src/render/opengles2/SDL_render_gles2.c
author Sam Lantinga <slouken@libsdl.org>
Thu, 17 Feb 2011 02:23:48 -0800
changeset 5333 5d3a2cd4e8c9
parent 5332 ae8b6fb1feaf
child 5355 cc2215cda170
permissions -rw-r--r--
Implemented OpenGL ES RenderClear()
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2011 Sam Lantinga
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    Copyright (C) 2010 itsnotabigtruck.
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
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#include "SDL_opengles2.h"
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#include "../SDL_sysrender.h"
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#include "SDL_shaders_gles2.h"
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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),
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        1,
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        {SDL_PIXELFORMAT_ABGR8888},
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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_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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    size_t pitch;
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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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    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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    SDL_BlendMode blend_mode;
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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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    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;
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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_MODULATION,
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    GLES2_UNIFORM_COLOR,
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    GLES2_UNIFORM_COLORTABLE
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} GLES2_Uniform;
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typedef enum
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{
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    GLES2_IMAGESOURCE_SOLID,
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    GLES2_IMAGESOURCE_TEXTURE
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} GLES2_ImageSource;
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typedef struct GLES2_DriverContext
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{
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    SDL_GLContext *context;
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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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} GLES2_DriverContext;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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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
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GLES2_ActivateRenderer(SDL_Renderer * renderer)
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{
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    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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    if (SDL_CurrentContext != rdata->context) {
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        /* Null out the current program to ensure we set it again */
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        rdata->current_program = NULL;
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        if (SDL_GL_MakeCurrent(renderer->window, rdata->context) < 0) {
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            return -1;
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        }
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        SDL_CurrentContext = rdata->context;
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        GLES2_UpdateViewport(renderer);
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    }
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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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    if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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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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}
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static int
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GLES2_UpdateViewport(SDL_Renderer * renderer)
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{
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    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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    if (SDL_CurrentContext != rdata->context) {
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        /* We'll update the viewport after we rebind the context */
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        return 0;
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    }
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    glViewport(renderer->viewport.x, renderer->viewport.y,
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               renderer->viewport.w, renderer->viewport.h);
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    return 0;
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}
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static void
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GLES2_DestroyRenderer(SDL_Renderer *renderer)
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{
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    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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    GLES2_ProgramCacheEntry *entry;
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    GLES2_ProgramCacheEntry *next;
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    /* Deallocate everything */
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    if (rdata) {
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        GLES2_ActivateRenderer(renderer);
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        entry = rdata->program_cache.head;
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        while (entry) {
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            glDeleteShader(entry->vertex_shader->id);
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            glDeleteShader(entry->fragment_shader->id);
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            SDL_free(entry->vertex_shader);
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            SDL_free(entry->fragment_shader);
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            glDeleteProgram(entry->id);
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            next = entry->next;
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            SDL_free(entry);
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            entry = next;
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        }
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        if (rdata->context) {
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            SDL_GL_DeleteContext(rdata->context);
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        }
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        if (rdata->shader_formats) {
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            SDL_free(rdata->shader_formats);
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        }
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        SDL_free(rdata);
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    }
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    SDL_free(renderer);
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}
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/*************************************************************************************************
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 * Texture APIs                                                                                  *
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 *************************************************************************************************/
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static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                             void **pixels, int *pitch);
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static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                               const void *pixels, int pitch);
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static int
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GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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    GLES2_TextureData *tdata;
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    GLenum format;
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    GLenum type;
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    GLES2_ActivateRenderer(renderer);
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    /* Determine the corresponding GLES texture format params */
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    switch (texture->format)
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    {
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    case SDL_PIXELFORMAT_ABGR8888:
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        format = GL_RGBA;
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        type = GL_UNSIGNED_BYTE;
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        break;
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    default:
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        SDL_SetError("Texture format not supported");
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        return -1;
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    }
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    /* Allocate a texture struct */
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    tdata = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
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    if (!tdata)
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    {
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        SDL_OutOfMemory();
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        return -1;
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    }
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    tdata->texture = 0;
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    tdata->texture_type = GL_TEXTURE_2D;
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    tdata->pixel_format = format;
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    tdata->pixel_type = type;
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    /* Allocate a blob for image data */
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    if (texture->access == SDL_TEXTUREACCESS_STREAMING)
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    {
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        tdata->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
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        tdata->pixel_data = SDL_malloc(tdata->pitch * texture->h);
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        if (!tdata->pixel_data)
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        {
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            SDL_OutOfMemory();
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            SDL_free(tdata);
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            return -1;
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        }
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    }
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    /* Allocate the texture */
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    glGetError();
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    glGenTextures(1, &tdata->texture);
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    glActiveTexture(GL_TEXTURE0);
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    glBindTexture(tdata->texture_type, tdata->texture);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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    glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
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    if (glGetError() != GL_NO_ERROR)
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    {
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        SDL_SetError("Texture creation failed");
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        glDeleteTextures(1, &tdata->texture);
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        SDL_free(tdata);
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        return -1;
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    }
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    texture->driverdata = tdata;
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    return 0;
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}
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static void
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GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    GLES2_ActivateRenderer(renderer);
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   304
    /* Destroy the texture */
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    if (tdata)
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    {
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        glDeleteTextures(1, &tdata->texture);
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        SDL_free(tdata->pixel_data);
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        SDL_free(tdata);
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        texture->driverdata = NULL;
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    }
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}
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static int
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GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                  void **pixels, int *pitch)
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{
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   318
    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    /* Retrieve the buffer/pitch for the specified region */
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    *pixels = (Uint8 *)tdata->pixel_data +
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              (tdata->pitch * rect->y) +
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              (rect->x * SDL_BYTESPERPIXEL(texture->format));
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    *pitch = tdata->pitch;
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    return 0;
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}
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static void
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GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    SDL_Rect rect;
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    /* We do whole texture updates, at least for now */
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    rect.x = 0;
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    rect.y = 0;
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    rect.w = texture->w;
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    rect.h = texture->h;
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    GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
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}
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static int
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GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                    const void *pixels, int pitch)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    Uint8 *blob = NULL;
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    Uint8 *src;
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    int srcPitch;
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    int y;
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    GLES2_ActivateRenderer(renderer);
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    /* Bail out if we're supposed to update an empty rectangle */
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    if (rect->w <= 0 || rect->h <= 0)
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        return 0;
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   358
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    /* Reformat the texture data into a tightly packed array */
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    srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
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    src = (Uint8 *)pixels;
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    if (pitch != srcPitch)
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   363
    {
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   364
        blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
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   365
        if (!blob)
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   366
        {
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   367
            SDL_OutOfMemory();
slouken@5201
   368
            return -1;
slouken@5201
   369
        }
slouken@5201
   370
        src = blob;
slouken@5201
   371
        for (y = 0; y < rect->h; ++y)
slouken@5201
   372
        {
slouken@5201
   373
            SDL_memcpy(src, pixels, srcPitch);
slouken@5201
   374
            src += srcPitch;
slouken@5201
   375
            pixels = (Uint8 *)pixels + pitch;
slouken@5201
   376
        }
slouken@5201
   377
        src = blob;
slouken@5201
   378
    }
slouken@5201
   379
slouken@5201
   380
    /* Create a texture subimage with the supplied data */
slouken@5201
   381
    glGetError();
slouken@5201
   382
    glActiveTexture(GL_TEXTURE0);
slouken@5201
   383
    glBindTexture(tdata->texture_type, tdata->texture);
slouken@5201
   384
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@5201
   385
    glTexSubImage2D(tdata->texture_type,
slouken@5201
   386
                    0,
slouken@5201
   387
                    rect->x,
slouken@5201
   388
                    rect->y,
slouken@5201
   389
                    rect->w,
slouken@5201
   390
                    rect->h,
slouken@5201
   391
                    tdata->pixel_format,
slouken@5201
   392
                    tdata->pixel_type,
slouken@5201
   393
                    src);
slouken@5227
   394
    if (blob) {
slouken@5227
   395
        SDL_free(blob);
slouken@5227
   396
    }
slouken@5214
   397
slouken@5201
   398
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   399
    {
slouken@5201
   400
        SDL_SetError("Failed to update texture");
slouken@5201
   401
        return -1;
slouken@5201
   402
    }
slouken@5201
   403
    return 0;
slouken@5201
   404
}
slouken@5201
   405
slouken@5201
   406
/*************************************************************************************************
slouken@5201
   407
 * Shader management functions                                                                   *
slouken@5201
   408
 *************************************************************************************************/
slouken@5201
   409
slouken@5201
   410
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
slouken@5201
   411
                                                 SDL_BlendMode blendMode);
slouken@5201
   412
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
slouken@5201
   413
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
slouken@5201
   414
                                                   GLES2_ShaderCacheEntry *vertex,
slouken@5201
   415
                                                   GLES2_ShaderCacheEntry *fragment,
slouken@5201
   416
                                                   SDL_BlendMode blendMode);
slouken@5201
   417
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
slouken@5201
   418
                               SDL_BlendMode blendMode);
slouken@5201
   419
static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer);
slouken@5201
   420
slouken@5201
   421
static GLES2_ProgramCacheEntry *
slouken@5201
   422
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
slouken@5201
   423
                   GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
slouken@5201
   424
{
slouken@5201
   425
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   426
    GLES2_ProgramCacheEntry *entry;
slouken@5201
   427
    GLES2_ShaderCacheEntry *shaderEntry;
slouken@5201
   428
    GLint linkSuccessful;
slouken@5201
   429
slouken@5201
   430
    /* Check if we've already cached this program */
slouken@5201
   431
    entry = rdata->program_cache.head;
slouken@5201
   432
    while (entry)
slouken@5201
   433
    {
slouken@5201
   434
        if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
slouken@5201
   435
            break;
slouken@5201
   436
        entry = entry->next;
slouken@5201
   437
    }
slouken@5201
   438
    if (entry)
slouken@5201
   439
    {
slouken@5201
   440
        if (rdata->program_cache.count > 1)
slouken@5201
   441
        {
slouken@5201
   442
            if (entry->next)
slouken@5201
   443
                entry->next->prev = entry->prev;
slouken@5201
   444
            if (entry->prev)
slouken@5201
   445
                entry->prev->next = entry->next;
slouken@5201
   446
            entry->prev = NULL;
slouken@5201
   447
            entry->next = rdata->program_cache.head;
slouken@5201
   448
            rdata->program_cache.head->prev = entry;
slouken@5201
   449
            rdata->program_cache.head = entry;
slouken@5201
   450
        }
slouken@5201
   451
        return entry;
slouken@5201
   452
    }
slouken@5201
   453
slouken@5201
   454
    /* Create a program cache entry */
slouken@5201
   455
    entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
slouken@5201
   456
    if (!entry)
slouken@5201
   457
    {
slouken@5201
   458
        SDL_OutOfMemory();
slouken@5201
   459
        return NULL;
slouken@5201
   460
    }
slouken@5201
   461
    entry->vertex_shader = vertex;
slouken@5201
   462
    entry->fragment_shader = fragment;
slouken@5201
   463
    entry->blend_mode = blendMode;
slouken@5201
   464
    
slouken@5201
   465
    /* Create the program and link it */
slouken@5201
   466
    glGetError();
slouken@5201
   467
    entry->id = glCreateProgram();
slouken@5201
   468
    glAttachShader(entry->id, vertex->id);
slouken@5201
   469
    glAttachShader(entry->id, fragment->id);
slouken@5201
   470
    glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
slouken@5201
   471
    glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
slouken@5201
   472
    glLinkProgram(entry->id);
slouken@5201
   473
    glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
slouken@5201
   474
    if (glGetError() != GL_NO_ERROR || !linkSuccessful)
slouken@5201
   475
    {
slouken@5201
   476
        SDL_SetError("Failed to link shader program");
slouken@5201
   477
        glDeleteProgram(entry->id);
slouken@5201
   478
        SDL_free(entry);
slouken@5201
   479
        return NULL;
slouken@5201
   480
    }
slouken@5201
   481
    
slouken@5201
   482
    /* Predetermine locations of uniform variables */
slouken@5201
   483
    entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
slouken@5201
   484
        glGetUniformLocation(entry->id, "u_projection");
slouken@5201
   485
    entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
slouken@5201
   486
        glGetUniformLocation(entry->id, "u_texture");
slouken@5201
   487
    entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
slouken@5201
   488
        glGetUniformLocation(entry->id, "u_modulation");
slouken@5201
   489
    entry->uniform_locations[GLES2_UNIFORM_COLOR] =
slouken@5201
   490
        glGetUniformLocation(entry->id, "u_color");
slouken@5201
   491
    entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] =
slouken@5201
   492
        glGetUniformLocation(entry->id, "u_colorTable");
slouken@5201
   493
slouken@5201
   494
    /* Cache the linked program */
slouken@5201
   495
    if (rdata->program_cache.head)
slouken@5201
   496
    {
slouken@5201
   497
        entry->next = rdata->program_cache.head;
slouken@5201
   498
        rdata->program_cache.head->prev = entry;
slouken@5201
   499
    }
slouken@5201
   500
    else
slouken@5201
   501
    {
slouken@5201
   502
        rdata->program_cache.tail = entry;
slouken@5201
   503
    }
slouken@5201
   504
    rdata->program_cache.head = entry;
slouken@5201
   505
    ++rdata->program_cache.count;
slouken@5201
   506
slouken@5201
   507
    /* Increment the refcount of the shaders we're using */
slouken@5201
   508
    ++vertex->references;
slouken@5201
   509
    ++fragment->references;
slouken@5201
   510
slouken@5201
   511
    /* Evict the last entry from the cache if we exceed the limit */
slouken@5201
   512
    if (rdata->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
slouken@5201
   513
    {
slouken@5201
   514
        shaderEntry = rdata->program_cache.tail->vertex_shader;
slouken@5201
   515
        if (--shaderEntry->references <= 0)
slouken@5201
   516
            GLES2_EvictShader(renderer, shaderEntry);
slouken@5201
   517
        shaderEntry = rdata->program_cache.tail->fragment_shader;
slouken@5201
   518
        if (--shaderEntry->references <= 0)
slouken@5201
   519
            GLES2_EvictShader(renderer, shaderEntry);
slouken@5201
   520
        glDeleteProgram(rdata->program_cache.tail->id);
slouken@5201
   521
        rdata->program_cache.tail = rdata->program_cache.tail->prev;
slouken@5201
   522
        SDL_free(rdata->program_cache.tail->next);
slouken@5201
   523
        rdata->program_cache.tail->next = NULL;
slouken@5201
   524
        --rdata->program_cache.count;
slouken@5201
   525
    }
slouken@5201
   526
    return entry;
slouken@5201
   527
}
slouken@5201
   528
slouken@5201
   529
static GLES2_ShaderCacheEntry *
slouken@5201
   530
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
slouken@5201
   531
{
slouken@5201
   532
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   533
    const GLES2_Shader *shader;
slouken@5201
   534
    const GLES2_ShaderInstance *instance = NULL;
slouken@5201
   535
    GLES2_ShaderCacheEntry *entry = NULL;
slouken@5201
   536
    GLint compileSuccessful = GL_FALSE;
slouken@5201
   537
    int i, j;
slouken@5201
   538
slouken@5201
   539
    /* Find the corresponding shader */
slouken@5201
   540
    shader = GLES2_GetShader(type, blendMode);
slouken@5201
   541
    if (!shader)
slouken@5201
   542
    {
slouken@5201
   543
        SDL_SetError("No shader matching the requested characteristics was found");
slouken@5201
   544
        return NULL;
slouken@5201
   545
    }
slouken@5201
   546
    
slouken@5201
   547
    /* Find a matching shader instance that's supported on this hardware */
slouken@5206
   548
    for (i = 0; i < shader->instance_count && !instance; ++i)
slouken@5201
   549
    {
slouken@5206
   550
        for (j = 0; j < rdata->shader_format_count && !instance; ++j)
slouken@5201
   551
        {
slouken@5201
   552
            if (!shader->instances)
slouken@5201
   553
                continue;
slouken@5206
   554
            if (!shader->instances[i])
slouken@5206
   555
                continue;
slouken@5201
   556
            if (shader->instances[i]->format != rdata->shader_formats[j])
slouken@5201
   557
                continue;
slouken@5201
   558
            instance = shader->instances[i];
slouken@5201
   559
        }
slouken@5201
   560
    }
slouken@5201
   561
    if (!instance)
slouken@5201
   562
    {
slouken@5201
   563
        SDL_SetError("The specified shader cannot be loaded on the current platform");
slouken@5201
   564
        return NULL;
slouken@5201
   565
    }
slouken@5201
   566
slouken@5201
   567
    /* Check if we've already cached this shader */
slouken@5201
   568
    entry = rdata->shader_cache.head;
slouken@5201
   569
    while (entry)
slouken@5201
   570
    {
slouken@5201
   571
        if (entry->instance == instance)
slouken@5201
   572
            break;
slouken@5201
   573
        entry = entry->next;
slouken@5201
   574
    }
slouken@5201
   575
    if (entry)
slouken@5201
   576
        return entry;
slouken@5201
   577
slouken@5201
   578
    /* Create a shader cache entry */
slouken@5201
   579
    entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
slouken@5201
   580
    if (!entry)
slouken@5201
   581
    {
slouken@5201
   582
        SDL_OutOfMemory();
slouken@5201
   583
        return NULL;
slouken@5201
   584
    }
slouken@5201
   585
    entry->type = type;
slouken@5201
   586
    entry->instance = instance;
slouken@5201
   587
slouken@5201
   588
    /* Compile or load the selected shader instance */
slouken@5201
   589
    glGetError();
slouken@5201
   590
    entry->id = glCreateShader(instance->type);
slouken@5201
   591
    if (instance->format == (GLenum)-1)
slouken@5201
   592
    {
slouken@5212
   593
        glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
slouken@5201
   594
        glCompileShader(entry->id);
slouken@5201
   595
        glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
slouken@5201
   596
    }
slouken@5201
   597
    else
slouken@5201
   598
    {
slouken@5201
   599
        glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
slouken@5201
   600
        compileSuccessful = GL_TRUE;
slouken@5201
   601
    }
slouken@5201
   602
    if (glGetError() != GL_NO_ERROR || !compileSuccessful)
slouken@5201
   603
    {
slouken@5212
   604
        char *info = NULL;
slouken@5212
   605
        int length;
slouken@5212
   606
slouken@5212
   607
        glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
slouken@5212
   608
        if (length > 0) {
slouken@5212
   609
            info = SDL_stack_alloc(char, length);
slouken@5212
   610
            if (info) {
slouken@5212
   611
                glGetShaderInfoLog(entry->id, length, &length, info);
slouken@5212
   612
            }
slouken@5212
   613
        }
slouken@5212
   614
        if (info) {
slouken@5212
   615
            SDL_SetError("Failed to load the shader: %s", info);
slouken@5212
   616
            SDL_stack_free(info);
slouken@5212
   617
        } else {
slouken@5212
   618
            SDL_SetError("Failed to load the shader");
slouken@5212
   619
        }
slouken@5201
   620
        glDeleteShader(entry->id);
slouken@5201
   621
        SDL_free(entry);
slouken@5201
   622
        return NULL;
slouken@5201
   623
    }
slouken@5201
   624
slouken@5201
   625
    /* Link the shader entry in at the front of the cache */
slouken@5201
   626
    if (rdata->shader_cache.head)
slouken@5201
   627
    {
slouken@5201
   628
        entry->next = rdata->shader_cache.head;
slouken@5201
   629
        rdata->shader_cache.head->prev = entry;
slouken@5201
   630
    }
slouken@5201
   631
    rdata->shader_cache.head = entry;
slouken@5201
   632
    ++rdata->shader_cache.count;
slouken@5201
   633
    return entry;
slouken@5201
   634
}
slouken@5201
   635
slouken@5201
   636
static void
slouken@5201
   637
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
slouken@5201
   638
{
slouken@5201
   639
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   640
slouken@5201
   641
    /* Unlink the shader from the cache */
slouken@5201
   642
    if (entry->next)
slouken@5201
   643
        entry->next->prev = entry->prev;
slouken@5201
   644
    if (entry->prev)
slouken@5201
   645
        entry->prev->next = entry->next;
slouken@5201
   646
    if (rdata->shader_cache.head == entry)
slouken@5201
   647
        rdata->shader_cache.head = entry->next;
slouken@5201
   648
    --rdata->shader_cache.count;
slouken@5201
   649
slouken@5201
   650
    /* Deallocate the shader */
slouken@5201
   651
    glDeleteShader(entry->id);
slouken@5201
   652
    SDL_free(entry);
slouken@5201
   653
}
slouken@5201
   654
slouken@5201
   655
static int
slouken@5201
   656
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
slouken@5201
   657
{
slouken@5201
   658
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   659
    GLES2_ShaderCacheEntry *vertex = NULL;
slouken@5201
   660
    GLES2_ShaderCacheEntry *fragment = NULL;
slouken@5201
   661
    GLES2_ShaderType vtype, ftype;
slouken@5201
   662
    GLES2_ProgramCacheEntry *program;
slouken@5201
   663
slouken@5201
   664
    /* Select an appropriate shader pair for the specified modes */
slouken@5201
   665
    vtype = GLES2_SHADER_VERTEX_DEFAULT;
slouken@5201
   666
    switch (source)
slouken@5201
   667
    {
slouken@5201
   668
    case GLES2_IMAGESOURCE_SOLID:
slouken@5201
   669
        ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
slouken@5201
   670
        break;
slouken@5201
   671
    case GLES2_IMAGESOURCE_TEXTURE:
slouken@5201
   672
        ftype = GLES2_SHADER_FRAGMENT_TEXTURE_SRC;
slouken@5201
   673
        break;
slouken@5201
   674
    }
slouken@5201
   675
slouken@5201
   676
    /* Load the requested shaders */
slouken@5201
   677
    vertex = GLES2_CacheShader(renderer, vtype, blendMode);
slouken@5201
   678
    if (!vertex)
slouken@5201
   679
        goto fault;
slouken@5201
   680
    fragment = GLES2_CacheShader(renderer, ftype, blendMode);
slouken@5201
   681
    if (!fragment)
slouken@5201
   682
        goto fault;
slouken@5201
   683
slouken@5201
   684
    /* Check if we need to change programs at all */
slouken@5201
   685
    if (rdata->current_program &&
slouken@5201
   686
        rdata->current_program->vertex_shader == vertex &&
slouken@5201
   687
        rdata->current_program->fragment_shader == fragment)
slouken@5201
   688
        return 0;
slouken@5201
   689
slouken@5201
   690
    /* Generate a matching program */
slouken@5201
   691
    program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
slouken@5201
   692
    if (!program)
slouken@5201
   693
        goto fault;
slouken@5201
   694
slouken@5201
   695
    /* Select that program in OpenGL */
slouken@5201
   696
    glGetError();
slouken@5201
   697
    glUseProgram(program->id);
slouken@5201
   698
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   699
    {
slouken@5201
   700
        SDL_SetError("Failed to select program");
slouken@5201
   701
        goto fault;
slouken@5201
   702
    }
slouken@5201
   703
slouken@5201
   704
    /* Set the current program */
slouken@5201
   705
    rdata->current_program = program;
slouken@5201
   706
slouken@5201
   707
    /* Activate an orthographic projection */
slouken@5201
   708
    if (GLES2_SetOrthographicProjection(renderer) < 0)
slouken@5201
   709
        goto fault;
slouken@5201
   710
slouken@5201
   711
    /* Clean up and return */
slouken@5201
   712
    return 0;
slouken@5201
   713
fault:
slouken@5201
   714
    if (vertex && vertex->references <= 0)
slouken@5201
   715
        GLES2_EvictShader(renderer, vertex);
slouken@5201
   716
    if (fragment && fragment->references <= 0)
slouken@5201
   717
        GLES2_EvictShader(renderer, fragment);
slouken@5201
   718
    rdata->current_program = NULL;
slouken@5201
   719
    return -1;
slouken@5201
   720
}
slouken@5201
   721
slouken@5201
   722
static int
slouken@5201
   723
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
slouken@5201
   724
{
slouken@5201
   725
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   726
    GLfloat projection[4][4];
slouken@5201
   727
    GLuint locProjection;
slouken@5201
   728
slouken@5201
   729
    /* Prepare an orthographic projection */
slouken@5297
   730
    projection[0][0] = 2.0f / renderer->viewport.w;
slouken@5201
   731
    projection[0][1] = 0.0f;
slouken@5201
   732
    projection[0][2] = 0.0f;
slouken@5201
   733
    projection[0][3] = 0.0f;
slouken@5201
   734
    projection[1][0] = 0.0f;
slouken@5297
   735
    projection[1][1] = -2.0f / renderer->viewport.h;
slouken@5201
   736
    projection[1][2] = 0.0f;
slouken@5201
   737
    projection[1][3] = 0.0f;
slouken@5201
   738
    projection[2][0] = 0.0f;
slouken@5201
   739
    projection[2][1] = 0.0f;
slouken@5201
   740
    projection[2][2] = 1.0f;
slouken@5201
   741
    projection[2][3] = 0.0f;
slouken@5201
   742
    projection[3][0] = -1.0f;
slouken@5201
   743
    projection[3][1] = 1.0f;
slouken@5201
   744
    projection[3][2] = 0.0f;
slouken@5201
   745
    projection[3][3] = 1.0f;
slouken@5201
   746
slouken@5201
   747
    /* Set the projection matrix */
slouken@5201
   748
    locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
slouken@5201
   749
    glGetError();
slouken@5201
   750
    glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
slouken@5201
   751
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   752
    {
slouken@5201
   753
        SDL_SetError("Failed to set orthographic projection");
slouken@5201
   754
        return -1;
slouken@5201
   755
    }
slouken@5201
   756
    return 0;
slouken@5201
   757
}
slouken@5201
   758
slouken@5201
   759
/*************************************************************************************************
slouken@5201
   760
 * Rendering functions                                                                           *
slouken@5201
   761
 *************************************************************************************************/
slouken@5201
   762
slouken@5224
   763
static const float inv255f = 1.0f / 255.0f;
slouken@5224
   764
slouken@5201
   765
static int GLES2_RenderClear(SDL_Renderer *renderer);
slouken@5201
   766
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count);
slouken@5201
   767
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count);
slouken@5297
   768
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count);
slouken@5201
   769
static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
slouken@5201
   770
                            const SDL_Rect *dstrect);
slouken@5201
   771
static void GLES2_RenderPresent(SDL_Renderer *renderer);
slouken@5201
   772
slouken@5333
   773
slouken@5201
   774
static int
slouken@5333
   775
GLES2_RenderClear(SDL_Renderer * renderer)
slouken@5201
   776
{
slouken@5201
   777
    GLES2_ActivateRenderer(renderer);
slouken@5201
   778
slouken@5333
   779
    glClearColor((GLfloat) renderer->r * inv255f,
slouken@5333
   780
                 (GLfloat) renderer->g * inv255f,
slouken@5333
   781
                 (GLfloat) renderer->b * inv255f,
slouken@5333
   782
                 (GLfloat) renderer->a * inv255f);
slouken@5333
   783
slouken@5201
   784
    glClear(GL_COLOR_BUFFER_BIT);
slouken@5333
   785
slouken@5201
   786
    return 0;
slouken@5201
   787
}
slouken@5201
   788
slouken@5201
   789
static void
slouken@5201
   790
GLES2_SetBlendMode(int blendMode)
slouken@5201
   791
{
slouken@5201
   792
    switch (blendMode)
slouken@5201
   793
    {
slouken@5201
   794
    case SDL_BLENDMODE_NONE:
slouken@5201
   795
    default:
slouken@5201
   796
        glDisable(GL_BLEND);
slouken@5201
   797
        break;
slouken@5201
   798
    case SDL_BLENDMODE_BLEND:
slouken@5201
   799
        glEnable(GL_BLEND);
slouken@5201
   800
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@5201
   801
        break;
slouken@5201
   802
    case SDL_BLENDMODE_ADD:
slouken@5201
   803
        glEnable(GL_BLEND);
slouken@5201
   804
        glBlendFunc(GL_SRC_ALPHA, GL_ONE);
slouken@5201
   805
        break;
slouken@5201
   806
    case SDL_BLENDMODE_MOD:
slouken@5201
   807
        glEnable(GL_BLEND);
slouken@5201
   808
        glBlendFunc(GL_ZERO, GL_SRC_COLOR);
slouken@5201
   809
        break;
slouken@5201
   810
    }
slouken@5201
   811
}
slouken@5201
   812
slouken@5201
   813
static int
slouken@5201
   814
GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count)
slouken@5201
   815
{
slouken@5201
   816
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   817
    GLfloat *vertices;
slouken@5201
   818
    SDL_BlendMode blendMode;
slouken@5201
   819
    int alpha;
slouken@5201
   820
    GLuint locColor;
slouken@5201
   821
    int idx;
slouken@5201
   822
slouken@5201
   823
    GLES2_ActivateRenderer(renderer);
slouken@5201
   824
slouken@5201
   825
    blendMode = renderer->blendMode;
slouken@5201
   826
    alpha = renderer->a;
slouken@5201
   827
slouken@5201
   828
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   829
    if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
slouken@5201
   830
        return -1;
slouken@5201
   831
slouken@5201
   832
    /* Select the color to draw with */
slouken@5201
   833
    locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
slouken@5201
   834
    glGetError();
slouken@5201
   835
    glUniform4f(locColor,
slouken@5224
   836
                renderer->r * inv255f,
slouken@5224
   837
                renderer->g * inv255f,
slouken@5224
   838
                renderer->b * inv255f,
slouken@5224
   839
                alpha * inv255f);
slouken@5201
   840
slouken@5201
   841
    /* Configure the correct blend mode */
slouken@5201
   842
    GLES2_SetBlendMode(blendMode);
slouken@5201
   843
slouken@5201
   844
    /* Emit the specified vertices as points */
slouken@5201
   845
    vertices = SDL_stack_alloc(GLfloat, count * 2);
slouken@5201
   846
    for (idx = 0; idx < count; ++idx)
slouken@5201
   847
    {
slouken@5201
   848
        GLfloat x = (GLfloat)points[idx].x + 0.5f;
slouken@5201
   849
        GLfloat y = (GLfloat)points[idx].y + 0.5f;
slouken@5201
   850
slouken@5201
   851
        vertices[idx * 2] = x;
slouken@5201
   852
        vertices[(idx * 2) + 1] = y;
slouken@5201
   853
    }
slouken@5201
   854
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   855
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   856
    glDrawArrays(GL_POINTS, 0, count);
slouken@5201
   857
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   858
    SDL_stack_free(vertices);
slouken@5201
   859
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   860
    {
slouken@5201
   861
        SDL_SetError("Failed to render lines");
slouken@5201
   862
        return -1;
slouken@5201
   863
    }
slouken@5201
   864
    return 0;
slouken@5201
   865
}
slouken@5201
   866
slouken@5201
   867
static int
slouken@5201
   868
GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count)
slouken@5201
   869
{
slouken@5201
   870
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   871
    GLfloat *vertices;
slouken@5201
   872
    SDL_BlendMode blendMode;
slouken@5201
   873
    int alpha;
slouken@5201
   874
    GLuint locColor;
slouken@5201
   875
    int idx;
slouken@5201
   876
slouken@5201
   877
    GLES2_ActivateRenderer(renderer);
slouken@5201
   878
slouken@5201
   879
    blendMode = renderer->blendMode;
slouken@5201
   880
    alpha = renderer->a;
slouken@5201
   881
slouken@5201
   882
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   883
    if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
slouken@5201
   884
        return -1;
slouken@5201
   885
slouken@5201
   886
    /* Select the color to draw with */
slouken@5201
   887
    locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
slouken@5201
   888
    glGetError();
slouken@5201
   889
    glUniform4f(locColor,
slouken@5224
   890
                renderer->r * inv255f,
slouken@5224
   891
                renderer->g * inv255f,
slouken@5224
   892
                renderer->b * inv255f,
slouken@5224
   893
                alpha * inv255f);
slouken@5201
   894
slouken@5201
   895
    /* Configure the correct blend mode */
slouken@5201
   896
    GLES2_SetBlendMode(blendMode);
slouken@5201
   897
slouken@5201
   898
    /* Emit a line strip including the specified vertices */
slouken@5201
   899
    vertices = SDL_stack_alloc(GLfloat, count * 2);
slouken@5201
   900
    for (idx = 0; idx < count; ++idx)
slouken@5201
   901
    {
slouken@5201
   902
        GLfloat x = (GLfloat)points[idx].x + 0.5f;
slouken@5201
   903
        GLfloat y = (GLfloat)points[idx].y + 0.5f;
slouken@5201
   904
slouken@5201
   905
        vertices[idx * 2] = x;
slouken@5201
   906
        vertices[(idx * 2) + 1] = y;
slouken@5201
   907
    }
slouken@5201
   908
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   909
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   910
    glDrawArrays(GL_LINE_STRIP, 0, count);
slouken@5201
   911
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   912
    SDL_stack_free(vertices);
slouken@5201
   913
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   914
    {
slouken@5201
   915
        SDL_SetError("Failed to render lines");
slouken@5201
   916
        return -1;
slouken@5201
   917
    }
slouken@5201
   918
    return 0;
slouken@5201
   919
}
slouken@5201
   920
slouken@5201
   921
static int
slouken@5297
   922
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count)
slouken@5201
   923
{
slouken@5201
   924
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   925
    GLfloat vertices[8];
slouken@5201
   926
    SDL_BlendMode blendMode;
slouken@5201
   927
    int alpha;
slouken@5201
   928
    GLuint locColor;
slouken@5201
   929
    int idx;
slouken@5201
   930
slouken@5201
   931
    GLES2_ActivateRenderer(renderer);
slouken@5201
   932
slouken@5201
   933
    blendMode = renderer->blendMode;
slouken@5201
   934
    alpha = renderer->a;
slouken@5201
   935
slouken@5201
   936
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   937
    if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
slouken@5201
   938
        return -1;
slouken@5201
   939
slouken@5201
   940
    /* Select the color to draw with */
slouken@5201
   941
    locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
slouken@5201
   942
    glGetError();
slouken@5201
   943
    glUniform4f(locColor,
slouken@5224
   944
                renderer->r * inv255f,
slouken@5224
   945
                renderer->g * inv255f,
slouken@5224
   946
                renderer->b * inv255f,
slouken@5224
   947
                alpha * inv255f);
slouken@5201
   948
slouken@5201
   949
    /* Configure the correct blend mode */
slouken@5201
   950
    GLES2_SetBlendMode(blendMode);
slouken@5201
   951
slouken@5201
   952
    /* Emit a line loop for each rectangle */
slouken@5201
   953
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5297
   954
    for (idx = 0; idx < count; ++idx) {
slouken@5297
   955
        const SDL_Rect *rect = &rects[idx];
slouken@5297
   956
slouken@5297
   957
        GLfloat xMin = (GLfloat)rect->x;
slouken@5297
   958
        GLfloat xMax = (GLfloat)(rect->x + rect->w);
slouken@5297
   959
        GLfloat yMin = (GLfloat)rect->y;
slouken@5297
   960
        GLfloat yMax = (GLfloat)(rect->y + rect->h);
slouken@5201
   961
slouken@5201
   962
        vertices[0] = xMin;
slouken@5201
   963
        vertices[1] = yMin;
slouken@5201
   964
        vertices[2] = xMax;
slouken@5201
   965
        vertices[3] = yMin;
slouken@5201
   966
        vertices[4] = xMin;
slouken@5201
   967
        vertices[5] = yMax;
slouken@5201
   968
        vertices[6] = xMax;
slouken@5201
   969
        vertices[7] = yMax;
slouken@5201
   970
        glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   971
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
slouken@5201
   972
    }
slouken@5201
   973
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   974
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   975
    {
slouken@5201
   976
        SDL_SetError("Failed to render lines");
slouken@5201
   977
        return -1;
slouken@5201
   978
    }
slouken@5201
   979
    return 0;
slouken@5201
   980
}
slouken@5201
   981
slouken@5201
   982
static int
slouken@5201
   983
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
slouken@5201
   984
                 const SDL_Rect *dstrect)
slouken@5201
   985
{
slouken@5201
   986
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   987
    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
slouken@5201
   988
    GLES2_ImageSource sourceType;
slouken@5201
   989
    SDL_BlendMode blendMode;
slouken@5201
   990
    int alpha;
slouken@5201
   991
    GLfloat vertices[8];
slouken@5201
   992
    GLfloat texCoords[8];
slouken@5201
   993
    GLuint locTexture;
slouken@5201
   994
    GLuint locModulation;
slouken@5201
   995
slouken@5201
   996
    GLES2_ActivateRenderer(renderer);
slouken@5201
   997
slouken@5201
   998
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   999
    blendMode = texture->blendMode;
slouken@5201
  1000
    alpha = texture->a;
slouken@5201
  1001
    sourceType = GLES2_IMAGESOURCE_TEXTURE;
slouken@5201
  1002
    if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0)
slouken@5201
  1003
        return -1;
slouken@5201
  1004
slouken@5201
  1005
    /* Select the target texture */
slouken@5201
  1006
    locTexture = rdata->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
slouken@5201
  1007
    glGetError();
slouken@5201
  1008
    glActiveTexture(GL_TEXTURE0);
slouken@5201
  1009
    glBindTexture(tdata->texture_type, tdata->texture);
slouken@5201
  1010
    glUniform1i(locTexture, 0);
slouken@5201
  1011
slouken@5201
  1012
    /* Configure texture blending */
slouken@5201
  1013
    GLES2_SetBlendMode(blendMode);
slouken@5201
  1014
slouken@5201
  1015
    /* Configure color modulation */
slouken@5201
  1016
    locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
slouken@5201
  1017
    glUniform4f(locModulation,
slouken@5224
  1018
                texture->r * inv255f,
slouken@5224
  1019
                texture->g * inv255f,
slouken@5224
  1020
                texture->b * inv255f,
slouken@5224
  1021
                alpha * inv255f);
slouken@5201
  1022
slouken@5201
  1023
    /* Emit the textured quad */
slouken@5201
  1024
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5201
  1025
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
  1026
    vertices[0] = (GLfloat)dstrect->x;
slouken@5201
  1027
    vertices[1] = (GLfloat)dstrect->y;
slouken@5201
  1028
    vertices[2] = (GLfloat)(dstrect->x + dstrect->w);
slouken@5201
  1029
    vertices[3] = (GLfloat)dstrect->y;
slouken@5201
  1030
    vertices[4] = (GLfloat)dstrect->x;
slouken@5201
  1031
    vertices[5] = (GLfloat)(dstrect->y + dstrect->h);
slouken@5201
  1032
    vertices[6] = (GLfloat)(dstrect->x + dstrect->w);
slouken@5201
  1033
    vertices[7] = (GLfloat)(dstrect->y + dstrect->h);
slouken@5201
  1034
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
  1035
    texCoords[0] = srcrect->x / (GLfloat)texture->w;
slouken@5201
  1036
    texCoords[1] = srcrect->y / (GLfloat)texture->h;
slouken@5201
  1037
    texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
slouken@5201
  1038
    texCoords[3] = srcrect->y / (GLfloat)texture->h;
slouken@5201
  1039
    texCoords[4] = srcrect->x / (GLfloat)texture->w;
slouken@5201
  1040
    texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
slouken@5201
  1041
    texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
slouken@5201
  1042
    texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
slouken@5201
  1043
    glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
slouken@5201
  1044
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
slouken@5201
  1045
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
  1046
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5201
  1047
    if (glGetError() != GL_NO_ERROR)
slouken@5201
  1048
    {
slouken@5201
  1049
        SDL_SetError("Failed to render texture");
slouken@5201
  1050
        return -1;
slouken@5201
  1051
    }
slouken@5201
  1052
    return 0;
slouken@5201
  1053
}
slouken@5201
  1054
slouken@5201
  1055
static void
slouken@5201
  1056
GLES2_RenderPresent(SDL_Renderer *renderer)
slouken@5201
  1057
{
slouken@5201
  1058
    GLES2_ActivateRenderer(renderer);
slouken@5201
  1059
slouken@5201
  1060
    /* Tell the video driver to swap buffers */
slouken@5201
  1061
    SDL_GL_SwapWindow(renderer->window);
slouken@5201
  1062
}
slouken@5201
  1063
slouken@5201
  1064
/*************************************************************************************************
slouken@5201
  1065
 * Renderer instantiation                                                                        *
slouken@5201
  1066
 *************************************************************************************************/
slouken@5201
  1067
slouken@5201
  1068
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
slouken@5201
  1069
slouken@5201
  1070
static SDL_Renderer *
slouken@5201
  1071
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
slouken@5201
  1072
{
slouken@5201
  1073
    SDL_Renderer *renderer;
slouken@5201
  1074
    GLES2_DriverContext *rdata;
slouken@5201
  1075
    GLint nFormats;
slouken@5201
  1076
#ifndef ZUNE_HD
slouken@5201
  1077
    GLboolean hasCompiler;
slouken@5201
  1078
#endif
slouken@5201
  1079
slouken@5201
  1080
    /* Create the renderer struct */
slouken@5201
  1081
    renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
slouken@5209
  1082
    if (!renderer) {
slouken@5209
  1083
        SDL_OutOfMemory();
slouken@5209
  1084
        return NULL;
slouken@5209
  1085
    }
slouken@5209
  1086
slouken@5201
  1087
    rdata = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
slouken@5209
  1088
    if (!rdata) {
slouken@5209
  1089
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1090
        SDL_OutOfMemory();
slouken@5201
  1091
        return NULL;
slouken@5201
  1092
    }
slouken@5201
  1093
    renderer->info = GLES2_RenderDriver.info;
slouken@5297
  1094
    renderer->info.flags = SDL_RENDERER_ACCELERATED;
slouken@5201
  1095
    renderer->driverdata = rdata;
slouken@5201
  1096
slouken@5209
  1097
    /* Create an OpenGL ES 2.0 context */
slouken@5209
  1098
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
slouken@5209
  1099
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
slouken@5209
  1100
slouken@5201
  1101
    rdata->context = SDL_GL_CreateContext(window);
slouken@5201
  1102
    if (!rdata->context)
slouken@5201
  1103
    {
slouken@5209
  1104
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1105
        return NULL;
slouken@5201
  1106
    }
slouken@5202
  1107
    if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
slouken@5209
  1108
        GLES2_DestroyRenderer(renderer);
slouken@5202
  1109
        return NULL;
slouken@5202
  1110
    }
slouken@5202
  1111
slouken@5202
  1112
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
slouken@5202
  1113
        SDL_GL_SetSwapInterval(1);
slouken@5202
  1114
    } else {
slouken@5202
  1115
        SDL_GL_SetSwapInterval(0);
slouken@5202
  1116
    }
slouken@5202
  1117
    if (SDL_GL_GetSwapInterval() > 0) {
slouken@5202
  1118
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
slouken@5202
  1119
    }
slouken@5201
  1120
slouken@5201
  1121
    /* Determine supported shader formats */
slouken@5201
  1122
    /* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
slouken@5201
  1123
    glGetError();
slouken@5201
  1124
#ifdef ZUNE_HD
slouken@5201
  1125
    nFormats = 1;
slouken@5201
  1126
#else /* !ZUNE_HD */
slouken@5201
  1127
    glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
slouken@5201
  1128
    glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
slouken@5201
  1129
    if (hasCompiler)
slouken@5201
  1130
        ++nFormats;
slouken@5201
  1131
#endif /* ZUNE_HD */
slouken@5201
  1132
    rdata->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
slouken@5201
  1133
    if (!rdata->shader_formats)
slouken@5201
  1134
    {
slouken@5209
  1135
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1136
        SDL_OutOfMemory();
slouken@5201
  1137
        return NULL;
slouken@5201
  1138
    }
slouken@5201
  1139
    rdata->shader_format_count = nFormats;
slouken@5201
  1140
#ifdef ZUNE_HD
slouken@5201
  1141
    rdata->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
slouken@5201
  1142
#else /* !ZUNE_HD */
slouken@5201
  1143
    glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)rdata->shader_formats);
slouken@5201
  1144
    if (glGetError() != GL_NO_ERROR)
slouken@5201
  1145
    {
slouken@5209
  1146
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1147
        SDL_SetError("Failed to query supported shader formats");
slouken@5201
  1148
        return NULL;
slouken@5201
  1149
    }
slouken@5201
  1150
    if (hasCompiler)
slouken@5201
  1151
        rdata->shader_formats[nFormats - 1] = (GLenum)-1;
slouken@5201
  1152
#endif /* ZUNE_HD */
slouken@5201
  1153
slouken@5201
  1154
    /* Populate the function pointers for the module */
slouken@5201
  1155
    renderer->WindowEvent         = &GLES2_WindowEvent;
slouken@5201
  1156
    renderer->CreateTexture       = &GLES2_CreateTexture;
slouken@5201
  1157
    renderer->UpdateTexture       = &GLES2_UpdateTexture;
slouken@5201
  1158
    renderer->LockTexture         = &GLES2_LockTexture;
slouken@5201
  1159
    renderer->UnlockTexture       = &GLES2_UnlockTexture;
slouken@5297
  1160
    renderer->UpdateViewport      = &GLES2_UpdateViewport;
slouken@5201
  1161
    renderer->RenderClear         = &GLES2_RenderClear;
slouken@5201
  1162
    renderer->RenderDrawPoints    = &GLES2_RenderDrawPoints;
slouken@5201
  1163
    renderer->RenderDrawLines     = &GLES2_RenderDrawLines;
slouken@5201
  1164
    renderer->RenderFillRects     = &GLES2_RenderFillRects;
slouken@5201
  1165
    renderer->RenderCopy          = &GLES2_RenderCopy;
slouken@5201
  1166
    renderer->RenderPresent       = &GLES2_RenderPresent;
slouken@5201
  1167
    renderer->DestroyTexture      = &GLES2_DestroyTexture;
slouken@5201
  1168
    renderer->DestroyRenderer     = &GLES2_DestroyRenderer;
slouken@5201
  1169
    return renderer;
slouken@5201
  1170
}
slouken@5201
  1171
slouken@5226
  1172
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
slouken@5201
  1173
slouken@5201
  1174
/* vi: set ts=4 sw=4 expandtab: */