This code works for OpenGL ES 1.1 as well! :)
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@ -64,6 +64,8 @@ static int GLES_RenderFillRects(SDL_Renderer * renderer,
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static int GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect,
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const SDL_Rect * dstrect);
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static int GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 pixel_format, void * pixels, int pitch);
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static void GLES_RenderPresent(SDL_Renderer * renderer);
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static void GLES_DestroyTexture(SDL_Renderer * renderer,
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SDL_Texture * texture);
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@ -216,6 +218,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->RenderDrawLines = GLES_RenderDrawLines;
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renderer->RenderFillRects = GLES_RenderFillRects;
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renderer->RenderCopy = GLES_RenderCopy;
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renderer->RenderReadPixels = GLES_RenderReadPixels;
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renderer->RenderPresent = GLES_RenderPresent;
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renderer->DestroyTexture = GLES_DestroyTexture;
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renderer->DestroyRenderer = GLES_DestroyRenderer;
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@ -744,6 +747,57 @@ GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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return 0;
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}
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static int
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GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 pixel_format, void * pixels, int pitch)
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{
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SDL_Window *window = renderer->window;
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Uint32 temp_format = SDL_PIXELFORMAT_ABGR8888;
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void *temp_pixels;
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int temp_pitch;
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Uint8 *src, *dst, *tmp;
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int w, h, length, rows;
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int status;
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GLES_ActivateRenderer(renderer);
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temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
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temp_pixels = SDL_malloc(rect->h * temp_pitch);
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if (!temp_pixels) {
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SDL_OutOfMemory();
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return -1;
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}
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SDL_GetWindowSize(window, &w, &h);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
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GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
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/* Flip the rows to be top-down */
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length = rect->w * SDL_BYTESPERPIXEL(temp_format);
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src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
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dst = (Uint8*)temp_pixels;
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tmp = SDL_stack_alloc(Uint8, length);
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rows = rect->h / 2;
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while (rows--) {
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SDL_memcpy(tmp, dst, length);
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SDL_memcpy(dst, src, length);
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SDL_memcpy(src, tmp, length);
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dst += temp_pitch;
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src -= temp_pitch;
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}
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SDL_stack_free(tmp);
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status = SDL_ConvertPixels(rect->w, rect->h,
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temp_format, temp_pixels, temp_pitch,
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pixel_format, pixels, pitch);
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SDL_free(temp_pixels);
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return status;
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}
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static void
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GLES_RenderPresent(SDL_Renderer * renderer)
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{
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