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SDL_render_gles2.c
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SDL_render_gles2.c
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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_opengles2.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gles2.h"
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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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/*************************************************************************************************
* Bootstrap data *
*************************************************************************************************/
static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags);
SDL_RenderDriver GLES2_RenderDriver = {
GLES2_CreateRenderer,
{
"opengles2",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
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4,
{SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888},
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0,
0
}
};
/*************************************************************************************************
* Context structures *
*************************************************************************************************/
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typedef struct GLES2_FBOList GLES2_FBOList;
struct GLES2_FBOList
{
Uint32 w, h;
GLuint FBO;
GLES2_FBOList *next;
};
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typedef struct GLES2_TextureData
{
GLenum texture;
GLenum texture_type;
GLenum pixel_format;
GLenum pixel_type;
void *pixel_data;
size_t pitch;
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GLES2_FBOList *fbo;
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} GLES2_TextureData;
typedef struct GLES2_ShaderCacheEntry
{
GLuint id;
GLES2_ShaderType type;
const GLES2_ShaderInstance *instance;
int references;
struct GLES2_ShaderCacheEntry *prev;
struct GLES2_ShaderCacheEntry *next;
} GLES2_ShaderCacheEntry;
typedef struct GLES2_ShaderCache
{
int count;
GLES2_ShaderCacheEntry *head;
} GLES2_ShaderCache;
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
SDL_BlendMode blend_mode;
GLES2_ShaderCacheEntry *vertex_shader;
GLES2_ShaderCacheEntry *fragment_shader;
GLuint uniform_locations[16];
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
} GLES2_ProgramCacheEntry;
typedef struct GLES2_ProgramCache
{
int count;
GLES2_ProgramCacheEntry *head;
GLES2_ProgramCacheEntry *tail;
} GLES2_ProgramCache;
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
GLES2_ATTRIBUTE_TEXCOORD = 1
} GLES2_Attribute;
typedef enum
{
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_MODULATION,
GLES2_UNIFORM_COLOR,
GLES2_UNIFORM_COLORTABLE
} GLES2_Uniform;
typedef enum
{
GLES2_IMAGESOURCE_SOLID,
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GLES2_IMAGESOURCE_TEXTURE_ABGR,
GLES2_IMAGESOURCE_TEXTURE_ARGB,
GLES2_IMAGESOURCE_TEXTURE_RGB,
GLES2_IMAGESOURCE_TEXTURE_BGR
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} GLES2_ImageSource;
typedef struct GLES2_DriverContext
{
SDL_GLContext *context;
struct {
int blendMode;
SDL_bool tex_coords;
} current;
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_gles2funcs.h"
#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;
GLenum *shader_formats;
GLES2_ShaderCache shader_cache;
GLES2_ProgramCache program_cache;
GLES2_ProgramCacheEntry *current_program;
} GLES2_DriverContext;
#define GLES2_MAX_CACHED_PROGRAMS 8
/*************************************************************************************************
* Renderer state APIs *
*************************************************************************************************/
static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
static void GLES2_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int GLES2_UpdateViewport(SDL_Renderer * renderer);
static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
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static int GLES2_SetOrthographicProjection(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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#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_ANDROID
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_PANDORA
#define __SDL_NOGETPROCADDR__
#endif
#if defined __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
SDL_SetError("Couldn't load GLES2 function %s: %s\n", #func, SDL_GetError()); \
return -1; \
} \
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} while ( 0 );
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#endif /* _SDL_NOGETPROCADDR_ */
#include "SDL_gles2funcs.h"
#undef SDL_PROC
return 0;
}
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GLES2_FBOList *
GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h)
{
GLES2_FBOList *result = data->framebuffers;
while ((result) && ((result->w != w) || (result->h != h)) )
{
result = result->next;
}
if (result == NULL)
{
result = SDL_malloc(sizeof(GLES2_FBOList));
result->w = w;
result->h = h;
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data->glGenFramebuffers(1, &result->FBO);
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result->next = data->framebuffers;
data->framebuffers = result;
}
return result;
}
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static int
GLES2_ActivateRenderer(SDL_Renderer * renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
if (SDL_CurrentContext != rdata->context) {
/* Null out the current program to ensure we set it again */
rdata->current_program = NULL;
if (SDL_GL_MakeCurrent(renderer->window, rdata->context) < 0) {
return -1;
}
SDL_CurrentContext = rdata->context;
GLES2_UpdateViewport(renderer);
}
return 0;
}
static void
GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
event->event == SDL_WINDOWEVENT_SHOWN ||
event->event == SDL_WINDOWEVENT_HIDDEN) {
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/* Rebind the context to the window area */
SDL_CurrentContext = NULL;
}
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if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
/* According to Apple documentation, we need to finish drawing NOW! */
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rdata->glFinish();
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}
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}
static int
GLES2_UpdateViewport(SDL_Renderer * renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
if (SDL_CurrentContext != rdata->context) {
/* We'll update the viewport after we rebind the context */
return 0;
}
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rdata->glViewport(renderer->viewport.x, renderer->viewport.y,
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renderer->viewport.w, renderer->viewport.h);
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if (rdata->current_program) {
GLES2_SetOrthographicProjection(renderer);
}
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return 0;
}
static void
GLES2_DestroyRenderer(SDL_Renderer *renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
/* Deallocate everything */
if (rdata) {
GLES2_ActivateRenderer(renderer);
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{
GLES2_ShaderCacheEntry *entry;
GLES2_ShaderCacheEntry *next;
entry = rdata->shader_cache.head;
while (entry)
{
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rdata->glDeleteShader(entry->id);
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next = entry->next;
SDL_free(entry);
entry = next;
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}
}
{
GLES2_ProgramCacheEntry *entry;
GLES2_ProgramCacheEntry *next;
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entry = rdata->program_cache.head;
while (entry) {
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rdata->glDeleteProgram(entry->id);
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next = entry->next;
SDL_free(entry);
entry = next;
}
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}
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if (rdata->context) {
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while (rdata->framebuffers) {
GLES2_FBOList *nextnode = rdata->framebuffers->next;
rdata->glDeleteFramebuffers(1, &rdata->framebuffers->FBO);
SDL_free(rdata->framebuffers);
rdata->framebuffers = nextnode;
}
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SDL_GL_DeleteContext(rdata->context);
}
if (rdata->shader_formats) {
SDL_free(rdata->shader_formats);
}
SDL_free(rdata);
}
SDL_free(renderer);
}
/*************************************************************************************************
* Texture APIs *
*************************************************************************************************/
static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch);
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static int GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
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static GLenum
GetScaleQuality(void)
{
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
return GL_NEAREST;
} else {
return GL_LINEAR;
}
}
static int
GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata;
GLenum format;
GLenum type;
GLenum scaleMode;
GLES2_ActivateRenderer(renderer);
/* Determine the corresponding GLES texture format params */
switch (texture->format)
{
case SDL_PIXELFORMAT_ABGR8888:
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case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_BGR888:
case SDL_PIXELFORMAT_RGB888:
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format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
default:
SDL_SetError("Texture format not supported");
return -1;
}
/* Allocate a texture struct */
tdata = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
if (!tdata)
{
SDL_OutOfMemory();
return -1;
}
tdata->texture = 0;
tdata->texture_type = GL_TEXTURE_2D;
tdata->pixel_format = format;
tdata->pixel_type = type;
scaleMode = GetScaleQuality();
/* Allocate a blob for image data */
if (texture->access == SDL_TEXTUREACCESS_STREAMING)
{
tdata->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
tdata->pixel_data = SDL_calloc(1, tdata->pitch * texture->h);
if (!tdata->pixel_data)
{
SDL_OutOfMemory();
SDL_free(tdata);
return -1;
}
}
/* Allocate the texture */
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rdata->glGetError();
rdata->glGenTextures(1, &tdata->texture);
rdata->glActiveTexture(GL_TEXTURE0);
rdata->glBindTexture(tdata->texture_type, tdata->texture);
rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
rdata->glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
if (rdata->glGetError() != GL_NO_ERROR)
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{
SDL_SetError("Texture creation failed");
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rdata->glDeleteTextures(1, &tdata->texture);
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SDL_free(tdata);
return -1;
}
texture->driverdata = tdata;
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
tdata->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
} else {
tdata->fbo = NULL;
}
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return 0;
}
static void
GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
/* Destroy the texture */
if (tdata)
{
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rdata->glDeleteTextures(1, &tdata->texture);
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SDL_free(tdata->pixel_data);
SDL_free(tdata);
texture->driverdata = NULL;
}
}
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_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch)
{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
Uint8 *blob = NULL;
Uint8 *src;
int srcPitch;
int y;
GLES2_ActivateRenderer(renderer);
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/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0)
return 0;
/* Reformat the texture data into a tightly packed array */
srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
src = (Uint8 *)pixels;
if (pitch != srcPitch)
{
blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
if (!blob)
{
SDL_OutOfMemory();
return -1;
}
src = blob;
for (y = 0; y < rect->h; ++y)
{
SDL_memcpy(src, pixels, srcPitch);
src += srcPitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
/* Create a texture subimage with the supplied data */
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rdata->glGetError();
rdata->glActiveTexture(GL_TEXTURE0);
rdata->glBindTexture(tdata->texture_type, tdata->texture);
rdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
rdata->glTexSubImage2D(tdata->texture_type,
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0,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
src);
if (blob) {
SDL_free(blob);
}
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if (rdata->glGetError() != GL_NO_ERROR)
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{
SDL_SetError("Failed to update texture");
return -1;
}
return 0;
}
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static int
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GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{
GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
GLES2_TextureData *texturedata = NULL;
GLenum status;
if (texture == NULL) {
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data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
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} 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) {
SDL_SetError("glFramebufferTexture2D() failed");
return -1;
}
}
return 0;
}
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/*************************************************************************************************
* Shader management functions *
*************************************************************************************************/
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
SDL_BlendMode blendMode);
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
GLES2_ShaderCacheEntry *vertex,
GLES2_ShaderCacheEntry *fragment,
SDL_BlendMode blendMode);
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
SDL_BlendMode blendMode);
static GLES2_ProgramCacheEntry *
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLES2_ProgramCacheEntry *entry;
GLES2_ShaderCacheEntry *shaderEntry;
GLint linkSuccessful;
/* Check if we've already cached this program */
entry = rdata->program_cache.head;
while (entry)
{
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
break;
entry = entry->next;
}
if (entry)
{
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if (rdata->program_cache.head != entry)
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{
if (entry->next)
entry->next->prev = entry->prev;
if (entry->prev)
entry->prev->next = entry->next;
entry->prev = NULL;
entry->next = rdata->program_cache.head;
rdata->program_cache.head->prev = entry;
rdata->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;
entry->blend_mode = blendMode;
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/* Create the program and link it */
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rdata->glGetError();
entry->id = rdata->glCreateProgram();
rdata->glAttachShader(entry->id, vertex->id);
rdata->glAttachShader(entry->id, fragment->id);
rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
rdata->glLinkProgram(entry->id);
rdata->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
if (rdata->glGetError() != GL_NO_ERROR || !linkSuccessful)
634
635
{
SDL_SetError("Failed to link shader program");
636
rdata->glDeleteProgram(entry->id);
637
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SDL_free(entry);
return NULL;
}
640
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/* Predetermine locations of uniform variables */
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
643
rdata->glGetUniformLocation(entry->id, "u_projection");
644
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
645
rdata->glGetUniformLocation(entry->id, "u_texture");
646
entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
647
rdata->glGetUniformLocation(entry->id, "u_modulation");
648
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
649
rdata->glGetUniformLocation(entry->id, "u_color");
650
entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] =
651
rdata->glGetUniformLocation(entry->id, "u_colorTable");
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/* Cache the linked program */
if (rdata->program_cache.head)
{
entry->next = rdata->program_cache.head;
rdata->program_cache.head->prev = entry;
}
else
{
rdata->program_cache.tail = entry;
}
rdata->program_cache.head = entry;
++rdata->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 (rdata->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
{
shaderEntry = rdata->program_cache.tail->vertex_shader;
if (--shaderEntry->references <= 0)
GLES2_EvictShader(renderer, shaderEntry);
shaderEntry = rdata->program_cache.tail->fragment_shader;
if (--shaderEntry->references <= 0)
GLES2_EvictShader(renderer, shaderEntry);
679
rdata->glDeleteProgram(rdata->program_cache.tail->id);
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rdata->program_cache.tail = rdata->program_cache.tail->prev;
SDL_free(rdata->program_cache.tail->next);
rdata->program_cache.tail->next = NULL;
--rdata->program_cache.count;
}
return entry;
}
static GLES2_ShaderCacheEntry *
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
{
GLES2_DriverContext *rdata = (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, blendMode);
if (!shader)
{
SDL_SetError("No shader matching the requested characteristics was found");
return NULL;
}
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/* Find a matching shader instance that's supported on this hardware */
for (i = 0; i < shader->instance_count && !instance; ++i)
{
for (j = 0; j < rdata->shader_format_count && !instance; ++j)
{
if (!shader->instances)
continue;
if (!shader->instances[i])
continue;
if (shader->instances[i]->format != rdata->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 = rdata->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 */
748
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rdata->glGetError();
entry->id = rdata->glCreateShader(instance->type);
750
751
if (instance->format == (GLenum)-1)
{
752
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754
rdata->glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
rdata->glCompileShader(entry->id);
rdata->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
755
756
757
}
else
{
758
rdata->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
759
760
compileSuccessful = GL_TRUE;
}
761
if (rdata->glGetError() != GL_NO_ERROR || !compileSuccessful)
762
763
{
char *info = NULL;
764
int length = 0;
765
766
rdata->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
767
768
769
if (length > 0) {
info = SDL_stack_alloc(char, length);
if (info) {
770
rdata->glGetShaderInfoLog(entry->id, length, &length, info);
771
772
773
774
775
776
777
778
}
}
if (info) {
SDL_SetError("Failed to load the shader: %s", info);
SDL_stack_free(info);
} else {
SDL_SetError("Failed to load the shader");
}
779
rdata->glDeleteShader(entry->id);
780
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784
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786
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795
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SDL_free(entry);
return NULL;
}
/* Link the shader entry in at the front of the cache */
if (rdata->shader_cache.head)
{
entry->next = rdata->shader_cache.head;
rdata->shader_cache.head->prev = entry;
}
rdata->shader_cache.head = entry;
++rdata->shader_cache.count;
return entry;
}
static void
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
{
GLES2_DriverContext *rdata = (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 (rdata->shader_cache.head == entry)
rdata->shader_cache.head = entry->next;
--rdata->shader_cache.count;
/* Deallocate the shader */
810
rdata->glDeleteShader(entry->id);
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
SDL_free(entry);
}
static int
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
{
GLES2_DriverContext *rdata = (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;
830
831
832
833
834
835
836
837
838
839
840
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;
841
break;
842
843
default:
goto fault;
844
845
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848
849
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851
852
853
854
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856
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858
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860
861
862
863
864
865
}
/* Load the requested shaders */
vertex = GLES2_CacheShader(renderer, vtype, blendMode);
if (!vertex)
goto fault;
fragment = GLES2_CacheShader(renderer, ftype, blendMode);
if (!fragment)
goto fault;
/* Check if we need to change programs at all */
if (rdata->current_program &&
rdata->current_program->vertex_shader == vertex &&
rdata->current_program->fragment_shader == fragment)
return 0;
/* Generate a matching program */
program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
if (!program)
goto fault;
/* Select that program in OpenGL */
866
867
868
rdata->glGetError();
rdata->glUseProgram(program->id);
if (rdata->glGetError() != GL_NO_ERROR)
869
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871
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878
879
880
881
882
883
884
885
886
887
888
889
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891
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893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
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913
914
915
916
917
918
{
SDL_SetError("Failed to select program");
goto fault;
}
/* Set the current program */
rdata->current_program = program;
/* Activate an orthographic projection */
if (GLES2_SetOrthographicProjection(renderer) < 0)
goto fault;
/* 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);
rdata->current_program = NULL;
return -1;
}
static int
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLfloat projection[4][4];
GLuint locProjection;
/* Prepare an orthographic projection */
projection[0][0] = 2.0f / renderer->viewport.w;
projection[0][1] = 0.0f;
projection[0][2] = 0.0f;
projection[0][3] = 0.0f;
projection[1][0] = 0.0f;
projection[1][1] = -2.0f / renderer->viewport.h;
projection[1][2] = 0.0f;
projection[1][3] = 0.0f;
projection[2][0] = 0.0f;
projection[2][1] = 0.0f;
projection[2][2] = 1.0f;
projection[2][3] = 0.0f;
projection[3][0] = -1.0f;
projection[3][1] = 1.0f;
projection[3][2] = 0.0f;
projection[3][3] = 1.0f;
/* Set the projection matrix */
locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
919
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921
rdata->glGetError();
rdata->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
if (rdata->glGetError() != GL_NO_ERROR)
922
923
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926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
{
SDL_SetError("Failed to set orthographic projection");
return -1;
}
return 0;
}
/*************************************************************************************************
* Rendering functions *
*************************************************************************************************/
static const float inv255f = 1.0f / 255.0f;
static int GLES2_RenderClear(SDL_Renderer *renderer);
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count);
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count);
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count);
static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
const SDL_Rect *dstrect);
941
942
static int GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch);
943
944
945
946
947
948
static void GLES2_RenderPresent(SDL_Renderer *renderer);
static int
GLES2_RenderClear(SDL_Renderer * renderer)
{
949
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
950
951
GLES2_ActivateRenderer(renderer);
952
953
rdata->glClearColor((GLfloat) renderer->r * inv255f,
954
955
956
957
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
958
rdata->glClear(GL_COLOR_BUFFER_BIT);
959
960
961
962
963
964
965
966
967
968
969
return 0;
}
static void
GLES2_SetBlendMode(GLES2_DriverContext *rdata, int blendMode)
{
if (blendMode != rdata->current.blendMode) {
switch (blendMode) {
default:
case SDL_BLENDMODE_NONE:
970
rdata->glDisable(GL_BLEND);
971
972
break;
case SDL_BLENDMODE_BLEND:
973
974
rdata->glEnable(GL_BLEND);
rdata->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
975
976
break;
case SDL_BLENDMODE_ADD:
977
978
rdata->glEnable(GL_BLEND);
rdata->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
979
980
break;
case SDL_BLENDMODE_MOD:
981
982
rdata->glEnable(GL_BLEND);
rdata->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
983
984
985
986
987
988
989
990
991
992
993
break;
}
rdata->current.blendMode = blendMode;
}
}
static void
GLES2_SetTexCoords(GLES2_DriverContext * rdata, SDL_bool enabled)
{
if (enabled != rdata->current.tex_coords) {
if (enabled) {
994
rdata->glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
995
} else {
996
rdata->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
997
998
999
1000
}
rdata->current.tex_coords = enabled;
}
}