SDL-mirror/src/render/opengles2/SDL_render_gles2.c

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/*
SDL - Simple DirectMedia Layer
2011-02-11 22:37:15 -08:00
Copyright (C) 1997-2011 Sam Lantinga
Copyright (C) 2010 itsnotabigtruck.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
#include "SDL_opengles2.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gles2.h"
/*************************************************************************************************
* Bootstrap data *
*************************************************************************************************/
static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags);
SDL_RenderDriver GLES2_RenderDriver = {
GLES2_CreateRenderer,
{
"opengles2",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
1,
{SDL_PIXELFORMAT_ABGR8888},
0,
0
}
};
/*************************************************************************************************
* Context structures *
*************************************************************************************************/
typedef struct GLES2_TextureData
{
GLenum texture;
GLenum texture_type;
GLenum pixel_format;
GLenum pixel_type;
void *pixel_data;
size_t pitch;
GLenum scaleMode;
} GLES2_TextureData;
typedef struct GLES2_ShaderCacheEntry
{
GLuint id;
GLES2_ShaderType type;
const GLES2_ShaderInstance *instance;
int references;
struct GLES2_ShaderCacheEntry *prev;
struct GLES2_ShaderCacheEntry *next;
} GLES2_ShaderCacheEntry;
typedef struct GLES2_ShaderCache
{
int count;
GLES2_ShaderCacheEntry *head;
} GLES2_ShaderCache;
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
SDL_BlendMode blend_mode;
GLES2_ShaderCacheEntry *vertex_shader;
GLES2_ShaderCacheEntry *fragment_shader;
GLuint uniform_locations[16];
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
} GLES2_ProgramCacheEntry;
typedef struct GLES2_ProgramCache
{
int count;
GLES2_ProgramCacheEntry *head;
GLES2_ProgramCacheEntry *tail;
} GLES2_ProgramCache;
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
GLES2_ATTRIBUTE_TEXCOORD = 1
} GLES2_Attribute;
typedef enum
{
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_MODULATION,
GLES2_UNIFORM_COLOR,
GLES2_UNIFORM_COLORTABLE
} GLES2_Uniform;
typedef enum
{
GLES2_IMAGESOURCE_SOLID,
GLES2_IMAGESOURCE_TEXTURE
} GLES2_ImageSource;
typedef struct GLES2_DriverContext
{
SDL_GLContext *context;
struct {
int blendMode;
GLenum scaleMode;
SDL_bool tex_coords;
} current;
int shader_format_count;
GLenum *shader_formats;
GLES2_ShaderCache shader_cache;
GLES2_ProgramCache program_cache;
GLES2_ProgramCacheEntry *current_program;
} GLES2_DriverContext;
#define GLES2_MAX_CACHED_PROGRAMS 8
/*************************************************************************************************
* Renderer state APIs *
*************************************************************************************************/
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static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
static void GLES2_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int GLES2_UpdateViewport(SDL_Renderer * renderer);
static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
static SDL_GLContext SDL_CurrentContext = NULL;
static int
GLES2_ActivateRenderer(SDL_Renderer * renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
if (SDL_CurrentContext != rdata->context) {
/* Null out the current program to ensure we set it again */
rdata->current_program = NULL;
if (SDL_GL_MakeCurrent(renderer->window, rdata->context) < 0) {
return -1;
}
SDL_CurrentContext = rdata->context;
GLES2_UpdateViewport(renderer);
}
return 0;
}
static void
GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
/* Rebind the context to the window area */
SDL_CurrentContext = NULL;
}
}
static int
GLES2_UpdateViewport(SDL_Renderer * renderer)
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{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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if (SDL_CurrentContext != rdata->context) {
/* We'll update the viewport after we rebind the context */
return 0;
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}
glViewport(renderer->viewport.x, renderer->viewport.y,
renderer->viewport.w, renderer->viewport.h);
return 0;
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}
static void
GLES2_DestroyRenderer(SDL_Renderer *renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLES2_ProgramCacheEntry *entry;
GLES2_ProgramCacheEntry *next;
/* Deallocate everything */
if (rdata) {
GLES2_ActivateRenderer(renderer);
entry = rdata->program_cache.head;
while (entry) {
glDeleteShader(entry->vertex_shader->id);
glDeleteShader(entry->fragment_shader->id);
SDL_free(entry->vertex_shader);
SDL_free(entry->fragment_shader);
glDeleteProgram(entry->id);
next = entry->next;
SDL_free(entry);
entry = next;
}
if (rdata->context) {
SDL_GL_DeleteContext(rdata->context);
}
if (rdata->shader_formats) {
SDL_free(rdata->shader_formats);
}
SDL_free(rdata);
}
SDL_free(renderer);
}
/*************************************************************************************************
* Texture APIs *
*************************************************************************************************/
static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch);
static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch);
static int
GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_TextureData *tdata;
GLenum format;
GLenum type;
GLES2_ActivateRenderer(renderer);
/* Determine the corresponding GLES texture format params */
switch (texture->format)
{
case SDL_PIXELFORMAT_ABGR8888:
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
default:
SDL_SetError("Texture format not supported");
return -1;
}
/* Allocate a texture struct */
tdata = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
if (!tdata)
{
SDL_OutOfMemory();
return -1;
}
tdata->texture = 0;
tdata->texture_type = GL_TEXTURE_2D;
tdata->pixel_format = format;
tdata->pixel_type = type;
tdata->scaleMode = GL_LINEAR;
/* Allocate a blob for image data */
if (texture->access == SDL_TEXTUREACCESS_STREAMING)
{
tdata->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
tdata->pixel_data = SDL_malloc(tdata->pitch * texture->h);
if (!tdata->pixel_data)
{
SDL_OutOfMemory();
SDL_free(tdata);
return -1;
}
}
/* Allocate the texture */
glGetError();
glGenTextures(1, &tdata->texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(tdata->texture_type, tdata->texture);
glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
if (glGetError() != GL_NO_ERROR)
{
SDL_SetError("Texture creation failed");
glDeleteTextures(1, &tdata->texture);
SDL_free(tdata);
return -1;
}
texture->driverdata = tdata;
return 0;
}
static void
GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
/* Destroy the texture */
if (tdata)
{
glDeleteTextures(1, &tdata->texture);
SDL_free(tdata->pixel_data);
SDL_free(tdata);
texture->driverdata = NULL;
}
}
static int
GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
/* Retrieve the buffer/pitch for the specified region */
*pixels = (Uint8 *)tdata->pixel_data +
(tdata->pitch * rect->y) +
(rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = tdata->pitch;
return 0;
}
static void
GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
SDL_Rect rect;
/* We do whole texture updates, at least for now */
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
}
static int
GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
Uint8 *blob = NULL;
Uint8 *src;
int srcPitch;
int y;
GLES2_ActivateRenderer(renderer);
/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0)
return 0;
/* Reformat the texture data into a tightly packed array */
srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
src = (Uint8 *)pixels;
if (pitch != srcPitch)
{
blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
if (!blob)
{
SDL_OutOfMemory();
return -1;
}
src = blob;
for (y = 0; y < rect->h; ++y)
{
SDL_memcpy(src, pixels, srcPitch);
src += srcPitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
/* 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);
if (blob) {
SDL_free(blob);
}
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 */
for (i = 0; i < shader->instance_count && !instance; ++i)
{
for (j = 0; j < rdata->shader_format_count && !instance; ++j)
{
if (!shader->instances)
continue;
if (!shader->instances[i])
continue;
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)
{
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glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
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)
{
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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");
}
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;
GLfloat projection[4][4];
GLuint locProjection;
/* Prepare an orthographic projection */
projection[0][0] = 2.0f / renderer->viewport.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 / renderer->viewport.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 *
*************************************************************************************************/
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static const float inv255f = 1.0f / 255.0f;
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);
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static int
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GLES2_RenderClear(SDL_Renderer * renderer)
{
GLES2_ActivateRenderer(renderer);
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glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
glClear(GL_COLOR_BUFFER_BIT);
2011-02-17 02:23:48 -08:00
return 0;
}
static void
GLES2_SetBlendMode(GLES2_DriverContext *rdata, int blendMode)
{
if (blendMode != rdata->current.blendMode) {
switch (blendMode) {
default:
case SDL_BLENDMODE_NONE:
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;
}
rdata->current.blendMode = blendMode;
}
}
static void
GLES2_SetTexCoords(GLES2_DriverContext * rdata, SDL_bool enabled)
{
if (enabled != rdata->current.tex_coords) {
if (enabled) {
glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
} else {
glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
}
rdata->current.tex_coords = enabled;
}
}
static int
GLES2_SetDrawingState(SDL_Renderer * renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
int blendMode = renderer->blendMode;
GLuint locColor;
glGetError();
GLES2_ActivateRenderer(renderer);
GLES2_SetBlendMode(rdata, blendMode);
GLES2_SetTexCoords(rdata, SDL_FALSE);
/* 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];
glUniform4f(locColor,
2011-02-07 20:06:26 -08:00
renderer->r * inv255f,
renderer->g * inv255f,
renderer->b * inv255f,
renderer->a * inv255f);
return 0;
}
static int
GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLfloat *vertices;
int idx;
if (GLES2_SetDrawingState(renderer) < 0) {
return -1;
}
/* 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;
}
glGetError();
glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_POINTS, 0, count);
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;
int idx;
if (GLES2_SetDrawingState(renderer) < 0) {
return -1;
}
/* 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;
}
glGetError();
glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_LINE_STRIP, 0, count);
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];
int idx;
if (GLES2_SetDrawingState(renderer) < 0) {
return -1;
}
/* Emit a line loop for each rectangle */
glGetError();
for (idx = 0; idx < count; ++idx) {
const SDL_Rect *rect = &rects[idx];
GLfloat xMin = (GLfloat)rect->x;
GLfloat xMax = (GLfloat)(rect->x + rect->w);
GLfloat yMin = (GLfloat)rect->y;
GLfloat yMax = (GLfloat)(rect->y + rect->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);
}
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;
GLfloat vertices[8];
GLfloat texCoords[8];
GLuint locTexture;
GLuint locModulation;
GLES2_ActivateRenderer(renderer);
/* Activate an appropriate shader and set the projection matrix */
blendMode = texture->blendMode;
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);
if (tdata->scaleMode != rdata->current.scaleMode) {
glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER,
tdata->scaleMode);
glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER,
tdata->scaleMode);
rdata->current.scaleMode = tdata->scaleMode;
}
/* Configure color modulation */
locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
glUniform4f(locModulation,
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texture->r * inv255f,
texture->g * inv255f,
texture->b * inv255f,
texture->a * inv255f);
/* Configure texture blending */
GLES2_SetBlendMode(rdata, blendMode);
GLES2_SetTexCoords(rdata, SDL_TRUE);
/* Emit the textured quad */
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);
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 void
GLES2_ResetState(SDL_Renderer *renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *) renderer->driverdata;
if (SDL_CurrentContext == rdata->context) {
GLES2_UpdateViewport(renderer);
} else {
GLES2_ActivateRenderer(renderer);
}
rdata->current.blendMode = -1;
rdata->current.scaleMode = 0;
rdata->current.tex_coords = SDL_FALSE;
glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
}
static SDL_Renderer *
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
{
SDL_Renderer *renderer;
GLES2_DriverContext *rdata;
GLint nFormats;
#ifndef ZUNE_HD
GLboolean hasCompiler;
#endif
/* Create the renderer struct */
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
rdata = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
if (!rdata) {
GLES2_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
renderer->info = GLES2_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = rdata;
/* 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);
rdata->context = SDL_GL_CreateContext(window);
if (!rdata->context)
{
GLES2_DestroyRenderer(renderer);
return NULL;
}
if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
GLES2_DestroyRenderer(renderer);
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;
}
/* 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)
{
GLES2_DestroyRenderer(renderer);
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)
{
GLES2_DestroyRenderer(renderer);
SDL_SetError("Failed to query supported shader formats");
return NULL;
}
if (hasCompiler)
rdata->shader_formats[nFormats - 1] = (GLenum)-1;
#endif /* ZUNE_HD */
/* 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->UpdateViewport = &GLES2_UpdateViewport;
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;
GLES2_ResetState(renderer);
return renderer;
}
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */