Reorganized the render target code, moving the viewport handling to the general code and adding software implementation.

This commit is contained in:
Sam Lantinga 2012-01-21 22:22:30 -05:00
parent fb87e98b8a
commit da686e5bd4
7 changed files with 260 additions and 342 deletions

View file

@ -54,6 +54,7 @@ static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_UpdateViewport(SDL_Renderer * renderer);
static int GL_RenderClear(SDL_Renderer * renderer);
static int GL_RenderDrawPoints(SDL_Renderer * renderer,
@ -66,7 +67,6 @@ static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch);
static int GL_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_RenderPresent(SDL_Renderer * renderer);
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DestroyRenderer(SDL_Renderer * renderer);
@ -104,8 +104,6 @@ typedef struct
SDL_bool GL_EXT_framebuffer_object_supported;
GL_FBOList *framebuffers;
SDL_Texture *renderTarget;
SDL_Rect viewport_copy;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
@ -309,19 +307,19 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->SetTargetTexture = GL_SetTargetTexture;
renderer->UpdateViewport = GL_UpdateViewport;
renderer->RenderClear = GL_RenderClear;
renderer->RenderDrawPoints = GL_RenderDrawPoints;
renderer->RenderDrawLines = GL_RenderDrawLines;
renderer->RenderFillRects = GL_RenderFillRects;
renderer->RenderCopy = GL_RenderCopy;
renderer->SetTargetTexture = GL_SetTargetTexture;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->info = GL_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = data;
renderer->window = window;
@ -399,11 +397,11 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
SDL_GL_GetProcAddress("glBindFramebufferEXT");
data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
}
data->framebuffers = NULL;
data->renderTarget = NULL;
/* Set up parameters for rendering */
GL_ResetState(renderer);
@ -465,74 +463,6 @@ GetScaleQuality(void)
}
}
static int
GL_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata;
GLenum status;
if (!renderer) return -1;
GL_ActivateRenderer(renderer);
if (! data->GL_EXT_framebuffer_object_supported) {
SDL_Unsupported();
return -1;
}
if (texture == NULL) {
if (data->renderTarget != NULL) {
data->renderTarget = NULL;
renderer->viewport = data->viewport_copy;
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glViewport(renderer->viewport.x, renderer->viewport.y, renderer->viewport.w, renderer->viewport.h);
data->glOrtho(0.0, (GLdouble) renderer->viewport.w, (GLdouble) renderer->viewport.h, 0.0, 0.0, 1.0);
}
return 0;
}
if (renderer != texture->renderer) return -1;
if (data->renderTarget==NULL) {
// Keep a copy of the default viewport to restore when texture==NULL
data->viewport_copy = renderer->viewport;
}
texturedata = (GL_TextureData *) texture->driverdata;
if (!texturedata) {
if (texture->native && texture->native->driverdata) {
texture = texture->native;
texturedata = texture->driverdata;
}
else return -1;
}
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
/* TODO: check if texture pixel format allows this operation */
data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texturedata->type, texturedata->texture, 0);
/* Check FBO status */
status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
return -1;
}
data->renderTarget = texture;
renderer->viewport.x = 0;
renderer->viewport.y = 0;
renderer->viewport.w = texture->w;
renderer->viewport.h = texture->h;
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glOrtho(0.0, (GLdouble) texture->w, 0.0, (GLdouble) texture->h, 0.0, 1.0);
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glViewport(0, 0, texture->w, texture->h);
return 0;
}
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
@ -776,6 +706,33 @@ GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
}
static int
GL_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata;
GLenum status;
GL_ActivateRenderer(renderer);
if (texture == NULL) {
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return 0;
}
texturedata = (GL_TextureData *) texture->driverdata;
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
/* TODO: check if texture pixel format allows this operation */
data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texturedata->type, texturedata->texture, 0);
/* Check FBO status */
status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
SDL_SetError("glFramebufferTexture2DEXT() failed");
return -1;
}
return 0;
}
static int
GL_UpdateViewport(SDL_Renderer * renderer)
{
@ -791,10 +748,19 @@ GL_UpdateViewport(SDL_Renderer * renderer)
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glOrtho((GLdouble) 0,
(GLdouble) renderer->viewport.w,
(GLdouble) renderer->viewport.h,
(GLdouble) 0, 0.0, 1.0);
if (renderer->target) {
data->glOrtho((GLdouble) 0,
(GLdouble) renderer->viewport.w,
(GLdouble) 0,
(GLdouble) renderer->viewport.h,
0.0, 1.0);
} else {
data->glOrtho((GLdouble) 0,
(GLdouble) renderer->viewport.w,
(GLdouble) renderer->viewport.h,
(GLdouble) 0,
0.0, 1.0);
}
return 0;
}