src/render/opengles2/SDL_render_gles2.c
author Sam Lantinga <slouken@libsdl.org>
Sun, 06 Feb 2011 20:56:21 -0800
changeset 5214 b0797947dd1c
parent 5213 25ad4a50d34f
child 5222 c66b2a778b7e
permissions -rw-r--r--
You don't need to copy the pixels into the streaming texture's pixel data. This behavior is defined specifically to optimize the UpdateTexture path.
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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
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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 void GLES2_WindowEvent(SDL_Renderer * renderer,
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                              const SDL_WindowEvent *event);
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static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
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static int GLES2_DisplayModeChanged(SDL_Renderer *renderer);
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static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int
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GLES2_ActivateRenderer(SDL_Renderer * renderer)
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{
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    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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    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_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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    GLES2_ActivateRenderer(renderer);
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    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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    glActiveTexture(GL_TEXTURE0);
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    glBindTexture(tdata->texture_type, tdata->texture);
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    glTexSubImage2D(tdata->texture_type, 0, 0, 0, texture->w, texture->h,
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                    tdata->pixel_format, tdata->pixel_type, tdata->pixel_data);
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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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    Uint8 *dest;
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    int y;
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    GLES2_ActivateRenderer(renderer);
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    /* Bail out if we're supposed to update an empty rectangle */
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    if (rect->w <= 0 || rect->h <= 0)
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        return 0;
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    /* Reformat the texture data into a tightly packed array */
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    srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
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    src = (Uint8 *)pixels;
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    if (pitch != srcPitch)
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    {
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        blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
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   363
        if (!blob)
slouken@5201
   364
        {
slouken@5201
   365
            SDL_OutOfMemory();
slouken@5201
   366
            return -1;
slouken@5201
   367
        }
slouken@5201
   368
        src = blob;
slouken@5201
   369
        for (y = 0; y < rect->h; ++y)
slouken@5201
   370
        {
slouken@5201
   371
            SDL_memcpy(src, pixels, srcPitch);
slouken@5201
   372
            src += srcPitch;
slouken@5201
   373
            pixels = (Uint8 *)pixels + pitch;
slouken@5201
   374
        }
slouken@5201
   375
        src = blob;
slouken@5201
   376
    }
slouken@5201
   377
slouken@5201
   378
    /* Create a texture subimage with the supplied data */
slouken@5201
   379
    glGetError();
slouken@5201
   380
    glActiveTexture(GL_TEXTURE0);
slouken@5201
   381
    glBindTexture(tdata->texture_type, tdata->texture);
slouken@5201
   382
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@5201
   383
    glTexSubImage2D(tdata->texture_type,
slouken@5201
   384
                    0,
slouken@5201
   385
                    rect->x,
slouken@5201
   386
                    rect->y,
slouken@5201
   387
                    rect->w,
slouken@5201
   388
                    rect->h,
slouken@5201
   389
                    tdata->pixel_format,
slouken@5201
   390
                    tdata->pixel_type,
slouken@5201
   391
                    src);
slouken@5214
   392
    SDL_free(blob);
slouken@5214
   393
slouken@5201
   394
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   395
    {
slouken@5201
   396
        SDL_SetError("Failed to update texture");
slouken@5201
   397
        return -1;
slouken@5201
   398
    }
slouken@5201
   399
    return 0;
slouken@5201
   400
}
slouken@5201
   401
slouken@5201
   402
/*************************************************************************************************
slouken@5201
   403
 * Shader management functions                                                                   *
slouken@5201
   404
 *************************************************************************************************/
slouken@5201
   405
slouken@5201
   406
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
slouken@5201
   407
                                                 SDL_BlendMode blendMode);
slouken@5201
   408
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
slouken@5201
   409
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
slouken@5201
   410
                                                   GLES2_ShaderCacheEntry *vertex,
slouken@5201
   411
                                                   GLES2_ShaderCacheEntry *fragment,
slouken@5201
   412
                                                   SDL_BlendMode blendMode);
slouken@5201
   413
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
slouken@5201
   414
                               SDL_BlendMode blendMode);
slouken@5201
   415
static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer);
slouken@5201
   416
slouken@5201
   417
static GLES2_ProgramCacheEntry *
slouken@5201
   418
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
slouken@5201
   419
                   GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
slouken@5201
   420
{
slouken@5201
   421
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   422
    GLES2_ProgramCacheEntry *entry;
slouken@5201
   423
    GLES2_ShaderCacheEntry *shaderEntry;
slouken@5201
   424
    GLint linkSuccessful;
slouken@5201
   425
slouken@5201
   426
    /* Check if we've already cached this program */
slouken@5201
   427
    entry = rdata->program_cache.head;
slouken@5201
   428
    while (entry)
slouken@5201
   429
    {
slouken@5201
   430
        if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
slouken@5201
   431
            break;
slouken@5201
   432
        entry = entry->next;
slouken@5201
   433
    }
slouken@5201
   434
    if (entry)
slouken@5201
   435
    {
slouken@5201
   436
        if (rdata->program_cache.count > 1)
slouken@5201
   437
        {
slouken@5201
   438
            if (entry->next)
slouken@5201
   439
                entry->next->prev = entry->prev;
slouken@5201
   440
            if (entry->prev)
slouken@5201
   441
                entry->prev->next = entry->next;
slouken@5201
   442
            entry->prev = NULL;
slouken@5201
   443
            entry->next = rdata->program_cache.head;
slouken@5201
   444
            rdata->program_cache.head->prev = entry;
slouken@5201
   445
            rdata->program_cache.head = entry;
slouken@5201
   446
        }
slouken@5201
   447
        return entry;
slouken@5201
   448
    }
slouken@5201
   449
slouken@5201
   450
    /* Create a program cache entry */
slouken@5201
   451
    entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
slouken@5201
   452
    if (!entry)
slouken@5201
   453
    {
slouken@5201
   454
        SDL_OutOfMemory();
slouken@5201
   455
        return NULL;
slouken@5201
   456
    }
slouken@5201
   457
    entry->vertex_shader = vertex;
slouken@5201
   458
    entry->fragment_shader = fragment;
slouken@5201
   459
    entry->blend_mode = blendMode;
slouken@5201
   460
    
slouken@5201
   461
    /* Create the program and link it */
slouken@5201
   462
    glGetError();
slouken@5201
   463
    entry->id = glCreateProgram();
slouken@5201
   464
    glAttachShader(entry->id, vertex->id);
slouken@5201
   465
    glAttachShader(entry->id, fragment->id);
slouken@5201
   466
    glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
slouken@5201
   467
    glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
slouken@5201
   468
    glLinkProgram(entry->id);
slouken@5201
   469
    glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
slouken@5201
   470
    if (glGetError() != GL_NO_ERROR || !linkSuccessful)
slouken@5201
   471
    {
slouken@5201
   472
        SDL_SetError("Failed to link shader program");
slouken@5201
   473
        glDeleteProgram(entry->id);
slouken@5201
   474
        SDL_free(entry);
slouken@5201
   475
        return NULL;
slouken@5201
   476
    }
slouken@5201
   477
    
slouken@5201
   478
    /* Predetermine locations of uniform variables */
slouken@5201
   479
    entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
slouken@5201
   480
        glGetUniformLocation(entry->id, "u_projection");
slouken@5201
   481
    entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
slouken@5201
   482
        glGetUniformLocation(entry->id, "u_texture");
slouken@5201
   483
    entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
slouken@5201
   484
        glGetUniformLocation(entry->id, "u_modulation");
slouken@5201
   485
    entry->uniform_locations[GLES2_UNIFORM_COLOR] =
slouken@5201
   486
        glGetUniformLocation(entry->id, "u_color");
slouken@5201
   487
    entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] =
slouken@5201
   488
        glGetUniformLocation(entry->id, "u_colorTable");
slouken@5201
   489
slouken@5201
   490
    /* Cache the linked program */
slouken@5201
   491
    if (rdata->program_cache.head)
slouken@5201
   492
    {
slouken@5201
   493
        entry->next = rdata->program_cache.head;
slouken@5201
   494
        rdata->program_cache.head->prev = entry;
slouken@5201
   495
    }
slouken@5201
   496
    else
slouken@5201
   497
    {
slouken@5201
   498
        rdata->program_cache.tail = entry;
slouken@5201
   499
    }
slouken@5201
   500
    rdata->program_cache.head = entry;
slouken@5201
   501
    ++rdata->program_cache.count;
slouken@5201
   502
slouken@5201
   503
    /* Increment the refcount of the shaders we're using */
slouken@5201
   504
    ++vertex->references;
slouken@5201
   505
    ++fragment->references;
slouken@5201
   506
slouken@5201
   507
    /* Evict the last entry from the cache if we exceed the limit */
slouken@5201
   508
    if (rdata->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
slouken@5201
   509
    {
slouken@5201
   510
        shaderEntry = rdata->program_cache.tail->vertex_shader;
slouken@5201
   511
        if (--shaderEntry->references <= 0)
slouken@5201
   512
            GLES2_EvictShader(renderer, shaderEntry);
slouken@5201
   513
        shaderEntry = rdata->program_cache.tail->fragment_shader;
slouken@5201
   514
        if (--shaderEntry->references <= 0)
slouken@5201
   515
            GLES2_EvictShader(renderer, shaderEntry);
slouken@5201
   516
        glDeleteProgram(rdata->program_cache.tail->id);
slouken@5201
   517
        rdata->program_cache.tail = rdata->program_cache.tail->prev;
slouken@5201
   518
        SDL_free(rdata->program_cache.tail->next);
slouken@5201
   519
        rdata->program_cache.tail->next = NULL;
slouken@5201
   520
        --rdata->program_cache.count;
slouken@5201
   521
    }
slouken@5201
   522
    return entry;
slouken@5201
   523
}
slouken@5201
   524
slouken@5201
   525
static GLES2_ShaderCacheEntry *
slouken@5201
   526
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
slouken@5201
   527
{
slouken@5201
   528
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   529
    const GLES2_Shader *shader;
slouken@5201
   530
    const GLES2_ShaderInstance *instance = NULL;
slouken@5201
   531
    GLES2_ShaderCacheEntry *entry = NULL;
slouken@5201
   532
    GLint compileSuccessful = GL_FALSE;
slouken@5201
   533
    int i, j;
slouken@5201
   534
slouken@5201
   535
    /* Find the corresponding shader */
slouken@5201
   536
    shader = GLES2_GetShader(type, blendMode);
slouken@5201
   537
    if (!shader)
slouken@5201
   538
    {
slouken@5201
   539
        SDL_SetError("No shader matching the requested characteristics was found");
slouken@5201
   540
        return NULL;
slouken@5201
   541
    }
slouken@5201
   542
    
slouken@5201
   543
    /* Find a matching shader instance that's supported on this hardware */
slouken@5206
   544
    for (i = 0; i < shader->instance_count && !instance; ++i)
slouken@5201
   545
    {
slouken@5206
   546
        for (j = 0; j < rdata->shader_format_count && !instance; ++j)
slouken@5201
   547
        {
slouken@5201
   548
            if (!shader->instances)
slouken@5201
   549
                continue;
slouken@5206
   550
            if (!shader->instances[i])
slouken@5206
   551
                continue;
slouken@5201
   552
            if (shader->instances[i]->format != rdata->shader_formats[j])
slouken@5201
   553
                continue;
slouken@5201
   554
            instance = shader->instances[i];
slouken@5201
   555
        }
slouken@5201
   556
    }
slouken@5201
   557
    if (!instance)
slouken@5201
   558
    {
slouken@5201
   559
        SDL_SetError("The specified shader cannot be loaded on the current platform");
slouken@5201
   560
        return NULL;
slouken@5201
   561
    }
slouken@5201
   562
slouken@5201
   563
    /* Check if we've already cached this shader */
slouken@5201
   564
    entry = rdata->shader_cache.head;
slouken@5201
   565
    while (entry)
slouken@5201
   566
    {
slouken@5201
   567
        if (entry->instance == instance)
slouken@5201
   568
            break;
slouken@5201
   569
        entry = entry->next;
slouken@5201
   570
    }
slouken@5201
   571
    if (entry)
slouken@5201
   572
        return entry;
slouken@5201
   573
slouken@5201
   574
    /* Create a shader cache entry */
slouken@5201
   575
    entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
slouken@5201
   576
    if (!entry)
slouken@5201
   577
    {
slouken@5201
   578
        SDL_OutOfMemory();
slouken@5201
   579
        return NULL;
slouken@5201
   580
    }
slouken@5201
   581
    entry->type = type;
slouken@5201
   582
    entry->instance = instance;
slouken@5201
   583
slouken@5201
   584
    /* Compile or load the selected shader instance */
slouken@5201
   585
    glGetError();
slouken@5201
   586
    entry->id = glCreateShader(instance->type);
slouken@5201
   587
    if (instance->format == (GLenum)-1)
slouken@5201
   588
    {
slouken@5212
   589
        glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
slouken@5201
   590
        glCompileShader(entry->id);
slouken@5201
   591
        glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
slouken@5201
   592
    }
slouken@5201
   593
    else
slouken@5201
   594
    {
slouken@5201
   595
        glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
slouken@5201
   596
        compileSuccessful = GL_TRUE;
slouken@5201
   597
    }
slouken@5201
   598
    if (glGetError() != GL_NO_ERROR || !compileSuccessful)
slouken@5201
   599
    {
slouken@5212
   600
        char *info = NULL;
slouken@5212
   601
        int length;
slouken@5212
   602
slouken@5212
   603
        glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
slouken@5212
   604
        if (length > 0) {
slouken@5212
   605
            info = SDL_stack_alloc(char, length);
slouken@5212
   606
            if (info) {
slouken@5212
   607
                glGetShaderInfoLog(entry->id, length, &length, info);
slouken@5212
   608
            }
slouken@5212
   609
        }
slouken@5212
   610
        if (info) {
slouken@5212
   611
            SDL_SetError("Failed to load the shader: %s", info);
slouken@5212
   612
            SDL_stack_free(info);
slouken@5212
   613
        } else {
slouken@5212
   614
            SDL_SetError("Failed to load the shader");
slouken@5212
   615
        }
slouken@5201
   616
        glDeleteShader(entry->id);
slouken@5201
   617
        SDL_free(entry);
slouken@5201
   618
        return NULL;
slouken@5201
   619
    }
slouken@5201
   620
slouken@5201
   621
    /* Link the shader entry in at the front of the cache */
slouken@5201
   622
    if (rdata->shader_cache.head)
slouken@5201
   623
    {
slouken@5201
   624
        entry->next = rdata->shader_cache.head;
slouken@5201
   625
        rdata->shader_cache.head->prev = entry;
slouken@5201
   626
    }
slouken@5201
   627
    rdata->shader_cache.head = entry;
slouken@5201
   628
    ++rdata->shader_cache.count;
slouken@5201
   629
    return entry;
slouken@5201
   630
}
slouken@5201
   631
slouken@5201
   632
static void
slouken@5201
   633
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
slouken@5201
   634
{
slouken@5201
   635
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   636
slouken@5201
   637
    /* Unlink the shader from the cache */
slouken@5201
   638
    if (entry->next)
slouken@5201
   639
        entry->next->prev = entry->prev;
slouken@5201
   640
    if (entry->prev)
slouken@5201
   641
        entry->prev->next = entry->next;
slouken@5201
   642
    if (rdata->shader_cache.head == entry)
slouken@5201
   643
        rdata->shader_cache.head = entry->next;
slouken@5201
   644
    --rdata->shader_cache.count;
slouken@5201
   645
slouken@5201
   646
    /* Deallocate the shader */
slouken@5201
   647
    glDeleteShader(entry->id);
slouken@5201
   648
    SDL_free(entry);
slouken@5201
   649
}
slouken@5201
   650
slouken@5201
   651
static int
slouken@5201
   652
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
slouken@5201
   653
{
slouken@5201
   654
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   655
    GLES2_ShaderCacheEntry *vertex = NULL;
slouken@5201
   656
    GLES2_ShaderCacheEntry *fragment = NULL;
slouken@5201
   657
    GLES2_ShaderType vtype, ftype;
slouken@5201
   658
    GLES2_ProgramCacheEntry *program;
slouken@5201
   659
slouken@5201
   660
    /* Select an appropriate shader pair for the specified modes */
slouken@5201
   661
    vtype = GLES2_SHADER_VERTEX_DEFAULT;
slouken@5201
   662
    switch (source)
slouken@5201
   663
    {
slouken@5201
   664
    case GLES2_IMAGESOURCE_SOLID:
slouken@5201
   665
        ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
slouken@5201
   666
        break;
slouken@5201
   667
    case GLES2_IMAGESOURCE_TEXTURE:
slouken@5201
   668
        ftype = GLES2_SHADER_FRAGMENT_TEXTURE_SRC;
slouken@5201
   669
        break;
slouken@5201
   670
    }
slouken@5201
   671
slouken@5201
   672
    /* Load the requested shaders */
slouken@5201
   673
    vertex = GLES2_CacheShader(renderer, vtype, blendMode);
slouken@5201
   674
    if (!vertex)
slouken@5201
   675
        goto fault;
slouken@5201
   676
    fragment = GLES2_CacheShader(renderer, ftype, blendMode);
slouken@5201
   677
    if (!fragment)
slouken@5201
   678
        goto fault;
slouken@5201
   679
slouken@5201
   680
    /* Check if we need to change programs at all */
slouken@5201
   681
    if (rdata->current_program &&
slouken@5201
   682
        rdata->current_program->vertex_shader == vertex &&
slouken@5201
   683
        rdata->current_program->fragment_shader == fragment)
slouken@5201
   684
        return 0;
slouken@5201
   685
slouken@5201
   686
    /* Generate a matching program */
slouken@5201
   687
    program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
slouken@5201
   688
    if (!program)
slouken@5201
   689
        goto fault;
slouken@5201
   690
slouken@5201
   691
    /* Select that program in OpenGL */
slouken@5201
   692
    glGetError();
slouken@5201
   693
    glUseProgram(program->id);
slouken@5201
   694
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   695
    {
slouken@5201
   696
        SDL_SetError("Failed to select program");
slouken@5201
   697
        goto fault;
slouken@5201
   698
    }
slouken@5201
   699
slouken@5201
   700
    /* Set the current program */
slouken@5201
   701
    rdata->current_program = program;
slouken@5201
   702
slouken@5201
   703
    /* Activate an orthographic projection */
slouken@5201
   704
    if (GLES2_SetOrthographicProjection(renderer) < 0)
slouken@5201
   705
        goto fault;
slouken@5201
   706
slouken@5201
   707
    /* Clean up and return */
slouken@5201
   708
    return 0;
slouken@5201
   709
fault:
slouken@5201
   710
    if (vertex && vertex->references <= 0)
slouken@5201
   711
        GLES2_EvictShader(renderer, vertex);
slouken@5201
   712
    if (fragment && fragment->references <= 0)
slouken@5201
   713
        GLES2_EvictShader(renderer, fragment);
slouken@5201
   714
    rdata->current_program = NULL;
slouken@5201
   715
    return -1;
slouken@5201
   716
}
slouken@5201
   717
slouken@5201
   718
static int
slouken@5201
   719
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
slouken@5201
   720
{
slouken@5201
   721
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   722
    SDL_Window *window = renderer->window;
slouken@5201
   723
    int w, h;
slouken@5201
   724
    GLfloat projection[4][4];
slouken@5201
   725
    GLuint locProjection;
slouken@5201
   726
slouken@5201
   727
    /* Get the window width and height */
slouken@5201
   728
    SDL_GetWindowSize(window, &w, &h);
slouken@5201
   729
slouken@5201
   730
    /* Prepare an orthographic projection */
slouken@5201
   731
    projection[0][0] = 2.0f / w;
slouken@5201
   732
    projection[0][1] = 0.0f;
slouken@5201
   733
    projection[0][2] = 0.0f;
slouken@5201
   734
    projection[0][3] = 0.0f;
slouken@5201
   735
    projection[1][0] = 0.0f;
slouken@5201
   736
    projection[1][1] = -2.0f / h;
slouken@5201
   737
    projection[1][2] = 0.0f;
slouken@5201
   738
    projection[1][3] = 0.0f;
slouken@5201
   739
    projection[2][0] = 0.0f;
slouken@5201
   740
    projection[2][1] = 0.0f;
slouken@5201
   741
    projection[2][2] = 1.0f;
slouken@5201
   742
    projection[2][3] = 0.0f;
slouken@5201
   743
    projection[3][0] = -1.0f;
slouken@5201
   744
    projection[3][1] = 1.0f;
slouken@5201
   745
    projection[3][2] = 0.0f;
slouken@5201
   746
    projection[3][3] = 1.0f;
slouken@5201
   747
slouken@5201
   748
    /* Set the projection matrix */
slouken@5201
   749
    locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
slouken@5201
   750
    glGetError();
slouken@5201
   751
    glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
slouken@5201
   752
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   753
    {
slouken@5201
   754
        SDL_SetError("Failed to set orthographic projection");
slouken@5201
   755
        return -1;
slouken@5201
   756
    }
slouken@5201
   757
    return 0;
slouken@5201
   758
}
slouken@5201
   759
slouken@5201
   760
/*************************************************************************************************
slouken@5201
   761
 * Rendering functions                                                                           *
slouken@5201
   762
 *************************************************************************************************/
slouken@5201
   763
slouken@5201
   764
static int GLES2_RenderClear(SDL_Renderer *renderer);
slouken@5201
   765
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count);
slouken@5201
   766
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count);
slouken@5201
   767
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect **rects, int count);
slouken@5201
   768
static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
slouken@5201
   769
                            const SDL_Rect *dstrect);
slouken@5201
   770
static void GLES2_RenderPresent(SDL_Renderer *renderer);
slouken@5201
   771
slouken@5201
   772
static int
slouken@5201
   773
GLES2_RenderClear(SDL_Renderer *renderer)
slouken@5201
   774
{
slouken@5201
   775
    float r = (float)renderer->r / 255.0f;
slouken@5201
   776
    float g = (float)renderer->g / 255.0f;
slouken@5201
   777
    float b = (float)renderer->b / 255.0f;
slouken@5201
   778
    float a = (float)renderer->a / 255.0f;
slouken@5201
   779
slouken@5201
   780
    GLES2_ActivateRenderer(renderer);
slouken@5201
   781
slouken@5201
   782
    /* Clear the backbuffer with the selected color */
slouken@5201
   783
    glClearColor(r, g, b, a);
slouken@5201
   784
    glClear(GL_COLOR_BUFFER_BIT);
slouken@5201
   785
    return 0;
slouken@5201
   786
}
slouken@5201
   787
slouken@5201
   788
static void
slouken@5201
   789
GLES2_SetBlendMode(int blendMode)
slouken@5201
   790
{
slouken@5201
   791
    switch (blendMode)
slouken@5201
   792
    {
slouken@5201
   793
    case SDL_BLENDMODE_NONE:
slouken@5201
   794
    default:
slouken@5201
   795
        glDisable(GL_BLEND);
slouken@5201
   796
        break;
slouken@5201
   797
    case SDL_BLENDMODE_BLEND:
slouken@5201
   798
        glEnable(GL_BLEND);
slouken@5201
   799
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@5201
   800
        break;
slouken@5201
   801
    case SDL_BLENDMODE_ADD:
slouken@5201
   802
        glEnable(GL_BLEND);
slouken@5201
   803
        glBlendFunc(GL_SRC_ALPHA, GL_ONE);
slouken@5201
   804
        break;
slouken@5201
   805
    case SDL_BLENDMODE_MOD:
slouken@5201
   806
        glEnable(GL_BLEND);
slouken@5201
   807
        glBlendFunc(GL_ZERO, GL_SRC_COLOR);
slouken@5201
   808
        break;
slouken@5201
   809
    }
slouken@5201
   810
}
slouken@5201
   811
slouken@5201
   812
static int
slouken@5201
   813
GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count)
slouken@5201
   814
{
slouken@5201
   815
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   816
    GLfloat *vertices;
slouken@5201
   817
    SDL_BlendMode blendMode;
slouken@5201
   818
    int alpha;
slouken@5201
   819
    GLuint locColor;
slouken@5201
   820
    int idx;
slouken@5201
   821
slouken@5201
   822
    GLES2_ActivateRenderer(renderer);
slouken@5201
   823
slouken@5201
   824
    blendMode = renderer->blendMode;
slouken@5201
   825
    alpha = renderer->a;
slouken@5201
   826
slouken@5201
   827
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   828
    if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
slouken@5201
   829
        return -1;
slouken@5201
   830
slouken@5201
   831
    /* Select the color to draw with */
slouken@5201
   832
    locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
slouken@5201
   833
    glGetError();
slouken@5201
   834
    glUniform4f(locColor,
slouken@5201
   835
                renderer->r / 255.0f,
slouken@5201
   836
                renderer->g / 255.0f,
slouken@5201
   837
                renderer->b / 255.0f,
slouken@5201
   838
                alpha / 255.0f);
slouken@5201
   839
slouken@5201
   840
    /* Configure the correct blend mode */
slouken@5201
   841
    GLES2_SetBlendMode(blendMode);
slouken@5201
   842
slouken@5201
   843
    /* Emit the specified vertices as points */
slouken@5201
   844
    vertices = SDL_stack_alloc(GLfloat, count * 2);
slouken@5201
   845
    for (idx = 0; idx < count; ++idx)
slouken@5201
   846
    {
slouken@5201
   847
        GLfloat x = (GLfloat)points[idx].x + 0.5f;
slouken@5201
   848
        GLfloat y = (GLfloat)points[idx].y + 0.5f;
slouken@5201
   849
slouken@5201
   850
        vertices[idx * 2] = x;
slouken@5201
   851
        vertices[(idx * 2) + 1] = y;
slouken@5201
   852
    }
slouken@5201
   853
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   854
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   855
    glDrawArrays(GL_POINTS, 0, count);
slouken@5201
   856
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   857
    SDL_stack_free(vertices);
slouken@5201
   858
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   859
    {
slouken@5201
   860
        SDL_SetError("Failed to render lines");
slouken@5201
   861
        return -1;
slouken@5201
   862
    }
slouken@5201
   863
    return 0;
slouken@5201
   864
}
slouken@5201
   865
slouken@5201
   866
static int
slouken@5201
   867
GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count)
slouken@5201
   868
{
slouken@5201
   869
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   870
    GLfloat *vertices;
slouken@5201
   871
    SDL_BlendMode blendMode;
slouken@5201
   872
    int alpha;
slouken@5201
   873
    GLuint locColor;
slouken@5201
   874
    int idx;
slouken@5201
   875
slouken@5201
   876
    GLES2_ActivateRenderer(renderer);
slouken@5201
   877
slouken@5201
   878
    blendMode = renderer->blendMode;
slouken@5201
   879
    alpha = renderer->a;
slouken@5201
   880
slouken@5201
   881
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   882
    if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
slouken@5201
   883
        return -1;
slouken@5201
   884
slouken@5201
   885
    /* Select the color to draw with */
slouken@5201
   886
    locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
slouken@5201
   887
    glGetError();
slouken@5201
   888
    glUniform4f(locColor,
slouken@5201
   889
                renderer->r / 255.0f,
slouken@5201
   890
                renderer->g / 255.0f,
slouken@5201
   891
                renderer->b / 255.0f,
slouken@5201
   892
                alpha / 255.0f);
slouken@5201
   893
slouken@5201
   894
    /* Configure the correct blend mode */
slouken@5201
   895
    GLES2_SetBlendMode(blendMode);
slouken@5201
   896
slouken@5201
   897
    /* Emit a line strip including the specified vertices */
slouken@5201
   898
    vertices = SDL_stack_alloc(GLfloat, count * 2);
slouken@5201
   899
    for (idx = 0; idx < count; ++idx)
slouken@5201
   900
    {
slouken@5201
   901
        GLfloat x = (GLfloat)points[idx].x + 0.5f;
slouken@5201
   902
        GLfloat y = (GLfloat)points[idx].y + 0.5f;
slouken@5201
   903
slouken@5201
   904
        vertices[idx * 2] = x;
slouken@5201
   905
        vertices[(idx * 2) + 1] = y;
slouken@5201
   906
    }
slouken@5201
   907
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   908
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   909
    glDrawArrays(GL_LINE_STRIP, 0, count);
slouken@5201
   910
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   911
    SDL_stack_free(vertices);
slouken@5201
   912
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   913
    {
slouken@5201
   914
        SDL_SetError("Failed to render lines");
slouken@5201
   915
        return -1;
slouken@5201
   916
    }
slouken@5201
   917
    return 0;
slouken@5201
   918
}
slouken@5201
   919
slouken@5201
   920
static int
slouken@5201
   921
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect **rects, int count)
slouken@5201
   922
{
slouken@5201
   923
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   924
    GLfloat vertices[8];
slouken@5201
   925
    SDL_BlendMode blendMode;
slouken@5201
   926
    int alpha;
slouken@5201
   927
    GLuint locColor;
slouken@5201
   928
    int idx;
slouken@5201
   929
slouken@5201
   930
    GLES2_ActivateRenderer(renderer);
slouken@5201
   931
slouken@5201
   932
    blendMode = renderer->blendMode;
slouken@5201
   933
    alpha = renderer->a;
slouken@5201
   934
slouken@5201
   935
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   936
    if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
slouken@5201
   937
        return -1;
slouken@5201
   938
slouken@5201
   939
    /* Select the color to draw with */
slouken@5201
   940
    locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
slouken@5201
   941
    glGetError();
slouken@5201
   942
    glUniform4f(locColor,
slouken@5201
   943
                renderer->r / 255.0f,
slouken@5201
   944
                renderer->g / 255.0f,
slouken@5201
   945
                renderer->b / 255.0f,
slouken@5201
   946
                alpha / 255.0f);
slouken@5201
   947
slouken@5201
   948
    /* Configure the correct blend mode */
slouken@5201
   949
    GLES2_SetBlendMode(blendMode);
slouken@5201
   950
slouken@5201
   951
    /* Emit a line loop for each rectangle */
slouken@5201
   952
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   953
    for (idx = 0; idx < count; ++idx)
slouken@5201
   954
    {
slouken@5201
   955
        GLfloat xMin = (GLfloat)rects[idx]->x;
slouken@5201
   956
        GLfloat xMax = (GLfloat)(rects[idx]->x + rects[idx]->w);
slouken@5201
   957
        GLfloat yMin = (GLfloat)rects[idx]->y;
slouken@5201
   958
        GLfloat yMax = (GLfloat)(rects[idx]->y + rects[idx]->h);
slouken@5201
   959
slouken@5201
   960
        vertices[0] = xMin;
slouken@5201
   961
        vertices[1] = yMin;
slouken@5201
   962
        vertices[2] = xMax;
slouken@5201
   963
        vertices[3] = yMin;
slouken@5201
   964
        vertices[4] = xMin;
slouken@5201
   965
        vertices[5] = yMax;
slouken@5201
   966
        vertices[6] = xMax;
slouken@5201
   967
        vertices[7] = yMax;
slouken@5201
   968
        glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   969
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
slouken@5201
   970
    }
slouken@5201
   971
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
   972
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   973
    {
slouken@5201
   974
        SDL_SetError("Failed to render lines");
slouken@5201
   975
        return -1;
slouken@5201
   976
    }
slouken@5201
   977
    return 0;
slouken@5201
   978
}
slouken@5201
   979
slouken@5201
   980
static int
slouken@5201
   981
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
slouken@5201
   982
                 const SDL_Rect *dstrect)
slouken@5201
   983
{
slouken@5201
   984
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   985
    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
slouken@5201
   986
    GLES2_ImageSource sourceType;
slouken@5201
   987
    SDL_BlendMode blendMode;
slouken@5201
   988
    int alpha;
slouken@5201
   989
    GLfloat vertices[8];
slouken@5201
   990
    GLfloat texCoords[8];
slouken@5201
   991
    GLuint locTexture;
slouken@5201
   992
    GLuint locModulation;
slouken@5201
   993
    GLuint locColorTable;
slouken@5201
   994
slouken@5201
   995
    GLES2_ActivateRenderer(renderer);
slouken@5201
   996
slouken@5201
   997
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   998
    blendMode = texture->blendMode;
slouken@5201
   999
    alpha = texture->a;
slouken@5201
  1000
    sourceType = GLES2_IMAGESOURCE_TEXTURE;
slouken@5201
  1001
    if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0)
slouken@5201
  1002
        return -1;
slouken@5201
  1003
slouken@5201
  1004
    /* Select the target texture */
slouken@5201
  1005
    locTexture = rdata->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
slouken@5201
  1006
    glGetError();
slouken@5201
  1007
    glActiveTexture(GL_TEXTURE0);
slouken@5201
  1008
    glBindTexture(tdata->texture_type, tdata->texture);
slouken@5201
  1009
    glUniform1i(locTexture, 0);
slouken@5201
  1010
slouken@5201
  1011
    /* Configure texture blending */
slouken@5201
  1012
    GLES2_SetBlendMode(blendMode);
slouken@5201
  1013
slouken@5201
  1014
    /* Configure color modulation */
slouken@5201
  1015
    locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
slouken@5201
  1016
    glUniform4f(locModulation,
slouken@5201
  1017
                texture->r / 255.0f,
slouken@5201
  1018
                texture->g / 255.0f,
slouken@5201
  1019
                texture->b / 255.0f,
slouken@5201
  1020
                alpha / 255.0f);
slouken@5201
  1021
slouken@5201
  1022
    /* Emit the textured quad */
slouken@5201
  1023
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5201
  1024
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
  1025
    vertices[0] = (GLfloat)dstrect->x;
slouken@5201
  1026
    vertices[1] = (GLfloat)dstrect->y;
slouken@5201
  1027
    vertices[2] = (GLfloat)(dstrect->x + dstrect->w);
slouken@5201
  1028
    vertices[3] = (GLfloat)dstrect->y;
slouken@5201
  1029
    vertices[4] = (GLfloat)dstrect->x;
slouken@5201
  1030
    vertices[5] = (GLfloat)(dstrect->y + dstrect->h);
slouken@5201
  1031
    vertices[6] = (GLfloat)(dstrect->x + dstrect->w);
slouken@5201
  1032
    vertices[7] = (GLfloat)(dstrect->y + dstrect->h);
slouken@5201
  1033
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
  1034
    texCoords[0] = srcrect->x / (GLfloat)texture->w;
slouken@5201
  1035
    texCoords[1] = srcrect->y / (GLfloat)texture->h;
slouken@5201
  1036
    texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
slouken@5201
  1037
    texCoords[3] = srcrect->y / (GLfloat)texture->h;
slouken@5201
  1038
    texCoords[4] = srcrect->x / (GLfloat)texture->w;
slouken@5201
  1039
    texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
slouken@5201
  1040
    texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
slouken@5201
  1041
    texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
slouken@5201
  1042
    glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
slouken@5201
  1043
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
slouken@5201
  1044
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5201
  1045
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5201
  1046
    if (glGetError() != GL_NO_ERROR)
slouken@5201
  1047
    {
slouken@5201
  1048
        SDL_SetError("Failed to render texture");
slouken@5201
  1049
        return -1;
slouken@5201
  1050
    }
slouken@5201
  1051
    return 0;
slouken@5201
  1052
}
slouken@5201
  1053
slouken@5201
  1054
static void
slouken@5201
  1055
GLES2_RenderPresent(SDL_Renderer *renderer)
slouken@5201
  1056
{
slouken@5201
  1057
    GLES2_ActivateRenderer(renderer);
slouken@5201
  1058
slouken@5201
  1059
    /* Tell the video driver to swap buffers */
slouken@5201
  1060
    SDL_GL_SwapWindow(renderer->window);
slouken@5201
  1061
}
slouken@5201
  1062
slouken@5201
  1063
/*************************************************************************************************
slouken@5201
  1064
 * Renderer instantiation                                                                        *
slouken@5201
  1065
 *************************************************************************************************/
slouken@5201
  1066
slouken@5201
  1067
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
slouken@5201
  1068
slouken@5201
  1069
static SDL_Renderer *
slouken@5201
  1070
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
slouken@5201
  1071
{
slouken@5201
  1072
    SDL_Renderer *renderer;
slouken@5201
  1073
    GLES2_DriverContext *rdata;
slouken@5201
  1074
    GLint nFormats;
slouken@5201
  1075
#ifndef ZUNE_HD
slouken@5201
  1076
    GLboolean hasCompiler;
slouken@5201
  1077
#endif
slouken@5201
  1078
slouken@5201
  1079
    /* Create the renderer struct */
slouken@5201
  1080
    renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
slouken@5209
  1081
    if (!renderer) {
slouken@5209
  1082
        SDL_OutOfMemory();
slouken@5209
  1083
        return NULL;
slouken@5209
  1084
    }
slouken@5209
  1085
slouken@5201
  1086
    rdata = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
slouken@5209
  1087
    if (!rdata) {
slouken@5209
  1088
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1089
        SDL_OutOfMemory();
slouken@5201
  1090
        return NULL;
slouken@5201
  1091
    }
slouken@5201
  1092
    renderer->info = GLES2_RenderDriver.info;
slouken@5201
  1093
    renderer->window = window;
slouken@5201
  1094
    renderer->driverdata = rdata;
slouken@5201
  1095
slouken@5204
  1096
    renderer->info.flags = SDL_RENDERER_ACCELERATED;
slouken@5204
  1097
slouken@5209
  1098
    /* Create an OpenGL ES 2.0 context */
slouken@5209
  1099
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
slouken@5209
  1100
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
slouken@5209
  1101
slouken@5201
  1102
    rdata->context = SDL_GL_CreateContext(window);
slouken@5201
  1103
    if (!rdata->context)
slouken@5201
  1104
    {
slouken@5209
  1105
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1106
        return NULL;
slouken@5201
  1107
    }
slouken@5202
  1108
    if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
slouken@5209
  1109
        GLES2_DestroyRenderer(renderer);
slouken@5202
  1110
        return NULL;
slouken@5202
  1111
    }
slouken@5202
  1112
slouken@5202
  1113
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
slouken@5202
  1114
        SDL_GL_SetSwapInterval(1);
slouken@5202
  1115
    } else {
slouken@5202
  1116
        SDL_GL_SetSwapInterval(0);
slouken@5202
  1117
    }
slouken@5202
  1118
    if (SDL_GL_GetSwapInterval() > 0) {
slouken@5202
  1119
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
slouken@5202
  1120
    }
slouken@5201
  1121
slouken@5201
  1122
    /* Determine supported shader formats */
slouken@5201
  1123
    /* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
slouken@5201
  1124
    glGetError();
slouken@5201
  1125
#ifdef ZUNE_HD
slouken@5201
  1126
    nFormats = 1;
slouken@5201
  1127
#else /* !ZUNE_HD */
slouken@5201
  1128
    glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
slouken@5201
  1129
    glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
slouken@5201
  1130
    if (hasCompiler)
slouken@5201
  1131
        ++nFormats;
slouken@5201
  1132
#endif /* ZUNE_HD */
slouken@5201
  1133
    rdata->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
slouken@5201
  1134
    if (!rdata->shader_formats)
slouken@5201
  1135
    {
slouken@5209
  1136
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1137
        SDL_OutOfMemory();
slouken@5201
  1138
        return NULL;
slouken@5201
  1139
    }
slouken@5201
  1140
    rdata->shader_format_count = nFormats;
slouken@5201
  1141
#ifdef ZUNE_HD
slouken@5201
  1142
    rdata->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
slouken@5201
  1143
#else /* !ZUNE_HD */
slouken@5201
  1144
    glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)rdata->shader_formats);
slouken@5201
  1145
    if (glGetError() != GL_NO_ERROR)
slouken@5201
  1146
    {
slouken@5209
  1147
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1148
        SDL_SetError("Failed to query supported shader formats");
slouken@5201
  1149
        return NULL;
slouken@5201
  1150
    }
slouken@5201
  1151
    if (hasCompiler)
slouken@5201
  1152
        rdata->shader_formats[nFormats - 1] = (GLenum)-1;
slouken@5201
  1153
#endif /* ZUNE_HD */
slouken@5213
  1154
	
slouken@5213
  1155
    rdata->updateSize = SDL_TRUE;
slouken@5201
  1156
slouken@5201
  1157
    /* Populate the function pointers for the module */
slouken@5201
  1158
    renderer->WindowEvent         = &GLES2_WindowEvent;
slouken@5201
  1159
    renderer->CreateTexture       = &GLES2_CreateTexture;
slouken@5201
  1160
    renderer->UpdateTexture       = &GLES2_UpdateTexture;
slouken@5201
  1161
    renderer->LockTexture         = &GLES2_LockTexture;
slouken@5201
  1162
    renderer->UnlockTexture       = &GLES2_UnlockTexture;
slouken@5201
  1163
    renderer->RenderClear         = &GLES2_RenderClear;
slouken@5201
  1164
    renderer->RenderDrawPoints    = &GLES2_RenderDrawPoints;
slouken@5201
  1165
    renderer->RenderDrawLines     = &GLES2_RenderDrawLines;
slouken@5201
  1166
    renderer->RenderFillRects     = &GLES2_RenderFillRects;
slouken@5201
  1167
    renderer->RenderCopy          = &GLES2_RenderCopy;
slouken@5201
  1168
    renderer->RenderPresent       = &GLES2_RenderPresent;
slouken@5201
  1169
    renderer->DestroyTexture      = &GLES2_DestroyTexture;
slouken@5201
  1170
    renderer->DestroyRenderer     = &GLES2_DestroyRenderer;
slouken@5201
  1171
    return renderer;
slouken@5201
  1172
}
slouken@5201
  1173
slouken@5201
  1174
#endif /* SDL_VIDEO_RENDER_OGL_ES2 */
slouken@5201
  1175
slouken@5201
  1176
/* vi: set ts=4 sw=4 expandtab: */