Added SDL_GL_ExtensionSupported()
Use GL_ARB_texture_rectangle in the OpenGL renderer, if supported. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401971
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4 changed files with 96 additions and 28 deletions
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@ -97,6 +97,7 @@ SDL_RenderDriver GL_RenderDriver = {
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typedef struct
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{
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SDL_GLContext context;
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SDL_bool GL_ARB_texture_rectangle_supported;
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} GL_RenderData;
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typedef struct
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@ -226,16 +227,19 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &renderer->info.max_texture_width);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &renderer->info.max_texture_height);
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/* FIXME: Check for GL_ARB_texture_rectangle and GL_EXT_texture_rectangle */
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if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
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|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
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data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
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}
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/* Set up parameters for rendering */
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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#ifdef USE_GL_TEXTURE_RECTANGLE
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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#else
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glEnable(GL_TEXTURE_2D);
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#endif
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if (data->GL_ARB_texture_rectangle_supported) {
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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} else {
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glEnable(GL_TEXTURE_2D);
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}
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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@ -369,19 +373,19 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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glGetError();
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glGenTextures(1, &data->texture);
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#ifdef USE_GL_TEXTURE_RECTANGLE
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data->type = GL_TEXTURE_RECTANGLE_ARB;
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texture_w = texture->w;
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texture_h = texture->h;
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data->texw = (GLfloat) texture->w;
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data->texh = (GLfloat) texture->h;
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#else
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data->type = GL_TEXTURE_2D;
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texture_w = power_of_2(texture->w);
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texture_h = power_of_2(texture->h);
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data->texw = (GLfloat) texture->w / texture_w;
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data->texh = (GLfloat) texture->h / texture_h;
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#endif
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if (renderdata->GL_ARB_texture_rectangle_supported) {
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data->type = GL_TEXTURE_RECTANGLE_ARB;
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texture_w = texture->w;
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texture_h = texture->h;
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data->texw = (GLfloat) texture->w;
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data->texh = (GLfloat) texture->h;
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} else {
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data->type = GL_TEXTURE_2D;
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texture_w = power_of_2(texture->w);
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texture_h = power_of_2(texture->h);
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data->texw = (GLfloat) texture->w / texture_w;
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data->texh = (GLfloat) texture->h / texture_h;
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}
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data->format = format;
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data->formattype = type;
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glBindTexture(data->type, data->texture);
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