Fixed bug 1242 - PATCH: Improve support for OpenGL ES under X11

Scott Percival 2011-07-03 06:41:51 PDT

This submission is aimed at making life easier for OpenGL ES capable devices
running a X11 stack (e.g. Maemo, Meego, TrimSlice, other ARM SoC boards not
running Android). SDL's Pandora support already has the neccesary GLES-to-X11
glue code, however it's all ghetto'd off in Makefile.pandora and not very
flexible.

The patch:
- adds an awesome --enable-video-opengles option to configure
- re-modifies the opengles and opengles2 SDL_renderers to use function pointers
- no idea why this was removed?
- for SDL_Renderers, links in libGLESv1_CM, libGLES_CM (for PowerVR fans) or
libGLESv2 at runtime
- links in libEGL.so at runtime - the old code made an assumption that
eglFunctions could be pulled from the active GLES library, PowerVR for one
doesn't let you do that with their libGLESv2
- allows you to pick which of GLES v1 or v2 to load via
SDL_GL_CONTEXT_MAJOR_VERSION

So far I've tested this on a Nokia N900 (OMAP 3430/SGX 530 running Maemo 5) and
a Toshiba AC100 (Tegra 2 running Ubuntu 10.10). I haven't tested it on... well,
everything that isn't those two, such as a Pandora, iOS or Android device. The
Pandora specific code should be kept intact (fingers crossed), and nothing
painfully drastic has been added to the SDL_renderers. The library loading
sequence in SDL_x11opengles has been updated to accomodate both NVIDIA's
propensity to let developers get away with murder and PowerVR's alternative of
punishing every missed step.

The test apps work okay with GLES or GLES2 as the renderer. For some reason
alpha blending doesn't seem to work on the Tegra 2; last week NVIDIA pushed out
a new set of X11 GLES drivers, so I'll try and investigate once I upgrade
those. Also, this patch adds things to configure.in, include/SDL_config.h.in
and test/configure.in. I didn't know what the policy was re. committing
generated spaghetti from autotools, so ./autogen.sh has to be run again. Sorry.

I think that's about everything, let me know if there's anything I've
overlooked.
This commit is contained in:
Sam Lantinga 2012-01-08 02:23:37 -05:00
parent 02fe20203d
commit 296e78b65f
15 changed files with 707 additions and 232 deletions

View file

@ -40,6 +40,9 @@ glDrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height)
/* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */
/* Used to re-create the window with OpenGL capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
static const float inv255f = 1.0f / 255.0f;
static SDL_Renderer *GLES_CreateRenderer(SDL_Window * window, Uint32 flags);
@ -92,6 +95,10 @@ typedef struct
SDL_bool tex_coords;
} current;
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glesfuncs.h"
#undef SDL_PROC
SDL_bool useDrawTexture;
SDL_bool GL_OES_draw_texture_supported;
} GLES_RenderData;
@ -142,6 +149,26 @@ GLES_SetError(const char *prefix, GLenum result)
SDL_SetError("%s: %s", prefix, error);
}
static int GLES_LoadFunctions(GLES_RenderData * data)
{
#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
SDL_SetError("Couldn't load GLES function %s: %s\n", #func, SDL_GetError()); \
return -1; \
} \
} while ( 0 );
#endif /* _SDL_NOGETPROCADDR_ */
#include "SDL_glesfuncs.h"
#undef SDL_PROC
return 0;
}
static SDL_GLContext SDL_CurrentContext = NULL;
static int
@ -176,14 +203,14 @@ GLES_ResetState(SDL_Renderer *renderer)
data->current.blendMode = -1;
data->current.tex_coords = SDL_FALSE;
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
data->glEnableClientState(GL_VERTEX_ARRAY);
data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
SDL_Renderer *
@ -193,6 +220,19 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_Renderer *renderer;
GLES_RenderData *data;
GLint value;
Uint32 windowFlags;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
windowFlags = SDL_GetWindowFlags(window);
if (!(windowFlags & SDL_WINDOW_OPENGL)) {
if (SDL_RecreateWindow(window, windowFlags | SDL_WINDOW_OPENGL) < 0) {
/* Uh oh, better try to put it back... */
SDL_RecreateWindow(window, windowFlags);
return NULL;
}
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
@ -227,9 +267,6 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->driverdata = data;
renderer->window = window;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
GLES_DestroyRenderer(renderer);
@ -240,6 +277,11 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL;
}
if (GLES_LoadFunctions(data) < 0) {
GLES_DestroyRenderer(renderer);
return NULL;
}
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
@ -262,9 +304,9 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
}
#endif
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_height = value;
/* Set up parameters for rendering */
@ -313,6 +355,7 @@ GetScaleQuality(void)
static int
GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data;
GLint internalFormat;
GLenum format, type;
@ -351,9 +394,9 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
texture->driverdata = data;
glGetError();
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &data->texture);
renderdata->glGetError();
renderdata->glEnable(GL_TEXTURE_2D);
renderdata->glGenTextures(1, &data->texture);
data->type = GL_TEXTURE_2D;
/* no NPOV textures allowed in OpenGL ES (yet) */
@ -365,17 +408,17 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
data->format = format;
data->formattype = type;
scaleMode = GetScaleQuality();
glBindTexture(data->type, data->texture);
glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode);
glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode);
glTexParameteri(data->type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(data->type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(data->type, 0, internalFormat, texture_w,
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
glDisable(GL_TEXTURE_2D);
renderdata->glDisable(GL_TEXTURE_2D);
result = glGetError();
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
GLES_SetError("glTexImage2D()", result);
return -1;
@ -387,6 +430,7 @@ static int
GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
Uint8 *blob = NULL;
Uint8 *src;
@ -421,11 +465,11 @@ GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
}
/* Create a texture subimage with the supplied data */
glGetError();
glEnable(data->type);
glBindTexture(data->type, data->texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(data->type,
renderdata->glGetError();
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glTexSubImage2D(data->type,
0,
rect->x,
rect->y,
@ -438,7 +482,7 @@ GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_free(blob);
}
if (glGetError() != GL_NO_ERROR)
if (renderdata->glGetError() != GL_NO_ERROR)
{
SDL_SetError("Failed to update texture");
return -1;
@ -483,12 +527,12 @@ GLES_UpdateViewport(SDL_Renderer * renderer)
return 0;
}
glViewport(renderer->viewport.x, renderer->viewport.y,
data->glViewport(renderer->viewport.x, renderer->viewport.y,
renderer->viewport.w, renderer->viewport.h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof((GLfloat) 0,
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glOrthof((GLfloat) 0,
(GLfloat) renderer->viewport.w,
(GLfloat) renderer->viewport.h,
(GLfloat) 0, 0.0, 1.0);
@ -501,7 +545,7 @@ GLES_SetColor(GLES_RenderData * data, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != data->current.color) {
glColor4f((GLfloat) r * inv255f,
data->glColor4f((GLfloat) r * inv255f,
(GLfloat) g * inv255f,
(GLfloat) b * inv255f,
(GLfloat) a * inv255f);
@ -515,23 +559,23 @@ GLES_SetBlendMode(GLES_RenderData * data, int blendMode)
if (blendMode != data->current.blendMode) {
switch (blendMode) {
case SDL_BLENDMODE_NONE:
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
data->glDisable(GL_BLEND);
break;
case SDL_BLENDMODE_BLEND:
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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:
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case SDL_BLENDMODE_MOD:
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
}
data->current.blendMode = blendMode;
@ -543,9 +587,9 @@ GLES_SetTexCoords(GLES_RenderData * data, SDL_bool enabled)
{
if (enabled != data->current.tex_coords) {
if (enabled) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
} else {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
data->current.tex_coords = enabled;
}
@ -571,14 +615,16 @@ GLES_SetDrawingState(SDL_Renderer * renderer)
static int
GLES_RenderClear(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_ActivateRenderer(renderer);
glClearColor((GLfloat) renderer->r * inv255f,
data->glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
glClear(GL_COLOR_BUFFER_BIT);
data->glClear(GL_COLOR_BUFFER_BIT);
return 0;
}
@ -587,6 +633,7 @@ static int
GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
int i;
GLshort *vertices;
@ -597,8 +644,8 @@ GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
vertices[2*i+0] = (GLshort)points[i].x;
vertices[2*i+1] = (GLshort)points[i].y;
}
glVertexPointer(2, GL_SHORT, 0, vertices);
glDrawArrays(GL_POINTS, 0, count);
data->glVertexPointer(2, GL_SHORT, 0, vertices);
data->glDrawArrays(GL_POINTS, 0, count);
SDL_stack_free(vertices);
return 0;
@ -608,6 +655,7 @@ static int
GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
int i;
GLshort *vertices;
@ -618,16 +666,16 @@ GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
vertices[2*i+0] = (GLshort)points[i].x;
vertices[2*i+1] = (GLshort)points[i].y;
}
glVertexPointer(2, GL_SHORT, 0, vertices);
data->glVertexPointer(2, GL_SHORT, 0, vertices);
if (count > 2 &&
points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
/* GL_LINE_LOOP takes care of the final segment */
--count;
glDrawArrays(GL_LINE_LOOP, 0, count);
data->glDrawArrays(GL_LINE_LOOP, 0, count);
} else {
glDrawArrays(GL_LINE_STRIP, 0, count);
data->glDrawArrays(GL_LINE_STRIP, 0, count);
/* We need to close the endpoint of the line */
glDrawArrays(GL_POINTS, count-1, 1);
data->glDrawArrays(GL_POINTS, count-1, 1);
}
SDL_stack_free(vertices);
@ -638,6 +686,7 @@ static int
GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects,
int count)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
int i;
GLES_SetDrawingState(renderer);
@ -658,8 +707,8 @@ GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects,
vertices[6] = maxx;
vertices[7] = maxy;
glVertexPointer(2, GL_SHORT, 0, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
data->glVertexPointer(2, GL_SHORT, 0, vertices);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
return 0;
@ -677,9 +726,9 @@ GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
GLES_ActivateRenderer(renderer);
glEnable(GL_TEXTURE_2D);
data->glEnable(GL_TEXTURE_2D);
glBindTexture(texturedata->type, texturedata->texture);
data->glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
GLES_SetColor(data, texture->r, texture->g, texture->b, texture->a);
@ -702,9 +751,9 @@ GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
cropRect[1] = srcrect->y + srcrect->h;
cropRect[2] = srcrect->w;
cropRect[3] = -srcrect->h;
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
cropRect);
glDrawTexiOES(renderer->viewport.x + dstrect->x,
data->glDrawTexiOES(renderer->viewport.x + dstrect->x,
h - (renderer->viewport.y + dstrect->y) - dstrect->h, 0,
dstrect->w, dstrect->h);
} else {
@ -744,11 +793,11 @@ GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
texCoords[6] = maxu;
texCoords[7] = maxv;
glVertexPointer(2, GL_SHORT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
data->glVertexPointer(2, GL_SHORT, 0, vertices);
data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glDisable(GL_TEXTURE_2D);
data->glDisable(GL_TEXTURE_2D);
return 0;
}
@ -757,6 +806,7 @@ static int
GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
Uint32 temp_format = SDL_PIXELFORMAT_ABGR8888;
void *temp_pixels;
@ -776,9 +826,9 @@ GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
SDL_GetWindowSize(window, &w, &h);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
/* Flip the rows to be top-down */
@ -815,6 +865,8 @@ GLES_RenderPresent(SDL_Renderer * renderer)
static void
GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
GLES_ActivateRenderer(renderer);
@ -823,7 +875,7 @@ GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
return;
}
if (data->texture) {
glDeleteTextures(1, &data->texture);
renderdata->glDeleteTextures(1, &data->texture);
}
if (data->pixels) {
SDL_free(data->pixels);