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SDL_renderer_gl.c
1464 lines (1318 loc) · 47.8 KB
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2009 Sam Lantinga
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This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL
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#include "SDL_video.h"
#include "SDL_opengl.h"
#include "SDL_sysvideo.h"
#include "SDL_pixels_c.h"
#include "SDL_rect_c.h"
#include "SDL_yuv_sw_c.h"
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#ifdef __MACOSX__
#include <OpenGL/OpenGL.h>
#endif
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/* OpenGL renderer implementation */
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/* Details on optimizing the texture path on Mac OS X:
http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
*/
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/* !!! FIXME: this should go in a higher level than the GL renderer. */
static __inline__ int
bytes_per_pixel(const Uint32 format)
{
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if (!SDL_ISPIXELFORMAT_FOURCC(format)) {
return SDL_BYTESPERPIXEL(format);
}
/* FOURCC format */
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switch (format) {
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case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YUY2:
case SDL_PIXELFORMAT_UYVY:
case SDL_PIXELFORMAT_YVYU:
return 2;
default:
return 1; /* shouldn't ever hit this. */
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}
}
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static const float inv255f = 1.0f / 255.0f;
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
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static int GL_ActivateRenderer(SDL_Renderer * renderer);
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static int GL_DisplayModeChanged(SDL_Renderer * renderer);
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static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
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static int GL_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int GL_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture, SDL_Color * colors,
int firstcolor, int ncolors);
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static int GL_SetTextureColorMod(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GL_SetTextureAlphaMod(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GL_SetTextureBlendMode(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GL_SetTextureScaleMode(SDL_Renderer * renderer,
SDL_Texture * texture);
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static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch);
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static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects);
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static int GL_RenderPoint(SDL_Renderer * renderer, int x, int y);
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static int GL_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2,
int y2);
static int GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect);
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static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 pixel_format, void * pixels, int pitch);
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static int GL_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 pixel_format, const void * pixels, int pitch);
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static void GL_RenderPresent(SDL_Renderer * renderer);
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver GL_RenderDriver = {
GL_CreateRenderer,
{
"opengl",
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(SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD |
SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
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(SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
SDL_TEXTUREMODULATE_ALPHA),
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(SDL_BLENDMODE_NONE | SDL_BLENDMODE_MASK |
SDL_BLENDMODE_BLEND | SDL_BLENDMODE_ADD | SDL_BLENDMODE_MOD),
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(SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
SDL_TEXTURESCALEMODE_SLOW),
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{
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SDL_PIXELFORMAT_INDEX1LSB,
SDL_PIXELFORMAT_INDEX1MSB,
SDL_PIXELFORMAT_INDEX8,
SDL_PIXELFORMAT_RGB332,
SDL_PIXELFORMAT_RGB444,
SDL_PIXELFORMAT_RGB555,
SDL_PIXELFORMAT_ARGB4444,
SDL_PIXELFORMAT_ARGB1555,
SDL_PIXELFORMAT_RGB565,
SDL_PIXELFORMAT_RGB24,
SDL_PIXELFORMAT_BGR24,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888,
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
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SDL_PIXELFORMAT_ARGB2101010},
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0,
0}
};
typedef struct
{
SDL_GLContext context;
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SDL_bool updateSize;
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SDL_bool GL_ARB_texture_rectangle_supported;
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SDL_bool GL_EXT_paletted_texture_supported;
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SDL_bool GL_APPLE_ycbcr_422_supported;
SDL_bool GL_MESA_ycbcr_texture_supported;
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SDL_bool GL_ARB_fragment_program_supported;
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int blendMode;
int scaleMode;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC
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PFNGLCOLORTABLEEXTPROC glColorTableEXT;
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void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
const GLvoid * pointer);
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PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
/* (optional) fragment programs */
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GLuint fragment_program_mask;
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GLuint fragment_program_UYVY;
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} GL_RenderData;
typedef struct
{
GLuint texture;
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GLuint shader;
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GLenum type;
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GLfloat texw;
GLfloat texh;
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GLenum format;
GLenum formattype;
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Uint8 *palette;
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void *pixels;
int pitch;
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SDL_DirtyRectList dirty;
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int HACK_RYAN_FIXME;
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} GL_TextureData;
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static void
GL_SetError(const char *prefix, GLenum result)
{
const char *error;
switch (result) {
case GL_NO_ERROR:
error = "GL_NO_ERROR";
break;
case GL_INVALID_ENUM:
error = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
error = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
error = "GL_INVALID_OPERATION";
break;
case GL_STACK_OVERFLOW:
error = "GL_STACK_OVERFLOW";
break;
case GL_STACK_UNDERFLOW:
error = "GL_STACK_UNDERFLOW";
break;
case GL_OUT_OF_MEMORY:
error = "GL_OUT_OF_MEMORY";
break;
case GL_TABLE_TOO_LARGE:
error = "GL_TABLE_TOO_LARGE";
break;
default:
error = "UNKNOWN";
break;
}
SDL_SetError("%s: %s", prefix, error);
}
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static int
GL_LoadFunctions(GL_RenderData * data)
{
#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
#define __SDL_NOGETPROCADDR__
#endif
#ifdef __SDL_NOGETPROCADDR__
#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 GL function %s: %s\n", #func, SDL_GetError()); \
return -1; \
} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "SDL_glfuncs.h"
#undef SDL_PROC
return 0;
}
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void
GL_AddRenderDriver(_THIS)
{
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if (_this->GL_CreateContext) {
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SDL_AddRenderDriver(0, &GL_RenderDriver);
}
}
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
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GLint value;
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int doublebuffer;
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/* Render directly to the window, unless we're compositing */
#ifndef __MACOSX__
if (flags & SDL_RENDERER_SINGLEBUFFER) {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
}
#endif
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if (!(window->flags & SDL_WINDOW_OPENGL)) {
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if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) {
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return NULL;
}
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}
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
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data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
GL_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
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renderer->ActivateRenderer = GL_ActivateRenderer;
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renderer->DisplayModeChanged = GL_DisplayModeChanged;
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renderer->CreateTexture = GL_CreateTexture;
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renderer->QueryTexturePixels = GL_QueryTexturePixels;
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renderer->SetTexturePalette = GL_SetTexturePalette;
renderer->GetTexturePalette = GL_GetTexturePalette;
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renderer->SetTextureColorMod = GL_SetTextureColorMod;
renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod;
renderer->SetTextureBlendMode = GL_SetTextureBlendMode;
renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
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renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->DirtyTexture = GL_DirtyTexture;
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renderer->RenderPoint = GL_RenderPoint;
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renderer->RenderLine = GL_RenderLine;
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renderer->RenderFill = GL_RenderFill;
renderer->RenderCopy = GL_RenderCopy;
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renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderWritePixels = GL_RenderWritePixels;
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renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->info = GL_RenderDriver.info;
renderer->window = window->id;
renderer->driverdata = data;
renderer->info.flags =
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(SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
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if (GL_LoadFunctions(data) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
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data->context = SDL_GL_CreateContext(window->id);
if (!data->context) {
GL_DestroyRenderer(renderer);
return NULL;
}
if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
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#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
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CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
*/
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#endif
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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}
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if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) {
if (!doublebuffer) {
renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
}
}
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data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_height = value;
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if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
}
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if (SDL_GL_ExtensionSupported("GL_EXT_paletted_texture")) {
data->GL_EXT_paletted_texture_supported = SDL_TRUE;
data->glColorTableEXT =
(PFNGLCOLORTABLEEXTPROC) SDL_GL_GetProcAddress("glColorTableEXT");
} else {
/* Don't advertise support for 8-bit indexed texture format */
Uint32 i, j;
SDL_RendererInfo *info = &renderer->info;
for (i = 0, j = 0; i < info->num_texture_formats; ++i) {
if (info->texture_formats[i] != SDL_PIXELFORMAT_INDEX8) {
info->texture_formats[j++] = info->texture_formats[i];
}
}
--info->num_texture_formats;
}
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if (SDL_GL_ExtensionSupported("GL_APPLE_ycbcr_422")) {
data->GL_APPLE_ycbcr_422_supported = SDL_TRUE;
}
if (SDL_GL_ExtensionSupported("GL_MESA_ycbcr_texture")) {
data->GL_MESA_ycbcr_texture_supported = SDL_TRUE;
}
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if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
data->glTextureRangeAPPLE =
(void (*)(GLenum, GLsizei, const GLvoid *))
SDL_GL_GetProcAddress("glTextureRangeAPPLE");
}
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/* we might use fragment programs for YUV data, etc. */
if (SDL_GL_ExtensionSupported("GL_ARB_fragment_program")) {
/* !!! FIXME: this doesn't check for errors. */
/* !!! FIXME: this should really reuse the glfuncs.h stuff. */
data->glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)
SDL_GL_GetProcAddress("glGetProgramivARB");
data->glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)
SDL_GL_GetProcAddress("glGetProgramStringARB");
data->glProgramLocalParameter4fvARB =
(PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)
SDL_GL_GetProcAddress("glProgramLocalParameter4fvARB");
data->glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)
SDL_GL_GetProcAddress("glDeleteProgramsARB");
data->glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)
SDL_GL_GetProcAddress("glGenProgramsARB");
data->glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)
SDL_GL_GetProcAddress("glBindProgramARB");
data->glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)
SDL_GL_GetProcAddress("glProgramStringARB");
data->GL_ARB_fragment_program_supported = SDL_TRUE;
}
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/* Set up parameters for rendering */
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data->blendMode = -1;
data->scaleMode = -1;
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
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/* This ended up causing video discrepancies between OpenGL and Direct3D */
/*data->glEnable(GL_LINE_SMOOTH);*/
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if (data->GL_ARB_texture_rectangle_supported) {
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data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
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} else {
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data->glEnable(GL_TEXTURE_2D);
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}
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data->updateSize = SDL_TRUE;
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return renderer;
}
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static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
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if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
return -1;
}
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if (data->updateSize) {
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data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glViewport(0, 0, window->w, window->h);
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data->glOrtho(0.0, (GLdouble) window->w,
(GLdouble) window->h, 0.0, 0.0, 1.0);
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data->updateSize = SDL_FALSE;
}
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return 0;
}
static int
GL_DisplayModeChanged(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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/* Rebind the context to the window area and update matrices */
data->updateSize = SDL_TRUE;
return GL_ActivateRenderer(renderer);
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}
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static __inline__ int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
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//#define DEBUG_PROGRAM_COMPILE 1
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static void
set_shader_error(GL_RenderData * data, const char *prefix)
{
GLint pos = 0;
const GLubyte *errstr;
data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
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SDL_SetError("%s: shader compile error at position %d: %s",
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prefix, (int) pos, (const char *) errstr);
}
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static GLuint
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compile_shader(GL_RenderData * data, GLenum shader_type, const char *_code)
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{
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const int have_texture_rects = data->GL_ARB_texture_rectangle_supported;
const char *replacement = have_texture_rects ? "RECT" : "2D";
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const size_t replacementlen = SDL_strlen(replacement);
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const char *token = "%TEXTURETARGET%";
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const size_t tokenlen = SDL_strlen(token);
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char *code = NULL;
char *ptr = NULL;
GLuint program = 0;
/*
* The TEX instruction needs a different target depending on what we use.
* To handle this, we use "%TEXTURETARGET%" and replace the string before
* compiling the shader.
*/
code = SDL_strdup(_code);
if (code == NULL)
return 0;
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for (ptr = SDL_strstr(code, token); ptr; ptr = SDL_strstr(ptr + 1, token)) {
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SDL_memcpy(ptr, replacement, replacementlen);
SDL_memmove(ptr + replacementlen, ptr + tokenlen,
SDL_strlen(ptr + tokenlen) + 1);
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}
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#if DEBUG_PROGRAM_COMPILE
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printf("compiling shader:\n%s\n\n", code);
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#endif
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data->glGetError(); /* flush any existing error state. */
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data->glGenProgramsARB(1, &program);
data->glBindProgramARB(shader_type, program);
data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
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(GLsizei)SDL_strlen(code), code);
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SDL_free(code);
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if (data->glGetError() == GL_INVALID_OPERATION) {
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#if DEBUG_PROGRAM_COMPILE
GLint pos = 0;
const GLubyte *errstr;
data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
printf("program compile error at position %d: %s\n\n",
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(int) pos, (const char *) errstr);
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#endif
data->glBindProgramARB(shader_type, 0);
data->glDeleteProgramsARB(1, &program);
return 0;
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}
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return program;
}
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/*
* Fragment program that implements mask semantics
*/
static const char *fragment_program_mask_source_code = "!!ARBfp1.0\n"
"OUTPUT output = result.color;\n"
"TEMP value;\n"
"TEX value, fragment.texcoord[0], texture[0], %TEXTURETARGET%;\n"
"MUL value, fragment.color, value;\n"
"SGE value.a, value.a, 0.001;\n"
"MOV output, value;\n"
"END";
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/*
* Fragment program that renders from UYVY textures.
* The UYVY to RGB equasion is:
* R = 1.164(Y-16) + 1.596(Cr-128)
* G = 1.164(Y-16) - 0.813(Cr-128) - 0.391(Cb-128)
* B = 1.164(Y-16) + 2.018(Cb-128)
* Byte layout is Cb, Y1, Cr, Y2, stored in the R, G, B, A channels.
* 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr
*
* !!! FIXME: this ignores blendmodes, etc.
* !!! FIXME: this could be more efficient...use a dot product for green, etc.
*/
580
static const char *fragment_program_UYVY_source_code = "!!ARBfp1.0\n"
581
/* outputs... */
582
"OUTPUT outcolor = result.color;\n"
583
/* scratch registers... */
584
"TEMP uyvy;\n" "TEMP luminance;\n" "TEMP work;\n"
585
/* Halve the coordinates to grab the correct 32 bits for the fragment. */
586
"MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n"
587
/* Sample the YUV texture. Cb, Y1, Cr, Y2, are stored in x, y, z, w. */
588
"TEX uyvy, work, texture[0], %TEXTURETARGET%;\n"
589
/* Do subtractions (128/255, 16/255, 128/255, 16/255) */
590
"SUB uyvy, uyvy, { 0.501960784313726, 0.06274509803922, 0.501960784313726, 0.06274509803922 };\n"
591
592
/* Choose the luminance component by texcoord. */
/* !!! FIXME: laziness wins out for now... just average Y1 and Y2. */
593
594
"ADD luminance, uyvy.yyyy, uyvy.wwww;\n"
"MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n"
595
/* Multiply luminance by its magic value. */
596
"MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n"
597
/* uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications. */
598
"MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n"
599
/* Add luminance to Cr and Cb, store to RGB channels. */
600
"ADD work.rgb, luminance, uyvy;\n"
601
/* Do final addition for Green channel. (!!! FIXME: this should be a DPH?) */
602
"ADD work.g, work.g, uyvy.w;\n"
603
/* Make sure alpha channel is fully opaque. (!!! FIXME: blend modes!) */
604
"MOV work.a, { 1.0 };\n"
605
/* Store out the final fragment color... */
606
"MOV outcolor, work;\n"
607
/* ...and we're done! */
608
609
"END\n";
610
611
612
static __inline__ SDL_bool
convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
GLint* internalFormat, GLenum* format, GLenum* type)
613
{
614
switch (pixel_format) {
615
616
case SDL_PIXELFORMAT_INDEX1LSB:
case SDL_PIXELFORMAT_INDEX1MSB:
617
618
619
*internalFormat = GL_RGB;
*format = GL_COLOR_INDEX;
*type = GL_BITMAP;
620
break;
621
case SDL_PIXELFORMAT_INDEX8:
622
if (!renderdata->GL_EXT_paletted_texture_supported) {
623
return SDL_FALSE;
624
}
625
626
627
*internalFormat = GL_COLOR_INDEX8_EXT;
*format = GL_COLOR_INDEX;
*type = GL_UNSIGNED_BYTE;
628
break;
629
case SDL_PIXELFORMAT_RGB332:
630
631
632
*internalFormat = GL_R3_G3_B2;
*format = GL_RGB;
*type = GL_UNSIGNED_BYTE_3_3_2;
633
break;
634
case SDL_PIXELFORMAT_RGB444:
635
636
637
*internalFormat = GL_RGB4;
*format = GL_RGB;
*type = GL_UNSIGNED_SHORT_4_4_4_4;
638
break;
639
case SDL_PIXELFORMAT_RGB555:
640
641
642
*internalFormat = GL_RGB5;
*format = GL_RGB;
*type = GL_UNSIGNED_SHORT_5_5_5_1;
643
break;
644
case SDL_PIXELFORMAT_ARGB4444:
645
646
647
*internalFormat = GL_RGBA4;
*format = GL_BGRA;
*type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
648
break;
649
case SDL_PIXELFORMAT_ARGB1555:
650
651
652
*internalFormat = GL_RGB5_A1;
*format = GL_BGRA;
*type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
653
break;
654
case SDL_PIXELFORMAT_RGB565:
655
656
657
*internalFormat = GL_RGB8;
*format = GL_RGB;
*type = GL_UNSIGNED_SHORT_5_6_5;
658
break;
659
case SDL_PIXELFORMAT_RGB24:
660
661
662
*internalFormat = GL_RGB8;
*format = GL_RGB;
*type = GL_UNSIGNED_BYTE;
663
break;
664
case SDL_PIXELFORMAT_RGB888:
665
666
667
*internalFormat = GL_RGB8;
*format = GL_BGRA;
*type = GL_UNSIGNED_BYTE;
668
break;
669
case SDL_PIXELFORMAT_BGR24:
670
671
672
*internalFormat = GL_RGB8;
*format = GL_BGR;
*type = GL_UNSIGNED_BYTE;
673
break;
674
case SDL_PIXELFORMAT_BGR888:
675
676
677
*internalFormat = GL_RGB8;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
678
break;
679
case SDL_PIXELFORMAT_ARGB8888:
680
#ifdef __MACOSX__
681
682
683
*internalFormat = GL_RGBA;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
684
#else
685
686
687
*internalFormat = GL_RGBA8;
*format = GL_BGRA;
*type = GL_UNSIGNED_BYTE;
688
#endif
689
break;
690
case SDL_PIXELFORMAT_ABGR8888:
691
692
693
*internalFormat = GL_RGBA8;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
694
break;
695
case SDL_PIXELFORMAT_ARGB2101010:
696
697
698
*internalFormat = GL_RGB10_A2;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_2_10_10_10_REV;
699
break;
700
case SDL_PIXELFORMAT_UYVY:
701
if (renderdata->GL_APPLE_ycbcr_422_supported) {
702
703
*internalFormat = GL_RGB;
*format = GL_YCBCR_422_APPLE;
704
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
705
*type = GL_UNSIGNED_SHORT_8_8_APPLE;
706
#else
707
*type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
708
709
#endif
} else if (renderdata->GL_MESA_ycbcr_texture_supported) {
710
711
*internalFormat = GL_RGB;
*format = GL_YCBCR_MESA;
712
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
713
*type = GL_UNSIGNED_SHORT_8_8_MESA;
714
#else
715
*type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
716
717
#endif
} else if (renderdata->GL_ARB_fragment_program_supported) {
718
719
720
*internalFormat = GL_RGBA;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
721
} else {
722
return SDL_FALSE;
723
724
}
break;
725
726
case SDL_PIXELFORMAT_YUY2:
if (renderdata->GL_APPLE_ycbcr_422_supported) {
727
728
*internalFormat = GL_RGB;
*format = GL_YCBCR_422_APPLE;
729
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
730
*type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
731
#else
732
*type = GL_UNSIGNED_SHORT_8_8_APPLE;
733
734
#endif
} else if (renderdata->GL_MESA_ycbcr_texture_supported) {
735
736
*internalFormat = GL_RGB;
*format = GL_YCBCR_MESA;
737
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
738
*type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
739
#else
740
*type = GL_UNSIGNED_SHORT_8_8_MESA;
741
#endif
742
} else {
743
return SDL_FALSE;
744
745
}
break;
746
default:
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
GL_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLuint shader = 0;
GLenum result;
if (!convert_format(renderdata, texture->format, &internalFormat,
&format, &type)) {
766
767
768
SDL_SetError("Unsupported texture format");
return -1;
}
769
770
771
772
773
774
775
776
777
if (texture->format == SDL_PIXELFORMAT_UYVY &&
!renderdata->GL_APPLE_ycbcr_422_supported &&
!renderdata->GL_MESA_ycbcr_texture_supported &&
renderdata->GL_ARB_fragment_program_supported) {
if (renderdata->fragment_program_UYVY == 0) {
renderdata->fragment_program_UYVY =
compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB,
fragment_program_UYVY_source_code);
if (renderdata->fragment_program_UYVY == 0) {
778
set_shader_error(renderdata, "UYVY");
779
780
781
782
783
return -1;
}
}
shader = renderdata->fragment_program_UYVY;
}
784
785
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
786
787
788
789
790
if (!data) {
SDL_OutOfMemory();
return -1;
}
791
792
data->shader = shader;
793
794
795
796
797
798
799
800
801
802
if (texture->format == SDL_PIXELFORMAT_INDEX8) {
data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8));
if (!data->palette) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
SDL_memset(data->palette, 0xFF, 3 * 256 * sizeof(Uint8));
}
803
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
804
data->pitch = texture->w * bytes_per_pixel(texture->format);
805
806
807
808
809
810
811
812
data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
}
813
814
texture->driverdata = data;
815
816
renderdata->glGetError();
renderdata->glGenTextures(1, &data->texture);
817
818
819
820
if (renderdata->GL_ARB_texture_rectangle_supported) {
data->type = GL_TEXTURE_RECTANGLE_ARB;
texture_w = texture->w;
texture_h = texture->h;
821
822
data->texw = (GLfloat) texture_w;
data->texh = (GLfloat) texture_h;
823
824
825
826
} else {
data->type = GL_TEXTURE_2D;
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
827
data->texw = (GLfloat) (texture->w) / texture_w;
828
829
data->texh = (GLfloat) texture->h / texture_h;
}
830
831
832
/* YUV formats use RGBA but are really two bytes per pixel */
if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
833
data->HACK_RYAN_FIXME = 2;
834
} else {
835
data->HACK_RYAN_FIXME = 1;
836
}
837
texture_w /= data->HACK_RYAN_FIXME;
838
839
840
data->format = format;
data->formattype = type;
841
renderdata->glEnable(data->type);
842
renderdata->glBindTexture(data->type, data->texture);
843
844
845
846
847
848
849
850
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
851
#ifdef __MACOSX__
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#endif
#ifndef STORAGE_CACHED_APPLE
#define STORAGE_CACHED_APPLE 0x85BE
#endif
#ifndef STORAGE_SHARED_APPLE
#define STORAGE_SHARED_APPLE 0x85BF
#endif
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE);
} else {
renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE);
}
868
869
/* This causes a crash in testoverlay for some reason. Apple bug? */
#if 0
870
871
if (texture->access == SDL_TEXTUREACCESS_STREAMING
&& texture->format == SDL_PIXELFORMAT_ARGB8888) {
872
/*
873
874
875
876
877
878
if (renderdata->glTextureRangeAPPLE) {
renderdata->glTextureRangeAPPLE(data->type,
texture->h * data->pitch,
data->pixels);
}
*/
879
880
881
882
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, data->pixels);
} else
883
#endif
884
885
886
887
888
#endif
{
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
}
889
renderdata->glDisable(data->type);
890
result = renderdata->glGetError();
891
892
893
894
if (result != GL_NO_ERROR) {
GL_SetError("glTexImage2D()", result);
return -1;
}
895
896
897
return 0;
}
898
899
900
901
902
903
904
905
906
907
908
static int
GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
*pixels = data->pixels;
*pitch = data->pitch;
return 0;
}
909
910
911
912
913
914
static int
GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor, int ncolors)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
915
Uint8 *palette;
916
917
918
919
920
921
922
923
924
925
926
927
if (!data->palette) {
SDL_SetError("Texture doesn't have a palette");
return -1;
}
palette = data->palette + firstcolor * 3;
while (ncolors--) {
*palette++ = colors->r;
*palette++ = colors->g;
*palette++ = colors->b;
++colors;
}
928
renderdata->glEnable(data->type);
929
930
931
renderdata->glBindTexture(data->type, data->texture);
renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB,
GL_UNSIGNED_BYTE, data->palette);
932
933
934
935
936
937
938
return 0;
}
static int
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
{
939
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
940
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
941
Uint8 *palette;
942
943
944
945
946
947
948
949
950
951
952
953
954
if (!data->palette) {
SDL_SetError("Texture doesn't have a palette");
return -1;
}
palette = data->palette + firstcolor * 3;
while (ncolors--) {
colors->r = *palette++;
colors->g = *palette++;
colors->b = *palette++;
colors->unused = SDL_ALPHA_OPAQUE;
++colors;
}
955
956
957
return 0;
}
958
static void
959
960
SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
int pitch)
961
{
962
if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) {
963
renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
964
} else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) {
965
renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
966
}
967
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
968
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
969
(pitch / bytes_per_pixel(texture->format)) /
970
971
((GL_TextureData *) texture->driverdata)->
HACK_RYAN_FIXME);
972
973
}
974
975
976
static int
GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
977
return 0;
978
979
980
981
982
}
static int
GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
983
return 0;
984
985
986
987
988
989
}
static int
GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
switch (texture->blendMode) {
990
991
992
993
994
case SDL_BLENDMODE_NONE:
case SDL_BLENDMODE_MASK:
case SDL_BLENDMODE_BLEND:
case SDL_BLENDMODE_ADD:
case SDL_BLENDMODE_MOD:
995
996
997
return 0;
default:
SDL_Unsupported();
998
texture->blendMode = SDL_BLENDMODE_NONE;
999
1000
return -1;
}