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SDL_renderer_gl.c
892 lines (805 loc) · 27.3 KB
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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 Sam Lantinga
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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/* OpenGL renderer implementation */
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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_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
Uint8 a, 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 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_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK |
SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD |
SDL_TEXTUREBLENDMODE_MOD),
(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,
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_EXT_paletted_texture_supported;
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SDL_bool GL_ARB_texture_rectangle_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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} GL_RenderData;
typedef struct
{
GLuint texture;
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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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} 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__
#elif defined(__MINT__)
#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;
renderer->RenderFill = GL_RenderFill;
renderer->RenderCopy = GL_RenderCopy;
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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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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/* 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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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;
}
if (data->updateSize) {
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glViewport(0, 0, window->w, window->h);
data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0,
0.0, 1.0);
data->updateSize = SDL_FALSE;
}
return 0;
}
static int
GL_DisplayModeChanged(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
data->updateSize = SDL_TRUE;
return 0;
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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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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;
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GLint internalFormat;
GLenum format, type;
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int texture_w, texture_h;
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GLenum result;
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switch (texture->format) {
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case SDL_PIXELFORMAT_INDEX1LSB:
case SDL_PIXELFORMAT_INDEX1MSB:
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internalFormat = GL_RGB;
format = GL_COLOR_INDEX;
type = GL_BITMAP;
break;
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case SDL_PIXELFORMAT_INDEX8:
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if (!renderdata->GL_EXT_paletted_texture_supported) {
SDL_SetError("Unsupported texture format");
return -1;
}
internalFormat = GL_COLOR_INDEX8_EXT;
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format = GL_COLOR_INDEX;
type = GL_UNSIGNED_BYTE;
break;
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case SDL_PIXELFORMAT_RGB332:
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internalFormat = GL_R3_G3_B2;
format = GL_RGB;
type = GL_UNSIGNED_BYTE_3_3_2;
break;
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case SDL_PIXELFORMAT_RGB444:
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internalFormat = GL_RGB4;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
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case SDL_PIXELFORMAT_RGB555:
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internalFormat = GL_RGB5;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
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case SDL_PIXELFORMAT_ARGB4444:
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internalFormat = GL_RGBA4;
format = GL_BGRA;
type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
break;
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case SDL_PIXELFORMAT_ARGB1555:
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internalFormat = GL_RGB5_A1;
format = GL_BGRA;
type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
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case SDL_PIXELFORMAT_RGB565:
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internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
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case SDL_PIXELFORMAT_RGB24:
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internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
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case SDL_PIXELFORMAT_RGB888:
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internalFormat = GL_RGB8;
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format = GL_BGRA;
type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PIXELFORMAT_BGR24:
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internalFormat = GL_RGB8;
format = GL_BGR;
type = GL_UNSIGNED_BYTE;
break;
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case SDL_PIXELFORMAT_BGR888:
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internalFormat = GL_RGB8;
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format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PIXELFORMAT_ARGB8888:
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internalFormat = GL_RGBA8;
format = GL_BGRA;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PIXELFORMAT_ABGR8888:
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internalFormat = GL_RGBA8;
format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PIXELFORMAT_ARGB2101010:
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internalFormat = GL_RGB10_A2;
format = GL_BGRA;
type = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
default:
SDL_SetError("Unsupported texture format");
return -1;
}
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data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
SDL_OutOfMemory();
return -1;
}
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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));
}
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
}
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texture->driverdata = data;
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renderdata->glGetError();
renderdata->glGenTextures(1, &data->texture);
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if (renderdata->GL_ARB_texture_rectangle_supported) {
data->type = GL_TEXTURE_RECTANGLE_ARB;
texture_w = texture->w;
texture_h = texture->h;
data->texw = (GLfloat) texture->w;
data->texh = (GLfloat) texture->h;
} else {
data->type = GL_TEXTURE_2D;
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) texture->w / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
}
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data->format = format;
data->formattype = type;
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renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
result = renderdata->glGetError();
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if (result != GL_NO_ERROR) {
GL_SetError("glTexImage2D()", result);
return -1;
}
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return 0;
}
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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;
}
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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;
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Uint8 *palette;
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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;
}
renderdata->glBindTexture(data->type, data->texture);
renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB,
GL_UNSIGNED_BYTE, data->palette);
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return 0;
}
static int
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
{
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GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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Uint8 *palette;
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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;
}
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return 0;
}
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static void
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SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
int pitch)
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{
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if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) {
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renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
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} else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) {
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renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
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}
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
pitch / SDL_BYTESPERPIXEL(texture->format));
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}
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static int
GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
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return 0;
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}
static int
GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
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return 0;
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}
static int
GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
switch (texture->blendMode) {
case SDL_TEXTUREBLENDMODE_NONE:
case SDL_TEXTUREBLENDMODE_MASK:
case SDL_TEXTUREBLENDMODE_BLEND:
case SDL_TEXTUREBLENDMODE_ADD:
case SDL_TEXTUREBLENDMODE_MOD:
return 0;
default:
SDL_Unsupported();
texture->blendMode = SDL_TEXTUREBLENDMODE_NONE;
return -1;
}
}
static int
GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
switch (texture->scaleMode) {
case SDL_TEXTURESCALEMODE_NONE:
case SDL_TEXTURESCALEMODE_FAST:
case SDL_TEXTURESCALEMODE_SLOW:
return 0;
case SDL_TEXTURESCALEMODE_BEST:
SDL_Unsupported();
texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW;
return -1;
default:
SDL_Unsupported();
texture->scaleMode = SDL_TEXTURESCALEMODE_NONE;
return -1;
}
}
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static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
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GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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GLenum result;
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renderdata->glGetError();
SetupTextureUpdate(renderdata, texture, pitch);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
result = renderdata->glGetError();
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if (result != GL_NO_ERROR) {
GL_SetError("glTexSubImage2D()", result);
return -1;
}
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return 0;
}
static int
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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if (markDirty) {
SDL_AddDirtyRect(&data->dirty, rect);
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}
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*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = data->pitch;
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return 0;
}
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)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
int i;
for (i = 0; i < numrects; ++i) {
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SDL_AddDirtyRect(&data->dirty, &rects[i]);
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}
}
static int
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GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
const SDL_Rect * rect)
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{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
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data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f,
(GLclampf) b * inv255f, (GLclampf) a * inv255f);
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data->glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
data->glClear(GL_COLOR_BUFFER_BIT);
data->glViewport(0, 0, window->w, window->h);
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return 0;
}
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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{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
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if (texturedata->dirty.count > 0) {
SDL_DirtyRect *dirty;
void *pixels;
int bpp = SDL_BYTESPERPIXEL(texture->format);
int pitch = texturedata->pitch;
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SetupTextureUpdate(data, texture, pitch);
data->glBindTexture(texturedata->type, texturedata->texture);
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for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
SDL_Rect *rect = &dirty->rect;
pixels =
(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
rect->x * bpp);
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data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
rect->w, rect->h, texturedata->format,
texturedata->formattype, pixels);
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}
SDL_ClearDirtyRects(&texturedata->dirty);
}
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minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
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minu *= texturedata->texw;
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maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
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maxu *= texturedata->texw;
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minv = (GLfloat) srcrect->y / texture->h;
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minv *= texturedata->texh;
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maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
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maxv *= texturedata->texh;
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data->glBindTexture(texturedata->type, texturedata->texture);
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if (texture->modMode) {
data->glColor4f((GLfloat) texture->r * inv255f,
(GLfloat) texture->g * inv255f,
(GLfloat) texture->b * inv255f,
(GLfloat) texture->a * inv255f);
} else {
data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
if (texture->blendMode != data->blendMode) {
switch (texture->blendMode) {
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case SDL_TEXTUREBLENDMODE_NONE:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
data->glDisable(GL_BLEND);
break;
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case SDL_TEXTUREBLENDMODE_MASK:
case SDL_TEXTUREBLENDMODE_BLEND:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
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case SDL_TEXTUREBLENDMODE_ADD:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
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case SDL_TEXTUREBLENDMODE_MOD:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
}
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data->blendMode = texture->blendMode;
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}
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if (texture->scaleMode != data->scaleMode) {
switch (texture->scaleMode) {
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case SDL_TEXTURESCALEMODE_NONE:
case SDL_TEXTURESCALEMODE_FAST:
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data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
break;
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case SDL_TEXTURESCALEMODE_SLOW:
case SDL_TEXTURESCALEMODE_BEST:
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data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
break;
}
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data->scaleMode = texture->scaleMode;
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}
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data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
data->glVertex2i(minx, miny);
data->glTexCoord2f(maxu, minv);
data->glVertex2i(maxx, miny);
data->glTexCoord2f(minu, maxv);
data->glVertex2i(minx, maxy);
data->glTexCoord2f(maxu, maxv);
data->glVertex2i(maxx, maxy);
data->glEnd();
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return 0;
}
static void
GL_RenderPresent(SDL_Renderer * renderer)
{
SDL_GL_SwapWindow(renderer->window);
}
static void
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
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GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
if (!data) {
return;
}
if (data->texture) {
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renderdata->glDeleteTextures(1, &data->texture);
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}
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if (data->palette) {
SDL_free(data->palette);
}
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if (data->pixels) {
SDL_free(data->pixels);
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}
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SDL_FreeDirtyRects(&data->dirty);
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SDL_free(data);
texture->driverdata = NULL;
}
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static void
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GL_DestroyRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (data) {
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if (data->context) {
SDL_GL_MakeCurrent(0, NULL);
SDL_GL_DeleteContext(data->context);
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}
SDL_free(data);
}
SDL_free(renderer);
}
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#endif /* SDL_VIDEO_RENDER_OGL */
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/* vi: set ts=4 sw=4 expandtab: */