| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| #include "SDL_config.h" |
| |
| #if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED |
| |
| #include "SDL_hints.h" |
| #include "SDL_log.h" |
| #include "SDL_opengl.h" |
| #include "../SDL_sysrender.h" |
| #include "SDL_shaders_gl.h" |
| |
| #ifdef __MACOSX__ |
| #include <OpenGL/OpenGL.h> |
| #endif |
| |
| |
| /* 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; |
| |
| static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags); |
| static void GL_WindowEvent(SDL_Renderer * renderer, |
| const SDL_WindowEvent *event); |
| static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); |
| static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
| const SDL_Rect * rect, const void *pixels, |
| int pitch); |
| static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
| const SDL_Rect * rect, void **pixels, int *pitch); |
| static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); |
| static int GL_UpdateViewport(SDL_Renderer * renderer); |
| static int GL_RenderClear(SDL_Renderer * renderer); |
| static int GL_RenderDrawPoints(SDL_Renderer * renderer, |
| const SDL_Point * points, int count); |
| static int GL_RenderDrawLines(SDL_Renderer * renderer, |
| const SDL_Point * points, int count); |
| static int GL_RenderFillRects(SDL_Renderer * renderer, |
| const SDL_Rect * rects, int count); |
| static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, |
| const SDL_Rect * srcrect, const SDL_Rect * dstrect); |
| static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, |
| Uint32 pixel_format, void * pixels, int pitch); |
| static void GL_RenderPresent(SDL_Renderer * renderer); |
| static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture); |
| static void GL_DestroyRenderer(SDL_Renderer * renderer); |
| |
| |
| SDL_RenderDriver GL_RenderDriver = { |
| GL_CreateRenderer, |
| { |
| "opengl", |
| (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC), |
| 1, |
| {SDL_PIXELFORMAT_ARGB8888}, |
| 0, |
| 0} |
| }; |
| |
| typedef struct |
| { |
| SDL_GLContext context; |
| SDL_bool GL_ARB_texture_rectangle_supported; |
| struct { |
| GL_Shader shader; |
| Uint32 color; |
| int blendMode; |
| } current; |
| |
| /* 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; |
| |
| /* Shader support */ |
| GL_ShaderContext *shaders; |
| |
| } GL_RenderData; |
| |
| typedef struct |
| { |
| GLuint texture; |
| GLenum type; |
| GLfloat texw; |
| GLfloat texh; |
| GLenum format; |
| GLenum formattype; |
| void *pixels; |
| int pitch; |
| SDL_Rect locked_rect; |
| |
| /* YV12 texture support */ |
| SDL_bool yuv; |
| GLuint utexture; |
| GLuint vtexture; |
| } GL_TextureData; |
| |
| |
| static void |
| GL_SetError(const char *prefix, GLenum result) |
| { |
| const char *error; |
| |
| switch (result) { |
| case GL_NO_ERROR: |
| error = "GL_NO_ERROR"; |
| break; |
| case GL_INVALID_ENUM: |
| error = "GL_INVALID_ENUM"; |
| break; |
| case GL_INVALID_VALUE: |
| error = "GL_INVALID_VALUE"; |
| break; |
| case GL_INVALID_OPERATION: |
| error = "GL_INVALID_OPERATION"; |
| break; |
| case GL_STACK_OVERFLOW: |
| error = "GL_STACK_OVERFLOW"; |
| break; |
| case GL_STACK_UNDERFLOW: |
| error = "GL_STACK_UNDERFLOW"; |
| break; |
| case GL_OUT_OF_MEMORY: |
| error = "GL_OUT_OF_MEMORY"; |
| break; |
| case GL_TABLE_TOO_LARGE: |
| error = "GL_TABLE_TOO_LARGE"; |
| break; |
| default: |
| error = "UNKNOWN"; |
| break; |
| } |
| SDL_SetError("%s: %s", prefix, error); |
| } |
| |
| static int |
| GL_LoadFunctions(GL_RenderData * data) |
| { |
| #ifdef __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 ) { \ |
| SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \ |
| return -1; \ |
| } \ |
| } while ( 0 ); |
| #endif /* __SDL_NOGETPROCADDR__ */ |
| |
| #include "SDL_glfuncs.h" |
| #undef SDL_PROC |
| return 0; |
| } |
| |
| static SDL_GLContext SDL_CurrentContext = NULL; |
| |
| static int |
| GL_ActivateRenderer(SDL_Renderer * renderer) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| |
| if (SDL_CurrentContext != data->context) { |
| if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) { |
| return -1; |
| } |
| SDL_CurrentContext = data->context; |
| |
| GL_UpdateViewport(renderer); |
| } |
| return 0; |
| } |
| |
| /* This is called if we need to invalidate all of the SDL OpenGL state */ |
| static void |
| GL_ResetState(SDL_Renderer *renderer) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| |
| if (SDL_CurrentContext == data->context) { |
| GL_UpdateViewport(renderer); |
| } else { |
| GL_ActivateRenderer(renderer); |
| } |
| |
| data->current.shader = SHADER_NONE; |
| data->current.color = 0; |
| data->current.blendMode = -1; |
| |
| data->glDisable(GL_DEPTH_TEST); |
| data->glDisable(GL_CULL_FACE); |
| /* This ended up causing video discrepancies between OpenGL and Direct3D */ |
| /*data->glEnable(GL_LINE_SMOOTH);*/ |
| |
| data->glMatrixMode(GL_MODELVIEW); |
| data->glLoadIdentity(); |
| } |
| |
| SDL_Renderer * |
| GL_CreateRenderer(SDL_Window * window, Uint32 flags) |
| { |
| SDL_Renderer *renderer; |
| GL_RenderData *data; |
| const char *hint; |
| GLint value; |
| Uint32 window_flags; |
| |
| window_flags = SDL_GetWindowFlags(window); |
| if (!(window_flags & SDL_WINDOW_OPENGL)) { |
| if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) { |
| return NULL; |
| } |
| } |
| |
| renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); |
| if (!renderer) { |
| SDL_OutOfMemory(); |
| return NULL; |
| } |
| |
| data = (GL_RenderData *) SDL_calloc(1, sizeof(*data)); |
| if (!data) { |
| GL_DestroyRenderer(renderer); |
| SDL_OutOfMemory(); |
| return NULL; |
| } |
| |
| renderer->WindowEvent = GL_WindowEvent; |
| renderer->CreateTexture = GL_CreateTexture; |
| renderer->UpdateTexture = GL_UpdateTexture; |
| renderer->LockTexture = GL_LockTexture; |
| renderer->UnlockTexture = GL_UnlockTexture; |
| renderer->UpdateViewport = GL_UpdateViewport; |
| renderer->RenderClear = GL_RenderClear; |
| renderer->RenderDrawPoints = GL_RenderDrawPoints; |
| renderer->RenderDrawLines = GL_RenderDrawLines; |
| renderer->RenderFillRects = GL_RenderFillRects; |
| renderer->RenderCopy = GL_RenderCopy; |
| renderer->RenderReadPixels = GL_RenderReadPixels; |
| renderer->RenderPresent = GL_RenderPresent; |
| renderer->DestroyTexture = GL_DestroyTexture; |
| renderer->DestroyRenderer = GL_DestroyRenderer; |
| renderer->info = GL_RenderDriver.info; |
| renderer->info.flags = SDL_RENDERER_ACCELERATED; |
| renderer->driverdata = data; |
| |
| data->context = SDL_GL_CreateContext(window); |
| if (!data->context) { |
| GL_DestroyRenderer(renderer); |
| return NULL; |
| } |
| if (SDL_GL_MakeCurrent(window, data->context) < 0) { |
| GL_DestroyRenderer(renderer); |
| return NULL; |
| } |
| |
| if (GL_LoadFunctions(data) < 0) { |
| GL_DestroyRenderer(renderer); |
| return NULL; |
| } |
| |
| #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; |
| } |
| |
| data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); |
| renderer->info.max_texture_width = value; |
| data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); |
| renderer->info.max_texture_height = value; |
| |
| if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") |
| || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) { |
| data->GL_ARB_texture_rectangle_supported = SDL_TRUE; |
| } |
| |
| /* 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 */ |
| hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS); |
| if (!hint || *hint != '0') { |
| 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; |
| } |
| |
| /* Set up parameters for rendering */ |
| GL_ResetState(renderer); |
| |
| return renderer; |
| } |
| |
| static void |
| GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| |
| if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) { |
| /* Rebind the context to the window area and update matrices */ |
| SDL_CurrentContext = NULL; |
| } |
| } |
| |
| static __inline__ int |
| power_of_2(int input) |
| { |
| int value = 1; |
| |
| while (value < input) { |
| value <<= 1; |
| } |
| return value; |
| } |
| |
| static __inline__ SDL_bool |
| convert_format(GL_RenderData *renderdata, Uint32 pixel_format, |
| GLint* internalFormat, GLenum* format, GLenum* type) |
| { |
| switch (pixel_format) { |
| case SDL_PIXELFORMAT_ARGB8888: |
| *internalFormat = GL_RGBA8; |
| *format = GL_BGRA; |
| *type = GL_UNSIGNED_INT_8_8_8_8_REV; |
| break; |
| case SDL_PIXELFORMAT_YV12: |
| case SDL_PIXELFORMAT_IYUV: |
| *internalFormat = GL_LUMINANCE; |
| *format = GL_LUMINANCE; |
| *type = GL_UNSIGNED_BYTE; |
| break; |
| default: |
| return SDL_FALSE; |
| } |
| return SDL_TRUE; |
| } |
| |
| static GLenum |
| GetScaleQuality(void) |
| { |
| const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY); |
| |
| if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) { |
| return GL_NEAREST; |
| } else { |
| return GL_LINEAR; |
| } |
| } |
| |
| static int |
| GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
| { |
| GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; |
| GL_TextureData *data; |
| GLint internalFormat; |
| GLenum format, type; |
| int texture_w, texture_h; |
| GLenum scaleMode; |
| GLenum result; |
| |
| GL_ActivateRenderer(renderer); |
| |
| if (!convert_format(renderdata, texture->format, &internalFormat, |
| &format, &type)) { |
| SDL_SetError("Texture format %s not supported by OpenGL", |
| SDL_GetPixelFormatName(texture->format)); |
| return -1; |
| } |
| |
| data = (GL_TextureData *) SDL_calloc(1, sizeof(*data)); |
| if (!data) { |
| SDL_OutOfMemory(); |
| return -1; |
| } |
| |
| 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 * data->pitch) / 4); |
| } |
| data->pixels = SDL_calloc(1, size); |
| if (!data->pixels) { |
| SDL_OutOfMemory(); |
| SDL_free(data); |
| return -1; |
| } |
| } |
| |
| texture->driverdata = data; |
| |
| renderdata->glGetError(); |
| renderdata->glGenTextures(1, &data->texture); |
| if (renderdata->GL_ARB_texture_rectangle_supported) { |
| data->type = GL_TEXTURE_RECTANGLE_ARB; |
| texture_w = texture->w; |
| texture_h = texture->h; |
| data->texw = (GLfloat) texture_w; |
| data->texh = (GLfloat) texture_h; |
| } else { |
| data->type = GL_TEXTURE_2D; |
| 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 = GetScaleQuality(); |
| renderdata->glEnable(data->type); |
| renderdata->glBindTexture(data->type, data->texture); |
| renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode); |
| renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode); |
| renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexParameteri(data->type, 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(data->type, GL_TEXTURE_STORAGE_HINT_APPLE, |
| GL_STORAGE_SHARED_APPLE); |
| } else { |
| renderdata->glTexParameteri(data->type, 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(data->type, 0, internalFormat, texture_w, |
| texture_h, 0, format, type, data->pixels); |
| renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); |
| } |
| else |
| #endif |
| { |
| renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w, |
| texture_h, 0, format, type, NULL); |
| } |
| renderdata->glDisable(data->type); |
| result = renderdata->glGetError(); |
| if (result != GL_NO_ERROR) { |
| GL_SetError("glTexImage2D()", result); |
| 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->glEnable(data->type); |
| |
| renderdata->glBindTexture(data->type, data->utexture); |
| renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, |
| scaleMode); |
| renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, |
| scaleMode); |
| renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2, |
| texture_h/2, 0, format, type, NULL); |
| |
| renderdata->glBindTexture(data->type, data->vtexture); |
| renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, |
| scaleMode); |
| renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, |
| scaleMode); |
| renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T, |
| GL_CLAMP_TO_EDGE); |
| renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2, |
| texture_h/2, 0, format, type, NULL); |
| |
| renderdata->glDisable(data->type); |
| } |
| return 0; |
| } |
| |
| 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; |
| GL_TextureData *data = (GL_TextureData *) texture->driverdata; |
| GLenum result; |
| |
| GL_ActivateRenderer(renderer); |
| |
| renderdata->glGetError(); |
| renderdata->glEnable(data->type); |
| renderdata->glBindTexture(data->type, data->texture); |
| renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, |
| (pitch / SDL_BYTESPERPIXEL(texture->format))); |
| renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, |
| rect->h, data->format, data->formattype, |
| pixels); |
| if (data->yuv) { |
| const void *top; |
| |
| renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2)); |
| |
| /* Skip to the top of the next texture */ |
| top = (const void*)((const Uint8*)pixels + (texture->h-rect->y) * pitch - rect->x); |
| |
| /* Skip to the correct offset into the next texture */ |
| pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2); |
| if (texture->format == SDL_PIXELFORMAT_YV12) { |
| renderdata->glBindTexture(data->type, data->vtexture); |
| } else { |
| renderdata->glBindTexture(data->type, data->utexture); |
| } |
| renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2, |
| rect->w/2, rect->h/2, |
| data->format, data->formattype, pixels); |
| |
| /* Skip to the top of the next texture */ |
| top = (const void*)((const Uint8*)top + (texture->h * pitch)/4); |
| |
| /* Skip to the correct offset into the next texture */ |
| pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2); |
| if (texture->format == SDL_PIXELFORMAT_YV12) { |
| renderdata->glBindTexture(data->type, data->utexture); |
| } else { |
| renderdata->glBindTexture(data->type, data->vtexture); |
| } |
| renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2, |
| rect->w/2, rect->h/2, |
| data->format, data->formattype, pixels); |
| } |
| renderdata->glDisable(data->type); |
| result = renderdata->glGetError(); |
| if (result != GL_NO_ERROR) { |
| GL_SetError("glTexSubImage2D()", result); |
| return -1; |
| } |
| return 0; |
| } |
| |
| 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 int |
| GL_UpdateViewport(SDL_Renderer * renderer) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| |
| if (SDL_CurrentContext != data->context) { |
| /* We'll update the viewport after we rebind the context */ |
| return 0; |
| } |
| |
| data->glViewport(renderer->viewport.x, renderer->viewport.y, |
| renderer->viewport.w, renderer->viewport.h); |
| |
| data->glMatrixMode(GL_PROJECTION); |
| data->glLoadIdentity(); |
| data->glOrtho((GLdouble) 0, |
| (GLdouble) renderer->viewport.w, |
| (GLdouble) renderer->viewport.h, |
| (GLdouble) 0, 0.0, 1.0); |
| return 0; |
| } |
| |
| static void |
| GL_SetShader(GL_RenderData * data, GL_Shader shader) |
| { |
| if (data->shaders && shader != data->current.shader) { |
| GL_SelectShader(data->shaders, shader); |
| data->current.shader = shader; |
| } |
| } |
| |
| static void |
| GL_SetColor(GL_RenderData * data, Uint8 r, Uint8 g, Uint8 b, Uint8 a) |
| { |
| Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b); |
| |
| if (color != data->current.color) { |
| data->glColor4f((GLfloat) r * inv255f, |
| (GLfloat) g * inv255f, |
| (GLfloat) b * inv255f, |
| (GLfloat) a * inv255f); |
| data->current.color = color; |
| } |
| } |
| |
| static void |
| GL_SetBlendMode(GL_RenderData * data, int blendMode) |
| { |
| if (blendMode != data->current.blendMode) { |
| switch (blendMode) { |
| case SDL_BLENDMODE_NONE: |
| data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| data->glDisable(GL_BLEND); |
| break; |
| case SDL_BLENDMODE_BLEND: |
| data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| data->glEnable(GL_BLEND); |
| data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| break; |
| case SDL_BLENDMODE_ADD: |
| data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| data->glEnable(GL_BLEND); |
| data->glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
| break; |
| case SDL_BLENDMODE_MOD: |
| data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| data->glEnable(GL_BLEND); |
| data->glBlendFunc(GL_ZERO, GL_SRC_COLOR); |
| break; |
| } |
| data->current.blendMode = blendMode; |
| } |
| } |
| |
| static void |
| GL_SetDrawingState(SDL_Renderer * renderer) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| |
| GL_ActivateRenderer(renderer); |
| |
| GL_SetColor(data, renderer->r, |
| renderer->g, |
| renderer->b, |
| renderer->a); |
| |
| GL_SetBlendMode(data, renderer->blendMode); |
| |
| GL_SetShader(data, SHADER_SOLID); |
| } |
| |
| static int |
| GL_RenderClear(SDL_Renderer * renderer) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| |
| GL_ActivateRenderer(renderer); |
| |
| data->glClearColor((GLfloat) renderer->r * inv255f, |
| (GLfloat) renderer->g * inv255f, |
| (GLfloat) renderer->b * inv255f, |
| (GLfloat) renderer->a * inv255f); |
| |
| data->glClear(GL_COLOR_BUFFER_BIT); |
| |
| return 0; |
| } |
| |
| static int |
| GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, |
| int count) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| int i; |
| |
| GL_SetDrawingState(renderer); |
| |
| data->glBegin(GL_POINTS); |
| for (i = 0; i < count; ++i) { |
| data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y); |
| } |
| data->glEnd(); |
| |
| return 0; |
| } |
| |
| static int |
| GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, |
| int count) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| int i; |
| |
| GL_SetDrawingState(renderer); |
| |
| if (count > 2 && |
| points[0].x == points[count-1].x && points[0].y == points[count-1].y) { |
| data->glBegin(GL_LINE_LOOP); |
| /* GL_LINE_LOOP takes care of the final segment */ |
| --count; |
| for (i = 0; i < count; ++i) { |
| data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y); |
| } |
| data->glEnd(); |
| } else { |
| #if defined(__APPLE__) || defined(__WIN32__) |
| #else |
| int x1, y1, x2, y2; |
| #endif |
| |
| data->glBegin(GL_LINE_STRIP); |
| for (i = 0; i < count; ++i) { |
| data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y); |
| } |
| data->glEnd(); |
| |
| /* 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(__APPLE__) || defined(__WIN32__) |
| /* Mac OS X and Windows seem to always leave the second point open */ |
| data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y); |
| #else |
| /* Linux seems to leave the right-most or bottom-most point open */ |
| x1 = points[0].x; |
| y1 = points[0].y; |
| x2 = points[count-1].x; |
| y2 = points[count-1].y; |
| |
| if (x1 > x2) { |
| data->glVertex2f(0.5f + x1, 0.5f + y1); |
| } else if (x2 > x1) { |
| data->glVertex2f(0.5f + x2, 0.5f + y2); |
| } else if (y1 > y2) { |
| data->glVertex2f(0.5f + x1, 0.5f + y1); |
| } else if (y2 > y1) { |
| data->glVertex2f(0.5f + x2, 0.5f + y2); |
| } |
| #endif |
| data->glEnd(); |
| } |
| |
| return 0; |
| } |
| |
| static int |
| GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| int i; |
| |
| GL_SetDrawingState(renderer); |
| |
| for (i = 0; i < count; ++i) { |
| const SDL_Rect *rect = &rects[i]; |
| |
| data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h); |
| } |
| |
| return 0; |
| } |
| |
| static int |
| GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, |
| const SDL_Rect * srcrect, const SDL_Rect * dstrect) |
| { |
| GL_RenderData *data = (GL_RenderData *) renderer->driverdata; |
| GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; |
| int minx, miny, maxx, maxy; |
| GLfloat minu, maxu, minv, maxv; |
| |
| GL_ActivateRenderer(renderer); |
| |
| data->glEnable(texturedata->type); |
| if (texturedata->yuv) { |
| data->glActiveTextureARB(GL_TEXTURE2_ARB); |
| data->glBindTexture(texturedata->type, texturedata->vtexture); |
| |
| data->glActiveTextureARB(GL_TEXTURE1_ARB); |
| data->glBindTexture(texturedata->type, texturedata->utexture); |
| |
| data->glActiveTextureARB(GL_TEXTURE0_ARB); |
| } |
| data->glBindTexture(texturedata->type, texturedata->texture); |
| |
| if (texture->modMode) { |
| GL_SetColor(data, texture->r, texture->g, texture->b, texture->a); |
| } else { |
| GL_SetColor(data, 255, 255, 255, 255); |
| } |
| |
| GL_SetBlendMode(data, texture->blendMode); |
| |
| if (texturedata->yuv) { |
| GL_SetShader(data, SHADER_YV12); |
| } else { |
| GL_SetShader(data, SHADER_RGB); |
| } |
| |
| 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; |
| |
| data->glBegin(GL_TRIANGLE_STRIP); |
| data->glTexCoord2f(minu, minv); |
| data->glVertex2f((GLfloat) minx, (GLfloat) miny); |
| data->glTexCoord2f(maxu, minv); |
| data->glVertex2f((GLfloat) maxx, (GLfloat) miny); |
| data->glTexCoord2f(minu, maxv); |
| data->glVertex2f((GLfloat) minx, (GLfloat) maxy); |
| data->glTexCoord2f(maxu, maxv); |
| data->glVertex2f((GLfloat) maxx, (GLfloat) maxy); |
| data->glEnd(); |
| |
| data->glDisable(texturedata->type); |
| |
| return 0; |
| } |
| |
| 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; |
| SDL_Window *window = renderer->window; |
| Uint32 temp_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); |
| |
| temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format); |
| temp_pixels = SDL_malloc(rect->h * temp_pitch); |
| if (!temp_pixels) { |
| SDL_OutOfMemory(); |
| return -1; |
| } |
| |
| convert_format(data, temp_format, &internalFormat, &format, &type); |
| |
| SDL_GetWindowSize(window, &w, &h); |
| |
| data->glPixelStorei(GL_PACK_ALIGNMENT, 1); |
| data->glPixelStorei(GL_PACK_ROW_LENGTH, |
| (temp_pitch / SDL_BYTESPERPIXEL(temp_format))); |
| |
| data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h, |
| format, type, temp_pixels); |
| |
| /* Flip the rows to be top-down */ |
| length = rect->w * SDL_BYTESPERPIXEL(temp_format); |
| src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch; |
| dst = (Uint8*)temp_pixels; |
| tmp = SDL_stack_alloc(Uint8, length); |
| rows = rect->h / 2; |
| while (rows--) { |
| SDL_memcpy(tmp, dst, length); |
| SDL_memcpy(dst, src, length); |
| SDL_memcpy(src, tmp, length); |
| dst += temp_pitch; |
| src -= temp_pitch; |
| } |
| SDL_stack_free(tmp); |
| |
| status = SDL_ConvertPixels(rect->w, rect->h, |
| temp_format, temp_pixels, temp_pitch, |
| pixel_format, pixels, pitch); |
| SDL_free(temp_pixels); |
| |
| return status; |
| } |
| |
| static void |
| 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 (!data) { |
| return; |
| } |
| if (data->texture) { |
| renderdata->glDeleteTextures(1, &data->texture); |
| } |
| if (data->yuv) { |
| renderdata->glDeleteTextures(1, &data->utexture); |
| renderdata->glDeleteTextures(1, &data->vtexture); |
| } |
| if (data->pixels) { |
| 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) { |
| /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */ |
| SDL_GL_DeleteContext(data->context); |
| } |
| SDL_free(data); |
| } |
| SDL_free(renderer); |
| } |
| |
| #endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |