This moves all the rendering to a command list that is flushed to the GL as necessary, making most common activities upload a single vertex buffer per frame and dramatically reducing state changes. In pathological cases, like Emscripten running on iOS's Safari, performance can go from a dozen draw calls killing your performance to 1000 draw calls running smoothly. This is work in progress, and not ready to ship. Among other things, it has a hardcoded array that isn't checked for overflow. But the basic idea is sound! --HG-- branch : SDL-ryan-batching-renderer extra : source : eae4631409c03d3b7ab2e87526193d86ce996ba8
2291 lines
82 KiB
C
2291 lines
82 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
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#include "SDL_assert.h"
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#include "SDL_hints.h"
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#include "SDL_opengles2.h"
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#include "../SDL_sysrender.h"
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#include "../../video/SDL_blit.h"
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#include "SDL_shaders_gles2.h"
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/* To prevent unnecessary window recreation,
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* these should match the defaults selected in SDL_GL_ResetAttributes
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*/
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#define RENDERER_CONTEXT_MAJOR 2
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#define RENDERER_CONTEXT_MINOR 0
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/* Used to re-create the window with OpenGL ES capability */
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extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
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/*************************************************************************************************
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* Bootstrap data *
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*************************************************************************************************/
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static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags);
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SDL_RenderDriver GLES2_RenderDriver = {
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GLES2_CreateRenderer,
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{
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"opengles2",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
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4,
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{
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SDL_PIXELFORMAT_ARGB8888,
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SDL_PIXELFORMAT_ABGR8888,
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SDL_PIXELFORMAT_RGB888,
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SDL_PIXELFORMAT_BGR888
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},
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0,
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0
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}
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};
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/*************************************************************************************************
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* Context structures *
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*************************************************************************************************/
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typedef struct GLES2_FBOList GLES2_FBOList;
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struct GLES2_FBOList
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{
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Uint32 w, h;
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GLuint FBO;
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GLES2_FBOList *next;
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};
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typedef struct GLES2_TextureData
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{
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GLenum texture;
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GLenum texture_type;
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GLenum pixel_format;
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GLenum pixel_type;
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void *pixel_data;
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int pitch;
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/* YUV texture support */
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SDL_bool yuv;
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SDL_bool nv12;
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GLenum texture_v;
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GLenum texture_u;
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GLES2_FBOList *fbo;
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Uint32 last_cmd_generation; /* last command queue generation this texture was in. */
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} GLES2_TextureData;
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typedef struct GLES2_ShaderCacheEntry
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{
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GLuint id;
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GLES2_ShaderType type;
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const GLES2_ShaderInstance *instance;
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int references;
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Uint8 modulation_r, modulation_g, modulation_b, modulation_a;
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struct GLES2_ShaderCacheEntry *prev;
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struct GLES2_ShaderCacheEntry *next;
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} GLES2_ShaderCacheEntry;
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typedef struct GLES2_ShaderCache
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{
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int count;
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GLES2_ShaderCacheEntry *head;
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} GLES2_ShaderCache;
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typedef struct GLES2_ProgramCacheEntry
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{
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GLuint id;
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GLES2_ShaderCacheEntry *vertex_shader;
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GLES2_ShaderCacheEntry *fragment_shader;
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GLuint uniform_locations[16];
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Uint8 color_r, color_g, color_b, color_a;
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Uint8 modulation_r, modulation_g, modulation_b, modulation_a;
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GLfloat projection[4][4];
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struct GLES2_ProgramCacheEntry *prev;
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struct GLES2_ProgramCacheEntry *next;
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} GLES2_ProgramCacheEntry;
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typedef struct GLES2_ProgramCache
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{
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int count;
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GLES2_ProgramCacheEntry *head;
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GLES2_ProgramCacheEntry *tail;
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} GLES2_ProgramCache;
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typedef enum
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{
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GLES2_ATTRIBUTE_POSITION = 0,
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GLES2_ATTRIBUTE_TEXCOORD = 1,
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GLES2_ATTRIBUTE_ANGLE = 2,
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GLES2_ATTRIBUTE_CENTER = 3,
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} GLES2_Attribute;
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typedef enum
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{
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GLES2_UNIFORM_PROJECTION,
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GLES2_UNIFORM_TEXTURE,
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GLES2_UNIFORM_COLOR,
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GLES2_UNIFORM_TEXTURE_U,
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GLES2_UNIFORM_TEXTURE_V
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} GLES2_Uniform;
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typedef enum
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{
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GLES2_IMAGESOURCE_INVALID,
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GLES2_IMAGESOURCE_SOLID,
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GLES2_IMAGESOURCE_TEXTURE_ABGR,
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GLES2_IMAGESOURCE_TEXTURE_ARGB,
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GLES2_IMAGESOURCE_TEXTURE_RGB,
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GLES2_IMAGESOURCE_TEXTURE_BGR,
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GLES2_IMAGESOURCE_TEXTURE_YUV,
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GLES2_IMAGESOURCE_TEXTURE_NV12,
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GLES2_IMAGESOURCE_TEXTURE_NV21,
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GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
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} GLES2_ImageSource;
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typedef enum
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{
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GLES2_RENDERCMD_VIEWPORT,
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GLES2_RENDERCMD_CLIPRECT,
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GLES2_RENDERCMD_CLEAR,
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GLES2_RENDERCMD_ATTR,
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GLES2_RENDERCMD_DRAW
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} GLES2_RenderCommandType;
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typedef struct GLES2_RenderCommand
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{
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GLES2_RenderCommandType cmd;
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union {
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SDL_Rect viewport;
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struct {
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SDL_bool enabled;
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SDL_Rect rect;
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} cliprect;
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struct {
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Uint8 r, g, b, a;
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} clear;
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struct {
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GLES2_Attribute attr;
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GLsizei offset;
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GLsizei count;
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} attr;
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struct {
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GLenum mode;
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GLint first;
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GLsizei count;
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Uint8 attrs;
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Uint8 r, g, b, a;
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SDL_BlendMode blend;
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GLES2_ImageSource imgsrc;
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SDL_Texture *texture;
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} draw;
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} data;
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} GLES2_RenderCommand;
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typedef struct GLES2_DriverContext
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{
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SDL_GLContext *context;
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SDL_bool debug_enabled;
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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#include "SDL_gles2funcs.h"
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#undef SDL_PROC
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GLES2_FBOList *framebuffers;
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GLuint window_framebuffer;
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int shader_format_count;
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GLenum *shader_formats;
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GLES2_ShaderCache shader_cache;
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GLES2_ProgramCache program_cache;
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GLES2_ProgramCacheEntry *current_program;
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Uint8 clear_r, clear_g, clear_b, clear_a;
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GLuint vertex_buffers[4];
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GLsizeiptr vertex_buffer_size[4];
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int current_vertex_buffer;
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GLES2_RenderCommand render_commands[1024 * 10];
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int current_render_command;
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int current_vertex_data;
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Uint32 command_generation;
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GLfloat vertex_data[1024 * 1024 * 5];
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} GLES2_DriverContext;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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static const float inv255f = 1.0f / 255.0f;
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static SDL_bool
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CompareColors(const Uint8 r1, const Uint8 g1, const Uint8 b1, const Uint8 a1,
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const Uint8 r2, const Uint8 g2, const Uint8 b2, const Uint8 a2)
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{
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Uint32 Pixel1, Pixel2;
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RGBA8888_FROM_RGBA(Pixel1, r1, g1, b1, a1);
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RGBA8888_FROM_RGBA(Pixel2, r2, g2, b2, a2);
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return (Pixel1 == Pixel2);
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}
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SDL_FORCE_INLINE const char*
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GL_TranslateError (GLenum error)
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{
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#define GL_ERROR_TRANSLATE(e) case e: return #e;
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switch (error) {
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GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
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GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
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GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
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GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
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GL_ERROR_TRANSLATE(GL_NO_ERROR)
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default:
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return "UNKNOWN";
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}
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#undef GL_ERROR_TRANSLATE
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}
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SDL_FORCE_INLINE void
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GL_ClearErrors(SDL_Renderer *renderer)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
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if (!data->debug_enabled) {
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return;
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}
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while (data->glGetError() != GL_NO_ERROR) {
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continue;
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}
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}
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SDL_FORCE_INLINE int
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GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
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int ret = 0;
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if (!data->debug_enabled) {
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return 0;
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}
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/* check gl errors (can return multiple errors) */
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for (;;) {
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GLenum error = data->glGetError();
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if (error != GL_NO_ERROR) {
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if (prefix == NULL || prefix[0] == '\0') {
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prefix = "generic";
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}
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SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
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ret = -1;
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} else {
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break;
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}
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}
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return ret;
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}
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#if 0
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#define GL_CheckError(prefix, renderer)
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#else
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#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
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#endif
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/*************************************************************************************************
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* Renderer state APIs *
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*************************************************************************************************/
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static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
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static void GLES2_WindowEvent(SDL_Renderer * renderer,
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const SDL_WindowEvent *event);
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static int GLES2_UpdateViewport(SDL_Renderer * renderer);
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static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int GLES2_LoadFunctions(GLES2_DriverContext * data)
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{
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#if SDL_VIDEO_DRIVER_UIKIT
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#define __SDL_NOGETPROCADDR__
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#elif SDL_VIDEO_DRIVER_ANDROID
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#define __SDL_NOGETPROCADDR__
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#elif SDL_VIDEO_DRIVER_PANDORA
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#define __SDL_NOGETPROCADDR__
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#endif
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#if defined __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#else
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#define SDL_PROC(ret,func,params) \
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do { \
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data->func = SDL_GL_GetProcAddress(#func); \
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if ( ! data->func ) { \
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return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
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} \
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} while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_gles2funcs.h"
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#undef SDL_PROC
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return 0;
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}
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static GLES2_FBOList *
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GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h)
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{
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GLES2_FBOList *result = data->framebuffers;
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while ((result) && ((result->w != w) || (result->h != h)) ) {
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result = result->next;
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}
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if (result == NULL) {
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result = SDL_malloc(sizeof(GLES2_FBOList));
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result->w = w;
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result->h = h;
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data->glGenFramebuffers(1, &result->FBO);
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result->next = data->framebuffers;
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data->framebuffers = result;
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}
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return result;
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}
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static int
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GLES2_ActivateRenderer(SDL_Renderer * renderer)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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if (SDL_CurrentContext != data->context) {
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/* Null out the current program to ensure we set it again */
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data->current_program = NULL;
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if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
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return -1;
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}
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SDL_CurrentContext = data->context;
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GLES2_UpdateViewport(renderer);
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}
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GL_ClearErrors(renderer);
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return 0;
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}
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static void
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GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
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event->event == SDL_WINDOWEVENT_SHOWN ||
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event->event == SDL_WINDOWEVENT_HIDDEN) {
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/* Rebind the context to the window area */
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SDL_CurrentContext = NULL;
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}
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if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
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/* According to Apple documentation, we need to finish drawing NOW! */
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data->glFinish();
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}
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}
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static int
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GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
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{
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SDL_GL_GetDrawableSize(renderer->window, w, h);
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return 0;
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}
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static GLenum GetBlendFunc(SDL_BlendFactor factor)
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{
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switch (factor) {
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case SDL_BLENDFACTOR_ZERO:
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return GL_ZERO;
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case SDL_BLENDFACTOR_ONE:
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return GL_ONE;
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case SDL_BLENDFACTOR_SRC_COLOR:
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return GL_SRC_COLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
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return GL_ONE_MINUS_SRC_COLOR;
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case SDL_BLENDFACTOR_SRC_ALPHA:
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return GL_SRC_ALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
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return GL_ONE_MINUS_SRC_ALPHA;
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case SDL_BLENDFACTOR_DST_COLOR:
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return GL_DST_COLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
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return GL_ONE_MINUS_DST_COLOR;
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case SDL_BLENDFACTOR_DST_ALPHA:
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return GL_DST_ALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
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return GL_ONE_MINUS_DST_ALPHA;
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default:
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return GL_INVALID_ENUM;
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}
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}
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|
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static GLenum GetBlendEquation(SDL_BlendOperation operation)
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{
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switch (operation) {
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case SDL_BLENDOPERATION_ADD:
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return GL_FUNC_ADD;
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case SDL_BLENDOPERATION_SUBTRACT:
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return GL_FUNC_SUBTRACT;
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case SDL_BLENDOPERATION_REV_SUBTRACT:
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return GL_FUNC_REVERSE_SUBTRACT;
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default:
|
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return GL_INVALID_ENUM;
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}
|
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}
|
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|
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static SDL_bool
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GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
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{
|
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SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
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SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
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SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
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SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
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SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
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SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
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|
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if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
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GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
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GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
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GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
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GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
|
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GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
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return SDL_FALSE;
|
|
}
|
|
return SDL_TRUE;
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|
}
|
|
|
|
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, int w, int h);
|
|
|
|
static int
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GLES2_FlushCommands(SDL_Renderer *renderer)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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const int vboidx = data->current_vertex_buffer;
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const GLuint vbo = data->vertex_buffers[vboidx];
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const GLsizeiptr dataSizeInBytes = data->current_vertex_data * sizeof (float);
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const int totalcmds = data->current_render_command;
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Uint8 enabled_attrs = (1 << GLES2_ATTRIBUTE_POSITION);
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SDL_Rect viewport;
|
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SDL_Texture *bound_texture = NULL;
|
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SDL_BlendMode blend = SDL_BLENDMODE_INVALID;
|
|
Uint8 clear_r, clear_g, clear_b, clear_a;
|
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int drawablew = 0, drawableh = 0;
|
|
GLfloat projection[4][4];
|
|
SDL_bool cliprect_enabled = SDL_FALSE;
|
|
SDL_Rect cliprect;
|
|
int i;
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|
|
GLES2_ActivateRenderer(renderer);
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|
|
if (totalcmds == 0) { /* nothing to do! */
|
|
SDL_assert(data->current_vertex_data == 0);
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|
return 0;
|
|
}
|
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|
|
/* cycle through a few VBOs so the GL has some time with the data before we replace it. */
|
|
data->current_vertex_buffer++;
|
|
if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
|
|
data->current_vertex_buffer = 0;
|
|
}
|
|
data->current_vertex_data = 0; /* start next VBO at start. */
|
|
data->current_render_command = 0;
|
|
|
|
SDL_zero(projection);
|
|
projection[3][0] = -1.0f;
|
|
projection[3][1] = renderer->target ? -1.0f : 1.0f;
|
|
projection[3][3] = 1.0f;
|
|
|
|
if (!renderer->target) {
|
|
SDL_GL_GetDrawableSize(renderer->window, &drawablew, &drawableh);
|
|
}
|
|
|
|
/* upload the new VBO data for this set of commands. */
|
|
data->glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
if (data->vertex_buffer_size[vboidx] < dataSizeInBytes) {
|
|
data->glBufferData(GL_ARRAY_BUFFER, dataSizeInBytes, data->vertex_data, GL_STREAM_DRAW);
|
|
data->vertex_buffer_size[vboidx] = dataSizeInBytes;
|
|
} else {
|
|
data->glBufferSubData(GL_ARRAY_BUFFER, 0, dataSizeInBytes, data->vertex_data);
|
|
}
|
|
|
|
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
|
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
|
|
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
|
|
|
|
clear_r = renderer->r;
|
|
clear_g = renderer->g;
|
|
clear_b = renderer->b;
|
|
clear_a = renderer->a;
|
|
data->glClearColor(clear_r * inv255f, clear_g * inv255f, clear_b * inv255f, clear_a * inv255f);
|
|
|
|
SDL_memcpy(&viewport, &renderer->viewport, sizeof (viewport));
|
|
data->glViewport(viewport.x,
|
|
(renderer->target) ? viewport.y : (drawableh - viewport.y - viewport.h),
|
|
viewport.w, viewport.h);
|
|
|
|
SDL_memcpy(&cliprect, &renderer->clip_rect, sizeof (cliprect));
|
|
cliprect_enabled = renderer->clipping_enabled;
|
|
if (cliprect_enabled) {
|
|
data->glEnable(GL_SCISSOR_TEST);
|
|
} else {
|
|
data->glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
if (renderer->target) {
|
|
data->glScissor(viewport.x + cliprect.x, viewport.y + cliprect.y, cliprect.w, cliprect.h);
|
|
} else {
|
|
data->glScissor(viewport.x + cliprect.x, drawableh - viewport.y - cliprect.y - cliprect.h, cliprect.w, cliprect.h);
|
|
}
|
|
|
|
for (i = 0; i < totalcmds; i++) {
|
|
const GLES2_RenderCommand *cmd = &data->render_commands[i];
|
|
switch (cmd->cmd) {
|
|
case GLES2_RENDERCMD_VIEWPORT:
|
|
if (SDL_memcmp(&cmd->data.viewport, &viewport, sizeof (SDL_Rect)) != 0) {
|
|
SDL_memcpy(&viewport, &cmd->data.viewport, sizeof (SDL_Rect));
|
|
data->glViewport(viewport.x,
|
|
(renderer->target) ? viewport.y : (drawableh - viewport.y - viewport.h),
|
|
viewport.w, viewport.h);
|
|
}
|
|
break;
|
|
|
|
case GLES2_RENDERCMD_CLIPRECT: {
|
|
const SDL_Rect *rect = &cmd->data.cliprect.rect;
|
|
const SDL_bool changed = (SDL_memcmp(&cliprect, rect, sizeof (SDL_Rect)) != 0);
|
|
if (cliprect_enabled != cmd->data.cliprect.enabled) {
|
|
cliprect_enabled = cmd->data.cliprect.enabled;
|
|
if (cliprect_enabled) {
|
|
data->glEnable(GL_SCISSOR_TEST);
|
|
} else {
|
|
data->glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
}
|
|
|
|
if (cliprect_enabled && changed) {
|
|
SDL_memcpy(&cliprect, rect, sizeof (SDL_Rect));
|
|
if (renderer->target) {
|
|
data->glScissor(viewport.x + rect->x, viewport.y + rect->y, rect->w, rect->h);
|
|
} else {
|
|
data->glScissor(viewport.x + rect->x, drawableh - viewport.y - rect->y - rect->h, rect->w, rect->h);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case GLES2_RENDERCMD_CLEAR:
|
|
if (!CompareColors(clear_r, clear_g, clear_b, clear_a, cmd->data.clear.r, cmd->data.clear.g, cmd->data.clear.b, cmd->data.clear.a)) {
|
|
GLfloat r, g, b, a;
|
|
|
|
clear_r = cmd->data.clear.r;
|
|
clear_g = cmd->data.clear.g;
|
|
clear_b = cmd->data.clear.b;
|
|
clear_a = cmd->data.clear.a;
|
|
|
|
r = ((GLfloat) (colorswap ? clear_b : clear_r)) * inv255f;
|
|
g = ((GLfloat) clear_g) * inv255f;
|
|
b = ((GLfloat) (colorswap ? clear_r : clear_b)) * inv255f;
|
|
a = ((GLfloat) clear_a) * inv255f;
|
|
|
|
data->glClearColor(r, g, b, a);
|
|
}
|
|
|
|
if (cliprect_enabled) {
|
|
data->glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
data->glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
if (cliprect_enabled) {
|
|
data->glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
break;
|
|
|
|
case GLES2_RENDERCMD_ATTR:
|
|
data->glVertexAttribPointer(cmd->data.attr.attr, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.attr.offset);
|
|
break;
|
|
|
|
case GLES2_RENDERCMD_DRAW: {
|
|
const SDL_bool iscopy = (cmd->data.draw.imgsrc != GLES2_IMAGESOURCE_SOLID);
|
|
if (!viewport.w || !viewport.h) {
|
|
break; /* nothing to draw to. */
|
|
}
|
|
|
|
if (iscopy && (bound_texture != cmd->data.draw.texture)) {
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)cmd->data.draw.texture->driverdata;
|
|
if (tdata->yuv) {
|
|
data->glActiveTexture(GL_TEXTURE2);
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
|
data->glActiveTexture(GL_TEXTURE1);
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
|
data->glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
if (tdata->nv12) {
|
|
data->glActiveTexture(GL_TEXTURE1);
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
|
data->glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
bound_texture = cmd->data.draw.texture;
|
|
}
|
|
|
|
if (GLES2_SelectProgram(renderer, cmd->data.draw.imgsrc, iscopy ? bound_texture->w : 0, iscopy ? bound_texture->h : 0) == 0) {
|
|
GLES2_ProgramCacheEntry *program = data->current_program;
|
|
|
|
if (enabled_attrs != cmd->data.draw.attrs) {
|
|
const Uint8 xored = enabled_attrs ^ cmd->data.draw.attrs;
|
|
int attr;
|
|
for (attr = 0; attr < GLES2_ATTRIBUTE_CENTER; attr++) {
|
|
if ((xored & (1 << attr)) != 0) { /* if changed */
|
|
if (cmd->data.draw.attrs & (1 << attr)) {
|
|
data->glEnableVertexAttribArray((GLenum) attr);
|
|
} else {
|
|
data->glDisableVertexAttribArray((GLenum) attr);
|
|
}
|
|
}
|
|
}
|
|
enabled_attrs = cmd->data.draw.attrs;
|
|
}
|
|
|
|
if (blend != cmd->data.draw.blend) {
|
|
const SDL_BlendMode bm = cmd->data.draw.blend;
|
|
if (bm == SDL_BLENDMODE_NONE) {
|
|
data->glDisable(GL_BLEND);
|
|
} else {
|
|
data->glEnable(GL_BLEND);
|
|
data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(bm)),
|
|
GetBlendFunc(SDL_GetBlendModeDstColorFactor(bm)),
|
|
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(bm)),
|
|
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(bm)));
|
|
data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(bm)),
|
|
GetBlendEquation(SDL_GetBlendModeAlphaOperation(bm)));
|
|
}
|
|
blend = bm;
|
|
}
|
|
|
|
if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
|
|
projection[0][0] = 2.0f / viewport.w;
|
|
projection[1][1] = (renderer->target ? 2.0f : -2.0f) / viewport.h;
|
|
if (SDL_memcmp(program->projection, projection, sizeof (projection)) != 0) {
|
|
data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)projection);
|
|
SDL_memcpy(program->projection, projection, sizeof (projection));
|
|
}
|
|
}
|
|
|
|
if (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
|
|
const Uint8 r = colorswap ? cmd->data.draw.b : cmd->data.draw.r;
|
|
const Uint8 g = cmd->data.draw.g;
|
|
const Uint8 b = colorswap ? cmd->data.draw.r : cmd->data.draw.b;
|
|
const Uint8 a = cmd->data.draw.a;
|
|
if (!CompareColors(program->color_r, program->color_g, program->color_b, program->color_a, r, g, b, a)) {
|
|
data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
|
|
program->color_r = r;
|
|
program->color_g = g;
|
|
program->color_b = b;
|
|
program->color_a = a;
|
|
}
|
|
}
|
|
|
|
data->glDrawArrays(cmd->data.draw.mode, cmd->data.draw.first, cmd->data.draw.count);
|
|
}
|
|
break;
|
|
}
|
|
|
|
default: SDL_assert(!"Unknown rendering command"); break;
|
|
}
|
|
}
|
|
|
|
data->command_generation++;
|
|
|
|
return GL_CheckError("", renderer);
|
|
}
|
|
|
|
static void
|
|
GLES2_FlushCommandsIfTextureNeeded(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
if (tdata->last_cmd_generation == data->command_generation) {
|
|
/* the current command queue depends on this texture, flush the queue now before it changes */
|
|
GLES2_FlushCommands(renderer);
|
|
}
|
|
}
|
|
|
|
static int
|
|
GLES2_UpdateViewport(SDL_Renderer * renderer)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_RenderCommand *cmd = &data->render_commands[data->current_render_command++];
|
|
cmd->cmd = GLES2_RENDERCMD_VIEWPORT;
|
|
SDL_memcpy(&cmd->data.viewport, &renderer->viewport, sizeof (SDL_Rect));
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
GLES2_UpdateClipRect(SDL_Renderer * renderer)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_RenderCommand *cmd = &data->render_commands[data->current_render_command++];
|
|
cmd->cmd = GLES2_RENDERCMD_CLIPRECT;
|
|
cmd->data.cliprect.enabled = renderer->clipping_enabled;
|
|
SDL_memcpy(&cmd->data.cliprect.rect, &renderer->clip_rect, sizeof (SDL_Rect));
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
GLES2_DestroyRenderer(SDL_Renderer *renderer)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
|
/* Deallocate everything */
|
|
if (data) {
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
{
|
|
GLES2_ShaderCacheEntry *entry;
|
|
GLES2_ShaderCacheEntry *next;
|
|
entry = data->shader_cache.head;
|
|
while (entry) {
|
|
data->glDeleteShader(entry->id);
|
|
next = entry->next;
|
|
SDL_free(entry);
|
|
entry = next;
|
|
}
|
|
}
|
|
{
|
|
GLES2_ProgramCacheEntry *entry;
|
|
GLES2_ProgramCacheEntry *next;
|
|
entry = data->program_cache.head;
|
|
while (entry) {
|
|
data->glDeleteProgram(entry->id);
|
|
next = entry->next;
|
|
SDL_free(entry);
|
|
entry = next;
|
|
}
|
|
}
|
|
if (data->context) {
|
|
while (data->framebuffers) {
|
|
GLES2_FBOList *nextnode = data->framebuffers->next;
|
|
data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
|
|
GL_CheckError("", renderer);
|
|
SDL_free(data->framebuffers);
|
|
data->framebuffers = nextnode;
|
|
}
|
|
|
|
data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
|
|
GL_CheckError("", renderer);
|
|
|
|
SDL_GL_DeleteContext(data->context);
|
|
}
|
|
|
|
SDL_free(data->shader_formats);
|
|
SDL_free(data);
|
|
}
|
|
SDL_free(renderer);
|
|
}
|
|
|
|
/*************************************************************************************************
|
|
* Texture APIs *
|
|
*************************************************************************************************/
|
|
|
|
static int GLES2_CreateTexture(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_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *Uplane, int Upitch,
|
|
const Uint8 *Vplane, int Vpitch);
|
|
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_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
|
|
static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
|
|
|
|
static int
|
|
GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
{
|
|
GLES2_DriverContext *renderdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_TextureData *data;
|
|
GLenum format;
|
|
GLenum type;
|
|
GLenum scaleMode;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
/* Determine the corresponding GLES texture format params */
|
|
switch (texture->format)
|
|
{
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
format = GL_RGBA;
|
|
type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case SDL_PIXELFORMAT_IYUV:
|
|
case SDL_PIXELFORMAT_YV12:
|
|
case SDL_PIXELFORMAT_NV12:
|
|
case SDL_PIXELFORMAT_NV21:
|
|
format = GL_LUMINANCE;
|
|
type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
format = GL_NONE;
|
|
type = GL_NONE;
|
|
break;
|
|
#endif
|
|
default:
|
|
return SDL_SetError("Texture format not supported");
|
|
}
|
|
|
|
if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
|
|
texture->access != SDL_TEXTUREACCESS_STATIC) {
|
|
return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
|
|
}
|
|
|
|
/* Allocate a texture struct */
|
|
data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
|
|
if (!data) {
|
|
return SDL_OutOfMemory();
|
|
}
|
|
data->texture = 0;
|
|
#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
|
|
#else
|
|
data->texture_type = GL_TEXTURE_2D;
|
|
#endif
|
|
data->pixel_format = format;
|
|
data->pixel_type = type;
|
|
data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
|
|
data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
|
|
data->texture_u = 0;
|
|
data->texture_v = 0;
|
|
scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
|
|
|
|
/* Allocate a blob for image renderdata */
|
|
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
size_t size;
|
|
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
|
|
size = texture->h * data->pitch;
|
|
if (data->yuv) {
|
|
/* Need to add size for the U and V planes */
|
|
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
|
|
}
|
|
if (data->nv12) {
|
|
/* Need to add size for the U/V plane */
|
|
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
|
|
}
|
|
data->pixel_data = SDL_calloc(1, size);
|
|
if (!data->pixel_data) {
|
|
SDL_free(data);
|
|
return SDL_OutOfMemory();
|
|
}
|
|
}
|
|
|
|
/* Allocate the texture */
|
|
GL_CheckError("", renderer);
|
|
|
|
if (data->yuv) {
|
|
renderdata->glGenTextures(1, &data->texture_v);
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
renderdata->glActiveTexture(GL_TEXTURE2);
|
|
renderdata->glBindTexture(data->texture_type, data->texture_v);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
|
|
|
|
renderdata->glGenTextures(1, &data->texture_u);
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
renderdata->glActiveTexture(GL_TEXTURE1);
|
|
renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
|
|
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
if (data->nv12) {
|
|
renderdata->glGenTextures(1, &data->texture_u);
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
renderdata->glActiveTexture(GL_TEXTURE1);
|
|
renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
|
|
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
renderdata->glGenTextures(1, &data->texture);
|
|
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
texture->driverdata = data;
|
|
renderdata->glActiveTexture(GL_TEXTURE0);
|
|
renderdata->glBindTexture(data->texture_type, data->texture);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
|
|
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
|
|
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
|
|
} else {
|
|
data->fbo = NULL;
|
|
}
|
|
|
|
return GL_CheckError("", renderer);
|
|
}
|
|
|
|
static int
|
|
GLES2_TexSubImage2D(GLES2_DriverContext *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
|
|
{
|
|
Uint8 *blob = NULL;
|
|
Uint8 *src;
|
|
int src_pitch;
|
|
int y;
|
|
|
|
if ((width == 0) || (height == 0) || (bpp == 0)) {
|
|
return 0; /* nothing to do */
|
|
}
|
|
|
|
/* Reformat the texture data into a tightly packed array */
|
|
src_pitch = width * bpp;
|
|
src = (Uint8 *)pixels;
|
|
if (pitch != src_pitch) {
|
|
blob = (Uint8 *)SDL_malloc(src_pitch * height);
|
|
if (!blob) {
|
|
return SDL_OutOfMemory();
|
|
}
|
|
src = blob;
|
|
for (y = 0; y < height; ++y)
|
|
{
|
|
SDL_memcpy(src, pixels, src_pitch);
|
|
src += src_pitch;
|
|
pixels = (Uint8 *)pixels + pitch;
|
|
}
|
|
src = blob;
|
|
}
|
|
|
|
data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
|
|
if (blob) {
|
|
SDL_free(blob);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
const void *pixels, int pitch)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
GLES2_FlushCommandsIfTextureNeeded(renderer, texture);
|
|
|
|
/* Bail out if we're supposed to update an empty rectangle */
|
|
if (rect->w <= 0 || rect->h <= 0) {
|
|
return 0;
|
|
}
|
|
|
|
/* Create a texture subimage with the supplied data */
|
|
data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x,
|
|
rect->y,
|
|
rect->w,
|
|
rect->h,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
|
|
|
|
if (tdata->yuv) {
|
|
/* Skip to the correct offset into the next texture */
|
|
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
|
|
if (texture->format == SDL_PIXELFORMAT_YV12) {
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
} else {
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
}
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
pixels, (pitch + 1) / 2, 1);
|
|
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1)/2));
|
|
if (texture->format == SDL_PIXELFORMAT_YV12) {
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
} else {
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
}
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
pixels, (pitch + 1) / 2, 1);
|
|
}
|
|
|
|
if (tdata->nv12) {
|
|
/* Skip to the correct offset into the next texture */
|
|
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
GL_LUMINANCE_ALPHA,
|
|
GL_UNSIGNED_BYTE,
|
|
pixels, 2 * ((pitch + 1) / 2), 2);
|
|
}
|
|
|
|
return GL_CheckError("glTexSubImage2D()", renderer);
|
|
}
|
|
|
|
static int
|
|
GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *Uplane, int Upitch,
|
|
const Uint8 *Vplane, int Vpitch)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
GLES2_FlushCommandsIfTextureNeeded(renderer, texture);
|
|
|
|
/* Bail out if we're supposed to update an empty rectangle */
|
|
if (rect->w <= 0 || rect->h <= 0) {
|
|
return 0;
|
|
}
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
Vplane, Vpitch, 1);
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x / 2,
|
|
rect->y / 2,
|
|
(rect->w + 1) / 2,
|
|
(rect->h + 1) / 2,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
Uplane, Upitch, 1);
|
|
|
|
data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
rect->x,
|
|
rect->y,
|
|
rect->w,
|
|
rect->h,
|
|
tdata->pixel_format,
|
|
tdata->pixel_type,
|
|
Yplane, Ypitch, 1);
|
|
|
|
return GL_CheckError("glTexSubImage2D()", renderer);
|
|
}
|
|
|
|
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_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
|
|
GLES2_TextureData *texturedata = NULL;
|
|
GLenum status;
|
|
|
|
GLES2_FlushCommands(renderer); /* time to send everything to the GPU! */
|
|
|
|
if (texture == NULL) {
|
|
data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
|
|
} else {
|
|
texturedata = (GLES2_TextureData *) texture->driverdata;
|
|
data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
|
|
/* TODO: check if texture pixel format allows this operation */
|
|
data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
|
|
/* Check FBO status */
|
|
status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
return SDL_SetError("glFramebufferTexture2D() failed");
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
GLES2_FlushCommandsIfTextureNeeded(renderer, texture);
|
|
|
|
/* Destroy the texture */
|
|
if (tdata) {
|
|
data->glDeleteTextures(1, &tdata->texture);
|
|
if (tdata->texture_v) {
|
|
data->glDeleteTextures(1, &tdata->texture_v);
|
|
}
|
|
if (tdata->texture_u) {
|
|
data->glDeleteTextures(1, &tdata->texture_u);
|
|
}
|
|
SDL_free(tdata->pixel_data);
|
|
SDL_free(tdata);
|
|
texture->driverdata = NULL;
|
|
}
|
|
}
|
|
|
|
/*************************************************************************************************
|
|
* Shader management functions *
|
|
*************************************************************************************************/
|
|
|
|
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type);
|
|
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
|
|
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
|
|
GLES2_ShaderCacheEntry *vertex,
|
|
GLES2_ShaderCacheEntry *fragment);
|
|
|
|
static GLES2_ProgramCacheEntry *
|
|
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
|
|
GLES2_ShaderCacheEntry *fragment)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_ProgramCacheEntry *entry;
|
|
GLES2_ShaderCacheEntry *shaderEntry;
|
|
GLint linkSuccessful;
|
|
|
|
/* Check if we've already cached this program */
|
|
entry = data->program_cache.head;
|
|
while (entry) {
|
|
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
|
|
break;
|
|
}
|
|
entry = entry->next;
|
|
}
|
|
if (entry) {
|
|
if (data->program_cache.head != entry) {
|
|
if (entry->next) {
|
|
entry->next->prev = entry->prev;
|
|
}
|
|
if (entry->prev) {
|
|
entry->prev->next = entry->next;
|
|
}
|
|
entry->prev = NULL;
|
|
entry->next = data->program_cache.head;
|
|
data->program_cache.head->prev = entry;
|
|
data->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;
|
|
|
|
/* Create the program and link it */
|
|
entry->id = data->glCreateProgram();
|
|
data->glAttachShader(entry->id, vertex->id);
|
|
data->glAttachShader(entry->id, fragment->id);
|
|
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
|
|
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
|
|
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
|
|
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
|
|
data->glLinkProgram(entry->id);
|
|
data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
|
|
if (!linkSuccessful) {
|
|
data->glDeleteProgram(entry->id);
|
|
SDL_free(entry);
|
|
SDL_SetError("Failed to link shader program");
|
|
return NULL;
|
|
}
|
|
|
|
/* Predetermine locations of uniform variables */
|
|
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
|
|
data->glGetUniformLocation(entry->id, "u_projection");
|
|
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
|
|
data->glGetUniformLocation(entry->id, "u_texture_v");
|
|
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
|
|
data->glGetUniformLocation(entry->id, "u_texture_u");
|
|
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
|
|
data->glGetUniformLocation(entry->id, "u_texture");
|
|
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
|
|
data->glGetUniformLocation(entry->id, "u_color");
|
|
|
|
entry->modulation_r = entry->modulation_g = entry->modulation_b = entry->modulation_a = 255;
|
|
entry->color_r = entry->color_g = entry->color_b = entry->color_a = 255;
|
|
|
|
data->glUseProgram(entry->id);
|
|
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
|
|
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
|
|
}
|
|
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
|
|
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
|
|
}
|
|
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
|
|
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
|
|
}
|
|
if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
|
|
data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
|
|
}
|
|
if (entry->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
|
|
data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
}
|
|
|
|
/* Cache the linked program */
|
|
if (data->program_cache.head) {
|
|
entry->next = data->program_cache.head;
|
|
data->program_cache.head->prev = entry;
|
|
} else {
|
|
data->program_cache.tail = entry;
|
|
}
|
|
data->program_cache.head = entry;
|
|
++data->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 (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
|
|
shaderEntry = data->program_cache.tail->vertex_shader;
|
|
if (--shaderEntry->references <= 0) {
|
|
GLES2_EvictShader(renderer, shaderEntry);
|
|
}
|
|
shaderEntry = data->program_cache.tail->fragment_shader;
|
|
if (--shaderEntry->references <= 0) {
|
|
GLES2_EvictShader(renderer, shaderEntry);
|
|
}
|
|
data->glDeleteProgram(data->program_cache.tail->id);
|
|
data->program_cache.tail = data->program_cache.tail->prev;
|
|
SDL_free(data->program_cache.tail->next);
|
|
data->program_cache.tail->next = NULL;
|
|
--data->program_cache.count;
|
|
}
|
|
return entry;
|
|
}
|
|
|
|
static GLES2_ShaderCacheEntry *
|
|
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type)
|
|
{
|
|
GLES2_DriverContext *data = (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);
|
|
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 < data->shader_format_count && !instance; ++j) {
|
|
if (!shader->instances[i]) {
|
|
continue;
|
|
}
|
|
if (shader->instances[i]->format != data->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 = data->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 */
|
|
entry->id = data->glCreateShader(instance->type);
|
|
if (instance->format == (GLenum)-1) {
|
|
data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL);
|
|
data->glCompileShader(entry->id);
|
|
data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
|
|
} else {
|
|
data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
|
|
compileSuccessful = GL_TRUE;
|
|
}
|
|
if (!compileSuccessful) {
|
|
char *info = NULL;
|
|
int length = 0;
|
|
|
|
data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
|
|
if (length > 0) {
|
|
info = SDL_stack_alloc(char, length);
|
|
if (info) {
|
|
data->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");
|
|
}
|
|
data->glDeleteShader(entry->id);
|
|
SDL_free(entry);
|
|
return NULL;
|
|
}
|
|
|
|
/* Link the shader entry in at the front of the cache */
|
|
if (data->shader_cache.head) {
|
|
entry->next = data->shader_cache.head;
|
|
data->shader_cache.head->prev = entry;
|
|
}
|
|
data->shader_cache.head = entry;
|
|
++data->shader_cache.count;
|
|
return entry;
|
|
}
|
|
|
|
static void
|
|
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
|
|
{
|
|
GLES2_DriverContext *data = (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 (data->shader_cache.head == entry) {
|
|
data->shader_cache.head = entry->next;
|
|
}
|
|
--data->shader_cache.count;
|
|
|
|
/* Deallocate the shader */
|
|
data->glDeleteShader(entry->id);
|
|
SDL_free(entry);
|
|
}
|
|
|
|
static int
|
|
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, int w, int h)
|
|
{
|
|
GLES2_DriverContext *data = (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_ABGR:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_ARGB:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_RGB:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_BGR:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_YUV:
|
|
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
case SDL_YUV_CONVERSION_JPEG:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT601:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT709:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
|
|
break;
|
|
default:
|
|
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
goto fault;
|
|
}
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_NV12:
|
|
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
case SDL_YUV_CONVERSION_JPEG:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT601:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT709:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
|
|
break;
|
|
default:
|
|
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
goto fault;
|
|
}
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_NV21:
|
|
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
case SDL_YUV_CONVERSION_JPEG:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT601:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT709:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
|
|
break;
|
|
default:
|
|
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
goto fault;
|
|
}
|
|
break;
|
|
case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
|
|
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
|
|
break;
|
|
default:
|
|
goto fault;
|
|
}
|
|
|
|
/* Load the requested shaders */
|
|
vertex = GLES2_CacheShader(renderer, vtype);
|
|
if (!vertex) {
|
|
goto fault;
|
|
}
|
|
fragment = GLES2_CacheShader(renderer, ftype);
|
|
if (!fragment) {
|
|
goto fault;
|
|
}
|
|
|
|
/* Check if we need to change programs at all */
|
|
if (data->current_program &&
|
|
data->current_program->vertex_shader == vertex &&
|
|
data->current_program->fragment_shader == fragment) {
|
|
return 0;
|
|
}
|
|
|
|
/* Generate a matching program */
|
|
program = GLES2_CacheProgram(renderer, vertex, fragment);
|
|
if (!program) {
|
|
goto fault;
|
|
}
|
|
|
|
/* Select that program in OpenGL */
|
|
data->glUseProgram(program->id);
|
|
|
|
/* Set the current program */
|
|
data->current_program = program;
|
|
|
|
/* 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);
|
|
}
|
|
data->current_program = NULL;
|
|
return -1;
|
|
}
|
|
|
|
|
|
/*************************************************************************************************
|
|
* Rendering functions *
|
|
*************************************************************************************************/
|
|
|
|
static int GLES2_RenderClear(SDL_Renderer *renderer);
|
|
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
|
|
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
|
|
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
|
|
static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
|
|
const SDL_FRect *dstrect);
|
|
static int GLES2_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
|
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
|
|
static int GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
Uint32 pixel_format, void * pixels, int pitch);
|
|
static void GLES2_RenderPresent(SDL_Renderer *renderer);
|
|
|
|
static int
|
|
GLES2_RenderClear(SDL_Renderer * renderer)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_RenderCommand *cmd = &data->render_commands[data->current_render_command++];
|
|
cmd->cmd = GLES2_RENDERCMD_CLEAR;
|
|
cmd->data.clear.r = renderer->r;
|
|
cmd->data.clear.g = renderer->g;
|
|
cmd->data.clear.b = renderer->b;
|
|
cmd->data.clear.a = renderer->a;
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
GLES2_AddVertices(SDL_Renderer *renderer, const GLES2_Attribute attr, const float *vertexData, size_t dataSizeInElements)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_RenderCommand *cmd = &data->render_commands[data->current_render_command++];
|
|
GLfloat *vdata = &data->vertex_data[data->current_vertex_data];
|
|
SDL_memcpy(vdata, vertexData, dataSizeInElements * sizeof (GLfloat));
|
|
cmd->cmd = GLES2_RENDERCMD_ATTR;
|
|
cmd->data.attr.attr = attr;
|
|
cmd->data.attr.offset = data->current_vertex_data * sizeof (GLfloat);
|
|
cmd->data.attr.count = dataSizeInElements;
|
|
data->current_vertex_data += dataSizeInElements;
|
|
}
|
|
|
|
static GLES2_RenderCommand *
|
|
GLES2_InitSolidDrawCommand(SDL_Renderer *renderer, const GLenum mode, const GLint first, const GLsizei count)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_RenderCommand *cmd = &data->render_commands[data->current_render_command++];
|
|
cmd->cmd = GLES2_RENDERCMD_DRAW;
|
|
cmd->data.draw.mode = mode;
|
|
cmd->data.draw.first = first;
|
|
cmd->data.draw.count = count;
|
|
cmd->data.draw.attrs = (1 << GLES2_ATTRIBUTE_POSITION);
|
|
cmd->data.draw.r = renderer->r;
|
|
cmd->data.draw.g = renderer->g;
|
|
cmd->data.draw.b = renderer->b;
|
|
cmd->data.draw.a = renderer->a;
|
|
cmd->data.draw.blend = renderer->blendMode;
|
|
cmd->data.draw.imgsrc = GLES2_IMAGESOURCE_SOLID;
|
|
cmd->data.draw.texture = NULL;
|
|
return cmd;
|
|
}
|
|
|
|
static int
|
|
GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
|
|
{
|
|
GLfloat *vertices = SDL_stack_alloc(GLfloat, count * 2); /* !!! FIXME: We could do this without a stack_alloc... */
|
|
int idx;
|
|
|
|
/* Emit the specified vertices as points */
|
|
for (idx = 0; idx < count; ++idx) {
|
|
vertices[idx * 2] = points[idx].x + 0.5f;
|
|
vertices[(idx * 2) + 1] = points[idx].y + 0.5f;
|
|
}
|
|
|
|
GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2);
|
|
GLES2_InitSolidDrawCommand(renderer, GL_POINTS, 0, count);
|
|
SDL_stack_free(vertices);
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
|
|
{
|
|
GLfloat *vertices = SDL_stack_alloc(GLfloat, count * 2); /* !!! FIXME: We could do this without a stack_alloc... */
|
|
int idx;
|
|
|
|
/* Emit a line strip including the specified vertices */
|
|
for (idx = 0; idx < count; ++idx) {
|
|
vertices[idx * 2] = points[idx].x + 0.5f;
|
|
vertices[(idx * 2) + 1] = points[idx].y + 0.5f;
|
|
}
|
|
|
|
GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2);
|
|
GLES2_InitSolidDrawCommand(renderer, GL_LINE_STRIP, 0, count);
|
|
|
|
#if 0 /* !!! FIXME: ugh */
|
|
/* We need to close the endpoint of the line */
|
|
if (count == 2 ||
|
|
points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
|
|
GLES2_DrawVertices(GL_POINTS, count-1, 1);
|
|
}
|
|
#endif
|
|
|
|
SDL_stack_free(vertices);
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
|
|
{
|
|
GLfloat vertices[8];
|
|
int idx;
|
|
|
|
/* Emit a line loop for each rectangle */
|
|
for (idx = 0; idx < count; ++idx) {
|
|
const SDL_FRect *rect = &rects[idx];
|
|
|
|
GLfloat xMin = rect->x;
|
|
GLfloat xMax = (rect->x + rect->w);
|
|
GLfloat yMin = rect->y;
|
|
GLfloat yMax = (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;
|
|
|
|
GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8);
|
|
GLES2_InitSolidDrawCommand(renderer, GL_TRIANGLE_STRIP, 0, 4);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
static GLES2_RenderCommand *
|
|
GLES2_InitCopyDrawCommand(SDL_Renderer *renderer, SDL_Texture *texture, const Uint8 attrs)
|
|
{
|
|
GLES2_RenderCommand *cmd = NULL;
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
|
/* Pick an appropriate shader */
|
|
if (renderer->target) {
|
|
/* Check if we need to do color mapping between the source and render target textures */
|
|
if (renderer->target->format != texture->format) {
|
|
switch (texture->format) {
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
switch (renderer->target->format) {
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
break;
|
|
}
|
|
break;
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
switch (renderer->target->format) {
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
break;
|
|
}
|
|
break;
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
switch (renderer->target->format) {
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
break;
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
}
|
|
break;
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
switch (renderer->target->format) {
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
break;
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
}
|
|
break;
|
|
case SDL_PIXELFORMAT_IYUV:
|
|
case SDL_PIXELFORMAT_YV12:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
|
|
break;
|
|
case SDL_PIXELFORMAT_NV12:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
|
|
break;
|
|
case SDL_PIXELFORMAT_NV21:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
|
|
break;
|
|
case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
|
|
break;
|
|
default:
|
|
SDL_SetError("Unsupported texture format");
|
|
return NULL;
|
|
}
|
|
} else {
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
|
|
}
|
|
} else {
|
|
switch (texture->format) {
|
|
case SDL_PIXELFORMAT_ARGB8888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_ABGR8888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
break;
|
|
case SDL_PIXELFORMAT_RGB888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
|
break;
|
|
case SDL_PIXELFORMAT_BGR888:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
break;
|
|
case SDL_PIXELFORMAT_IYUV:
|
|
case SDL_PIXELFORMAT_YV12:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
|
|
break;
|
|
case SDL_PIXELFORMAT_NV12:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
|
|
break;
|
|
case SDL_PIXELFORMAT_NV21:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
|
|
break;
|
|
case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
|
|
break;
|
|
default:
|
|
SDL_SetError("Unsupported texture format");
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
((GLES2_TextureData *)texture->driverdata)->last_cmd_generation = data->command_generation;
|
|
|
|
cmd = &data->render_commands[data->current_render_command++];
|
|
cmd->cmd = GLES2_RENDERCMD_DRAW;
|
|
cmd->data.draw.mode = GL_TRIANGLE_STRIP;
|
|
cmd->data.draw.first = 0;
|
|
cmd->data.draw.count = 4;
|
|
cmd->data.draw.attrs = attrs | (1 << GLES2_ATTRIBUTE_POSITION) | (1 << GLES2_ATTRIBUTE_TEXCOORD);
|
|
cmd->data.draw.r = texture->r;
|
|
cmd->data.draw.g = texture->g;
|
|
cmd->data.draw.b = texture->b;
|
|
cmd->data.draw.a = texture->a;
|
|
cmd->data.draw.blend = texture->blendMode;
|
|
cmd->data.draw.imgsrc = sourceType;
|
|
cmd->data.draw.texture = texture;
|
|
|
|
return cmd;
|
|
}
|
|
|
|
static int
|
|
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
|
|
const SDL_FRect *dstrect)
|
|
{
|
|
GLfloat vertices[8];
|
|
|
|
/* Emit the textured quad */
|
|
vertices[0] = dstrect->x;
|
|
vertices[1] = dstrect->y;
|
|
vertices[2] = (dstrect->x + dstrect->w);
|
|
vertices[3] = dstrect->y;
|
|
vertices[4] = dstrect->x;
|
|
vertices[5] = (dstrect->y + dstrect->h);
|
|
vertices[6] = (dstrect->x + dstrect->w);
|
|
vertices[7] = (dstrect->y + dstrect->h);
|
|
GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8);
|
|
|
|
vertices[0] = srcrect->x / (GLfloat)texture->w;
|
|
vertices[1] = srcrect->y / (GLfloat)texture->h;
|
|
vertices[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
vertices[3] = srcrect->y / (GLfloat)texture->h;
|
|
vertices[4] = srcrect->x / (GLfloat)texture->w;
|
|
vertices[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
vertices[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
vertices[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_TEXCOORD, vertices, 8);
|
|
|
|
GLES2_InitCopyDrawCommand(renderer, texture, 0);
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
|
|
const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
|
|
{
|
|
const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
|
|
GLfloat vertices[8];
|
|
|
|
vertices[0] = vertices[2] = vertices[4] = vertices[6] = (GLfloat)SDL_sin(radian_angle);
|
|
/* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
|
|
vertices[1] = vertices[3] = vertices[5] = vertices[7] = (GLfloat)SDL_cos(radian_angle) - 1.0f;
|
|
GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_ANGLE, vertices, 8);
|
|
|
|
/* Calculate the center of rotation */
|
|
vertices[0] = vertices[2] = vertices[4] = vertices[6] = (center->x + dstrect->x);
|
|
vertices[1] = vertices[3] = vertices[5] = vertices[7] = (center->y + dstrect->y);
|
|
GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_CENTER, vertices, 8);
|
|
|
|
/* Emit the textured quad */
|
|
vertices[0] = dstrect->x;
|
|
vertices[1] = dstrect->y;
|
|
vertices[2] = (dstrect->x + dstrect->w);
|
|
vertices[3] = dstrect->y;
|
|
vertices[4] = dstrect->x;
|
|
vertices[5] = (dstrect->y + dstrect->h);
|
|
vertices[6] = (dstrect->x + dstrect->w);
|
|
vertices[7] = (dstrect->y + dstrect->h);
|
|
if (flip & SDL_FLIP_HORIZONTAL) {
|
|
const GLfloat tmp = vertices[0];
|
|
vertices[0] = vertices[4] = vertices[2];
|
|
vertices[2] = vertices[6] = tmp;
|
|
}
|
|
if (flip & SDL_FLIP_VERTICAL) {
|
|
const GLfloat tmp = vertices[1];
|
|
vertices[1] = vertices[3] = vertices[5];
|
|
vertices[5] = vertices[7] = tmp;
|
|
}
|
|
GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8);
|
|
|
|
vertices[0] = srcrect->x / (GLfloat)texture->w;
|
|
vertices[1] = srcrect->y / (GLfloat)texture->h;
|
|
vertices[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
vertices[3] = srcrect->y / (GLfloat)texture->h;
|
|
vertices[4] = srcrect->x / (GLfloat)texture->w;
|
|
vertices[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
vertices[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
vertices[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_TEXCOORD, vertices, 8);
|
|
|
|
GLES2_InitCopyDrawCommand(renderer, texture, (1 << GLES2_ATTRIBUTE_CENTER) | (1 << GLES2_ATTRIBUTE_ANGLE));
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
Uint32 pixel_format, void * pixels, int pitch)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
|
|
size_t buflen;
|
|
void *temp_pixels;
|
|
int temp_pitch;
|
|
Uint8 *src, *dst, *tmp;
|
|
int w, h, length, rows;
|
|
int status;
|
|
|
|
GLES2_FlushCommands(renderer); /* we need to render before we read the results. */
|
|
|
|
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
|
|
buflen = (size_t) (rect->h * temp_pitch);
|
|
if (buflen == 0) {
|
|
return 0; /* nothing to do. */
|
|
}
|
|
|
|
temp_pixels = SDL_malloc(buflen);
|
|
if (!temp_pixels) {
|
|
return SDL_OutOfMemory();
|
|
}
|
|
|
|
SDL_GetRendererOutputSize(renderer, &w, &h);
|
|
|
|
data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
|
|
rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
|
|
if (GL_CheckError("glReadPixels()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
/* Flip the rows to be top-down if necessary */
|
|
if (!renderer->target) {
|
|
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
|
|
src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
|
|
dst = (Uint8*)temp_pixels;
|
|
tmp = SDL_stack_alloc(Uint8, length);
|
|
rows = rect->h / 2;
|
|
while (rows--) {
|
|
SDL_memcpy(tmp, dst, length);
|
|
SDL_memcpy(dst, src, length);
|
|
SDL_memcpy(src, tmp, length);
|
|
dst += temp_pitch;
|
|
src -= temp_pitch;
|
|
}
|
|
SDL_stack_free(tmp);
|
|
}
|
|
|
|
status = SDL_ConvertPixels(rect->w, rect->h,
|
|
temp_format, temp_pixels, temp_pitch,
|
|
pixel_format, pixels, pitch);
|
|
SDL_free(temp_pixels);
|
|
|
|
return status;
|
|
}
|
|
|
|
static void
|
|
GLES2_RenderPresent(SDL_Renderer *renderer)
|
|
{
|
|
GLES2_FlushCommands(renderer); /* time to send it to the GPU! */
|
|
|
|
/* Tell the video driver to swap buffers */
|
|
SDL_GL_SwapWindow(renderer->window);
|
|
}
|
|
|
|
|
|
/*************************************************************************************************
|
|
* Bind/unbinding of textures
|
|
*************************************************************************************************/
|
|
static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
|
|
static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
|
|
|
|
static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
data->glBindTexture(texturedata->texture_type, texturedata->texture);
|
|
|
|
if (texw) {
|
|
*texw = 1.0;
|
|
}
|
|
if (texh) {
|
|
*texh = 1.0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
data->glBindTexture(texturedata->texture_type, 0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
/*************************************************************************************************
|
|
* Renderer instantiation *
|
|
*************************************************************************************************/
|
|
|
|
#ifdef ZUNE_HD
|
|
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
|
|
#endif
|
|
|
|
static void
|
|
GLES2_ResetState(SDL_Renderer *renderer)
|
|
{
|
|
GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
|
|
|
|
if (SDL_CurrentContext == data->context) {
|
|
GLES2_UpdateViewport(renderer);
|
|
} else {
|
|
GLES2_ActivateRenderer(renderer);
|
|
}
|
|
|
|
data->glActiveTexture(GL_TEXTURE0);
|
|
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
data->glClearColor((GLfloat) data->clear_r * inv255f,
|
|
(GLfloat) data->clear_g * inv255f,
|
|
(GLfloat) data->clear_b * inv255f,
|
|
(GLfloat) data->clear_a * inv255f);
|
|
|
|
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
|
GL_CheckError("", renderer);
|
|
}
|
|
|
|
static SDL_Renderer *
|
|
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|
{
|
|
SDL_Renderer *renderer;
|
|
GLES2_DriverContext *data;
|
|
GLint nFormats;
|
|
#ifndef ZUNE_HD
|
|
GLboolean hasCompiler;
|
|
#endif
|
|
Uint32 window_flags = 0; /* -Wconditional-uninitialized */
|
|
GLint window_framebuffer;
|
|
GLint value;
|
|
int profile_mask = 0, major = 0, minor = 0;
|
|
SDL_bool changed_window = SDL_FALSE;
|
|
|
|
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask) < 0) {
|
|
goto error;
|
|
}
|
|
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major) < 0) {
|
|
goto error;
|
|
}
|
|
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor) < 0) {
|
|
goto error;
|
|
}
|
|
|
|
window_flags = SDL_GetWindowFlags(window);
|
|
/* OpenGL ES 3.0 is a superset of OpenGL ES 2.0 */
|
|
if (!(window_flags & SDL_WINDOW_OPENGL) ||
|
|
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) {
|
|
|
|
changed_window = SDL_TRUE;
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
|
|
|
|
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
|
|
goto error;
|
|
}
|
|
}
|
|
|
|
/* Create the renderer struct */
|
|
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
|
|
if (!renderer) {
|
|
SDL_OutOfMemory();
|
|
goto error;
|
|
}
|
|
|
|
data = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
|
|
if (!data) {
|
|
GLES2_DestroyRenderer(renderer);
|
|
SDL_OutOfMemory();
|
|
goto error;
|
|
}
|
|
renderer->info = GLES2_RenderDriver.info;
|
|
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
|
|
renderer->driverdata = data;
|
|
renderer->window = window;
|
|
|
|
/* Create an OpenGL ES 2.0 context */
|
|
data->context = SDL_GL_CreateContext(window);
|
|
if (!data->context) {
|
|
GLES2_DestroyRenderer(renderer);
|
|
goto error;
|
|
}
|
|
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
|
|
GLES2_DestroyRenderer(renderer);
|
|
goto error;
|
|
}
|
|
|
|
if (GLES2_LoadFunctions(data) < 0) {
|
|
GLES2_DestroyRenderer(renderer);
|
|
goto error;
|
|
}
|
|
|
|
#if __WINRT__
|
|
/* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync
|
|
* is turned on. Not doing so will freeze the screen's contents to that
|
|
* of the first drawn frame.
|
|
*/
|
|
flags |= SDL_RENDERER_PRESENTVSYNC;
|
|
#endif
|
|
|
|
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;
|
|
}
|
|
|
|
/* Check for debug output support */
|
|
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
|
|
(value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
|
|
data->debug_enabled = SDL_TRUE;
|
|
}
|
|
|
|
value = 0;
|
|
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
|
|
renderer->info.max_texture_width = value;
|
|
value = 0;
|
|
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
|
|
renderer->info.max_texture_height = value;
|
|
|
|
/* Determine supported shader formats */
|
|
/* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
|
|
#ifdef ZUNE_HD
|
|
nFormats = 1;
|
|
#else /* !ZUNE_HD */
|
|
data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
|
|
data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
|
|
if (hasCompiler) {
|
|
++nFormats;
|
|
}
|
|
#endif /* ZUNE_HD */
|
|
data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
|
|
if (!data->shader_formats) {
|
|
GLES2_DestroyRenderer(renderer);
|
|
SDL_OutOfMemory();
|
|
goto error;
|
|
}
|
|
data->shader_format_count = nFormats;
|
|
#ifdef ZUNE_HD
|
|
data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
|
|
#else /* !ZUNE_HD */
|
|
data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats);
|
|
if (hasCompiler) {
|
|
data->shader_formats[nFormats - 1] = (GLenum)-1;
|
|
}
|
|
#endif /* ZUNE_HD */
|
|
|
|
/* we keep a few of these and cycle through them, so data can live for a few frames. */
|
|
data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
|
|
|
|
data->framebuffers = NULL;
|
|
data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
|
|
data->window_framebuffer = (GLuint)window_framebuffer;
|
|
|
|
/* Populate the function pointers for the module */
|
|
renderer->WindowEvent = GLES2_WindowEvent;
|
|
renderer->GetOutputSize = GLES2_GetOutputSize;
|
|
renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
|
|
renderer->CreateTexture = GLES2_CreateTexture;
|
|
renderer->UpdateTexture = GLES2_UpdateTexture;
|
|
renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
|
|
renderer->LockTexture = GLES2_LockTexture;
|
|
renderer->UnlockTexture = GLES2_UnlockTexture;
|
|
renderer->SetRenderTarget = GLES2_SetRenderTarget;
|
|
renderer->UpdateViewport = GLES2_UpdateViewport;
|
|
renderer->UpdateClipRect = GLES2_UpdateClipRect;
|
|
renderer->RenderClear = GLES2_RenderClear;
|
|
renderer->RenderDrawPoints = GLES2_RenderDrawPoints;
|
|
renderer->RenderDrawLines = GLES2_RenderDrawLines;
|
|
renderer->RenderFillRects = GLES2_RenderFillRects;
|
|
renderer->RenderCopy = GLES2_RenderCopy;
|
|
renderer->RenderCopyEx = GLES2_RenderCopyEx;
|
|
renderer->RenderReadPixels = GLES2_RenderReadPixels;
|
|
renderer->RenderPresent = GLES2_RenderPresent;
|
|
renderer->DestroyTexture = GLES2_DestroyTexture;
|
|
renderer->DestroyRenderer = GLES2_DestroyRenderer;
|
|
renderer->GL_BindTexture = GLES2_BindTexture;
|
|
renderer->GL_UnbindTexture = GLES2_UnbindTexture;
|
|
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
|
|
#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_EXTERNAL_OES;
|
|
#endif
|
|
|
|
GLES2_ResetState(renderer);
|
|
|
|
return renderer;
|
|
|
|
error:
|
|
if (changed_window) {
|
|
/* Uh oh, better try to put it back... */
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
|
|
SDL_RecreateWindow(window, window_flags);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|