2011-02-06 00:00:13 -08:00
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/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 2010 itsnotabigtruck.
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL_ES2
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2011-02-06 02:35:14 -08:00
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#include "SDL_opengles2.h"
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2011-02-06 00:00:13 -08:00
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#include "../SDL_sysrender.h"
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#include "SDL_shaders_gles2.h"
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/*************************************************************************************************
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* Bootstrap data *
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*************************************************************************************************/
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static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags);
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SDL_RenderDriver GLES2_RenderDriver = {
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GLES2_CreateRenderer,
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{
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"opengles2",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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2011-02-06 00:48:16 -08:00
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1,
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{SDL_PIXELFORMAT_ABGR8888},
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2011-02-06 00:00:13 -08:00
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0,
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0
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}
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};
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/*************************************************************************************************
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* Context structures *
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*************************************************************************************************/
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typedef struct GLES2_TextureData
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{
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GLenum texture;
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GLenum texture_type;
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GLenum pixel_format;
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GLenum pixel_type;
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void *pixel_data;
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size_t pitch;
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} GLES2_TextureData;
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typedef struct GLES2_ShaderCacheEntry
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{
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GLuint id;
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GLES2_ShaderType type;
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const GLES2_ShaderInstance *instance;
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int references;
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struct GLES2_ShaderCacheEntry *prev;
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struct GLES2_ShaderCacheEntry *next;
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} GLES2_ShaderCacheEntry;
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typedef struct GLES2_ShaderCache
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{
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int count;
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GLES2_ShaderCacheEntry *head;
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} GLES2_ShaderCache;
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typedef struct GLES2_ProgramCacheEntry
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{
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GLuint id;
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SDL_BlendMode blend_mode;
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GLES2_ShaderCacheEntry *vertex_shader;
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GLES2_ShaderCacheEntry *fragment_shader;
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GLuint uniform_locations[16];
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struct GLES2_ProgramCacheEntry *prev;
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struct GLES2_ProgramCacheEntry *next;
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} GLES2_ProgramCacheEntry;
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typedef struct GLES2_ProgramCache
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{
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int count;
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GLES2_ProgramCacheEntry *head;
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GLES2_ProgramCacheEntry *tail;
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} GLES2_ProgramCache;
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typedef enum
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{
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GLES2_ATTRIBUTE_POSITION = 0,
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GLES2_ATTRIBUTE_TEXCOORD = 1
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} GLES2_Attribute;
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typedef enum
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{
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GLES2_UNIFORM_PROJECTION,
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GLES2_UNIFORM_TEXTURE,
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GLES2_UNIFORM_MODULATION,
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GLES2_UNIFORM_COLOR,
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GLES2_UNIFORM_COLORTABLE
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} GLES2_Uniform;
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typedef enum
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{
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GLES2_IMAGESOURCE_SOLID,
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GLES2_IMAGESOURCE_TEXTURE
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} GLES2_ImageSource;
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typedef struct GLES2_DriverContext
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{
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SDL_GLContext *context;
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int shader_format_count;
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GLenum *shader_formats;
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GLES2_ShaderCache shader_cache;
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GLES2_ProgramCache program_cache;
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GLES2_ProgramCacheEntry *current_program;
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SDL_bool updateSize;
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} GLES2_DriverContext;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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/*************************************************************************************************
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* Renderer state APIs *
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*************************************************************************************************/
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static void GLES2_WindowEvent(SDL_Renderer * renderer,
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const SDL_WindowEvent *event);
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static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
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static int GLES2_DisplayModeChanged(SDL_Renderer *renderer);
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static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int
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GLES2_ActivateRenderer(SDL_Renderer * renderer)
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{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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SDL_Window *window = renderer->window;
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if (SDL_CurrentContext != rdata->context) {
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/* Null out the current program to ensure we set it again */
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rdata->current_program = NULL;
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if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
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return -1;
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}
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SDL_CurrentContext = rdata->context;
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}
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if (rdata->updateSize) {
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int w, h;
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SDL_GetWindowSize(window, &w, &h);
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glViewport(0, 0, w, h);
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rdata->updateSize = SDL_FALSE;
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}
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return 0;
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}
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static void
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GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_RESIZED) {
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/* Rebind the context to the window area */
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SDL_CurrentContext = NULL;
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rdata->updateSize = SDL_TRUE;
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}
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}
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static void
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GLES2_DestroyRenderer(SDL_Renderer *renderer)
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{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_ProgramCacheEntry *entry;
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GLES2_ProgramCacheEntry *next;
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/* Deallocate everything */
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2011-02-06 10:22:25 -08:00
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if (rdata) {
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GLES2_ActivateRenderer(renderer);
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entry = rdata->program_cache.head;
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while (entry) {
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glDeleteShader(entry->vertex_shader->id);
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glDeleteShader(entry->fragment_shader->id);
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SDL_free(entry->vertex_shader);
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SDL_free(entry->fragment_shader);
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glDeleteProgram(entry->id);
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next = entry->next;
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SDL_free(entry);
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entry = next;
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}
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if (rdata->context) {
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SDL_GL_DeleteContext(rdata->context);
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}
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if (rdata->shader_formats) {
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SDL_free(rdata->shader_formats);
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}
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SDL_free(rdata);
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2011-02-06 00:00:13 -08:00
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}
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SDL_free(renderer);
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}
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/*************************************************************************************************
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* Texture APIs *
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*************************************************************************************************/
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static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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void **pixels, int *pitch);
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static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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const void *pixels, int pitch);
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static int
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GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata;
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GLenum format;
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GLenum type;
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GLES2_ActivateRenderer(renderer);
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/* Determine the corresponding GLES texture format params */
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switch (texture->format)
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{
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case SDL_PIXELFORMAT_ABGR8888:
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format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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break;
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default:
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SDL_SetError("Texture format not supported");
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return -1;
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}
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/* Allocate a texture struct */
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tdata = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
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if (!tdata)
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{
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SDL_OutOfMemory();
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return -1;
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}
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tdata->texture = 0;
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tdata->texture_type = GL_TEXTURE_2D;
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tdata->pixel_format = format;
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tdata->pixel_type = type;
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/* Allocate a blob for image data */
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if (texture->access == SDL_TEXTUREACCESS_STREAMING)
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{
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tdata->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
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tdata->pixel_data = SDL_malloc(tdata->pitch * texture->h);
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if (!tdata->pixel_data)
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{
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SDL_OutOfMemory();
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SDL_free(tdata);
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return -1;
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}
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}
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/* Allocate the texture */
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glGetError();
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glGenTextures(1, &tdata->texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tdata->texture_type, tdata->texture);
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glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
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if (glGetError() != GL_NO_ERROR)
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{
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SDL_SetError("Texture creation failed");
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glDeleteTextures(1, &tdata->texture);
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SDL_free(tdata);
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return -1;
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}
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texture->driverdata = tdata;
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return 0;
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}
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static void
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GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_ActivateRenderer(renderer);
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/* Destroy the texture */
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if (tdata)
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{
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glDeleteTextures(1, &tdata->texture);
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SDL_free(tdata->pixel_data);
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SDL_free(tdata);
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texture->driverdata = NULL;
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}
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}
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static int
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GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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void **pixels, int *pitch)
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{
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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/* Retrieve the buffer/pitch for the specified region */
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*pixels = (Uint8 *)tdata->pixel_data +
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(tdata->pitch * rect->y) +
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(rect->x * SDL_BYTESPERPIXEL(texture->format));
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*pitch = tdata->pitch;
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return 0;
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}
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static void
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GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_ActivateRenderer(renderer);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tdata->texture_type, tdata->texture);
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glTexSubImage2D(tdata->texture_type, 0, 0, 0, texture->w, texture->h,
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tdata->pixel_format, tdata->pixel_type, tdata->pixel_data);
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}
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static int
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GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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const void *pixels, int pitch)
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{
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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Uint8 *blob = NULL;
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Uint8 *src;
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int srcPitch;
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Uint8 *dest;
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int y;
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GLES2_ActivateRenderer(renderer);
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/* Bail out if we're supposed to update an empty rectangle */
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if (rect->w <= 0 || rect->h <= 0)
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return 0;
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/* Reformat the texture data into a tightly packed array */
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srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
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src = (Uint8 *)pixels;
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if (pitch != srcPitch)
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{
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blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
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if (!blob)
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{
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SDL_OutOfMemory();
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return -1;
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}
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src = blob;
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for (y = 0; y < rect->h; ++y)
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{
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SDL_memcpy(src, pixels, srcPitch);
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src += srcPitch;
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pixels = (Uint8 *)pixels + pitch;
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}
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src = blob;
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}
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|
|
|
|
/* Create a texture subimage with the supplied data */
|
|
|
|
glGetError();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
glBindTexture(tdata->texture_type, tdata->texture);
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
glTexSubImage2D(tdata->texture_type,
|
|
|
|
0,
|
|
|
|
rect->x,
|
|
|
|
rect->y,
|
|
|
|
rect->w,
|
|
|
|
rect->h,
|
|
|
|
tdata->pixel_format,
|
|
|
|
tdata->pixel_type,
|
|
|
|
src);
|
2011-02-06 20:56:21 -08:00
|
|
|
SDL_free(blob);
|
|
|
|
|
2011-02-06 00:00:13 -08:00
|
|
|
if (glGetError() != GL_NO_ERROR)
|
|
|
|
{
|
|
|
|
SDL_SetError("Failed to update texture");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*************************************************************************************************
|
|
|
|
* Shader management functions *
|
|
|
|
*************************************************************************************************/
|
|
|
|
|
|
|
|
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
|
|
|
|
SDL_BlendMode blendMode);
|
|
|
|
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
|
|
|
|
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
|
|
|
|
GLES2_ShaderCacheEntry *vertex,
|
|
|
|
GLES2_ShaderCacheEntry *fragment,
|
|
|
|
SDL_BlendMode blendMode);
|
|
|
|
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
|
|
|
|
SDL_BlendMode blendMode);
|
|
|
|
static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer);
|
|
|
|
|
|
|
|
static GLES2_ProgramCacheEntry *
|
|
|
|
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
|
|
|
|
GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_ProgramCacheEntry *entry;
|
|
|
|
GLES2_ShaderCacheEntry *shaderEntry;
|
|
|
|
GLint linkSuccessful;
|
|
|
|
|
|
|
|
/* Check if we've already cached this program */
|
|
|
|
entry = rdata->program_cache.head;
|
|
|
|
while (entry)
|
|
|
|
{
|
|
|
|
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
|
|
|
|
break;
|
|
|
|
entry = entry->next;
|
|
|
|
}
|
|
|
|
if (entry)
|
|
|
|
{
|
|
|
|
if (rdata->program_cache.count > 1)
|
|
|
|
{
|
|
|
|
if (entry->next)
|
|
|
|
entry->next->prev = entry->prev;
|
|
|
|
if (entry->prev)
|
|
|
|
entry->prev->next = entry->next;
|
|
|
|
entry->prev = NULL;
|
|
|
|
entry->next = rdata->program_cache.head;
|
|
|
|
rdata->program_cache.head->prev = entry;
|
|
|
|
rdata->program_cache.head = entry;
|
|
|
|
}
|
|
|
|
return entry;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Create a program cache entry */
|
|
|
|
entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
|
|
|
|
if (!entry)
|
|
|
|
{
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
entry->vertex_shader = vertex;
|
|
|
|
entry->fragment_shader = fragment;
|
|
|
|
entry->blend_mode = blendMode;
|
|
|
|
|
|
|
|
/* Create the program and link it */
|
|
|
|
glGetError();
|
|
|
|
entry->id = glCreateProgram();
|
|
|
|
glAttachShader(entry->id, vertex->id);
|
|
|
|
glAttachShader(entry->id, fragment->id);
|
|
|
|
glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
|
|
|
|
glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
|
|
|
|
glLinkProgram(entry->id);
|
|
|
|
glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
|
|
|
|
if (glGetError() != GL_NO_ERROR || !linkSuccessful)
|
|
|
|
{
|
|
|
|
SDL_SetError("Failed to link shader program");
|
|
|
|
glDeleteProgram(entry->id);
|
|
|
|
SDL_free(entry);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Predetermine locations of uniform variables */
|
|
|
|
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
|
|
|
|
glGetUniformLocation(entry->id, "u_projection");
|
|
|
|
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
|
|
|
|
glGetUniformLocation(entry->id, "u_texture");
|
|
|
|
entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
|
|
|
|
glGetUniformLocation(entry->id, "u_modulation");
|
|
|
|
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
|
|
|
|
glGetUniformLocation(entry->id, "u_color");
|
|
|
|
entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] =
|
|
|
|
glGetUniformLocation(entry->id, "u_colorTable");
|
|
|
|
|
|
|
|
/* Cache the linked program */
|
|
|
|
if (rdata->program_cache.head)
|
|
|
|
{
|
|
|
|
entry->next = rdata->program_cache.head;
|
|
|
|
rdata->program_cache.head->prev = entry;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
rdata->program_cache.tail = entry;
|
|
|
|
}
|
|
|
|
rdata->program_cache.head = entry;
|
|
|
|
++rdata->program_cache.count;
|
|
|
|
|
|
|
|
/* Increment the refcount of the shaders we're using */
|
|
|
|
++vertex->references;
|
|
|
|
++fragment->references;
|
|
|
|
|
|
|
|
/* Evict the last entry from the cache if we exceed the limit */
|
|
|
|
if (rdata->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
|
|
|
|
{
|
|
|
|
shaderEntry = rdata->program_cache.tail->vertex_shader;
|
|
|
|
if (--shaderEntry->references <= 0)
|
|
|
|
GLES2_EvictShader(renderer, shaderEntry);
|
|
|
|
shaderEntry = rdata->program_cache.tail->fragment_shader;
|
|
|
|
if (--shaderEntry->references <= 0)
|
|
|
|
GLES2_EvictShader(renderer, shaderEntry);
|
|
|
|
glDeleteProgram(rdata->program_cache.tail->id);
|
|
|
|
rdata->program_cache.tail = rdata->program_cache.tail->prev;
|
|
|
|
SDL_free(rdata->program_cache.tail->next);
|
|
|
|
rdata->program_cache.tail->next = NULL;
|
|
|
|
--rdata->program_cache.count;
|
|
|
|
}
|
|
|
|
return entry;
|
|
|
|
}
|
|
|
|
|
|
|
|
static GLES2_ShaderCacheEntry *
|
|
|
|
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
const GLES2_Shader *shader;
|
|
|
|
const GLES2_ShaderInstance *instance = NULL;
|
|
|
|
GLES2_ShaderCacheEntry *entry = NULL;
|
|
|
|
GLint compileSuccessful = GL_FALSE;
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
/* Find the corresponding shader */
|
|
|
|
shader = GLES2_GetShader(type, blendMode);
|
|
|
|
if (!shader)
|
|
|
|
{
|
|
|
|
SDL_SetError("No shader matching the requested characteristics was found");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Find a matching shader instance that's supported on this hardware */
|
2011-02-06 08:46:48 -08:00
|
|
|
for (i = 0; i < shader->instance_count && !instance; ++i)
|
2011-02-06 00:00:13 -08:00
|
|
|
{
|
2011-02-06 08:46:48 -08:00
|
|
|
for (j = 0; j < rdata->shader_format_count && !instance; ++j)
|
2011-02-06 00:00:13 -08:00
|
|
|
{
|
|
|
|
if (!shader->instances)
|
|
|
|
continue;
|
2011-02-06 08:46:48 -08:00
|
|
|
if (!shader->instances[i])
|
|
|
|
continue;
|
2011-02-06 00:00:13 -08:00
|
|
|
if (shader->instances[i]->format != rdata->shader_formats[j])
|
|
|
|
continue;
|
|
|
|
instance = shader->instances[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!instance)
|
|
|
|
{
|
|
|
|
SDL_SetError("The specified shader cannot be loaded on the current platform");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Check if we've already cached this shader */
|
|
|
|
entry = rdata->shader_cache.head;
|
|
|
|
while (entry)
|
|
|
|
{
|
|
|
|
if (entry->instance == instance)
|
|
|
|
break;
|
|
|
|
entry = entry->next;
|
|
|
|
}
|
|
|
|
if (entry)
|
|
|
|
return entry;
|
|
|
|
|
|
|
|
/* Create a shader cache entry */
|
|
|
|
entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
|
|
|
|
if (!entry)
|
|
|
|
{
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
entry->type = type;
|
|
|
|
entry->instance = instance;
|
|
|
|
|
|
|
|
/* Compile or load the selected shader instance */
|
|
|
|
glGetError();
|
|
|
|
entry->id = glCreateShader(instance->type);
|
|
|
|
if (instance->format == (GLenum)-1)
|
|
|
|
{
|
2011-02-06 10:59:37 -08:00
|
|
|
glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
|
2011-02-06 00:00:13 -08:00
|
|
|
glCompileShader(entry->id);
|
|
|
|
glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
|
|
|
|
compileSuccessful = GL_TRUE;
|
|
|
|
}
|
|
|
|
if (glGetError() != GL_NO_ERROR || !compileSuccessful)
|
|
|
|
{
|
2011-02-06 10:59:37 -08:00
|
|
|
char *info = NULL;
|
|
|
|
int length;
|
|
|
|
|
|
|
|
glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
|
|
|
|
if (length > 0) {
|
|
|
|
info = SDL_stack_alloc(char, length);
|
|
|
|
if (info) {
|
|
|
|
glGetShaderInfoLog(entry->id, length, &length, info);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (info) {
|
|
|
|
SDL_SetError("Failed to load the shader: %s", info);
|
|
|
|
SDL_stack_free(info);
|
|
|
|
} else {
|
|
|
|
SDL_SetError("Failed to load the shader");
|
|
|
|
}
|
2011-02-06 00:00:13 -08:00
|
|
|
glDeleteShader(entry->id);
|
|
|
|
SDL_free(entry);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Link the shader entry in at the front of the cache */
|
|
|
|
if (rdata->shader_cache.head)
|
|
|
|
{
|
|
|
|
entry->next = rdata->shader_cache.head;
|
|
|
|
rdata->shader_cache.head->prev = entry;
|
|
|
|
}
|
|
|
|
rdata->shader_cache.head = entry;
|
|
|
|
++rdata->shader_cache.count;
|
|
|
|
return entry;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
|
|
|
|
/* Unlink the shader from the cache */
|
|
|
|
if (entry->next)
|
|
|
|
entry->next->prev = entry->prev;
|
|
|
|
if (entry->prev)
|
|
|
|
entry->prev->next = entry->next;
|
|
|
|
if (rdata->shader_cache.head == entry)
|
|
|
|
rdata->shader_cache.head = entry->next;
|
|
|
|
--rdata->shader_cache.count;
|
|
|
|
|
|
|
|
/* Deallocate the shader */
|
|
|
|
glDeleteShader(entry->id);
|
|
|
|
SDL_free(entry);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_ShaderCacheEntry *vertex = NULL;
|
|
|
|
GLES2_ShaderCacheEntry *fragment = NULL;
|
|
|
|
GLES2_ShaderType vtype, ftype;
|
|
|
|
GLES2_ProgramCacheEntry *program;
|
|
|
|
|
|
|
|
/* Select an appropriate shader pair for the specified modes */
|
|
|
|
vtype = GLES2_SHADER_VERTEX_DEFAULT;
|
|
|
|
switch (source)
|
|
|
|
{
|
|
|
|
case GLES2_IMAGESOURCE_SOLID:
|
|
|
|
ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
|
|
|
|
break;
|
|
|
|
case GLES2_IMAGESOURCE_TEXTURE:
|
|
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_SRC;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Load the requested shaders */
|
|
|
|
vertex = GLES2_CacheShader(renderer, vtype, blendMode);
|
|
|
|
if (!vertex)
|
|
|
|
goto fault;
|
|
|
|
fragment = GLES2_CacheShader(renderer, ftype, blendMode);
|
|
|
|
if (!fragment)
|
|
|
|
goto fault;
|
|
|
|
|
|
|
|
/* Check if we need to change programs at all */
|
|
|
|
if (rdata->current_program &&
|
|
|
|
rdata->current_program->vertex_shader == vertex &&
|
|
|
|
rdata->current_program->fragment_shader == fragment)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
/* Generate a matching program */
|
|
|
|
program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
|
|
|
|
if (!program)
|
|
|
|
goto fault;
|
|
|
|
|
|
|
|
/* Select that program in OpenGL */
|
|
|
|
glGetError();
|
|
|
|
glUseProgram(program->id);
|
|
|
|
if (glGetError() != GL_NO_ERROR)
|
|
|
|
{
|
|
|
|
SDL_SetError("Failed to select program");
|
|
|
|
goto fault;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Set the current program */
|
|
|
|
rdata->current_program = program;
|
|
|
|
|
|
|
|
/* Activate an orthographic projection */
|
|
|
|
if (GLES2_SetOrthographicProjection(renderer) < 0)
|
|
|
|
goto fault;
|
|
|
|
|
|
|
|
/* Clean up and return */
|
|
|
|
return 0;
|
|
|
|
fault:
|
|
|
|
if (vertex && vertex->references <= 0)
|
|
|
|
GLES2_EvictShader(renderer, vertex);
|
|
|
|
if (fragment && fragment->references <= 0)
|
|
|
|
GLES2_EvictShader(renderer, fragment);
|
|
|
|
rdata->current_program = NULL;
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
SDL_Window *window = renderer->window;
|
|
|
|
int w, h;
|
|
|
|
GLfloat projection[4][4];
|
|
|
|
GLuint locProjection;
|
|
|
|
|
|
|
|
/* Get the window width and height */
|
|
|
|
SDL_GetWindowSize(window, &w, &h);
|
|
|
|
|
|
|
|
/* Prepare an orthographic projection */
|
|
|
|
projection[0][0] = 2.0f / w;
|
|
|
|
projection[0][1] = 0.0f;
|
|
|
|
projection[0][2] = 0.0f;
|
|
|
|
projection[0][3] = 0.0f;
|
|
|
|
projection[1][0] = 0.0f;
|
|
|
|
projection[1][1] = -2.0f / h;
|
|
|
|
projection[1][2] = 0.0f;
|
|
|
|
projection[1][3] = 0.0f;
|
|
|
|
projection[2][0] = 0.0f;
|
|
|
|
projection[2][1] = 0.0f;
|
|
|
|
projection[2][2] = 1.0f;
|
|
|
|
projection[2][3] = 0.0f;
|
|
|
|
projection[3][0] = -1.0f;
|
|
|
|
projection[3][1] = 1.0f;
|
|
|
|
projection[3][2] = 0.0f;
|
|
|
|
projection[3][3] = 1.0f;
|
|
|
|
|
|
|
|
/* Set the projection matrix */
|
|
|
|
locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
|
|
|
|
glGetError();
|
|
|
|
glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
|
|
|
|
if (glGetError() != GL_NO_ERROR)
|
|
|
|
{
|
|
|
|
SDL_SetError("Failed to set orthographic projection");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*************************************************************************************************
|
|
|
|
* Rendering functions *
|
|
|
|
*************************************************************************************************/
|
|
|
|
|
|
|
|
static int GLES2_RenderClear(SDL_Renderer *renderer);
|
|
|
|
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count);
|
|
|
|
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count);
|
|
|
|
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect **rects, int count);
|
|
|
|
static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
|
|
|
|
const SDL_Rect *dstrect);
|
|
|
|
static void GLES2_RenderPresent(SDL_Renderer *renderer);
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderClear(SDL_Renderer *renderer)
|
|
|
|
{
|
|
|
|
float r = (float)renderer->r / 255.0f;
|
|
|
|
float g = (float)renderer->g / 255.0f;
|
|
|
|
float b = (float)renderer->b / 255.0f;
|
|
|
|
float a = (float)renderer->a / 255.0f;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
/* Clear the backbuffer with the selected color */
|
|
|
|
glClearColor(r, g, b, a);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GLES2_SetBlendMode(int blendMode)
|
|
|
|
{
|
|
|
|
switch (blendMode)
|
|
|
|
{
|
|
|
|
case SDL_BLENDMODE_NONE:
|
|
|
|
default:
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
break;
|
|
|
|
case SDL_BLENDMODE_BLEND:
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
break;
|
|
|
|
case SDL_BLENDMODE_ADD:
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
break;
|
|
|
|
case SDL_BLENDMODE_MOD:
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLfloat *vertices;
|
|
|
|
SDL_BlendMode blendMode;
|
|
|
|
int alpha;
|
|
|
|
GLuint locColor;
|
|
|
|
int idx;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
blendMode = renderer->blendMode;
|
|
|
|
alpha = renderer->a;
|
|
|
|
|
|
|
|
/* Activate an appropriate shader and set the projection matrix */
|
|
|
|
if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
/* Select the color to draw with */
|
|
|
|
locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
|
|
|
|
glGetError();
|
|
|
|
glUniform4f(locColor,
|
|
|
|
renderer->r / 255.0f,
|
|
|
|
renderer->g / 255.0f,
|
|
|
|
renderer->b / 255.0f,
|
|
|
|
alpha / 255.0f);
|
|
|
|
|
|
|
|
/* Configure the correct blend mode */
|
|
|
|
GLES2_SetBlendMode(blendMode);
|
|
|
|
|
|
|
|
/* Emit the specified vertices as points */
|
|
|
|
vertices = SDL_stack_alloc(GLfloat, count * 2);
|
|
|
|
for (idx = 0; idx < count; ++idx)
|
|
|
|
{
|
|
|
|
GLfloat x = (GLfloat)points[idx].x + 0.5f;
|
|
|
|
GLfloat y = (GLfloat)points[idx].y + 0.5f;
|
|
|
|
|
|
|
|
vertices[idx * 2] = x;
|
|
|
|
vertices[(idx * 2) + 1] = y;
|
|
|
|
}
|
|
|
|
glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
|
|
glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
|
|
|
glDrawArrays(GL_POINTS, 0, count);
|
|
|
|
glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
|
|
SDL_stack_free(vertices);
|
|
|
|
if (glGetError() != GL_NO_ERROR)
|
|
|
|
{
|
|
|
|
SDL_SetError("Failed to render lines");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLfloat *vertices;
|
|
|
|
SDL_BlendMode blendMode;
|
|
|
|
int alpha;
|
|
|
|
GLuint locColor;
|
|
|
|
int idx;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
blendMode = renderer->blendMode;
|
|
|
|
alpha = renderer->a;
|
|
|
|
|
|
|
|
/* Activate an appropriate shader and set the projection matrix */
|
|
|
|
if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
/* Select the color to draw with */
|
|
|
|
locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
|
|
|
|
glGetError();
|
|
|
|
glUniform4f(locColor,
|
|
|
|
renderer->r / 255.0f,
|
|
|
|
renderer->g / 255.0f,
|
|
|
|
renderer->b / 255.0f,
|
|
|
|
alpha / 255.0f);
|
|
|
|
|
|
|
|
/* Configure the correct blend mode */
|
|
|
|
GLES2_SetBlendMode(blendMode);
|
|
|
|
|
|
|
|
/* Emit a line strip including the specified vertices */
|
|
|
|
vertices = SDL_stack_alloc(GLfloat, count * 2);
|
|
|
|
for (idx = 0; idx < count; ++idx)
|
|
|
|
{
|
|
|
|
GLfloat x = (GLfloat)points[idx].x + 0.5f;
|
|
|
|
GLfloat y = (GLfloat)points[idx].y + 0.5f;
|
|
|
|
|
|
|
|
vertices[idx * 2] = x;
|
|
|
|
vertices[(idx * 2) + 1] = y;
|
|
|
|
}
|
|
|
|
glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
|
|
glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
|
|
|
glDrawArrays(GL_LINE_STRIP, 0, count);
|
|
|
|
glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
|
|
SDL_stack_free(vertices);
|
|
|
|
if (glGetError() != GL_NO_ERROR)
|
|
|
|
{
|
|
|
|
SDL_SetError("Failed to render lines");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect **rects, int count)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLfloat vertices[8];
|
|
|
|
SDL_BlendMode blendMode;
|
|
|
|
int alpha;
|
|
|
|
GLuint locColor;
|
|
|
|
int idx;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
blendMode = renderer->blendMode;
|
|
|
|
alpha = renderer->a;
|
|
|
|
|
|
|
|
/* Activate an appropriate shader and set the projection matrix */
|
|
|
|
if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
/* Select the color to draw with */
|
|
|
|
locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
|
|
|
|
glGetError();
|
|
|
|
glUniform4f(locColor,
|
|
|
|
renderer->r / 255.0f,
|
|
|
|
renderer->g / 255.0f,
|
|
|
|
renderer->b / 255.0f,
|
|
|
|
alpha / 255.0f);
|
|
|
|
|
|
|
|
/* Configure the correct blend mode */
|
|
|
|
GLES2_SetBlendMode(blendMode);
|
|
|
|
|
|
|
|
/* Emit a line loop for each rectangle */
|
|
|
|
glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
|
|
for (idx = 0; idx < count; ++idx)
|
|
|
|
{
|
|
|
|
GLfloat xMin = (GLfloat)rects[idx]->x;
|
|
|
|
GLfloat xMax = (GLfloat)(rects[idx]->x + rects[idx]->w);
|
|
|
|
GLfloat yMin = (GLfloat)rects[idx]->y;
|
|
|
|
GLfloat yMax = (GLfloat)(rects[idx]->y + rects[idx]->h);
|
|
|
|
|
|
|
|
vertices[0] = xMin;
|
|
|
|
vertices[1] = yMin;
|
|
|
|
vertices[2] = xMax;
|
|
|
|
vertices[3] = yMin;
|
|
|
|
vertices[4] = xMin;
|
|
|
|
vertices[5] = yMax;
|
|
|
|
vertices[6] = xMax;
|
|
|
|
vertices[7] = yMax;
|
|
|
|
glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
}
|
|
|
|
glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
|
|
if (glGetError() != GL_NO_ERROR)
|
|
|
|
{
|
|
|
|
SDL_SetError("Failed to render lines");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
|
|
|
|
const SDL_Rect *dstrect)
|
|
|
|
{
|
|
|
|
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ImageSource sourceType;
|
|
|
|
SDL_BlendMode blendMode;
|
|
|
|
int alpha;
|
|
|
|
GLfloat vertices[8];
|
|
|
|
GLfloat texCoords[8];
|
|
|
|
GLuint locTexture;
|
|
|
|
GLuint locModulation;
|
|
|
|
GLuint locColorTable;
|
|
|
|
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
/* Activate an appropriate shader and set the projection matrix */
|
|
|
|
blendMode = texture->blendMode;
|
|
|
|
alpha = texture->a;
|
|
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE;
|
|
|
|
if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
/* Select the target texture */
|
|
|
|
locTexture = rdata->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
|
|
|
|
glGetError();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
glBindTexture(tdata->texture_type, tdata->texture);
|
|
|
|
glUniform1i(locTexture, 0);
|
|
|
|
|
|
|
|
/* Configure texture blending */
|
|
|
|
GLES2_SetBlendMode(blendMode);
|
|
|
|
|
|
|
|
/* Configure color modulation */
|
|
|
|
locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
|
|
|
|
glUniform4f(locModulation,
|
|
|
|
texture->r / 255.0f,
|
|
|
|
texture->g / 255.0f,
|
|
|
|
texture->b / 255.0f,
|
|
|
|
alpha / 255.0f);
|
|
|
|
|
|
|
|
/* Emit the textured quad */
|
|
|
|
glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
|
glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
|
|
vertices[0] = (GLfloat)dstrect->x;
|
|
|
|
vertices[1] = (GLfloat)dstrect->y;
|
|
|
|
vertices[2] = (GLfloat)(dstrect->x + dstrect->w);
|
|
|
|
vertices[3] = (GLfloat)dstrect->y;
|
|
|
|
vertices[4] = (GLfloat)dstrect->x;
|
|
|
|
vertices[5] = (GLfloat)(dstrect->y + dstrect->h);
|
|
|
|
vertices[6] = (GLfloat)(dstrect->x + dstrect->w);
|
|
|
|
vertices[7] = (GLfloat)(dstrect->y + dstrect->h);
|
|
|
|
glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
|
|
|
texCoords[0] = srcrect->x / (GLfloat)texture->w;
|
|
|
|
texCoords[1] = srcrect->y / (GLfloat)texture->h;
|
|
|
|
texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
|
|
texCoords[3] = srcrect->y / (GLfloat)texture->h;
|
|
|
|
texCoords[4] = srcrect->x / (GLfloat)texture->w;
|
|
|
|
texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
|
|
texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
|
|
texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
|
|
glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
|
|
glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
|
if (glGetError() != GL_NO_ERROR)
|
|
|
|
{
|
|
|
|
SDL_SetError("Failed to render texture");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GLES2_RenderPresent(SDL_Renderer *renderer)
|
|
|
|
{
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
|
|
/* Tell the video driver to swap buffers */
|
|
|
|
SDL_GL_SwapWindow(renderer->window);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*************************************************************************************************
|
|
|
|
* Renderer instantiation *
|
|
|
|
*************************************************************************************************/
|
|
|
|
|
|
|
|
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
|
|
|
|
|
|
|
|
static SDL_Renderer *
|
|
|
|
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
GLES2_DriverContext *rdata;
|
2011-02-07 17:44:07 -08:00
|
|
|
Uint32 window_flags;
|
2011-02-06 00:00:13 -08:00
|
|
|
GLint nFormats;
|
|
|
|
#ifndef ZUNE_HD
|
|
|
|
GLboolean hasCompiler;
|
|
|
|
#endif
|
|
|
|
|
2011-02-07 17:44:07 -08:00
|
|
|
window_flags = SDL_GetWindowFlags(window);
|
|
|
|
if (!(window_flags & SDL_WINDOW_OPENGL)) {
|
|
|
|
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-02-06 00:00:13 -08:00
|
|
|
/* Create the renderer struct */
|
|
|
|
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
|
2011-02-06 10:22:25 -08:00
|
|
|
if (!renderer) {
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2011-02-06 00:00:13 -08:00
|
|
|
rdata = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
|
2011-02-06 10:22:25 -08:00
|
|
|
if (!rdata) {
|
|
|
|
GLES2_DestroyRenderer(renderer);
|
2011-02-06 00:00:13 -08:00
|
|
|
SDL_OutOfMemory();
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
renderer->info = GLES2_RenderDriver.info;
|
|
|
|
renderer->window = window;
|
|
|
|
renderer->driverdata = rdata;
|
|
|
|
|
2011-02-06 02:35:14 -08:00
|
|
|
renderer->info.flags = SDL_RENDERER_ACCELERATED;
|
|
|
|
|
2011-02-06 10:22:25 -08:00
|
|
|
/* Create an OpenGL ES 2.0 context */
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
|
|
|
|
2011-02-06 00:00:13 -08:00
|
|
|
rdata->context = SDL_GL_CreateContext(window);
|
|
|
|
if (!rdata->context)
|
|
|
|
{
|
2011-02-06 10:22:25 -08:00
|
|
|
GLES2_DestroyRenderer(renderer);
|
2011-02-06 00:00:13 -08:00
|
|
|
return NULL;
|
|
|
|
}
|
2011-02-06 00:48:16 -08:00
|
|
|
if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
|
2011-02-06 10:22:25 -08:00
|
|
|
GLES2_DestroyRenderer(renderer);
|
2011-02-06 00:48:16 -08:00
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2011-02-06 00:00:13 -08:00
|
|
|
|
|
|
|
/* Determine supported shader formats */
|
|
|
|
/* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
|
|
|
|
glGetError();
|
|
|
|
#ifdef ZUNE_HD
|
|
|
|
nFormats = 1;
|
|
|
|
#else /* !ZUNE_HD */
|
|
|
|
glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
|
|
|
|
glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
|
|
|
|
if (hasCompiler)
|
|
|
|
++nFormats;
|
|
|
|
#endif /* ZUNE_HD */
|
|
|
|
rdata->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
|
|
|
|
if (!rdata->shader_formats)
|
|
|
|
{
|
2011-02-06 10:22:25 -08:00
|
|
|
GLES2_DestroyRenderer(renderer);
|
2011-02-06 00:00:13 -08:00
|
|
|
SDL_OutOfMemory();
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
rdata->shader_format_count = nFormats;
|
|
|
|
#ifdef ZUNE_HD
|
|
|
|
rdata->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
|
|
|
|
#else /* !ZUNE_HD */
|
|
|
|
glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)rdata->shader_formats);
|
|
|
|
if (glGetError() != GL_NO_ERROR)
|
|
|
|
{
|
2011-02-06 10:22:25 -08:00
|
|
|
GLES2_DestroyRenderer(renderer);
|
2011-02-06 00:00:13 -08:00
|
|
|
SDL_SetError("Failed to query supported shader formats");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
if (hasCompiler)
|
|
|
|
rdata->shader_formats[nFormats - 1] = (GLenum)-1;
|
|
|
|
#endif /* ZUNE_HD */
|
2011-02-06 19:12:55 -08:00
|
|
|
|
|
|
|
rdata->updateSize = SDL_TRUE;
|
2011-02-06 00:00:13 -08:00
|
|
|
|
|
|
|
/* Populate the function pointers for the module */
|
|
|
|
renderer->WindowEvent = &GLES2_WindowEvent;
|
|
|
|
renderer->CreateTexture = &GLES2_CreateTexture;
|
|
|
|
renderer->UpdateTexture = &GLES2_UpdateTexture;
|
|
|
|
renderer->LockTexture = &GLES2_LockTexture;
|
|
|
|
renderer->UnlockTexture = &GLES2_UnlockTexture;
|
|
|
|
renderer->RenderClear = &GLES2_RenderClear;
|
|
|
|
renderer->RenderDrawPoints = &GLES2_RenderDrawPoints;
|
|
|
|
renderer->RenderDrawLines = &GLES2_RenderDrawLines;
|
|
|
|
renderer->RenderFillRects = &GLES2_RenderFillRects;
|
|
|
|
renderer->RenderCopy = &GLES2_RenderCopy;
|
|
|
|
renderer->RenderPresent = &GLES2_RenderPresent;
|
|
|
|
renderer->DestroyTexture = &GLES2_DestroyTexture;
|
|
|
|
renderer->DestroyRenderer = &GLES2_DestroyRenderer;
|
|
|
|
return renderer;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif /* SDL_VIDEO_RENDER_OGL_ES2 */
|
|
|
|
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|