src/render/opengles2/SDL_render_gles2.c
author Sam Lantinga <slouken@libsdl.org>
Tue, 08 Feb 2011 10:38:12 -0800
changeset 5227 9c0c4d767ef6
parent 5226 710d00cb3a6a
child 5249 7a963be087ef
permissions -rw-r--r--
Reduce duplicated code in the texture update code paths
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 2010 itsnotabigtruck.
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    Permission is hereby granted, free of charge, to any person obtaining a
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    copy of this software and associated documentation files (the "Software"),
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    to deal in the Software without restriction, including without limitation
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    the rights to use, copy, modify, merge, publish, distribute, sublicense,
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    and/or sell copies of the Software, and to permit persons to whom the
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    Software is furnished to do so, subject to the following conditions:
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    The above copyright notice and this permission notice shall be included in
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    all copies or substantial portions of the Software.
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    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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    FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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    DEALINGS IN THE SOFTWARE.
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
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#include "SDL_opengles2.h"
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#include "../SDL_sysrender.h"
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#include "SDL_shaders_gles2.h"
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/*************************************************************************************************
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 * Bootstrap data                                                                                *
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 *************************************************************************************************/
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static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags);
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SDL_RenderDriver GLES2_RenderDriver = {
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    GLES2_CreateRenderer,
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    {
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        "opengles2",
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        (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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        1,
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        {SDL_PIXELFORMAT_ABGR8888},
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        0,
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        0
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    }
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};
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/*************************************************************************************************
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 * Context structures                                                                            *
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 *************************************************************************************************/
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typedef struct GLES2_TextureData
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{
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    GLenum texture;
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    GLenum texture_type;
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    GLenum pixel_format;
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    GLenum pixel_type;
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    void *pixel_data;
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    size_t pitch;
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} GLES2_TextureData;
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typedef struct GLES2_ShaderCacheEntry
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{
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    GLuint id;
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    GLES2_ShaderType type;
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    const GLES2_ShaderInstance *instance;
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    int references;
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    struct GLES2_ShaderCacheEntry *prev;
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    struct GLES2_ShaderCacheEntry *next;
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} GLES2_ShaderCacheEntry;
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typedef struct GLES2_ShaderCache
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{
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    int count;
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    GLES2_ShaderCacheEntry *head;
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} GLES2_ShaderCache;
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typedef struct GLES2_ProgramCacheEntry
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{
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    GLuint id;
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    SDL_BlendMode blend_mode;
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    GLES2_ShaderCacheEntry *vertex_shader;
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    GLES2_ShaderCacheEntry *fragment_shader;
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    GLuint uniform_locations[16];
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    struct GLES2_ProgramCacheEntry *prev;
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    struct GLES2_ProgramCacheEntry *next;
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} GLES2_ProgramCacheEntry;
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typedef struct GLES2_ProgramCache
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{
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    int count;
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    GLES2_ProgramCacheEntry *head;
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    GLES2_ProgramCacheEntry *tail;
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} GLES2_ProgramCache;
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typedef enum
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{
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    GLES2_ATTRIBUTE_POSITION = 0,
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    GLES2_ATTRIBUTE_TEXCOORD = 1
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} GLES2_Attribute;
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typedef enum
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{
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    GLES2_UNIFORM_PROJECTION,
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    GLES2_UNIFORM_TEXTURE,
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    GLES2_UNIFORM_MODULATION,
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    GLES2_UNIFORM_COLOR,
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    GLES2_UNIFORM_COLORTABLE
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} GLES2_Uniform;
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typedef enum
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{
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    GLES2_IMAGESOURCE_SOLID,
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    GLES2_IMAGESOURCE_TEXTURE
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} GLES2_ImageSource;
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typedef struct GLES2_DriverContext
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{
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    SDL_GLContext *context;
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    int shader_format_count;
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    GLenum *shader_formats;
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    GLES2_ShaderCache shader_cache;
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    GLES2_ProgramCache program_cache;
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    GLES2_ProgramCacheEntry *current_program;
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	SDL_bool updateSize;
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} GLES2_DriverContext;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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/*************************************************************************************************
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 * Renderer state APIs                                                                           *
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 *************************************************************************************************/
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static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
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static void GLES2_WindowEvent(SDL_Renderer * renderer,
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                              const SDL_WindowEvent *event);
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static void GLES2_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect);
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static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int
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GLES2_ActivateRenderer(SDL_Renderer * renderer)
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{
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    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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    SDL_Window *window = renderer->window;
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    if (SDL_CurrentContext != rdata->context) {
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        /* Null out the current program to ensure we set it again */
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        rdata->current_program = NULL;
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        if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
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            return -1;
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        }
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        SDL_CurrentContext = rdata->context;
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    }
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    if (rdata->updateSize) {
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        int w, h;
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        SDL_GetWindowSize(window, &w, &h);
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        glViewport(0, 0, w, h);
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        rdata->updateSize = SDL_FALSE;
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    }
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    return 0;
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}
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static void
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GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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    if (event->event == SDL_WINDOWEVENT_RESIZED) {
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        /* Rebind the context to the window area */
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        SDL_CurrentContext = NULL;
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        rdata->updateSize = SDL_TRUE;
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    }
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}
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static void
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GLES2_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
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{
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    GLES2_ActivateRenderer(renderer);
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    if (rect) {
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        int w, h;
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        SDL_GetWindowSize(renderer->window, &w, &h);
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        glScissor(rect->x, (h-(rect->y+rect->h)), rect->w, rect->h);
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        glEnable(GL_SCISSOR_TEST);
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    } else {
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        glDisable(GL_SCISSOR_TEST);
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    }
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}
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static void
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GLES2_DestroyRenderer(SDL_Renderer *renderer)
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{
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    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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    GLES2_ProgramCacheEntry *entry;
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    GLES2_ProgramCacheEntry *next;
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    /* Deallocate everything */
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    if (rdata) {
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        GLES2_ActivateRenderer(renderer);
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        entry = rdata->program_cache.head;
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        while (entry) {
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            glDeleteShader(entry->vertex_shader->id);
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            glDeleteShader(entry->fragment_shader->id);
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            SDL_free(entry->vertex_shader);
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            SDL_free(entry->fragment_shader);
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            glDeleteProgram(entry->id);
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            next = entry->next;
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            SDL_free(entry);
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            entry = next;
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        }
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        if (rdata->context) {
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            SDL_GL_DeleteContext(rdata->context);
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        }
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        if (rdata->shader_formats) {
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            SDL_free(rdata->shader_formats);
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        }
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        SDL_free(rdata);
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    }
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    SDL_free(renderer);
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}
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/*************************************************************************************************
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 * Texture APIs                                                                                  *
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 *************************************************************************************************/
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static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                             void **pixels, int *pitch);
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static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                               const void *pixels, int pitch);
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static int
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GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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    GLES2_TextureData *tdata;
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    GLenum format;
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    GLenum type;
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    GLES2_ActivateRenderer(renderer);
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    /* Determine the corresponding GLES texture format params */
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    switch (texture->format)
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    {
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    case SDL_PIXELFORMAT_ABGR8888:
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        format = GL_RGBA;
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        type = GL_UNSIGNED_BYTE;
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        break;
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    default:
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        SDL_SetError("Texture format not supported");
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        return -1;
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    }
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    /* Allocate a texture struct */
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    tdata = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
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    if (!tdata)
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    {
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        SDL_OutOfMemory();
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        return -1;
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    }
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    tdata->texture = 0;
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    tdata->texture_type = GL_TEXTURE_2D;
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    tdata->pixel_format = format;
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    tdata->pixel_type = type;
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    /* Allocate a blob for image data */
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    if (texture->access == SDL_TEXTUREACCESS_STREAMING)
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    {
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        tdata->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
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        tdata->pixel_data = SDL_malloc(tdata->pitch * texture->h);
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        if (!tdata->pixel_data)
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        {
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            SDL_OutOfMemory();
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            SDL_free(tdata);
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            return -1;
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        }
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    }
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    /* Allocate the texture */
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    glGetError();
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    glGenTextures(1, &tdata->texture);
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    glActiveTexture(GL_TEXTURE0);
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    glBindTexture(tdata->texture_type, tdata->texture);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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    glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
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    if (glGetError() != GL_NO_ERROR)
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    {
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        SDL_SetError("Texture creation failed");
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        glDeleteTextures(1, &tdata->texture);
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        SDL_free(tdata);
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        return -1;
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    }
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    texture->driverdata = tdata;
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    return 0;
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}
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static void
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GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    GLES2_ActivateRenderer(renderer);
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    /* Destroy the texture */
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    if (tdata)
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    {
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        glDeleteTextures(1, &tdata->texture);
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        SDL_free(tdata->pixel_data);
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        SDL_free(tdata);
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        texture->driverdata = NULL;
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    }
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}
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static int
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GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                  void **pixels, int *pitch)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    /* Retrieve the buffer/pitch for the specified region */
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    *pixels = (Uint8 *)tdata->pixel_data +
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              (tdata->pitch * rect->y) +
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              (rect->x * SDL_BYTESPERPIXEL(texture->format));
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    *pitch = tdata->pitch;
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    return 0;
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}
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static void
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GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    SDL_Rect rect;
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    /* We do whole texture updates, at least for now */
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    rect.x = 0;
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    rect.y = 0;
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    rect.w = texture->w;
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    rect.h = texture->h;
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    GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
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}
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static int
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GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                    const void *pixels, int pitch)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    Uint8 *blob = NULL;
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    Uint8 *src;
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    int srcPitch;
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    int y;
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   365
slouken@5201
   366
    GLES2_ActivateRenderer(renderer);
slouken@5201
   367
slouken@5201
   368
    /* Bail out if we're supposed to update an empty rectangle */
slouken@5201
   369
    if (rect->w <= 0 || rect->h <= 0)
slouken@5201
   370
        return 0;
slouken@5201
   371
slouken@5201
   372
    /* Reformat the texture data into a tightly packed array */
slouken@5201
   373
    srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
slouken@5201
   374
    src = (Uint8 *)pixels;
slouken@5201
   375
    if (pitch != srcPitch)
slouken@5201
   376
    {
slouken@5201
   377
        blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
slouken@5201
   378
        if (!blob)
slouken@5201
   379
        {
slouken@5201
   380
            SDL_OutOfMemory();
slouken@5201
   381
            return -1;
slouken@5201
   382
        }
slouken@5201
   383
        src = blob;
slouken@5201
   384
        for (y = 0; y < rect->h; ++y)
slouken@5201
   385
        {
slouken@5201
   386
            SDL_memcpy(src, pixels, srcPitch);
slouken@5201
   387
            src += srcPitch;
slouken@5201
   388
            pixels = (Uint8 *)pixels + pitch;
slouken@5201
   389
        }
slouken@5201
   390
        src = blob;
slouken@5201
   391
    }
slouken@5201
   392
slouken@5201
   393
    /* Create a texture subimage with the supplied data */
slouken@5201
   394
    glGetError();
slouken@5201
   395
    glActiveTexture(GL_TEXTURE0);
slouken@5201
   396
    glBindTexture(tdata->texture_type, tdata->texture);
slouken@5201
   397
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@5201
   398
    glTexSubImage2D(tdata->texture_type,
slouken@5201
   399
                    0,
slouken@5201
   400
                    rect->x,
slouken@5201
   401
                    rect->y,
slouken@5201
   402
                    rect->w,
slouken@5201
   403
                    rect->h,
slouken@5201
   404
                    tdata->pixel_format,
slouken@5201
   405
                    tdata->pixel_type,
slouken@5201
   406
                    src);
slouken@5227
   407
    if (blob) {
slouken@5227
   408
        SDL_free(blob);
slouken@5227
   409
    }
slouken@5214
   410
slouken@5201
   411
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   412
    {
slouken@5201
   413
        SDL_SetError("Failed to update texture");
slouken@5201
   414
        return -1;
slouken@5201
   415
    }
slouken@5201
   416
    return 0;
slouken@5201
   417
}
slouken@5201
   418
slouken@5201
   419
/*************************************************************************************************
slouken@5201
   420
 * Shader management functions                                                                   *
slouken@5201
   421
 *************************************************************************************************/
slouken@5201
   422
slouken@5201
   423
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
slouken@5201
   424
                                                 SDL_BlendMode blendMode);
slouken@5201
   425
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
slouken@5201
   426
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
slouken@5201
   427
                                                   GLES2_ShaderCacheEntry *vertex,
slouken@5201
   428
                                                   GLES2_ShaderCacheEntry *fragment,
slouken@5201
   429
                                                   SDL_BlendMode blendMode);
slouken@5201
   430
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
slouken@5201
   431
                               SDL_BlendMode blendMode);
slouken@5201
   432
static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer);
slouken@5201
   433
slouken@5201
   434
static GLES2_ProgramCacheEntry *
slouken@5201
   435
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
slouken@5201
   436
                   GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
slouken@5201
   437
{
slouken@5201
   438
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   439
    GLES2_ProgramCacheEntry *entry;
slouken@5201
   440
    GLES2_ShaderCacheEntry *shaderEntry;
slouken@5201
   441
    GLint linkSuccessful;
slouken@5201
   442
slouken@5201
   443
    /* Check if we've already cached this program */
slouken@5201
   444
    entry = rdata->program_cache.head;
slouken@5201
   445
    while (entry)
slouken@5201
   446
    {
slouken@5201
   447
        if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
slouken@5201
   448
            break;
slouken@5201
   449
        entry = entry->next;
slouken@5201
   450
    }
slouken@5201
   451
    if (entry)
slouken@5201
   452
    {
slouken@5201
   453
        if (rdata->program_cache.count > 1)
slouken@5201
   454
        {
slouken@5201
   455
            if (entry->next)
slouken@5201
   456
                entry->next->prev = entry->prev;
slouken@5201
   457
            if (entry->prev)
slouken@5201
   458
                entry->prev->next = entry->next;
slouken@5201
   459
            entry->prev = NULL;
slouken@5201
   460
            entry->next = rdata->program_cache.head;
slouken@5201
   461
            rdata->program_cache.head->prev = entry;
slouken@5201
   462
            rdata->program_cache.head = entry;
slouken@5201
   463
        }
slouken@5201
   464
        return entry;
slouken@5201
   465
    }
slouken@5201
   466
slouken@5201
   467
    /* Create a program cache entry */
slouken@5201
   468
    entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
slouken@5201
   469
    if (!entry)
slouken@5201
   470
    {
slouken@5201
   471
        SDL_OutOfMemory();
slouken@5201
   472
        return NULL;
slouken@5201
   473
    }
slouken@5201
   474
    entry->vertex_shader = vertex;
slouken@5201
   475
    entry->fragment_shader = fragment;
slouken@5201
   476
    entry->blend_mode = blendMode;
slouken@5201
   477
    
slouken@5201
   478
    /* Create the program and link it */
slouken@5201
   479
    glGetError();
slouken@5201
   480
    entry->id = glCreateProgram();
slouken@5201
   481
    glAttachShader(entry->id, vertex->id);
slouken@5201
   482
    glAttachShader(entry->id, fragment->id);
slouken@5201
   483
    glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
slouken@5201
   484
    glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
slouken@5201
   485
    glLinkProgram(entry->id);
slouken@5201
   486
    glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
slouken@5201
   487
    if (glGetError() != GL_NO_ERROR || !linkSuccessful)
slouken@5201
   488
    {
slouken@5201
   489
        SDL_SetError("Failed to link shader program");
slouken@5201
   490
        glDeleteProgram(entry->id);
slouken@5201
   491
        SDL_free(entry);
slouken@5201
   492
        return NULL;
slouken@5201
   493
    }
slouken@5201
   494
    
slouken@5201
   495
    /* Predetermine locations of uniform variables */
slouken@5201
   496
    entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
slouken@5201
   497
        glGetUniformLocation(entry->id, "u_projection");
slouken@5201
   498
    entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
slouken@5201
   499
        glGetUniformLocation(entry->id, "u_texture");
slouken@5201
   500
    entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
slouken@5201
   501
        glGetUniformLocation(entry->id, "u_modulation");
slouken@5201
   502
    entry->uniform_locations[GLES2_UNIFORM_COLOR] =
slouken@5201
   503
        glGetUniformLocation(entry->id, "u_color");
slouken@5201
   504
    entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] =
slouken@5201
   505
        glGetUniformLocation(entry->id, "u_colorTable");
slouken@5201
   506
slouken@5201
   507
    /* Cache the linked program */
slouken@5201
   508
    if (rdata->program_cache.head)
slouken@5201
   509
    {
slouken@5201
   510
        entry->next = rdata->program_cache.head;
slouken@5201
   511
        rdata->program_cache.head->prev = entry;
slouken@5201
   512
    }
slouken@5201
   513
    else
slouken@5201
   514
    {
slouken@5201
   515
        rdata->program_cache.tail = entry;
slouken@5201
   516
    }
slouken@5201
   517
    rdata->program_cache.head = entry;
slouken@5201
   518
    ++rdata->program_cache.count;
slouken@5201
   519
slouken@5201
   520
    /* Increment the refcount of the shaders we're using */
slouken@5201
   521
    ++vertex->references;
slouken@5201
   522
    ++fragment->references;
slouken@5201
   523
slouken@5201
   524
    /* Evict the last entry from the cache if we exceed the limit */
slouken@5201
   525
    if (rdata->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
slouken@5201
   526
    {
slouken@5201
   527
        shaderEntry = rdata->program_cache.tail->vertex_shader;
slouken@5201
   528
        if (--shaderEntry->references <= 0)
slouken@5201
   529
            GLES2_EvictShader(renderer, shaderEntry);
slouken@5201
   530
        shaderEntry = rdata->program_cache.tail->fragment_shader;
slouken@5201
   531
        if (--shaderEntry->references <= 0)
slouken@5201
   532
            GLES2_EvictShader(renderer, shaderEntry);
slouken@5201
   533
        glDeleteProgram(rdata->program_cache.tail->id);
slouken@5201
   534
        rdata->program_cache.tail = rdata->program_cache.tail->prev;
slouken@5201
   535
        SDL_free(rdata->program_cache.tail->next);
slouken@5201
   536
        rdata->program_cache.tail->next = NULL;
slouken@5201
   537
        --rdata->program_cache.count;
slouken@5201
   538
    }
slouken@5201
   539
    return entry;
slouken@5201
   540
}
slouken@5201
   541
slouken@5201
   542
static GLES2_ShaderCacheEntry *
slouken@5201
   543
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
slouken@5201
   544
{
slouken@5201
   545
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   546
    const GLES2_Shader *shader;
slouken@5201
   547
    const GLES2_ShaderInstance *instance = NULL;
slouken@5201
   548
    GLES2_ShaderCacheEntry *entry = NULL;
slouken@5201
   549
    GLint compileSuccessful = GL_FALSE;
slouken@5201
   550
    int i, j;
slouken@5201
   551
slouken@5201
   552
    /* Find the corresponding shader */
slouken@5201
   553
    shader = GLES2_GetShader(type, blendMode);
slouken@5201
   554
    if (!shader)
slouken@5201
   555
    {
slouken@5201
   556
        SDL_SetError("No shader matching the requested characteristics was found");
slouken@5201
   557
        return NULL;
slouken@5201
   558
    }
slouken@5201
   559
    
slouken@5201
   560
    /* Find a matching shader instance that's supported on this hardware */
slouken@5206
   561
    for (i = 0; i < shader->instance_count && !instance; ++i)
slouken@5201
   562
    {
slouken@5206
   563
        for (j = 0; j < rdata->shader_format_count && !instance; ++j)
slouken@5201
   564
        {
slouken@5201
   565
            if (!shader->instances)
slouken@5201
   566
                continue;
slouken@5206
   567
            if (!shader->instances[i])
slouken@5206
   568
                continue;
slouken@5201
   569
            if (shader->instances[i]->format != rdata->shader_formats[j])
slouken@5201
   570
                continue;
slouken@5201
   571
            instance = shader->instances[i];
slouken@5201
   572
        }
slouken@5201
   573
    }
slouken@5201
   574
    if (!instance)
slouken@5201
   575
    {
slouken@5201
   576
        SDL_SetError("The specified shader cannot be loaded on the current platform");
slouken@5201
   577
        return NULL;
slouken@5201
   578
    }
slouken@5201
   579
slouken@5201
   580
    /* Check if we've already cached this shader */
slouken@5201
   581
    entry = rdata->shader_cache.head;
slouken@5201
   582
    while (entry)
slouken@5201
   583
    {
slouken@5201
   584
        if (entry->instance == instance)
slouken@5201
   585
            break;
slouken@5201
   586
        entry = entry->next;
slouken@5201
   587
    }
slouken@5201
   588
    if (entry)
slouken@5201
   589
        return entry;
slouken@5201
   590
slouken@5201
   591
    /* Create a shader cache entry */
slouken@5201
   592
    entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
slouken@5201
   593
    if (!entry)
slouken@5201
   594
    {
slouken@5201
   595
        SDL_OutOfMemory();
slouken@5201
   596
        return NULL;
slouken@5201
   597
    }
slouken@5201
   598
    entry->type = type;
slouken@5201
   599
    entry->instance = instance;
slouken@5201
   600
slouken@5201
   601
    /* Compile or load the selected shader instance */
slouken@5201
   602
    glGetError();
slouken@5201
   603
    entry->id = glCreateShader(instance->type);
slouken@5201
   604
    if (instance->format == (GLenum)-1)
slouken@5201
   605
    {
slouken@5212
   606
        glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
slouken@5201
   607
        glCompileShader(entry->id);
slouken@5201
   608
        glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
slouken@5201
   609
    }
slouken@5201
   610
    else
slouken@5201
   611
    {
slouken@5201
   612
        glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
slouken@5201
   613
        compileSuccessful = GL_TRUE;
slouken@5201
   614
    }
slouken@5201
   615
    if (glGetError() != GL_NO_ERROR || !compileSuccessful)
slouken@5201
   616
    {
slouken@5212
   617
        char *info = NULL;
slouken@5212
   618
        int length;
slouken@5212
   619
slouken@5212
   620
        glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
slouken@5212
   621
        if (length > 0) {
slouken@5212
   622
            info = SDL_stack_alloc(char, length);
slouken@5212
   623
            if (info) {
slouken@5212
   624
                glGetShaderInfoLog(entry->id, length, &length, info);
slouken@5212
   625
            }
slouken@5212
   626
        }
slouken@5212
   627
        if (info) {
slouken@5212
   628
            SDL_SetError("Failed to load the shader: %s", info);
slouken@5212
   629
            SDL_stack_free(info);
slouken@5212
   630
        } else {
slouken@5212
   631
            SDL_SetError("Failed to load the shader");
slouken@5212
   632
        }
slouken@5201
   633
        glDeleteShader(entry->id);
slouken@5201
   634
        SDL_free(entry);
slouken@5201
   635
        return NULL;
slouken@5201
   636
    }
slouken@5201
   637
slouken@5201
   638
    /* Link the shader entry in at the front of the cache */
slouken@5201
   639
    if (rdata->shader_cache.head)
slouken@5201
   640
    {
slouken@5201
   641
        entry->next = rdata->shader_cache.head;
slouken@5201
   642
        rdata->shader_cache.head->prev = entry;
slouken@5201
   643
    }
slouken@5201
   644
    rdata->shader_cache.head = entry;
slouken@5201
   645
    ++rdata->shader_cache.count;
slouken@5201
   646
    return entry;
slouken@5201
   647
}
slouken@5201
   648
slouken@5201
   649
static void
slouken@5201
   650
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
slouken@5201
   651
{
slouken@5201
   652
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   653
slouken@5201
   654
    /* Unlink the shader from the cache */
slouken@5201
   655
    if (entry->next)
slouken@5201
   656
        entry->next->prev = entry->prev;
slouken@5201
   657
    if (entry->prev)
slouken@5201
   658
        entry->prev->next = entry->next;
slouken@5201
   659
    if (rdata->shader_cache.head == entry)
slouken@5201
   660
        rdata->shader_cache.head = entry->next;
slouken@5201
   661
    --rdata->shader_cache.count;
slouken@5201
   662
slouken@5201
   663
    /* Deallocate the shader */
slouken@5201
   664
    glDeleteShader(entry->id);
slouken@5201
   665
    SDL_free(entry);
slouken@5201
   666
}
slouken@5201
   667
slouken@5201
   668
static int
slouken@5201
   669
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
slouken@5201
   670
{
slouken@5201
   671
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   672
    GLES2_ShaderCacheEntry *vertex = NULL;
slouken@5201
   673
    GLES2_ShaderCacheEntry *fragment = NULL;
slouken@5201
   674
    GLES2_ShaderType vtype, ftype;
slouken@5201
   675
    GLES2_ProgramCacheEntry *program;
slouken@5201
   676
slouken@5201
   677
    /* Select an appropriate shader pair for the specified modes */
slouken@5201
   678
    vtype = GLES2_SHADER_VERTEX_DEFAULT;
slouken@5201
   679
    switch (source)
slouken@5201
   680
    {
slouken@5201
   681
    case GLES2_IMAGESOURCE_SOLID:
slouken@5201
   682
        ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
slouken@5201
   683
        break;
slouken@5201
   684
    case GLES2_IMAGESOURCE_TEXTURE:
slouken@5201
   685
        ftype = GLES2_SHADER_FRAGMENT_TEXTURE_SRC;
slouken@5201
   686
        break;
slouken@5201
   687
    }
slouken@5201
   688
slouken@5201
   689
    /* Load the requested shaders */
slouken@5201
   690
    vertex = GLES2_CacheShader(renderer, vtype, blendMode);
slouken@5201
   691
    if (!vertex)
slouken@5201
   692
        goto fault;
slouken@5201
   693
    fragment = GLES2_CacheShader(renderer, ftype, blendMode);
slouken@5201
   694
    if (!fragment)
slouken@5201
   695
        goto fault;
slouken@5201
   696
slouken@5201
   697
    /* Check if we need to change programs at all */
slouken@5201
   698
    if (rdata->current_program &&
slouken@5201
   699
        rdata->current_program->vertex_shader == vertex &&
slouken@5201
   700
        rdata->current_program->fragment_shader == fragment)
slouken@5201
   701
        return 0;
slouken@5201
   702
slouken@5201
   703
    /* Generate a matching program */
slouken@5201
   704
    program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
slouken@5201
   705
    if (!program)
slouken@5201
   706
        goto fault;
slouken@5201
   707
slouken@5201
   708
    /* Select that program in OpenGL */
slouken@5201
   709
    glGetError();
slouken@5201
   710
    glUseProgram(program->id);
slouken@5201
   711
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   712
    {
slouken@5201
   713
        SDL_SetError("Failed to select program");
slouken@5201
   714
        goto fault;
slouken@5201
   715
    }
slouken@5201
   716
slouken@5201
   717
    /* Set the current program */
slouken@5201
   718
    rdata->current_program = program;
slouken@5201
   719
slouken@5201
   720
    /* Activate an orthographic projection */
slouken@5201
   721
    if (GLES2_SetOrthographicProjection(renderer) < 0)
slouken@5201
   722
        goto fault;
slouken@5201
   723
slouken@5201
   724
    /* Clean up and return */
slouken@5201
   725
    return 0;
slouken@5201
   726
fault:
slouken@5201
   727
    if (vertex && vertex->references <= 0)
slouken@5201
   728
        GLES2_EvictShader(renderer, vertex);
slouken@5201
   729
    if (fragment && fragment->references <= 0)
slouken@5201
   730
        GLES2_EvictShader(renderer, fragment);
slouken@5201
   731
    rdata->current_program = NULL;
slouken@5201
   732
    return -1;
slouken@5201
   733
}
slouken@5201
   734
slouken@5201
   735
static int
slouken@5201
   736
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
slouken@5201
   737
{
slouken@5201
   738
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   739
    SDL_Window *window = renderer->window;
slouken@5201
   740
    int w, h;
slouken@5201
   741
    GLfloat projection[4][4];
slouken@5201
   742
    GLuint locProjection;
slouken@5201
   743
slouken@5201
   744
    /* Get the window width and height */
slouken@5201
   745
    SDL_GetWindowSize(window, &w, &h);
slouken@5201
   746
slouken@5201
   747
    /* Prepare an orthographic projection */
slouken@5201
   748
    projection[0][0] = 2.0f / w;
slouken@5201
   749
    projection[0][1] = 0.0f;
slouken@5201
   750
    projection[0][2] = 0.0f;
slouken@5201
   751
    projection[0][3] = 0.0f;
slouken@5201
   752
    projection[1][0] = 0.0f;
slouken@5201
   753
    projection[1][1] = -2.0f / h;
slouken@5201
   754
    projection[1][2] = 0.0f;
slouken@5201
   755
    projection[1][3] = 0.0f;
slouken@5201
   756
    projection[2][0] = 0.0f;
slouken@5201
   757
    projection[2][1] = 0.0f;
slouken@5201
   758
    projection[2][2] = 1.0f;
slouken@5201
   759
    projection[2][3] = 0.0f;
slouken@5201
   760
    projection[3][0] = -1.0f;
slouken@5201
   761
    projection[3][1] = 1.0f;
slouken@5201
   762
    projection[3][2] = 0.0f;
slouken@5201
   763
    projection[3][3] = 1.0f;
slouken@5201
   764
slouken@5201
   765
    /* Set the projection matrix */
slouken@5201
   766
    locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
slouken@5201
   767
    glGetError();
slouken@5201
   768
    glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
slouken@5201
   769
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   770
    {
slouken@5201
   771
        SDL_SetError("Failed to set orthographic projection");
slouken@5201
   772
        return -1;
slouken@5201
   773
    }
slouken@5201
   774
    return 0;
slouken@5201
   775
}
slouken@5201
   776
slouken@5201
   777
/*************************************************************************************************
slouken@5201
   778
 * Rendering functions                                                                           *
slouken@5201
   779
 *************************************************************************************************/
slouken@5201
   780
slouken@5224
   781
static const float inv255f = 1.0f / 255.0f;
slouken@5224
   782
slouken@5201
   783
static int GLES2_RenderClear(SDL_Renderer *renderer);
slouken@5201
   784
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count);
slouken@5201
   785
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count);
slouken@5201
   786
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect **rects, int count);
slouken@5201
   787
static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
slouken@5201
   788
                            const SDL_Rect *dstrect);
slouken@5201
   789
static void GLES2_RenderPresent(SDL_Renderer *renderer);
slouken@5201
   790
slouken@5201
   791
static int
slouken@5201
   792
GLES2_RenderClear(SDL_Renderer *renderer)
slouken@5201
   793
{
slouken@5224
   794
    float r = (float)renderer->r * inv255f;
slouken@5224
   795
    float g = (float)renderer->g * inv255f;
slouken@5224
   796
    float b = (float)renderer->b * inv255f;
slouken@5224
   797
    float a = (float)renderer->a * inv255f;
slouken@5201
   798
slouken@5201
   799
    GLES2_ActivateRenderer(renderer);
slouken@5201
   800
slouken@5201
   801
    /* Clear the backbuffer with the selected color */
slouken@5201
   802
    glClearColor(r, g, b, a);
slouken@5201
   803
    glClear(GL_COLOR_BUFFER_BIT);
slouken@5201
   804
    return 0;
slouken@5201
   805
}
slouken@5201
   806
slouken@5201
   807
static void
slouken@5201
   808
GLES2_SetBlendMode(int blendMode)
slouken@5201
   809
{
slouken@5201
   810
    switch (blendMode)
slouken@5201
   811
    {
slouken@5201
   812
    case SDL_BLENDMODE_NONE:
slouken@5201
   813
    default:
slouken@5201
   814
        glDisable(GL_BLEND);
slouken@5201
   815
        break;
slouken@5201
   816
    case SDL_BLENDMODE_BLEND:
slouken@5201
   817
        glEnable(GL_BLEND);
slouken@5201
   818
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@5201
   819
        break;
slouken@5201
   820
    case SDL_BLENDMODE_ADD:
slouken@5201
   821
        glEnable(GL_BLEND);
slouken@5201
   822
        glBlendFunc(GL_SRC_ALPHA, GL_ONE);
slouken@5201
   823
        break;
slouken@5201
   824
    case SDL_BLENDMODE_MOD:
slouken@5201
   825
        glEnable(GL_BLEND);
slouken@5201
   826
        glBlendFunc(GL_ZERO, GL_SRC_COLOR);
slouken@5201
   827
        break;
slouken@5201
   828
    }
slouken@5201
   829
}
slouken@5201
   830
slouken@5201
   831
static int
slouken@5201
   832
GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count)
slouken@5201
   833
{
slouken@5201
   834
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   835
    GLfloat *vertices;
slouken@5201
   836
    SDL_BlendMode blendMode;
slouken@5201
   837
    int alpha;
slouken@5201
   838
    GLuint locColor;
slouken@5201
   839
    int idx;
slouken@5201
   840
slouken@5201
   841
    GLES2_ActivateRenderer(renderer);
slouken@5201
   842
slouken@5201
   843
    blendMode = renderer->blendMode;
slouken@5201
   844
    alpha = renderer->a;
slouken@5201
   845
slouken@5201
   846
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   847
    if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
slouken@5201
   848
        return -1;
slouken@5201
   849
slouken@5201
   850
    /* Select the color to draw with */
slouken@5201
   851
    locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
slouken@5201
   852
    glGetError();
slouken@5201
   853
    glUniform4f(locColor,
slouken@5224
   854
                renderer->r * inv255f,
slouken@5224
   855
                renderer->g * inv255f,
slouken@5224
   856
                renderer->b * inv255f,
slouken@5224
   857
                alpha * inv255f);
slouken@5201
   858
slouken@5201
   859
    /* Configure the correct blend mode */
slouken@5201
   860
    GLES2_SetBlendMode(blendMode);
slouken@5201
   861
slouken@5201
   862
    /* Emit the specified vertices as points */
slouken@5201
   863
    vertices = SDL_stack_alloc(GLfloat, count * 2);
slouken@5201
   864
    for (idx = 0; idx < count; ++idx)
slouken@5201
   865
    {
slouken@5201
   866
        GLfloat x = (GLfloat)points[idx].x + 0.5f;
slouken@5201
   867
        GLfloat y = (GLfloat)points[idx].y + 0.5f;
slouken@5201
   868
slouken@5201
   869
        vertices[idx * 2] = x;
slouken@5201
   870
        vertices[(idx * 2) + 1] = y;
slouken@5201
   871
    }
slouken@5201
   872
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   873
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   874
    glDrawArrays(GL_POINTS, 0, count);
slouken@5201
   875
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   876
    SDL_stack_free(vertices);
slouken@5201
   877
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   878
    {
slouken@5201
   879
        SDL_SetError("Failed to render lines");
slouken@5201
   880
        return -1;
slouken@5201
   881
    }
slouken@5201
   882
    return 0;
slouken@5201
   883
}
slouken@5201
   884
slouken@5201
   885
static int
slouken@5201
   886
GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count)
slouken@5201
   887
{
slouken@5201
   888
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   889
    GLfloat *vertices;
slouken@5201
   890
    SDL_BlendMode blendMode;
slouken@5201
   891
    int alpha;
slouken@5201
   892
    GLuint locColor;
slouken@5201
   893
    int idx;
slouken@5201
   894
slouken@5201
   895
    GLES2_ActivateRenderer(renderer);
slouken@5201
   896
slouken@5201
   897
    blendMode = renderer->blendMode;
slouken@5201
   898
    alpha = renderer->a;
slouken@5201
   899
slouken@5201
   900
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   901
    if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
slouken@5201
   902
        return -1;
slouken@5201
   903
slouken@5201
   904
    /* Select the color to draw with */
slouken@5201
   905
    locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
slouken@5201
   906
    glGetError();
slouken@5201
   907
    glUniform4f(locColor,
slouken@5224
   908
                renderer->r * inv255f,
slouken@5224
   909
                renderer->g * inv255f,
slouken@5224
   910
                renderer->b * inv255f,
slouken@5224
   911
                alpha * inv255f);
slouken@5201
   912
slouken@5201
   913
    /* Configure the correct blend mode */
slouken@5201
   914
    GLES2_SetBlendMode(blendMode);
slouken@5201
   915
slouken@5201
   916
    /* Emit a line strip including the specified vertices */
slouken@5201
   917
    vertices = SDL_stack_alloc(GLfloat, count * 2);
slouken@5201
   918
    for (idx = 0; idx < count; ++idx)
slouken@5201
   919
    {
slouken@5201
   920
        GLfloat x = (GLfloat)points[idx].x + 0.5f;
slouken@5201
   921
        GLfloat y = (GLfloat)points[idx].y + 0.5f;
slouken@5201
   922
slouken@5201
   923
        vertices[idx * 2] = x;
slouken@5201
   924
        vertices[(idx * 2) + 1] = y;
slouken@5201
   925
    }
slouken@5201
   926
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   927
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   928
    glDrawArrays(GL_LINE_STRIP, 0, count);
slouken@5201
   929
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   930
    SDL_stack_free(vertices);
slouken@5201
   931
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   932
    {
slouken@5201
   933
        SDL_SetError("Failed to render lines");
slouken@5201
   934
        return -1;
slouken@5201
   935
    }
slouken@5201
   936
    return 0;
slouken@5201
   937
}
slouken@5201
   938
slouken@5201
   939
static int
slouken@5201
   940
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect **rects, int count)
slouken@5201
   941
{
slouken@5201
   942
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   943
    GLfloat vertices[8];
slouken@5201
   944
    SDL_BlendMode blendMode;
slouken@5201
   945
    int alpha;
slouken@5201
   946
    GLuint locColor;
slouken@5201
   947
    int idx;
slouken@5201
   948
slouken@5201
   949
    GLES2_ActivateRenderer(renderer);
slouken@5201
   950
slouken@5201
   951
    blendMode = renderer->blendMode;
slouken@5201
   952
    alpha = renderer->a;
slouken@5201
   953
slouken@5201
   954
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   955
    if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
slouken@5201
   956
        return -1;
slouken@5201
   957
slouken@5201
   958
    /* Select the color to draw with */
slouken@5201
   959
    locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
slouken@5201
   960
    glGetError();
slouken@5201
   961
    glUniform4f(locColor,
slouken@5224
   962
                renderer->r * inv255f,
slouken@5224
   963
                renderer->g * inv255f,
slouken@5224
   964
                renderer->b * inv255f,
slouken@5224
   965
                alpha * inv255f);
slouken@5201
   966
slouken@5201
   967
    /* Configure the correct blend mode */
slouken@5201
   968
    GLES2_SetBlendMode(blendMode);
slouken@5201
   969
slouken@5201
   970
    /* Emit a line loop for each rectangle */
slouken@5201
   971
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   972
    for (idx = 0; idx < count; ++idx)
slouken@5201
   973
    {
slouken@5201
   974
        GLfloat xMin = (GLfloat)rects[idx]->x;
slouken@5201
   975
        GLfloat xMax = (GLfloat)(rects[idx]->x + rects[idx]->w);
slouken@5201
   976
        GLfloat yMin = (GLfloat)rects[idx]->y;
slouken@5201
   977
        GLfloat yMax = (GLfloat)(rects[idx]->y + rects[idx]->h);
slouken@5201
   978
slouken@5201
   979
        vertices[0] = xMin;
slouken@5201
   980
        vertices[1] = yMin;
slouken@5201
   981
        vertices[2] = xMax;
slouken@5201
   982
        vertices[3] = yMin;
slouken@5201
   983
        vertices[4] = xMin;
slouken@5201
   984
        vertices[5] = yMax;
slouken@5201
   985
        vertices[6] = xMax;
slouken@5201
   986
        vertices[7] = yMax;
slouken@5201
   987
        glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   988
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
slouken@5201
   989
    }
slouken@5201
   990
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   991
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   992
    {
slouken@5201
   993
        SDL_SetError("Failed to render lines");
slouken@5201
   994
        return -1;
slouken@5201
   995
    }
slouken@5201
   996
    return 0;
slouken@5201
   997
}
slouken@5201
   998
slouken@5201
   999
static int
slouken@5201
  1000
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
slouken@5201
  1001
                 const SDL_Rect *dstrect)
slouken@5201
  1002
{
slouken@5201
  1003
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
  1004
    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
slouken@5201
  1005
    GLES2_ImageSource sourceType;
slouken@5201
  1006
    SDL_BlendMode blendMode;
slouken@5201
  1007
    int alpha;
slouken@5201
  1008
    GLfloat vertices[8];
slouken@5201
  1009
    GLfloat texCoords[8];
slouken@5201
  1010
    GLuint locTexture;
slouken@5201
  1011
    GLuint locModulation;
slouken@5201
  1012
    GLuint locColorTable;
slouken@5201
  1013
slouken@5201
  1014
    GLES2_ActivateRenderer(renderer);
slouken@5201
  1015
slouken@5201
  1016
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
  1017
    blendMode = texture->blendMode;
slouken@5201
  1018
    alpha = texture->a;
slouken@5201
  1019
    sourceType = GLES2_IMAGESOURCE_TEXTURE;
slouken@5201
  1020
    if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0)
slouken@5201
  1021
        return -1;
slouken@5201
  1022
slouken@5201
  1023
    /* Select the target texture */
slouken@5201
  1024
    locTexture = rdata->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
slouken@5201
  1025
    glGetError();
slouken@5201
  1026
    glActiveTexture(GL_TEXTURE0);
slouken@5201
  1027
    glBindTexture(tdata->texture_type, tdata->texture);
slouken@5201
  1028
    glUniform1i(locTexture, 0);
slouken@5201
  1029
slouken@5201
  1030
    /* Configure texture blending */
slouken@5201
  1031
    GLES2_SetBlendMode(blendMode);
slouken@5201
  1032
slouken@5201
  1033
    /* Configure color modulation */
slouken@5201
  1034
    locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
slouken@5201
  1035
    glUniform4f(locModulation,
slouken@5224
  1036
                texture->r * inv255f,
slouken@5224
  1037
                texture->g * inv255f,
slouken@5224
  1038
                texture->b * inv255f,
slouken@5224
  1039
                alpha * inv255f);
slouken@5201
  1040
slouken@5201
  1041
    /* Emit the textured quad */
slouken@5201
  1042
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5201
  1043
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
  1044
    vertices[0] = (GLfloat)dstrect->x;
slouken@5201
  1045
    vertices[1] = (GLfloat)dstrect->y;
slouken@5201
  1046
    vertices[2] = (GLfloat)(dstrect->x + dstrect->w);
slouken@5201
  1047
    vertices[3] = (GLfloat)dstrect->y;
slouken@5201
  1048
    vertices[4] = (GLfloat)dstrect->x;
slouken@5201
  1049
    vertices[5] = (GLfloat)(dstrect->y + dstrect->h);
slouken@5201
  1050
    vertices[6] = (GLfloat)(dstrect->x + dstrect->w);
slouken@5201
  1051
    vertices[7] = (GLfloat)(dstrect->y + dstrect->h);
slouken@5201
  1052
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
  1053
    texCoords[0] = srcrect->x / (GLfloat)texture->w;
slouken@5201
  1054
    texCoords[1] = srcrect->y / (GLfloat)texture->h;
slouken@5201
  1055
    texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
slouken@5201
  1056
    texCoords[3] = srcrect->y / (GLfloat)texture->h;
slouken@5201
  1057
    texCoords[4] = srcrect->x / (GLfloat)texture->w;
slouken@5201
  1058
    texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
slouken@5201
  1059
    texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
slouken@5201
  1060
    texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
slouken@5201
  1061
    glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
slouken@5201
  1062
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
slouken@5201
  1063
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
  1064
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5201
  1065
    if (glGetError() != GL_NO_ERROR)
slouken@5201
  1066
    {
slouken@5201
  1067
        SDL_SetError("Failed to render texture");
slouken@5201
  1068
        return -1;
slouken@5201
  1069
    }
slouken@5201
  1070
    return 0;
slouken@5201
  1071
}
slouken@5201
  1072
slouken@5201
  1073
static void
slouken@5201
  1074
GLES2_RenderPresent(SDL_Renderer *renderer)
slouken@5201
  1075
{
slouken@5201
  1076
    GLES2_ActivateRenderer(renderer);
slouken@5201
  1077
slouken@5201
  1078
    /* Tell the video driver to swap buffers */
slouken@5201
  1079
    SDL_GL_SwapWindow(renderer->window);
slouken@5201
  1080
}
slouken@5201
  1081
slouken@5201
  1082
/*************************************************************************************************
slouken@5201
  1083
 * Renderer instantiation                                                                        *
slouken@5201
  1084
 *************************************************************************************************/
slouken@5201
  1085
slouken@5201
  1086
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
slouken@5201
  1087
slouken@5224
  1088
/* Used to re-create the window with OpenGL capability */
slouken@5224
  1089
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
slouken@5224
  1090
slouken@5201
  1091
static SDL_Renderer *
slouken@5201
  1092
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
slouken@5201
  1093
{
slouken@5201
  1094
    SDL_Renderer *renderer;
slouken@5201
  1095
    GLES2_DriverContext *rdata;
slouken@5222
  1096
    Uint32 window_flags;
slouken@5201
  1097
    GLint nFormats;
slouken@5201
  1098
#ifndef ZUNE_HD
slouken@5201
  1099
    GLboolean hasCompiler;
slouken@5201
  1100
#endif
slouken@5201
  1101
slouken@5222
  1102
    window_flags = SDL_GetWindowFlags(window);
slouken@5222
  1103
    if (!(window_flags & SDL_WINDOW_OPENGL)) {
slouken@5222
  1104
        if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
slouken@5222
  1105
            return NULL;
slouken@5222
  1106
        }
slouken@5222
  1107
    }
slouken@5222
  1108
slouken@5201
  1109
    /* Create the renderer struct */
slouken@5201
  1110
    renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
slouken@5209
  1111
    if (!renderer) {
slouken@5209
  1112
        SDL_OutOfMemory();
slouken@5209
  1113
        return NULL;
slouken@5209
  1114
    }
slouken@5209
  1115
slouken@5201
  1116
    rdata = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
slouken@5209
  1117
    if (!rdata) {
slouken@5209
  1118
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1119
        SDL_OutOfMemory();
slouken@5201
  1120
        return NULL;
slouken@5201
  1121
    }
slouken@5201
  1122
    renderer->info = GLES2_RenderDriver.info;
slouken@5201
  1123
    renderer->window = window;
slouken@5201
  1124
    renderer->driverdata = rdata;
slouken@5201
  1125
slouken@5204
  1126
    renderer->info.flags = SDL_RENDERER_ACCELERATED;
slouken@5204
  1127
slouken@5209
  1128
    /* Create an OpenGL ES 2.0 context */
slouken@5209
  1129
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
slouken@5209
  1130
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
slouken@5209
  1131
slouken@5201
  1132
    rdata->context = SDL_GL_CreateContext(window);
slouken@5201
  1133
    if (!rdata->context)
slouken@5201
  1134
    {
slouken@5209
  1135
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1136
        return NULL;
slouken@5201
  1137
    }
slouken@5202
  1138
    if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
slouken@5209
  1139
        GLES2_DestroyRenderer(renderer);
slouken@5202
  1140
        return NULL;
slouken@5202
  1141
    }
slouken@5202
  1142
slouken@5202
  1143
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
slouken@5202
  1144
        SDL_GL_SetSwapInterval(1);
slouken@5202
  1145
    } else {
slouken@5202
  1146
        SDL_GL_SetSwapInterval(0);
slouken@5202
  1147
    }
slouken@5202
  1148
    if (SDL_GL_GetSwapInterval() > 0) {
slouken@5202
  1149
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
slouken@5202
  1150
    }
slouken@5201
  1151
slouken@5201
  1152
    /* Determine supported shader formats */
slouken@5201
  1153
    /* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
slouken@5201
  1154
    glGetError();
slouken@5201
  1155
#ifdef ZUNE_HD
slouken@5201
  1156
    nFormats = 1;
slouken@5201
  1157
#else /* !ZUNE_HD */
slouken@5201
  1158
    glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
slouken@5201
  1159
    glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
slouken@5201
  1160
    if (hasCompiler)
slouken@5201
  1161
        ++nFormats;
slouken@5201
  1162
#endif /* ZUNE_HD */
slouken@5201
  1163
    rdata->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
slouken@5201
  1164
    if (!rdata->shader_formats)
slouken@5201
  1165
    {
slouken@5209
  1166
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1167
        SDL_OutOfMemory();
slouken@5201
  1168
        return NULL;
slouken@5201
  1169
    }
slouken@5201
  1170
    rdata->shader_format_count = nFormats;
slouken@5201
  1171
#ifdef ZUNE_HD
slouken@5201
  1172
    rdata->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
slouken@5201
  1173
#else /* !ZUNE_HD */
slouken@5201
  1174
    glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)rdata->shader_formats);
slouken@5201
  1175
    if (glGetError() != GL_NO_ERROR)
slouken@5201
  1176
    {
slouken@5209
  1177
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1178
        SDL_SetError("Failed to query supported shader formats");
slouken@5201
  1179
        return NULL;
slouken@5201
  1180
    }
slouken@5201
  1181
    if (hasCompiler)
slouken@5201
  1182
        rdata->shader_formats[nFormats - 1] = (GLenum)-1;
slouken@5201
  1183
#endif /* ZUNE_HD */
slouken@5213
  1184
	
slouken@5213
  1185
    rdata->updateSize = SDL_TRUE;
slouken@5201
  1186
slouken@5201
  1187
    /* Populate the function pointers for the module */
slouken@5201
  1188
    renderer->WindowEvent         = &GLES2_WindowEvent;
slouken@5201
  1189
    renderer->CreateTexture       = &GLES2_CreateTexture;
slouken@5201
  1190
    renderer->UpdateTexture       = &GLES2_UpdateTexture;
slouken@5201
  1191
    renderer->LockTexture         = &GLES2_LockTexture;
slouken@5201
  1192
    renderer->UnlockTexture       = &GLES2_UnlockTexture;
slouken@5224
  1193
    renderer->SetClipRect         = &GLES2_SetClipRect;
slouken@5201
  1194
    renderer->RenderClear         = &GLES2_RenderClear;
slouken@5201
  1195
    renderer->RenderDrawPoints    = &GLES2_RenderDrawPoints;
slouken@5201
  1196
    renderer->RenderDrawLines     = &GLES2_RenderDrawLines;
slouken@5201
  1197
    renderer->RenderFillRects     = &GLES2_RenderFillRects;
slouken@5201
  1198
    renderer->RenderCopy          = &GLES2_RenderCopy;
slouken@5201
  1199
    renderer->RenderPresent       = &GLES2_RenderPresent;
slouken@5201
  1200
    renderer->DestroyTexture      = &GLES2_DestroyTexture;
slouken@5201
  1201
    renderer->DestroyRenderer     = &GLES2_DestroyRenderer;
slouken@5201
  1202
    return renderer;
slouken@5201
  1203
}
slouken@5201
  1204
slouken@5226
  1205
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
slouken@5201
  1206
slouken@5201
  1207
/* vi: set ts=4 sw=4 expandtab: */