2006-07-19 07:18:45 +00:00
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/*
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SDL - Simple DirectMedia Layer
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2011-02-11 22:37:15 -08:00
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Copyright (C) 1997-2011 Sam Lantinga
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2006-07-19 07:18:45 +00:00
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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#include "SDL_config.h"
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2011-02-08 10:04:09 -08:00
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#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
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2006-07-22 08:33:18 +00:00
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2011-02-08 22:40:19 -08:00
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#include "SDL_hints.h"
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#include "SDL_log.h"
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2006-07-22 08:33:18 +00:00
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#include "SDL_opengl.h"
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2011-02-02 14:34:54 -08:00
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#include "../SDL_sysrender.h"
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2011-02-08 16:27:52 -08:00
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#include "SDL_shaders_gl.h"
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2006-07-19 07:18:45 +00:00
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2007-08-15 04:04:17 +00:00
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#ifdef __MACOSX__
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#include <OpenGL/OpenGL.h>
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#endif
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2008-11-22 06:59:22 +00:00
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2006-07-19 07:18:45 +00:00
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/* OpenGL renderer implementation */
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2007-08-12 07:02:28 +00:00
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/* Details on optimizing the texture path on Mac OS X:
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2011-02-06 00:48:41 -08:00
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http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
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2007-08-12 07:02:28 +00:00
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*/
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2011-02-02 14:34:54 -08:00
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/* Used to re-create the window with OpenGL capability */
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extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
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2008-12-06 00:56:47 +00:00
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2006-08-28 03:17:39 +00:00
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static const float inv255f = 1.0f / 255.0f;
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2006-07-19 07:18:45 +00:00
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
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2011-02-01 19:19:43 -08:00
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static void GL_WindowEvent(SDL_Renderer * renderer,
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const SDL_WindowEvent *event);
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2006-07-19 07:18:45 +00:00
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static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, const void *pixels,
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int pitch);
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static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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2011-02-03 00:19:40 -08:00
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const SDL_Rect * rect, void **pixels, int *pitch);
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2006-07-19 07:18:45 +00:00
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static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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2011-02-15 13:59:59 -08:00
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static int GL_UpdateViewport(SDL_Renderer * renderer);
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2009-12-23 01:55:00 +00:00
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static int GL_RenderClear(SDL_Renderer * renderer);
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static int GL_RenderDrawPoints(SDL_Renderer * renderer,
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const SDL_Point * points, int count);
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static int GL_RenderDrawLines(SDL_Renderer * renderer,
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const SDL_Point * points, int count);
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static int GL_RenderFillRects(SDL_Renderer * renderer,
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2011-02-15 13:59:59 -08:00
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const SDL_Rect * rects, int count);
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2006-07-19 07:18:45 +00:00
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static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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2006-08-28 03:17:39 +00:00
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const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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2009-11-15 04:58:03 +00:00
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static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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2009-11-16 07:13:07 +00:00
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Uint32 pixel_format, void * pixels, int pitch);
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2006-07-19 07:18:45 +00:00
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static void GL_RenderPresent(SDL_Renderer * renderer);
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static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_DestroyRenderer(SDL_Renderer * renderer);
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SDL_RenderDriver GL_RenderDriver = {
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GL_CreateRenderer,
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{
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"opengl",
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2011-02-06 00:48:41 -08:00
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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2011-02-03 00:19:40 -08:00
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1,
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{SDL_PIXELFORMAT_ARGB8888},
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2006-07-19 07:18:45 +00:00
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0,
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0}
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};
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typedef struct
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{
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SDL_GLContext context;
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2006-07-22 21:58:17 +00:00
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SDL_bool GL_ARB_texture_rectangle_supported;
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2011-02-19 21:51:21 -08:00
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struct {
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GL_Shader shader;
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Uint32 color;
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int blendMode;
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GLenum scaleMode;
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} current;
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2006-07-22 23:04:41 +00:00
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/* OpenGL functions */
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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2011-02-06 02:35:14 -08:00
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#include "SDL_glfuncs.h"
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2006-07-22 23:04:41 +00:00
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#undef SDL_PROC
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2006-08-06 23:34:59 +00:00
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2007-08-12 16:53:58 +00:00
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void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
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const GLvoid * pointer);
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2011-02-08 16:27:52 -08:00
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/* Multitexture support */
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SDL_bool GL_ARB_multitexture_supported;
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PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
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2011-02-19 14:27:16 -08:00
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GLint num_texture_units;
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2011-02-08 16:27:52 -08:00
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/* Shader support */
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GL_ShaderContext *shaders;
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2006-07-19 07:18:45 +00:00
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} GL_RenderData;
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typedef struct
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{
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GLuint texture;
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2006-07-22 08:33:18 +00:00
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GLenum type;
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2006-07-19 07:18:45 +00:00
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GLfloat texw;
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GLfloat texh;
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2006-07-22 08:33:18 +00:00
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GLenum format;
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GLenum formattype;
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2006-07-19 07:18:45 +00:00
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void *pixels;
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int pitch;
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2011-02-19 21:51:21 -08:00
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int scaleMode;
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2011-02-08 10:38:12 -08:00
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SDL_Rect locked_rect;
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2011-02-12 00:25:02 -08:00
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/* YV12 texture support */
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SDL_bool yuv;
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GLuint utexture;
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GLuint vtexture;
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2006-07-19 07:18:45 +00:00
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} GL_TextureData;
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2006-07-22 21:02:57 +00:00
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static void
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GL_SetError(const char *prefix, GLenum result)
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{
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const char *error;
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switch (result) {
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case GL_NO_ERROR:
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error = "GL_NO_ERROR";
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break;
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case GL_INVALID_ENUM:
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error = "GL_INVALID_ENUM";
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break;
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case GL_INVALID_VALUE:
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error = "GL_INVALID_VALUE";
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break;
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case GL_INVALID_OPERATION:
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error = "GL_INVALID_OPERATION";
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break;
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case GL_STACK_OVERFLOW:
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error = "GL_STACK_OVERFLOW";
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break;
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case GL_STACK_UNDERFLOW:
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error = "GL_STACK_UNDERFLOW";
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break;
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case GL_OUT_OF_MEMORY:
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error = "GL_OUT_OF_MEMORY";
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break;
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case GL_TABLE_TOO_LARGE:
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error = "GL_TABLE_TOO_LARGE";
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break;
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default:
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error = "UNKNOWN";
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break;
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}
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SDL_SetError("%s: %s", prefix, error);
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}
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2006-07-22 23:04:41 +00:00
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static int
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GL_LoadFunctions(GL_RenderData * data)
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{
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#ifdef __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#else
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#define SDL_PROC(ret,func,params) \
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do { \
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data->func = SDL_GL_GetProcAddress(#func); \
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if ( ! data->func ) { \
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SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
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return -1; \
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} \
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} while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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2011-02-06 02:35:14 -08:00
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#include "SDL_glfuncs.h"
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2006-07-22 23:04:41 +00:00
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#undef SDL_PROC
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return 0;
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}
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2011-02-15 13:59:59 -08:00
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int
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GL_ActivateRenderer(SDL_Renderer * renderer)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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if (SDL_CurrentContext != data->context) {
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if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
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return -1;
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}
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SDL_CurrentContext = data->context;
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GL_UpdateViewport(renderer);
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}
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return 0;
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}
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2011-02-19 21:51:21 -08:00
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/* This is called if we need to invalidate all of the SDL OpenGL state */
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static void
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GL_ResetState(SDL_Renderer *renderer)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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if (SDL_CurrentContext == data->context) {
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GL_UpdateViewport(renderer);
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} else {
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GL_ActivateRenderer(renderer);
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}
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data->current.shader = SHADER_NONE;
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data->current.color = 0;
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data->current.blendMode = -1;
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data->current.scaleMode = 0;
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data->glDisable(GL_DEPTH_TEST);
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data->glDisable(GL_CULL_FACE);
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/* This ended up causing video discrepancies between OpenGL and Direct3D */
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/*data->glEnable(GL_LINE_SMOOTH);*/
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data->glMatrixMode(GL_MODELVIEW);
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data->glLoadIdentity();
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}
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2006-07-19 07:18:45 +00:00
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SDL_Renderer *
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GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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SDL_Renderer *renderer;
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GL_RenderData *data;
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2011-02-08 22:40:19 -08:00
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const char *hint;
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2006-07-28 08:43:17 +00:00
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GLint value;
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2011-02-02 14:34:54 -08:00
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Uint32 window_flags;
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2006-07-19 07:18:45 +00:00
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2011-02-02 14:34:54 -08:00
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window_flags = SDL_GetWindowFlags(window);
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if (!(window_flags & SDL_WINDOW_OPENGL)) {
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if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
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2006-07-22 21:02:57 +00:00
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return NULL;
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}
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2006-07-19 07:18:45 +00:00
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}
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2006-07-22 08:33:18 +00:00
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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2006-07-19 07:18:45 +00:00
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if (!renderer) {
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SDL_OutOfMemory();
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return NULL;
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}
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2006-07-22 08:33:18 +00:00
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data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
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2006-07-19 07:18:45 +00:00
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if (!data) {
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GL_DestroyRenderer(renderer);
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SDL_OutOfMemory();
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return NULL;
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}
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2011-02-01 19:19:43 -08:00
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renderer->WindowEvent = GL_WindowEvent;
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2006-07-19 07:18:45 +00:00
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renderer->CreateTexture = GL_CreateTexture;
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renderer->UpdateTexture = GL_UpdateTexture;
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renderer->LockTexture = GL_LockTexture;
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renderer->UnlockTexture = GL_UnlockTexture;
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2011-02-15 13:59:59 -08:00
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renderer->UpdateViewport = GL_UpdateViewport;
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2009-12-23 01:55:00 +00:00
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renderer->RenderClear = GL_RenderClear;
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renderer->RenderDrawPoints = GL_RenderDrawPoints;
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renderer->RenderDrawLines = GL_RenderDrawLines;
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renderer->RenderFillRects = GL_RenderFillRects;
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2006-07-19 07:18:45 +00:00
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renderer->RenderCopy = GL_RenderCopy;
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2009-11-15 04:58:03 +00:00
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renderer->RenderReadPixels = GL_RenderReadPixels;
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2006-07-19 07:18:45 +00:00
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renderer->RenderPresent = GL_RenderPresent;
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renderer->DestroyTexture = GL_DestroyTexture;
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renderer->DestroyRenderer = GL_DestroyRenderer;
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renderer->info = GL_RenderDriver.info;
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2011-02-01 12:19:46 -08:00
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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2011-02-15 13:59:59 -08:00
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renderer->driverdata = data;
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2006-07-19 07:18:45 +00:00
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2010-01-21 06:21:52 +00:00
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data->context = SDL_GL_CreateContext(window);
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2006-07-19 07:18:45 +00:00
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if (!data->context) {
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GL_DestroyRenderer(renderer);
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return NULL;
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}
|
2010-01-21 06:21:52 +00:00
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if (SDL_GL_MakeCurrent(window, data->context) < 0) {
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2006-07-19 07:18:45 +00:00
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GL_DestroyRenderer(renderer);
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return NULL;
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}
|
2011-02-06 02:35:14 -08:00
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if (GL_LoadFunctions(data) < 0) {
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GL_DestroyRenderer(renderer);
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return NULL;
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}
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|
2007-08-15 04:04:17 +00:00
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#ifdef __MACOSX__
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/* Enable multi-threaded rendering */
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/* Disabled until Ryan finishes his VBO/PBO code...
|
2008-01-08 00:10:46 +00:00
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CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
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*/
|
2007-08-15 04:04:17 +00:00
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#endif
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2006-08-05 17:09:42 +00:00
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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2006-07-19 07:18:45 +00:00
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SDL_GL_SetSwapInterval(1);
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} else {
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SDL_GL_SetSwapInterval(0);
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}
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if (SDL_GL_GetSwapInterval() > 0) {
|
2006-08-05 17:09:42 +00:00
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|
|
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
|
2006-07-19 07:18:45 +00:00
|
|
|
}
|
|
|
|
|
2006-07-28 08:43:17 +00:00
|
|
|
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;
|
2006-07-22 08:33:18 +00:00
|
|
|
|
2006-07-22 21:58:17 +00:00
|
|
|
if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
|
|
|
|
|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
|
|
|
|
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
|
|
|
|
}
|
2007-08-12 16:53:58 +00:00
|
|
|
if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
|
|
|
|
data->glTextureRangeAPPLE =
|
|
|
|
(void (*)(GLenum, GLsizei, const GLvoid *))
|
|
|
|
SDL_GL_GetProcAddress("glTextureRangeAPPLE");
|
|
|
|
}
|
2006-07-22 08:33:18 +00:00
|
|
|
|
2011-02-08 16:27:52 -08:00
|
|
|
/* 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 */
|
2011-02-08 22:40:19 -08:00
|
|
|
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");
|
2011-02-08 16:27:52 -08:00
|
|
|
|
|
|
|
/* 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;
|
2011-02-12 00:25:02 -08:00
|
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
|
2011-02-08 16:27:52 -08:00
|
|
|
}
|
|
|
|
|
2006-07-19 07:18:45 +00:00
|
|
|
/* Set up parameters for rendering */
|
2011-02-19 21:51:21 -08:00
|
|
|
GL_ResetState(renderer);
|
2006-07-19 07:18:45 +00:00
|
|
|
|
|
|
|
return renderer;
|
|
|
|
}
|
|
|
|
|
2011-02-01 19:19:43 -08:00
|
|
|
static void
|
|
|
|
GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
2006-08-06 04:39:13 +00:00
|
|
|
{
|
|
|
|
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
|
|
|
|
|
2011-02-12 19:02:14 -08:00
|
|
|
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
|
2011-02-01 19:19:43 -08:00
|
|
|
/* Rebind the context to the window area and update matrices */
|
|
|
|
SDL_CurrentContext = NULL;
|
|
|
|
}
|
2006-07-22 19:51:48 +00:00
|
|
|
}
|
|
|
|
|
2006-07-22 19:03:31 +00:00
|
|
|
static __inline__ int
|
|
|
|
power_of_2(int input)
|
|
|
|
{
|
|
|
|
int value = 1;
|
|
|
|
|
|
|
|
while (value < input) {
|
|
|
|
value <<= 1;
|
|
|
|
}
|
|
|
|
return value;
|
|
|
|
}
|
|
|
|
|
2009-11-15 08:01:34 +00:00
|
|
|
static __inline__ SDL_bool
|
|
|
|
convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
|
|
|
|
GLint* internalFormat, GLenum* format, GLenum* type)
|
2006-07-19 07:18:45 +00:00
|
|
|
{
|
2009-11-15 08:01:34 +00:00
|
|
|
switch (pixel_format) {
|
2006-08-05 17:09:42 +00:00
|
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
2009-11-15 08:01:34 +00:00
|
|
|
*internalFormat = GL_RGBA8;
|
|
|
|
*format = GL_BGRA;
|
2011-02-03 00:19:40 -08:00
|
|
|
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
|
2008-12-07 04:02:23 +00:00
|
|
|
break;
|
2011-02-12 00:25:02 -08:00
|
|
|
case SDL_PIXELFORMAT_YV12:
|
|
|
|
case SDL_PIXELFORMAT_IYUV:
|
|
|
|
*internalFormat = GL_LUMINANCE;
|
|
|
|
*format = GL_LUMINANCE;
|
|
|
|
*type = GL_UNSIGNED_BYTE;
|
|
|
|
break;
|
2006-07-22 08:33:18 +00:00
|
|
|
default:
|
2009-11-15 08:01:34 +00:00
|
|
|
return SDL_FALSE;
|
|
|
|
}
|
|
|
|
return SDL_TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
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 result;
|
|
|
|
|
2011-02-01 19:19:43 -08:00
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
|
2009-11-15 08:01:34 +00:00
|
|
|
if (!convert_format(renderdata, texture->format, &internalFormat,
|
|
|
|
&format, &type)) {
|
2011-01-12 19:33:04 -08:00
|
|
|
SDL_SetError("Texture format %s not supported by OpenGL",
|
|
|
|
SDL_GetPixelFormatName(texture->format));
|
2006-07-22 08:33:18 +00:00
|
|
|
return -1;
|
|
|
|
}
|
2006-07-19 07:18:45 +00:00
|
|
|
|
2006-07-22 08:33:18 +00:00
|
|
|
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
|
2006-07-19 07:18:45 +00:00
|
|
|
if (!data) {
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
2007-08-11 20:54:31 +00:00
|
|
|
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
2011-02-12 00:25:02 -08:00
|
|
|
size_t size;
|
2011-02-03 00:19:40 -08:00
|
|
|
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
|
2011-02-12 00:25:02 -08:00
|
|
|
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_malloc(size);
|
2007-08-11 20:54:31 +00:00
|
|
|
if (!data->pixels) {
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
SDL_free(data);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-07-19 07:18:45 +00:00
|
|
|
texture->driverdata = data;
|
|
|
|
|
2006-07-22 23:04:41 +00:00
|
|
|
renderdata->glGetError();
|
|
|
|
renderdata->glGenTextures(1, &data->texture);
|
2006-07-22 21:58:17 +00:00
|
|
|
if (renderdata->GL_ARB_texture_rectangle_supported) {
|
|
|
|
data->type = GL_TEXTURE_RECTANGLE_ARB;
|
|
|
|
texture_w = texture->w;
|
|
|
|
texture_h = texture->h;
|
2008-12-06 00:56:47 +00:00
|
|
|
data->texw = (GLfloat) texture_w;
|
|
|
|
data->texh = (GLfloat) texture_h;
|
2006-07-22 21:58:17 +00:00
|
|
|
} else {
|
|
|
|
data->type = GL_TEXTURE_2D;
|
|
|
|
texture_w = power_of_2(texture->w);
|
|
|
|
texture_h = power_of_2(texture->h);
|
2008-12-06 00:56:47 +00:00
|
|
|
data->texw = (GLfloat) (texture->w) / texture_w;
|
2006-07-22 21:58:17 +00:00
|
|
|
data->texh = (GLfloat) texture->h / texture_h;
|
|
|
|
}
|
2008-12-06 00:56:47 +00:00
|
|
|
|
2006-07-22 08:33:18 +00:00
|
|
|
data->format = format;
|
|
|
|
data->formattype = type;
|
2011-02-19 21:51:21 -08:00
|
|
|
data->scaleMode = GL_LINEAR;
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
renderdata->glEnable(data->type);
|
2006-07-22 23:04:41 +00:00
|
|
|
renderdata->glBindTexture(data->type, data->texture);
|
2007-08-12 07:02:28 +00:00
|
|
|
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
|
|
|
|
GL_CLAMP_TO_EDGE);
|
|
|
|
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
|
|
|
|
GL_CLAMP_TO_EDGE);
|
2008-12-06 17:43:10 +00:00
|
|
|
#ifdef __MACOSX__
|
2007-08-12 07:02:28 +00:00
|
|
|
#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);
|
|
|
|
}
|
2008-01-08 00:10:46 +00:00
|
|
|
if (texture->access == SDL_TEXTUREACCESS_STREAMING
|
|
|
|
&& texture->format == SDL_PIXELFORMAT_ARGB8888) {
|
2007-08-12 07:02:28 +00:00
|
|
|
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
|
|
|
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
|
|
|
|
texture_h, 0, format, type, data->pixels);
|
2011-02-03 00:19:40 -08:00
|
|
|
}
|
|
|
|
else
|
2007-08-12 07:02:28 +00:00
|
|
|
#endif
|
|
|
|
{
|
|
|
|
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
|
|
|
|
texture_h, 0, format, type, NULL);
|
|
|
|
}
|
2009-01-14 06:53:03 +00:00
|
|
|
renderdata->glDisable(data->type);
|
2006-07-22 23:04:41 +00:00
|
|
|
result = renderdata->glGetError();
|
2006-07-22 21:02:57 +00:00
|
|
|
if (result != GL_NO_ERROR) {
|
|
|
|
GL_SetError("glTexImage2D()", result);
|
|
|
|
return -1;
|
|
|
|
}
|
2011-02-12 00:25:02 -08:00
|
|
|
|
|
|
|
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_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_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);
|
|
|
|
}
|
2006-07-19 07:18:45 +00:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
|
const SDL_Rect * rect, const void *pixels, int pitch)
|
|
|
|
{
|
2006-07-22 23:04:41 +00:00
|
|
|
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
|
2006-07-19 07:18:45 +00:00
|
|
|
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
|
2006-07-22 21:02:57 +00:00
|
|
|
GLenum result;
|
2006-07-19 07:18:45 +00:00
|
|
|
|
2011-02-01 19:19:43 -08:00
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
|
2006-07-22 23:04:41 +00:00
|
|
|
renderdata->glGetError();
|
2011-02-08 10:38:12 -08:00
|
|
|
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
|
|
|
|
(pitch / SDL_BYTESPERPIXEL(texture->format)));
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
renderdata->glEnable(data->type);
|
2006-07-22 23:04:41 +00:00
|
|
|
renderdata->glBindTexture(data->type, data->texture);
|
|
|
|
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
|
|
|
|
rect->h, data->format, data->formattype,
|
|
|
|
pixels);
|
2011-02-12 00:25:02 -08:00
|
|
|
if (data->yuv) {
|
2011-02-12 00:42:39 -08:00
|
|
|
const void *top;
|
|
|
|
|
|
|
|
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2));
|
|
|
|
|
2011-02-12 00:25:02 -08:00
|
|
|
/* Skip to the top of the next texture */
|
2011-02-12 00:42:39 -08:00
|
|
|
top = (const void*)((const Uint8*)pixels + (texture->h-rect->y) * pitch - rect->x);
|
2011-02-12 00:25:02 -08:00
|
|
|
|
|
|
|
/* 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);
|
|
|
|
}
|
2009-01-14 06:53:03 +00:00
|
|
|
renderdata->glDisable(data->type);
|
2006-07-22 23:04:41 +00:00
|
|
|
result = renderdata->glGetError();
|
2006-07-22 21:02:57 +00:00
|
|
|
if (result != GL_NO_ERROR) {
|
|
|
|
GL_SetError("glTexSubImage2D()", result);
|
|
|
|
return -1;
|
|
|
|
}
|
2006-07-19 07:18:45 +00:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
2011-02-03 00:19:40 -08:00
|
|
|
const SDL_Rect * rect, void **pixels, int *pitch)
|
2006-07-19 07:18:45 +00:00
|
|
|
{
|
|
|
|
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
|
|
|
|
|
2011-02-08 10:38:12 -08:00
|
|
|
data->locked_rect = *rect;
|
|
|
|
*pixels =
|
2006-07-22 08:33:18 +00:00
|
|
|
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
|
2011-02-03 00:19:40 -08:00
|
|
|
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
2006-07-22 08:33:18 +00:00
|
|
|
*pitch = data->pitch;
|
2006-07-19 07:18:45 +00:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
|
{
|
|
|
|
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
|
2011-02-08 10:38:12 -08:00
|
|
|
const SDL_Rect *rect;
|
|
|
|
void *pixels;
|
2006-07-19 07:18:45 +00:00
|
|
|
|
2011-02-08 10:38:12 -08:00
|
|
|
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);
|
2006-07-19 07:18:45 +00:00
|
|
|
}
|
|
|
|
|
2011-02-15 13:59:59 -08:00
|
|
|
static int
|
|
|
|
GL_UpdateViewport(SDL_Renderer * renderer)
|
2011-02-07 20:06:26 -08:00
|
|
|
{
|
|
|
|
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
|
|
|
|
|
2011-02-15 13:59:59 -08:00
|
|
|
if (SDL_CurrentContext != data->context) {
|
|
|
|
/* We'll update the viewport after we rebind the context */
|
|
|
|
return 0;
|
|
|
|
}
|
2011-02-07 20:06:26 -08:00
|
|
|
|
2011-02-15 13:59:59 -08:00
|
|
|
data->glViewport(renderer->viewport.x, renderer->viewport.y,
|
|
|
|
renderer->viewport.w, renderer->viewport.h);
|
2011-02-07 20:06:26 -08:00
|
|
|
|
2011-02-15 13:59:59 -08:00
|
|
|
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;
|
2011-02-07 20:06:26 -08:00
|
|
|
}
|
|
|
|
|
2011-02-19 21:51:21 -08:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-12-31 07:56:56 +00:00
|
|
|
static void
|
2011-01-31 23:23:57 -08:00
|
|
|
GL_SetBlendMode(GL_RenderData * data, int blendMode)
|
2008-12-31 07:56:56 +00:00
|
|
|
{
|
2011-02-19 21:51:21 -08:00
|
|
|
if (blendMode != data->current.blendMode) {
|
2008-12-31 07:56:56 +00:00
|
|
|
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;
|
2011-02-04 19:50:56 -08:00
|
|
|
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;
|
2008-12-31 07:56:56 +00:00
|
|
|
}
|
2011-02-19 21:51:21 -08:00
|
|
|
data->current.blendMode = blendMode;
|
2008-12-31 07:56:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-02-19 21:51:21 -08:00
|
|
|
static void
|
|
|
|
GL_SetDrawingState(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
|
|
|
|
|
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
|
2011-02-21 22:26:59 -08:00
|
|
|
GL_SetColor(data, renderer->r,
|
|
|
|
renderer->g,
|
|
|
|
renderer->b,
|
|
|
|
renderer->a);
|
2011-02-19 21:51:21 -08:00
|
|
|
|
|
|
|
GL_SetBlendMode(data, renderer->blendMode);
|
|
|
|
|
|
|
|
GL_SetShader(data, SHADER_SOLID);
|
|
|
|
}
|
|
|
|
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
static int
|
2009-12-23 01:55:00 +00:00
|
|
|
GL_RenderClear(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
|
|
|
|
|
2011-02-01 19:19:43 -08:00
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
|
2009-12-23 01:55:00 +00:00
|
|
|
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)
|
2006-07-19 07:18:45 +00:00
|
|
|
{
|
|
|
|
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
|
2009-12-09 15:56:56 +00:00
|
|
|
int i;
|
2008-12-30 04:22:24 +00:00
|
|
|
|
2011-02-19 21:51:21 -08:00
|
|
|
GL_SetDrawingState(renderer);
|
2008-12-30 04:22:24 +00:00
|
|
|
|
|
|
|
data->glBegin(GL_POINTS);
|
2009-12-09 15:56:56 +00:00
|
|
|
for (i = 0; i < count; ++i) {
|
|
|
|
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
|
|
|
|
}
|
2008-12-30 04:22:24 +00:00
|
|
|
data->glEnd();
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2008-12-21 17:39:41 +00:00
|
|
|
static int
|
2009-12-23 01:55:00 +00:00
|
|
|
GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
|
|
|
|
int count)
|
2008-12-21 17:39:41 +00:00
|
|
|
{
|
|
|
|
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
|
2009-12-09 15:56:56 +00:00
|
|
|
int i;
|
2008-12-21 17:39:41 +00:00
|
|
|
|
2011-02-19 21:51:21 -08:00
|
|
|
GL_SetDrawingState(renderer);
|
2008-12-21 17:39:41 +00:00
|
|
|
|
2009-12-09 15:56:56 +00:00
|
|
|
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 {
|
2011-01-24 15:46:11 -08:00
|
|
|
#if defined(__APPLE__) || defined(__WIN32__)
|
2010-11-19 21:51:33 -08:00
|
|
|
#else
|
2010-10-16 17:14:04 -07:00
|
|
|
int x1, y1, x2, y2;
|
2010-11-19 21:51:33 -08:00
|
|
|
#endif
|
2010-10-16 17:14:04 -07:00
|
|
|
|
2009-12-09 15:56:56 +00:00
|
|
|
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);
|
2011-01-24 15:46:11 -08:00
|
|
|
#if defined(__APPLE__) || defined(__WIN32__)
|
2009-12-09 15:56:56 +00:00
|
|
|
/* 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);
|
2009-11-21 07:22:59 +00:00
|
|
|
#else
|
2009-12-09 15:56:56 +00:00
|
|
|
/* Linux seems to leave the right-most or bottom-most point open */
|
2010-10-16 17:14:04 -07:00
|
|
|
x1 = points[0].x;
|
|
|
|
y1 = points[0].y;
|
|
|
|
x2 = points[count-1].x;
|
|
|
|
y2 = points[count-1].y;
|
2009-12-09 15:56:56 +00:00
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
2009-11-21 07:22:59 +00:00
|
|
|
#endif
|
2009-12-09 15:56:56 +00:00
|
|
|
data->glEnd();
|
|
|
|
}
|
2009-11-19 04:59:19 +00:00
|
|
|
|
2008-12-21 17:39:41 +00:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2009-12-23 01:55:00 +00:00
|
|
|
static int
|
2011-02-15 13:59:59 -08:00
|
|
|
GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count)
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
{
|
|
|
|
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
|
2009-12-09 15:56:56 +00:00
|
|
|
int i;
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
|
2011-02-19 21:51:21 -08:00
|
|
|
GL_SetDrawingState(renderer);
|
2008-12-31 07:56:56 +00:00
|
|
|
|
2009-12-09 15:56:56 +00:00
|
|
|
for (i = 0; i < count; ++i) {
|
2011-02-15 13:59:59 -08:00
|
|
|
const SDL_Rect *rect = &rects[i];
|
2009-12-09 15:56:56 +00:00
|
|
|
|
|
|
|
data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h);
|
|
|
|
}
|
2008-12-21 17:39:41 +00:00
|
|
|
|
2006-07-19 07:18:45 +00:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
2006-08-28 03:17:39 +00:00
|
|
|
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
|
2006-07-19 07:18:45 +00:00
|
|
|
{
|
|
|
|
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
|
|
|
|
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
|
|
|
|
int minx, miny, maxx, maxy;
|
|
|
|
GLfloat minu, maxu, minv, maxv;
|
|
|
|
|
2011-02-01 19:19:43 -08:00
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
data->glEnable(texturedata->type);
|
2011-02-12 00:25:02 -08:00
|
|
|
if (texturedata->yuv) {
|
|
|
|
data->glActiveTextureARB(GL_TEXTURE2_ARB);
|
|
|
|
data->glBindTexture(texturedata->type, texturedata->vtexture);
|
2011-02-19 21:51:21 -08:00
|
|
|
if (texturedata->scaleMode != data->current.scaleMode) {
|
|
|
|
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
|
|
|
|
texturedata->scaleMode);
|
|
|
|
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
|
|
|
|
texturedata->scaleMode);
|
|
|
|
}
|
|
|
|
|
2011-02-12 00:25:02 -08:00
|
|
|
data->glActiveTextureARB(GL_TEXTURE1_ARB);
|
|
|
|
data->glBindTexture(texturedata->type, texturedata->utexture);
|
2011-02-19 21:51:21 -08:00
|
|
|
if (texturedata->scaleMode != data->current.scaleMode) {
|
|
|
|
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
|
|
|
|
texturedata->scaleMode);
|
|
|
|
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
|
|
|
|
texturedata->scaleMode);
|
|
|
|
}
|
|
|
|
|
2011-02-12 00:25:02 -08:00
|
|
|
data->glActiveTextureARB(GL_TEXTURE0_ARB);
|
|
|
|
}
|
2006-07-22 23:04:41 +00:00
|
|
|
data->glBindTexture(texturedata->type, texturedata->texture);
|
|
|
|
|
2011-02-19 21:51:21 -08:00
|
|
|
if (texturedata->scaleMode != data->current.scaleMode) {
|
|
|
|
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
|
|
|
|
texturedata->scaleMode);
|
|
|
|
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
|
|
|
|
texturedata->scaleMode);
|
|
|
|
data->current.scaleMode = texturedata->scaleMode;
|
|
|
|
}
|
|
|
|
|
2006-08-28 03:17:39 +00:00
|
|
|
if (texture->modMode) {
|
2011-02-19 21:51:21 -08:00
|
|
|
GL_SetColor(data, texture->r, texture->g, texture->b, texture->a);
|
2006-08-28 03:17:39 +00:00
|
|
|
} else {
|
2011-02-19 21:51:21 -08:00
|
|
|
GL_SetColor(data, 255, 255, 255, 255);
|
2006-08-28 03:17:39 +00:00
|
|
|
}
|
|
|
|
|
2011-01-31 23:23:57 -08:00
|
|
|
GL_SetBlendMode(data, texture->blendMode);
|
2011-02-19 21:51:21 -08:00
|
|
|
|
2011-02-12 00:25:02 -08:00
|
|
|
if (texturedata->yuv) {
|
2011-02-19 21:51:21 -08:00
|
|
|
GL_SetShader(data, SHADER_YV12);
|
2011-02-12 00:25:02 -08:00
|
|
|
} else {
|
2011-02-19 21:51:21 -08:00
|
|
|
GL_SetShader(data, SHADER_RGB);
|
2011-02-12 00:25:02 -08:00
|
|
|
}
|
2009-11-21 05:29:31 +00:00
|
|
|
|
2011-02-19 21:51:21 -08:00
|
|
|
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;
|
|
|
|
|
2006-07-22 23:04:41 +00:00
|
|
|
data->glBegin(GL_TRIANGLE_STRIP);
|
|
|
|
data->glTexCoord2f(minu, minv);
|
2009-11-21 06:34:43 +00:00
|
|
|
data->glVertex2f((GLfloat) minx, (GLfloat) miny);
|
2006-07-22 23:04:41 +00:00
|
|
|
data->glTexCoord2f(maxu, minv);
|
2009-11-21 06:34:43 +00:00
|
|
|
data->glVertex2f((GLfloat) maxx, (GLfloat) miny);
|
2006-07-22 23:04:41 +00:00
|
|
|
data->glTexCoord2f(minu, maxv);
|
2009-11-21 06:34:43 +00:00
|
|
|
data->glVertex2f((GLfloat) minx, (GLfloat) maxy);
|
2006-07-22 23:04:41 +00:00
|
|
|
data->glTexCoord2f(maxu, maxv);
|
2009-11-21 06:34:43 +00:00
|
|
|
data->glVertex2f((GLfloat) maxx, (GLfloat) maxy);
|
2006-07-22 23:04:41 +00:00
|
|
|
data->glEnd();
|
2006-07-19 07:18:45 +00:00
|
|
|
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
data->glDisable(texturedata->type);
|
|
|
|
|
2006-07-19 07:18:45 +00:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2009-11-15 04:58:03 +00:00
|
|
|
static int
|
|
|
|
GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
2009-11-16 07:13:07 +00:00
|
|
|
Uint32 pixel_format, void * pixels, int pitch)
|
2009-11-15 04:58:03 +00:00
|
|
|
{
|
2009-11-15 08:01:34 +00:00
|
|
|
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
|
2010-01-21 06:21:52 +00:00
|
|
|
SDL_Window *window = renderer->window;
|
2009-11-15 08:01:34 +00:00
|
|
|
GLint internalFormat;
|
|
|
|
GLenum format, type;
|
2009-11-16 07:13:07 +00:00
|
|
|
Uint8 *src, *dst, *tmp;
|
2011-02-02 14:34:54 -08:00
|
|
|
int w, h, length, rows;
|
2009-11-15 08:01:34 +00:00
|
|
|
|
2011-02-01 19:19:43 -08:00
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
|
2009-11-15 08:01:34 +00:00
|
|
|
if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) {
|
2009-11-16 07:13:07 +00:00
|
|
|
/* FIXME: Do a temp copy to a format that is supported */
|
2009-11-15 08:01:34 +00:00
|
|
|
SDL_SetError("Unsupported pixel format");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
2011-02-02 14:34:54 -08:00
|
|
|
SDL_GetWindowSize(window, &w, &h);
|
|
|
|
|
2009-11-18 07:35:00 +00:00
|
|
|
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
data->glPixelStorei(GL_PACK_ROW_LENGTH,
|
2011-02-03 00:19:40 -08:00
|
|
|
(pitch / SDL_BYTESPERPIXEL(pixel_format)));
|
2009-11-15 08:01:34 +00:00
|
|
|
|
2011-02-02 14:34:54 -08:00
|
|
|
data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
|
2009-11-16 07:13:07 +00:00
|
|
|
format, type, pixels);
|
|
|
|
|
|
|
|
/* Flip the rows to be top-down */
|
2011-02-03 00:19:40 -08:00
|
|
|
length = rect->w * SDL_BYTESPERPIXEL(pixel_format);
|
2009-11-16 07:13:07 +00:00
|
|
|
src = (Uint8*)pixels + (rect->h-1)*pitch;
|
|
|
|
dst = (Uint8*)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);
|
2009-11-18 08:07:37 +00:00
|
|
|
dst += pitch;
|
|
|
|
src -= pitch;
|
2009-11-16 07:13:07 +00:00
|
|
|
}
|
|
|
|
SDL_stack_free(tmp);
|
2009-11-17 06:50:29 +00:00
|
|
|
|
|
|
|
return 0;
|
2009-11-15 04:58:03 +00:00
|
|
|
}
|
|
|
|
|
2006-07-19 07:18:45 +00:00
|
|
|
static void
|
|
|
|
GL_RenderPresent(SDL_Renderer * renderer)
|
|
|
|
{
|
2011-02-01 19:19:43 -08:00
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
|
2006-07-19 07:18:45 +00:00
|
|
|
SDL_GL_SwapWindow(renderer->window);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
|
{
|
2006-07-22 23:04:41 +00:00
|
|
|
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
|
2006-07-19 07:18:45 +00:00
|
|
|
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
|
|
|
|
|
2011-02-01 19:19:43 -08:00
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
|
2006-07-19 07:18:45 +00:00
|
|
|
if (!data) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (data->texture) {
|
2006-07-22 23:04:41 +00:00
|
|
|
renderdata->glDeleteTextures(1, &data->texture);
|
2006-07-22 08:33:18 +00:00
|
|
|
}
|
2011-02-12 00:25:02 -08:00
|
|
|
if (data->yuv) {
|
|
|
|
renderdata->glDeleteTextures(1, &data->utexture);
|
|
|
|
renderdata->glDeleteTextures(1, &data->vtexture);
|
|
|
|
}
|
2006-07-22 08:33:18 +00:00
|
|
|
if (data->pixels) {
|
|
|
|
SDL_free(data->pixels);
|
2006-07-19 07:18:45 +00:00
|
|
|
}
|
|
|
|
SDL_free(data);
|
|
|
|
texture->driverdata = NULL;
|
|
|
|
}
|
|
|
|
|
2006-08-07 05:24:13 +00:00
|
|
|
static void
|
2006-07-19 07:18:45 +00:00
|
|
|
GL_DestroyRenderer(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
|
|
|
|
|
|
|
|
if (data) {
|
2006-07-22 08:33:18 +00:00
|
|
|
if (data->context) {
|
2008-03-14 18:17:49 +00:00
|
|
|
/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
|
2006-07-22 08:33:18 +00:00
|
|
|
SDL_GL_DeleteContext(data->context);
|
2006-07-19 07:18:45 +00:00
|
|
|
}
|
|
|
|
SDL_free(data);
|
|
|
|
}
|
|
|
|
SDL_free(renderer);
|
|
|
|
}
|
|
|
|
|
2011-02-08 10:04:09 -08:00
|
|
|
#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
|
2006-07-19 07:18:45 +00:00
|
|
|
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|