SDL-mirror/src/video/SDL_renderer_gl.c

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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_OGL
#include "SDL_video.h"
#include "SDL_opengl.h"
#include "SDL_sysvideo.h"
#include "SDL_pixels_c.h"
#include "SDL_rect_c.h"
#include "SDL_yuv_sw_c.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/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
*/
/* !!! FIXME: this should go in a higher level than the GL renderer. */
static __inline__ int
bytes_per_pixel(const Uint32 format)
{
if (!SDL_ISPIXELFORMAT_FOURCC(format)) {
return SDL_BYTESPERPIXEL(format);
}
/* FOURCC format */
switch (format) {
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YUY2:
case SDL_PIXELFORMAT_UYVY:
case SDL_PIXELFORMAT_YVYU:
return 2;
default:
return 1; /* shouldn't ever hit this. */
}
}
static const float inv255f = 1.0f / 255.0f;
static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
static int GL_ActivateRenderer(SDL_Renderer * renderer);
static int GL_DisplayModeChanged(SDL_Renderer * renderer);
static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
static int GL_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int GL_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture, SDL_Color * colors,
int firstcolor, int ncolors);
static int GL_SetTextureColorMod(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GL_SetTextureAlphaMod(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GL_SetTextureBlendMode(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GL_SetTextureScaleMode(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, int markDirty, void **pixels,
int *pitch);
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects);
static int GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
Uint8 a, const SDL_Rect * rect);
static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD |
SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
(SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
SDL_TEXTUREMODULATE_ALPHA),
(SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK |
SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD |
SDL_TEXTUREBLENDMODE_MOD),
(SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
SDL_TEXTURESCALEMODE_SLOW),
15,
{
SDL_PIXELFORMAT_INDEX1LSB,
SDL_PIXELFORMAT_INDEX1MSB,
SDL_PIXELFORMAT_INDEX8,
SDL_PIXELFORMAT_RGB332,
SDL_PIXELFORMAT_RGB444,
SDL_PIXELFORMAT_RGB555,
SDL_PIXELFORMAT_ARGB4444,
SDL_PIXELFORMAT_ARGB1555,
SDL_PIXELFORMAT_RGB565,
SDL_PIXELFORMAT_RGB24,
SDL_PIXELFORMAT_BGR24,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888,
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_ARGB2101010},
0,
0}
};
typedef struct
{
SDL_GLContext context;
SDL_bool updateSize;
SDL_bool GL_ARB_texture_rectangle_supported;
SDL_bool GL_EXT_paletted_texture_supported;
SDL_bool GL_ARB_fragment_program_supported;
int blendMode;
int scaleMode;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC
PFNGLCOLORTABLEEXTPROC glColorTableEXT;
void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
const GLvoid * pointer);
PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
/* (optional) fragment programs */
GLuint fragment_program_UYVY;
} GL_RenderData;
typedef struct
{
GLuint texture;
GLuint shader;
GLenum type;
GLfloat texw;
GLfloat texh;
GLenum format;
GLenum formattype;
Uint8 *palette;
void *pixels;
int pitch;
SDL_DirtyRectList dirty;
int HACK_RYAN_FIXME;
} 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)
{
#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
#define __SDL_NOGETPROCADDR__
#elif defined(__MINT__)
#define __SDL_NOGETPROCADDR__
#endif
#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;
}
void
GL_AddRenderDriver(_THIS)
{
if (_this->GL_CreateContext) {
SDL_AddRenderDriver(0, &GL_RenderDriver);
}
}
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
GLint value;
int doublebuffer;
/* Render directly to the window, unless we're compositing */
#ifndef __MACOSX__
if (flags & SDL_RENDERER_SINGLEBUFFER) {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
}
#endif
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->ActivateRenderer = GL_ActivateRenderer;
renderer->DisplayModeChanged = GL_DisplayModeChanged;
renderer->CreateTexture = GL_CreateTexture;
renderer->QueryTexturePixels = GL_QueryTexturePixels;
renderer->SetTexturePalette = GL_SetTexturePalette;
renderer->GetTexturePalette = GL_GetTexturePalette;
renderer->SetTextureColorMod = GL_SetTextureColorMod;
renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod;
renderer->SetTextureBlendMode = GL_SetTextureBlendMode;
renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->DirtyTexture = GL_DirtyTexture;
renderer->RenderFill = GL_RenderFill;
renderer->RenderCopy = GL_RenderCopy;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->info = GL_RenderDriver.info;
renderer->window = window->id;
renderer->driverdata = data;
renderer->info.flags =
(SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
if (GL_LoadFunctions(data) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
data->context = SDL_GL_CreateContext(window->id);
if (!data->context) {
GL_DestroyRenderer(renderer);
return NULL;
}
if (SDL_GL_MakeCurrent(window->id, data->context) < 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;
}
if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) {
if (!doublebuffer) {
renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
}
}
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;
}
if (SDL_GL_ExtensionSupported("GL_EXT_paletted_texture")) {
data->GL_EXT_paletted_texture_supported = SDL_TRUE;
data->glColorTableEXT =
(PFNGLCOLORTABLEEXTPROC) SDL_GL_GetProcAddress("glColorTableEXT");
} else {
/* Don't advertise support for 8-bit indexed texture format */
Uint32 i, j;
SDL_RendererInfo *info = &renderer->info;
for (i = 0, j = 0; i < info->num_texture_formats; ++i) {
if (info->texture_formats[i] != SDL_PIXELFORMAT_INDEX8) {
info->texture_formats[j++] = info->texture_formats[i];
}
}
--info->num_texture_formats;
}
if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
data->glTextureRangeAPPLE =
(void (*)(GLenum, GLsizei, const GLvoid *))
SDL_GL_GetProcAddress("glTextureRangeAPPLE");
}
/* we might use fragment programs for YUV data, etc. */
if (SDL_GL_ExtensionSupported("GL_ARB_fragment_program")) {
/* !!! FIXME: this doesn't check for errors. */
/* !!! FIXME: this should really reuse the glfuncs.h stuff. */
data->glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)
SDL_GL_GetProcAddress("glGetProgramivARB");
data->glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)
SDL_GL_GetProcAddress("glGetProgramStringARB");
data->glProgramLocalParameter4fvARB =
(PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)
SDL_GL_GetProcAddress("glProgramLocalParameter4fvARB");
data->glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)
SDL_GL_GetProcAddress("glDeleteProgramsARB");
data->glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)
SDL_GL_GetProcAddress("glGenProgramsARB");
data->glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)
SDL_GL_GetProcAddress("glBindProgramARB");
data->glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)
SDL_GL_GetProcAddress("glProgramStringARB");
data->GL_ARB_fragment_program_supported = SDL_TRUE;
}
/* Set up parameters for rendering */
data->blendMode = -1;
data->scaleMode = -1;
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
if (data->GL_ARB_texture_rectangle_supported) {
data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
} else {
data->glEnable(GL_TEXTURE_2D);
}
data->updateSize = SDL_TRUE;
return renderer;
}
static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
return -1;
}
if (data->updateSize) {
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glViewport(0, 0, window->w, window->h);
data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0,
0.0, 1.0);
data->updateSize = SDL_FALSE;
}
return 0;
}
static int
GL_DisplayModeChanged(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
/* Rebind the context to the window area and update matrices */
data->updateSize = SDL_TRUE;
return GL_ActivateRenderer(renderer);
}
static __inline__ int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
#define DEBUG_PROGRAM_COMPILE 1
static GLuint
compile_shader(GL_RenderData *data, GLenum shader_type, const char *source)
{
#if DEBUG_PROGRAM_COMPILE
printf("compiling shader:\n%s\n\n", source);
#endif
GLuint program = 0;
data->glGetError(); /* flush any existing error state. */
data->glGenProgramsARB(1, &program);
data->glBindProgramARB(shader_type, program);
data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
SDL_strlen(source), source);
if (data->glGetError() == GL_INVALID_OPERATION)
{
#if DEBUG_PROGRAM_COMPILE
GLint pos = 0;
const GLubyte *errstr;
data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
printf("program compile error at position %d: %s\n\n",
(int) pos, (const char *) errstr);
#endif
data->glBindProgramARB(shader_type, 0);
data->glDeleteProgramsARB(1, &program);
return 0;
} // if
return program;
}
// UYVY to RGB equasion...
// R = 1.164(Y-16) + 1.596(Cr-128)
// G = 1.164(Y-16) - 0.813(Cr-128) - 0.391(Cb-128)
// B = 1.164(Y-16) + 2.018(Cb-128)
// Byte layout is Cb, Y1, Cr, Y2.
// 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr
// !!! FIXME: this ignores blendmodes, etc.
// !!! FIXME: this could be more efficient...use a dot product for green, not convert to 255.0 range, etc.
static const char *fragment_program_UYVY_source_code =
"!!ARBfp1.0\n"
// outputs...
"OUTPUT outcolor = result.color;\n"
// scratch registers...
"TEMP uyvy;\n"
"TEMP luminance;\n"
"TEMP work;\n"
// We need 32 bits to store the data, but each pixel is 16 bits in itself.
// halve the coordinates to grab the correct 32 bits for the fragment.
"MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n"
// Sample the YUV texture. Cb, Y1, Cr, Y2, are stored in r,g,b,a.
// !!! FIXME: "RECT" needs to be "2D" if we're not using texture_rectangle extension. :/
"TEX uyvy, work, texture[0], RECT;\n"
// Scale from 0.0/1.0 to 0.0/255.0 and do subtractions. (!!! FIXME: optimize!)
"MUL uyvy, uyvy, { 255.0, 255.0, 255.0, 255.0 };\n"
"SUB uyvy, uyvy, { 128.0, 16.0, 128.0, 16.0 };\n"
// Choose the luminance component by texcoord.
// !!! FIXME: laziness wins out for now... just average Y1 and Y2.
"ADD luminance, uyvy.yyyy, uyvy.wwww;\n"
"MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n"
// Multiply luminance by its magic value.
"MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n"
// uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications.
"MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n"
// Add luminance Cr and Cb, store to RGB channels.
"ADD work.rgb, luminance, uyvy;\n"
// Do final addition for Green channel. (!!! FIXME: this should be a DPH?)
"ADD work.g, work.g, uyvy.w;\n"
// Scale back to 0.0/1.0. (this number is 1.0/255.0).
"MUL work, work, { 0.0039215686274509803, 0.0039215686274509803, 0.0039215686274509803, 0.0039215686274509803 };\n"
// Make sure alpha channel is fully opaque. (!!! FIXME: blend modes!)
"MOV work.a, { 1.0 };\n"
// Store out the final fragment color.
"MOV outcolor, work;\n"
// ...and we're done.
"END\n";
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
GL_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLuint shader = 0;
GLenum result;
switch (texture->format) {
case SDL_PIXELFORMAT_INDEX1LSB:
case SDL_PIXELFORMAT_INDEX1MSB:
internalFormat = GL_RGB;
format = GL_COLOR_INDEX;
type = GL_BITMAP;
break;
case SDL_PIXELFORMAT_INDEX8:
if (!renderdata->GL_EXT_paletted_texture_supported) {
SDL_SetError("Unsupported texture format");
return -1;
}
internalFormat = GL_COLOR_INDEX8_EXT;
format = GL_COLOR_INDEX;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_RGB332:
internalFormat = GL_R3_G3_B2;
format = GL_RGB;
type = GL_UNSIGNED_BYTE_3_3_2;
break;
case SDL_PIXELFORMAT_RGB444:
internalFormat = GL_RGB4;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case SDL_PIXELFORMAT_RGB555:
internalFormat = GL_RGB5;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case SDL_PIXELFORMAT_ARGB4444:
internalFormat = GL_RGBA4;
format = GL_BGRA;
type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
break;
case SDL_PIXELFORMAT_ARGB1555:
internalFormat = GL_RGB5_A1;
format = GL_BGRA;
type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case SDL_PIXELFORMAT_RGB565:
internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case SDL_PIXELFORMAT_RGB24:
internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_RGB888:
internalFormat = GL_RGB8;
format = GL_BGRA;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_BGR24:
internalFormat = GL_RGB8;
format = GL_BGR;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_BGR888:
internalFormat = GL_RGB8;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_ARGB8888:
#ifdef __MACOSX__
internalFormat = GL_RGBA;
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
#else
internalFormat = GL_RGBA8;
format = GL_BGRA;
type = GL_UNSIGNED_BYTE;
#endif
break;
case SDL_PIXELFORMAT_ABGR8888:
internalFormat = GL_RGBA8;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_ARGB2101010:
internalFormat = GL_RGB10_A2;
format = GL_BGRA;
type = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
#if 0 /* Ryan's pixel shader code should be better, once it works. :) */
case SDL_PIXELFORMAT_UYVY:
// if (renderdata->GL_MESA_ycbcr_texture) {
// internalFormat = 3;
// format = GL_YCBCR_MESA;
// type = GL_UNSIGNED_SHORT_8_8_MESA;
// } else if (renderdata->GL_APPLE_ycbcr_422) {
internalFormat = GL_RGB;
format = GL_YCBCR_422_APPLE;
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
type = GL_UNSIGNED_SHORT_8_8_APPLE;
#else
type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
#endif
// } else {
// SDL_SetError("Unsupported texture format");
// return -1;
// }
break;
#else
case SDL_PIXELFORMAT_UYVY:
if (renderdata->GL_ARB_fragment_program_supported) {
if (renderdata->fragment_program_UYVY == 0) {
renderdata->fragment_program_UYVY =
compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB,
fragment_program_UYVY_source_code);
if (renderdata->fragment_program_UYVY == 0) {
SDL_SetError("Fragment program compile error");
return -1;
}
}
shader = renderdata->fragment_program_UYVY;
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
} else {
SDL_SetError("Unsupported texture format");
return -1;
}
break;
#endif
default:
SDL_SetError("Unsupported texture format");
return -1;
}
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
data->shader = shader;
if (texture->format == SDL_PIXELFORMAT_INDEX8) {
data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8));
if (!data->palette) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
SDL_memset(data->palette, 0xFF, 3 * 256 * sizeof(Uint8));
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
data->pitch = texture->w * bytes_per_pixel(texture->format);
data->pixels = SDL_malloc(texture->h * data->pitch);
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;
}
/* YUV formats use RGBA but are really two bytes per pixel */
if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
data->HACK_RYAN_FIXME = 2;
} else {
data->HACK_RYAN_FIXME = 1;
}
texture_w /= data->HACK_RYAN_FIXME;
data->format = format;
data->formattype = type;
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
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);
}
/* This causes a crash in testoverlay for some reason. Apple bug? */
#if 0
if (texture->access == SDL_TEXTUREACCESS_STREAMING
&& texture->format == SDL_PIXELFORMAT_ARGB8888) {
/*
if (renderdata->glTextureRangeAPPLE) {
renderdata->glTextureRangeAPPLE(data->type,
texture->h * data->pitch,
data->pixels);
}
*/
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, data->pixels);
} else
#endif
#endif
{
printf("teximage2d(%d,%d)\n", (int) texture_w, (int) texture_h);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
}
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
GL_SetError("glTexImage2D()", result);
return -1;
}
return 0;
}
static int
GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
*pixels = data->pixels;
*pitch = data->pitch;
return 0;
}
static int
GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor, int ncolors)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
Uint8 *palette;
if (!data->palette) {
SDL_SetError("Texture doesn't have a palette");
return -1;
}
palette = data->palette + firstcolor * 3;
while (ncolors--) {
*palette++ = colors->r;
*palette++ = colors->g;
*palette++ = colors->b;
++colors;
}
renderdata->glBindTexture(data->type, data->texture);
renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB,
GL_UNSIGNED_BYTE, data->palette);
return 0;
}
static int
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
Uint8 *palette;
if (!data->palette) {
SDL_SetError("Texture doesn't have a palette");
return -1;
}
palette = data->palette + firstcolor * 3;
while (ncolors--) {
colors->r = *palette++;
colors->g = *palette++;
colors->b = *palette++;
colors->unused = SDL_ALPHA_OPAQUE;
++colors;
}
return 0;
}
static void
SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
int pitch)
{
if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) {
renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
} else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) {
renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
}
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
(pitch / bytes_per_pixel(texture->format)) / ((GL_TextureData *)texture->driverdata)->HACK_RYAN_FIXME);
}
static int
GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
return 0;
}
static int
GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
return 0;
}
static int
GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
switch (texture->blendMode) {
case SDL_TEXTUREBLENDMODE_NONE:
case SDL_TEXTUREBLENDMODE_MASK:
case SDL_TEXTUREBLENDMODE_BLEND:
case SDL_TEXTUREBLENDMODE_ADD:
case SDL_TEXTUREBLENDMODE_MOD:
return 0;
default:
SDL_Unsupported();
texture->blendMode = SDL_TEXTUREBLENDMODE_NONE;
return -1;
}
}
static int
GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
switch (texture->scaleMode) {
case SDL_TEXTURESCALEMODE_NONE:
case SDL_TEXTURESCALEMODE_FAST:
case SDL_TEXTURESCALEMODE_SLOW:
return 0;
case SDL_TEXTURESCALEMODE_BEST:
SDL_Unsupported();
texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW;
return -1;
default:
SDL_Unsupported();
texture->scaleMode = SDL_TEXTURESCALEMODE_NONE;
return -1;
}
}
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;
renderdata->glGetError();
SetupTextureUpdate(renderdata, texture, pitch);
renderdata->glBindTexture(data->type, data->texture);
printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
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, int markDirty, void **pixels,
int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
if (markDirty) {
SDL_AddDirtyRect(&data->dirty, rect);
}
*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * bytes_per_pixel(texture->format));
*pitch = data->pitch;
return 0;
}
static void
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
}
static void
GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
const SDL_Rect * rects)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
int i;
for (i = 0; i < numrects; ++i) {
SDL_AddDirtyRect(&data->dirty, &rects[i]);
}
}
static int
GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
const SDL_Rect * rect)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f,
(GLclampf) b * inv255f, (GLclampf) a * inv255f);
data->glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
data->glClear(GL_COLOR_BUFFER_BIT);
data->glViewport(0, 0, window->w, window->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;
if (texturedata->dirty.list) {
SDL_DirtyRect *dirty;
void *pixels;
int bpp = bytes_per_pixel(texture->format);
int pitch = texturedata->pitch;
SetupTextureUpdate(data, texture, pitch);
data->glBindTexture(texturedata->type, texturedata->texture);
for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
SDL_Rect *rect = &dirty->rect;
pixels =
(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
rect->x * bpp);
printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
rect->w / texturedata->HACK_RYAN_FIXME, rect->h, texturedata->format,
texturedata->formattype, pixels);
}
SDL_ClearDirtyRects(&texturedata->dirty);
}
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->glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
data->glColor4f((GLfloat) texture->r * inv255f,
(GLfloat) texture->g * inv255f,
(GLfloat) texture->b * inv255f,
(GLfloat) texture->a * inv255f);
} else {
data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
if (texture->blendMode != data->blendMode) {
switch (texture->blendMode) {
case SDL_TEXTUREBLENDMODE_NONE:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
data->glDisable(GL_BLEND);
break;
case SDL_TEXTUREBLENDMODE_MASK:
case SDL_TEXTUREBLENDMODE_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_TEXTUREBLENDMODE_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_TEXTUREBLENDMODE_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->blendMode = texture->blendMode;
}
if (texture->scaleMode != data->scaleMode) {
switch (texture->scaleMode) {
case SDL_TEXTURESCALEMODE_NONE:
case SDL_TEXTURESCALEMODE_FAST:
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
break;
case SDL_TEXTURESCALEMODE_SLOW:
case SDL_TEXTURESCALEMODE_BEST:
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
break;
}
data->scaleMode = texture->scaleMode;
}
if (texturedata->shader != 0) {
data->glEnable(GL_FRAGMENT_PROGRAM_ARB);
data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, texturedata->shader);
}
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
data->glVertex2i(minx, miny);
data->glTexCoord2f(maxu, minv);
data->glVertex2i(maxx, miny);
data->glTexCoord2f(minu, maxv);
data->glVertex2i(minx, maxy);
data->glTexCoord2f(maxu, maxv);
data->glVertex2i(maxx, maxy);
data->glEnd();
if (texturedata->shader != 0) {
data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
return 0;
}
static void
GL_RenderPresent(SDL_Renderer * 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;
if (!data) {
return;
}
if (data->texture) {
renderdata->glDeleteTextures(1, &data->texture);
}
if (data->palette) {
SDL_free(data->palette);
}
if (data->pixels) {
SDL_free(data->pixels);
}
SDL_FreeDirtyRects(&data->dirty);
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) {
if (data->GL_ARB_fragment_program_supported) {
data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
if (data->fragment_program_UYVY != 0) {
data->glDeleteProgramsARB(1, &data->fragment_program_UYVY);
}
}
/* 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 */
/* vi: set ts=4 sw=4 expandtab: */