rect->w+1)/2, (rect->h+1)/2, |
| data->format, data->formattype, pixels); |
| } |
| |
| if (data->nv12) { |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2)); |
| |
| /* Skip to the correct offset into the next texture */ |
| pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); |
| renderdata->glBindTexture(textype, data->utexture); |
| renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2, |
| (rect->w + 1)/2, (rect->h + 1)/2, |
| GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels); |
| } |
| |
| return GL_CheckError("glTexSubImage2D()", renderer); |
| } |
| |
| static int |
| GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, |
| const SDL_Rect * rect, |
| const Uint8 *Yplane, int Ypitch, |
| const Uint8 *Uplane, int Upitch, |
| const Uint8 *Vplane, int Vpitch) |
| { |
| GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; |
| const GLenum textype = renderdata->textype; |
| GL_TextureData *data = (GL_TextureData *) texture->driverdata; |
| |
| GL_ActivateRenderer(renderer); |
| |
| renderdata->drawstate.texture = NULL; /* we trash this state. */ |
| |
| renderdata->glBindTexture(textype, data->texture); |
| renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch); |
| renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w, |
| rect->h, data->format, data->formattype, |
| Yplane); |
| |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Upitch); |
| renderdata->glBindTexture(textype, data->utexture); |
| renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2, |
| (rect->w + 1)/2, (rect->h + 1)/2, |
| data->format, data->formattype, Uplane); |
| |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Vpitch); |
| renderdata->glBindTexture(textype, data->vtexture); |
| renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2, |
| (rect->w + 1)/2, (rect->h + 1)/2, |
| data->format, data->formattype, Vplane); |
| |
| return GL_CheckError("glTexSubImage2D()", renderer); |
| } |
| |
| static int |
| GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
| const SDL_Rect * rect, void **pixels, int *pitch) |
| { |
| GL_TextureData *data = (GL_TextureData *) texture->driverdata; |
| |
| data->locked_rect = *rect; |
| *pixels = |
| (void *) ((Uint8 *) data->pixels + rect->y * data->pitch + |
| rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| *pitch = data->pitch; |
| return 0; |
| } |
| |
| static void |
| GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
| { |
| GL_TextureData *data = (GL_TextureData *) texture->driverdata; |
| const SDL_Rect *rect; |
| void *pixels; |
| |
| rect = &data->locked_rect; |
| pixels = |
| (void *) ((Uint8 *) data->pixels + rect->y * data->pitch + |
| rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch); |
| } |
| |
| static void |
| GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode) |
| { |
| GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; |
| const GLenum textype = renderdata->textype; |
| GL_TextureData *data = (GL_TextureData *) texture->driverdata; |
| GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR; |
| |
| renderdata->glBindTexture(textype, data->texture); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode); |
| |
| if (texture->format == SDL_PIXELFORMAT_YV12 || |
| texture->format == SDL_PIXELFORMAT_IYUV) { |
| renderdata->glBindTexture(textype, data->utexture); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode); |
| |
| renderdata->glBindTexture(textype, data->vtexture); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode); |
| } |
| |
| if (texture->format == SDL_PIXELFORMAT_NV12 || |
| texture->format == SDL_PIXELFORMAT_NV21) { |
| renderdata->glBindTexture(textype, data->utexture); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode); |
| renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode); |
| } |
| } |
| |
| static int |
| GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| GL_TextureData *texturedata; |
| GLenum status; |
| |
| GL_ActivateRenderer(renderer); |
| |
| if (!data->GL_EXT_framebuffer_object_supported) { |
| return SDL_SetError("Render targets not supported by OpenGL"); |
| } |
| |
| data->drawstate.viewport_dirty = SDL_TRUE; |
| |
| if (texture == NULL) { |
| data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
| return 0; |
| } |
| |
| texturedata = (GL_TextureData *) texture->driverdata; |
| data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO); |
| /* TODO: check if texture pixel format allows this operation */ |
| data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, data->textype, texturedata->texture, 0); |
| /* Check FBO status */ |
| status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| return SDL_SetError("glFramebufferTexture2DEXT() failed"); |
| } |
| return 0; |
| } |
| |
| /* !!! FIXME: all these Queue* calls set up the vertex buffer the way the immediate mode |
| !!! FIXME: renderer wants it, but this might want to operate differently if we move to |
| !!! FIXME: VBOs at some point. */ |
| static int |
| GL_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd) |
| { |
| return 0; /* nothing to do in this backend. */ |
| } |
| |
| static int |
| GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count) |
| { |
| GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first); |
| int i; |
| |
| if (!verts) { |
| return -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 |
| GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count) |
| { |
| GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * 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]; |
| *(verts++) = rect->x; |
| *(verts++) = rect->y; |
| *(verts++) = rect->x + rect->w; |
| *(verts++) = rect->y + rect->h; |
| } |
| |
| return 0; |
| } |
| |
| static int |
| GL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, |
| const SDL_Rect * srcrect, const SDL_FRect * dstrect) |
| { |
| GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; |
| GLfloat minx, miny, maxx, maxy; |
| GLfloat minu, maxu, minv, maxv; |
| GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 8 * 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; |
| minu *= texturedata->texw; |
| maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w; |
| maxu *= texturedata->texw; |
| minv = (GLfloat) srcrect->y / texture->h; |
| minv *= texturedata->texh; |
| maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h; |
| maxv *= texturedata->texh; |
| |
| cmd->data.draw.count = 1; |
| *(verts++) = minx; |
| *(verts++) = miny; |
| *(verts++) = maxx; |
| *(verts++) = maxy; |
| *(verts++) = minu; |
| *(verts++) = maxu; |
| *(verts++) = minv; |
| *(verts++) = maxv; |
| return 0; |
| } |
| |
| static int |
| GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, |
| const SDL_Rect * srcrect, const SDL_FRect * dstrect, |
| const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) |
| { |
| GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; |
| GLfloat minx, miny, maxx, maxy; |
| GLfloat centerx, centery; |
| GLfloat minu, maxu, minv, maxv; |
| GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 11 * sizeof (GLfloat), 0, &cmd->data.draw.first); |
| |
| if (!verts) { |
| return -1; |
| } |
| |
| centerx = center->x; |
| centery = center->y; |
| |
| if (flip & SDL_FLIP_HORIZONTAL) { |
| minx = dstrect->w - centerx; |
| maxx = -centerx; |
| } |
| else { |
| minx = -centerx; |
| maxx = dstrect->w - centerx; |
| } |
| |
| if (flip & SDL_FLIP_VERTICAL) { |
| miny = dstrect->h - centery; |
| maxy = -centery; |
| } |
| else { |
| miny = -centery; |
| maxy = dstrect->h - centery; |
| } |
| |
| minu = (GLfloat) srcrect->x / texture->w; |
| minu *= texturedata->texw; |
| maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w; |
| maxu *= texturedata->texw; |
| minv = (GLfloat) srcrect->y / texture->h; |
| minv *= texturedata->texh; |
| maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h; |
| maxv *= texturedata->texh; |
| |
| cmd->data.draw.count = 1; |
| *(verts++) = minx; |
| *(verts++) = miny; |
| *(verts++) = maxx; |
| *(verts++) = maxy; |
| *(verts++) = minu; |
| *(verts++) = maxu; |
| *(verts++) = minv; |
| *(verts++) = maxv; |
| *(verts++) = (GLfloat) dstrect->x + centerx; |
| *(verts++) = (GLfloat) dstrect->y + centery; |
| *(verts++) = (GLfloat) angle; |
| return 0; |
| } |
| |
| static void |
| SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader) |
| { |
| const SDL_BlendMode blend = cmd->data.draw.blend; |
| |
| if (data->drawstate.viewport_dirty) { |
| const SDL_bool istarget = data->drawstate.target != NULL; |
| const SDL_Rect *viewport = &data->drawstate.viewport; |
| data->glMatrixMode(GL_PROJECTION); |
| data->glLoadIdentity(); |
| data->glViewport(viewport->x, |
| istarget ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h), |
| viewport->w, viewport->h); |
| if (viewport->w && viewport->h) { |
| data->glOrtho((GLdouble) 0, (GLdouble) viewport->w, |
| (GLdouble) istarget ? 0 : viewport->h, |
| (GLdouble) istarget ? viewport->h : 0, |
| 0.0, 1.0); |
| } |
| data->glMatrixMode(GL_MODELVIEW); |
| data->drawstate.viewport_dirty = 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 (blend != data->drawstate.blend) { |
| if (blend == SDL_BLENDMODE_NONE) { |
| data->glDisable(GL_BLEND); |
| } else { |
| data->glEnable(GL_BLEND); |
| data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)), |
| GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)), |
| GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)), |
| GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); |
| data->glBlendEquation(GetBlendEquation(SDL_GetBlendModeColorOperation(blend))); |
| } |
| data->drawstate.blend = blend; |
| } |
| |
| if (data->shaders && (shader != data->drawstate.shader)) { |
| GL_SelectShader(data->shaders, shader); |
| data->drawstate.shader = shader; |
| } |
| |
| if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) { |
| if (cmd->data.draw.texture == NULL) { |
| data->glDisable(data->textype); |
| data->drawstate.texturing = SDL_FALSE; |
| } else { |
| data->glEnable(data->textype); |
| data->drawstate.texturing = SDL_TRUE; |
| } |
| } |
| } |
| |
| static void |
| SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd) |
| { |
| SDL_Texture *texture = cmd->data.draw.texture; |
| const GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; |
| GL_Shader shader; |
| |
| if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) { |
| shader = SHADER_RGBA; |
| } else { |
| shader = SHADER_RGB; |
| } |
| |
| if (data->shaders) { |
| if (texturedata->yuv || texturedata->nv12) { |
| switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) { |
| case SDL_YUV_CONVERSION_JPEG: |
| if (texturedata->yuv) { |
| shader = SHADER_YUV_JPEG; |
| } else if (texture->format == SDL_PIXELFORMAT_NV12) { |
| shader = SHADER_NV12_JPEG; |
| } else { |
| shader = SHADER_NV21_JPEG; |
| } |
| break; |
| case SDL_YUV_CONVERSION_BT601: |
| if (texturedata->yuv) { |
| shader = SHADER_YUV_BT601; |
| } else if (texture->format == SDL_PIXELFORMAT_NV12) { |
| shader = SHADER_NV12_BT601; |
| } else { |
| shader = SHADER_NV21_BT601; |
| } |
| break; |
| case SDL_YUV_CONVERSION_BT709: |
| if (texturedata->yuv) { |
| shader = SHADER_YUV_BT709; |
| } else if (texture->format == SDL_PIXELFORMAT_NV12) { |
| shader = SHADER_NV12_BT709; |
| } else { |
| shader = SHADER_NV21_BT709; |
| } |
| break; |
| default: |
| SDL_assert(!"unsupported YUV conversion mode"); |
| break; |
| } |
| } |
| } |
| |
| SetDrawState(data, cmd, shader); |
| |
| if (texture != data->drawstate.texture) { |
| const GLenum textype = data->textype; |
| if (texturedata->yuv) { |
| data->glActiveTextureARB(GL_TEXTURE2_ARB); |
| data->glBindTexture(textype, texturedata->vtexture); |
| |
| data->glActiveTextureARB(GL_TEXTURE1_ARB); |
| data->glBindTexture(textype, texturedata->utexture); |
| } |
| if (texturedata->nv12) { |
| data->glActiveTextureARB(GL_TEXTURE1_ARB); |
| data->glBindTexture(textype, texturedata->utexture); |
| } |
| data->glActiveTextureARB(GL_TEXTURE0_ARB); |
| data->glBindTexture(textype, texturedata->texture); |
| |
| data->drawstate.texture = texture; |
| } |
| } |
| |
| static int |
| GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) |
| { |
| /* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */ |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| size_t i; |
| |
| if (GL_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); |
| } |
| |
| |
| while (cmd) { |
| switch (cmd->command) { |
| case SDL_RENDERCMD_SETDRAWCOLOR: { |
| const Uint8 r = cmd->data.color.r; |
| const Uint8 g = cmd->data.color.g; |
| const Uint8 b = 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.color) { |
| data->glColor4f((GLfloat) r * inv255f, |
| (GLfloat) g * inv255f, |
| (GLfloat) b * inv255f, |
| (GLfloat) a * inv255f); |
| data->drawstate.color = color; |
| } |
| 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 = cmd->data.color.r; |
| const Uint8 g = cmd->data.color.g; |
| const Uint8 b = 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: { |
| const size_t count = cmd->data.draw.count; |
| const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); |
| SetDrawState(data, cmd, SHADER_SOLID); |
| data->glBegin(GL_POINTS); |
| for (i = 0; i < count; i++, verts += 2) { |
| data->glVertex2f(verts[0], verts[1]); |
| } |
| data->glEnd(); |
| break; |
| } |
| |
| case SDL_RENDERCMD_DRAW_LINES: { |
| const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); |
| const size_t count = cmd->data.draw.count; |
| SetDrawState(data, cmd, SHADER_SOLID); |
| if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) { |
| data->glBegin(GL_LINE_LOOP); |
| /* GL_LINE_LOOP takes care of the final segment */ |
| for (i = 1; i < count; ++i, verts += 2) { |
| data->glVertex2f(verts[0], verts[1]); |
| } |
| data->glEnd(); |
| } else { |
| #if defined(__MACOSX__) || defined(__WIN32__) |
| #else |
| int x1, y1, x2, y2; |
| #endif |
| |
| data->glBegin(GL_LINE_STRIP); |
| for (i = 0; i < count; ++i, verts += 2) { |
| data->glVertex2f(verts[0], verts[1]); |
| } |
| data->glEnd(); |
| verts -= 2 * count; |
| |
| /* The line is half open, so we need one more point to complete it. |
| * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html |
| * If we have to, we can use vertical line and horizontal line textures |
| * for vertical and horizontal lines, and then create custom textures |
| * for diagonal lines and software render those. It's terrible, but at |
| * least it would be pixel perfect. |
| */ |
| |
| data->glBegin(GL_POINTS); |
| #if defined(__MACOSX__) || defined(__WIN32__) |
| /* Mac OS X and Windows seem to always leave the last point open */ |
| data->glVertex2f(verts[(count-1)*2], verts[(count*2)-1]); |
| #else |
| /* Linux seems to leave the right-most or bottom-most point open */ |
| x1 = verts[0]; |
| y1 = verts[1]; |
| x2 = verts[(count-1)*2]; |
| y2 = verts[(count*2)-1]; |
| |
| if (x1 > x2) { |
| data->glVertex2f(x1, y1); |
| } else if (x2 > x1) { |
| data->glVertex2f(x2, y2); |
| } |
| if (y1 > y2) { |
| data->glVertex2f(x1, y1); |
| } else if (y2 > y1) { |
| data->glVertex2f(x2, y2); |
| } |
| #endif |
| data->glEnd(); |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_FILL_RECTS: { |
| const size_t count = cmd->data.draw.count; |
| const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); |
| SetDrawState(data, cmd, SHADER_SOLID); |
| for (i = 0; i < count; ++i, verts += 4) { |
| data->glRectf(verts[0], verts[1], verts[2], verts[3]); |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_COPY: { |
| const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); |
| const GLfloat minx = verts[0]; |
| const GLfloat miny = verts[1]; |
| const GLfloat maxx = verts[2]; |
| const GLfloat maxy = verts[3]; |
| const GLfloat minu = verts[4]; |
| const GLfloat maxu = verts[5]; |
| const GLfloat minv = verts[6]; |
| const GLfloat maxv = verts[7]; |
| SetCopyState(data, cmd); |
| data->glBegin(GL_TRIANGLE_STRIP); |
| data->glTexCoord2f(minu, minv); |
| data->glVertex2f(minx, miny); |
| data->glTexCoord2f(maxu, minv); |
| data->glVertex2f(maxx, miny); |
| data->glTexCoord2f(minu, maxv); |
| data->glVertex2f(minx, maxy); |
| data->glTexCoord2f(maxu, maxv); |
| data->glVertex2f(maxx, maxy); |
| data->glEnd(); |
| break; |
| } |
| |
| case SDL_RENDERCMD_COPY_EX: { |
| const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); |
| const GLfloat minx = verts[0]; |
| const GLfloat miny = verts[1]; |
| const GLfloat maxx = verts[2]; |
| const GLfloat maxy = verts[3]; |
| const GLfloat minu = verts[4]; |
| const GLfloat maxu = verts[5]; |
| const GLfloat minv = verts[6]; |
| const GLfloat maxv = verts[7]; |
| const GLfloat translatex = verts[8]; |
| const GLfloat translatey = verts[9]; |
| const GLdouble angle = verts[10]; |
| SetCopyState(data, cmd); |
| |
| /* Translate to flip, rotate, translate to position */ |
| data->glPushMatrix(); |
| data->glTranslatef(translatex, translatey, 0.0f); |
| data->glRotated(angle, 0.0, 0.0, 1.0); |
| data->glBegin(GL_TRIANGLE_STRIP); |
| data->glTexCoord2f(minu, minv); |
| data->glVertex2f(minx, miny); |
| data->glTexCoord2f(maxu, minv); |
| data->glVertex2f(maxx, miny); |
| data->glTexCoord2f(minu, maxv); |
| data->glVertex2f(minx, maxy); |
| data->glTexCoord2f(maxu, maxv); |
| data->glVertex2f(maxx, maxy); |
| data->glEnd(); |
| data->glPopMatrix(); |
| break; |
| } |
| |
| case SDL_RENDERCMD_NO_OP: |
| break; |
| } |
| |
| cmd = cmd->next; |
| } |
| |
| return GL_CheckError("", renderer); |
| } |
| |
| static int |
| GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, |
| Uint32 pixel_format, void * pixels, int pitch) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ARGB8888; |
| void *temp_pixels; |
| int temp_pitch; |
| GLint internalFormat; |
| GLenum format, type; |
| Uint8 *src, *dst, *tmp; |
| int w, h, length, rows; |
| int status; |
| |
| GL_ActivateRenderer(renderer); |
| |
| if (!convert_format(data, temp_format, &internalFormat, &format, &type)) { |
| return SDL_SetError("Texture format %s not supported by OpenGL", |
| SDL_GetPixelFormatName(temp_format)); |
| } |
| |
| if (!rect->w || !rect->h) { |
| return 0; /* nothing to do. */ |
| } |
| |
| temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format); |
| temp_pixels = SDL_malloc(rect->h * temp_pitch); |
| if (!temp_pixels) { |
| return SDL_OutOfMemory(); |
| } |
| |
| SDL_GetRendererOutputSize(renderer, &w, &h); |
| |
| data->glPixelStorei(GL_PACK_ALIGNMENT, 1); |
| data->glPixelStorei(GL_PACK_ROW_LENGTH, |
| (temp_pitch / SDL_BYTESPERPIXEL(temp_format))); |
| |
| data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h, |
| rect->w, rect->h, format, type, temp_pixels); |
| |
| if (GL_CheckError("glReadPixels()", renderer) < 0) { |
| SDL_free(temp_pixels); |
| 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 |
| GL_RenderPresent(SDL_Renderer * renderer) |
| { |
| GL_ActivateRenderer(renderer); |
| |
| SDL_GL_SwapWindow(renderer->window); |
| } |
| |
| static void |
| GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
| { |
| GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; |
| GL_TextureData *data = (GL_TextureData *) texture->driverdata; |
| |
| GL_ActivateRenderer(renderer); |
| |
| if (renderdata->drawstate.texture == texture) { |
| renderdata->drawstate.texture = NULL; |
| } |
| if (renderdata->drawstate.target == texture) { |
| renderdata->drawstate.target = NULL; |
| } |
| |
| if (!data) { |
| return; |
| } |
| if (data->texture) { |
| renderdata->glDeleteTextures(1, &data->texture); |
| } |
| if (data->yuv) { |
| renderdata->glDeleteTextures(1, &data->utexture); |
| renderdata->glDeleteTextures(1, &data->vtexture); |
| } |
| SDL_free(data->pixels); |
| SDL_free(data); |
| texture->driverdata = NULL; |
| } |
| |
| static void |
| GL_DestroyRenderer(SDL_Renderer * renderer) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| |
| if (data) { |
| if (data->context != NULL) { |
| /* make sure we delete the right resources! */ |
| GL_ActivateRenderer(renderer); |
| } |
| |
| GL_ClearErrors(renderer); |
| if (data->GL_ARB_debug_output_supported) { |
| PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB"); |
| |
| /* Uh oh, we don't have a safe way of removing ourselves from the callback chain, if it changed after we set our callback. */ |
| /* For now, just always replace the callback with the original one */ |
| glDebugMessageCallbackARBFunc(data->next_error_callback, data->next_error_userparam); |
| } |
| if (data->shaders) { |
| GL_DestroyShaderContext(data->shaders); |
| } |
| if (data->context) { |
| while (data->framebuffers) { |
| GL_FBOList *nextnode = data->framebuffers->next; |
| /* delete the framebuffer object */ |
| data->glDeleteFramebuffersEXT(1, &data->framebuffers->FBO); |
| GL_CheckError("", renderer); |
| SDL_free(data->framebuffers); |
| data->framebuffers = nextnode; |
| } |
| SDL_GL_DeleteContext(data->context); |
| } |
| SDL_free(data); |
| } |
| SDL_free(renderer); |
| } |
| |
| static int |
| GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; |
| const GLenum textype = data->textype; |
| |
| GL_ActivateRenderer(renderer); |
| |
| data->glEnable(textype); |
| if (texturedata->yuv) { |
| data->glActiveTextureARB(GL_TEXTURE2_ARB); |
| data->glBindTexture(textype, texturedata->vtexture); |
| |
| data->glActiveTextureARB(GL_TEXTURE1_ARB); |
| data->glBindTexture(textype, texturedata->utexture); |
| |
| data->glActiveTextureARB(GL_TEXTURE0_ARB); |
| } |
| data->glBindTexture(textype, texturedata->texture); |
| |
| data->drawstate.texturing = SDL_TRUE; |
| data->drawstate.texture = texture; |
| |
| if(texw) *texw = (float)texturedata->texw; |
| if(texh) *texh = (float)texturedata->texh; |
| |
| return 0; |
| } |
| |
| static int |
| GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; |
| const GLenum textype = data->textype; |
| |
| GL_ActivateRenderer(renderer); |
| |
| if (texturedata->yuv) { |
| data->glActiveTextureARB(GL_TEXTURE2_ARB); |
| data->glDisable(textype); |
| |
| data->glActiveTextureARB(GL_TEXTURE1_ARB); |
| data->glDisable(textype); |
| |
| data->glActiveTextureARB(GL_TEXTURE0_ARB); |
| } |
| |
| data->glDisable(textype); |
| |
| data->drawstate.texturing = SDL_FALSE; |
| data->drawstate.texture = NULL; |
| |
| return 0; |
| } |
| |
| |
| SDL_Renderer * |
| GL_CreateRenderer(SDL_Window * window, Uint32 flags) |
| { |
| SDL_Renderer *renderer; |
| GL_RenderData *data; |
| GLint value; |
| Uint32 window_flags; |
| int profile_mask = 0, major = 0, minor = 0; |
| SDL_bool changed_window = SDL_FALSE; |
| |
| SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask); |
| SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major); |
| SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor); |
| |
| window_flags = SDL_GetWindowFlags(window); |
| if (!(window_flags & SDL_WINDOW_OPENGL) || |
| profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) { |
| |
| changed_window = SDL_TRUE; |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR); |
| |
| if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) { |
| goto error; |
| } |
| } |
| |
| renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); |
| if (!renderer) { |
| SDL_OutOfMemory(); |
| goto error; |
| } |
| |
| data = (GL_RenderData *) SDL_calloc(1, sizeof(*data)); |
| if (!data) { |
| SDL_free(renderer); |
| SDL_OutOfMemory(); |
| goto error; |
| } |
| |
| renderer->GetOutputSize = GL_GetOutputSize; |
| renderer->SupportsBlendMode = GL_SupportsBlendMode; |
| renderer->CreateTexture = GL_CreateTexture; |
| renderer->UpdateTexture = GL_UpdateTexture; |
| renderer->UpdateTextureYUV = GL_UpdateTextureYUV; |
| renderer->LockTexture = GL_LockTexture; |
| renderer->UnlockTexture = GL_UnlockTexture; |
| renderer->SetTextureScaleMode = GL_SetTextureScaleMode; |
| renderer->SetRenderTarget = GL_SetRenderTarget; |
| renderer->QueueSetViewport = GL_QueueSetViewport; |
| renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */ |
| renderer->QueueDrawPoints = GL_QueueDrawPoints; |
| renderer->QueueDrawLines = GL_QueueDrawPoints; /* lines and points queue vertices the same way. */ |
| renderer->QueueFillRects = GL_QueueFillRects; |
| renderer->QueueCopy = GL_QueueCopy; |
| renderer->QueueCopyEx = GL_QueueCopyEx; |
| renderer->RunCommandQueue = GL_RunCommandQueue; |
| renderer->RenderReadPixels = GL_RenderReadPixels; |
| renderer->RenderPresent = GL_RenderPresent; |
| renderer->DestroyTexture = GL_DestroyTexture; |
| renderer->DestroyRenderer = GL_DestroyRenderer; |
| renderer->GL_BindTexture = GL_BindTexture; |
| renderer->GL_UnbindTexture = GL_UnbindTexture; |
| renderer->info = GL_RenderDriver.info; |
| renderer->info.flags = SDL_RENDERER_ACCELERATED; |
| renderer->driverdata = data; |
| renderer->window = window; |
| |
| 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 (GL_LoadFunctions(data) < 0) { |
| SDL_GL_DeleteContext(data->context); |
| SDL_free(renderer); |
| SDL_free(data); |
| goto error; |
| } |
| |
| #ifdef __MACOSX__ |
| /* Enable multi-threaded rendering */ |
| /* Disabled until Ryan finishes his VBO/PBO code... |
| CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine); |
| */ |
| #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; |
| } |
| if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) { |
| PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB"); |
| |
| data->GL_ARB_debug_output_supported = SDL_TRUE; |
| data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)(char *)&data->next_error_callback); |
| data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam); |
| glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer); |
| |
| /* Make sure our callback is called when errors actually happen */ |
| data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); |
| } |
| |
| data->textype = GL_TEXTURE_2D; |
| if (SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) { |
| data->GL_ARB_texture_non_power_of_two_supported = SDL_TRUE; |
| } else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") || |
| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) { |
| data->GL_ARB_texture_rectangle_supported = SDL_TRUE; |
| data->textype = GL_TEXTURE_RECTANGLE_ARB; |
| } |
| if (data->GL_ARB_texture_rectangle_supported) { |
| data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value); |
| renderer->info.max_texture_width = value; |
| renderer->info.max_texture_height = value; |
| } else { |
| data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); |
| renderer->info.max_texture_width = value; |
| renderer->info.max_texture_height = value; |
| } |
| |
| /* Check for multitexture support */ |
| if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) { |
| data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB"); |
| if (data->glActiveTextureARB) { |
| data->GL_ARB_multitexture_supported = SDL_TRUE; |
| data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units); |
| } |
| } |
| |
| /* Check for shader support */ |
| if (SDL_GetHintBoolean(SDL_HINT_RENDER_OPENGL_SHADERS, SDL_TRUE)) { |
| data->shaders = GL_CreateShaderContext(); |
| } |
| SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s", |
| data->shaders ? "ENABLED" : "DISABLED"); |
| |
| /* We support YV12 textures using 3 textures and a shader */ |
| if (data->shaders && data->num_texture_units >= 3) { |
| 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 __MACOSX__ |
| renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY; |
| #endif |
| |
| if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) { |
| data->GL_EXT_framebuffer_object_supported = SDL_TRUE; |
| data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC) |
| SDL_GL_GetProcAddress("glGenFramebuffersEXT"); |
| data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC) |
| SDL_GL_GetProcAddress("glDeleteFramebuffersEXT"); |
| data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) |
| SDL_GL_GetProcAddress("glFramebufferTexture2DEXT"); |
| data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC) |
| SDL_GL_GetProcAddress("glBindFramebufferEXT"); |
| data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) |
| SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT"); |
| renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE; |
| } |
| data->framebuffers = NULL; |
| |
| /* Set up parameters for rendering */ |
| data->glMatrixMode(GL_MODELVIEW); |
| data->glLoadIdentity(); |
| data->glDisable(GL_DEPTH_TEST); |
| data->glDisable(GL_CULL_FACE); |
| data->glDisable(GL_SCISSOR_TEST); |
| data->glDisable(data->textype); |
| data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
| data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f); |
| /* This ended up causing video discrepancies between OpenGL and Direct3D */ |
| /* data->glEnable(GL_LINE_SMOOTH); */ |
| |
| data->drawstate.blend = SDL_BLENDMODE_INVALID; |
| data->drawstate.shader = SHADER_INVALID; |
| data->drawstate.color = 0xFFFFFFFF; |
| data->drawstate.clear_color = 0xFFFFFFFF; |
| |
| 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 GL_RenderDriver = { |
| GL_CreateRenderer, |
| { |
| "opengl", |
| (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 && !SDL_RENDER_DISABLED */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |