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SDL_renderer_gl.c
1288 lines (1137 loc) · 40.8 KB
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2010 Sam Lantinga
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This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL
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#include "SDL_video.h"
#include "SDL_opengl.h"
#include "SDL_sysvideo.h"
#include "SDL_pixels_c.h"
#include "SDL_rect_c.h"
#include "SDL_yuv_sw_c.h"
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#ifdef __MACOSX__
#include <OpenGL/OpenGL.h>
#endif
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/* OpenGL renderer implementation */
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/* Details on optimizing the texture path on Mac OS X:
http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
*/
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/* !!! FIXME: this should go in a higher level than the GL renderer. */
static __inline__ int
bytes_per_pixel(const Uint32 format)
{
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if (!SDL_ISPIXELFORMAT_FOURCC(format)) {
return SDL_BYTESPERPIXEL(format);
}
/* FOURCC format */
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switch (format) {
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case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YUY2:
case SDL_PIXELFORMAT_UYVY:
case SDL_PIXELFORMAT_YVYU:
return 2;
default:
return 1; /* shouldn't ever hit this. */
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}
}
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static const float inv255f = 1.0f / 255.0f;
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
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static void GL_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
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static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
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static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch);
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static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects);
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static int GL_RenderClear(SDL_Renderer * renderer);
static int GL_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GL_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GL_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
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static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 pixel_format, void * pixels, int pitch);
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static int GL_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 pixel_format, const void * pixels, int pitch);
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static void GL_RenderPresent(SDL_Renderer * renderer);
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver GL_RenderDriver = {
GL_CreateRenderer,
{
"opengl",
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(SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
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{
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SDL_PIXELFORMAT_RGB332,
SDL_PIXELFORMAT_RGB444,
SDL_PIXELFORMAT_RGB555,
SDL_PIXELFORMAT_ARGB4444,
SDL_PIXELFORMAT_ARGB1555,
SDL_PIXELFORMAT_RGB565,
SDL_PIXELFORMAT_RGB24,
SDL_PIXELFORMAT_BGR24,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888,
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
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SDL_PIXELFORMAT_ARGB2101010},
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0,
0}
};
typedef struct
{
SDL_GLContext context;
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SDL_bool updateSize;
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SDL_bool GL_ARB_texture_rectangle_supported;
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SDL_bool GL_EXT_paletted_texture_supported;
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SDL_bool GL_APPLE_ycbcr_422_supported;
SDL_bool GL_MESA_ycbcr_texture_supported;
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SDL_bool GL_ARB_fragment_program_supported;
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int blendMode;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC
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void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
const GLvoid * pointer);
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PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
/* (optional) fragment programs */
GLuint fragment_program_UYVY;
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} GL_RenderData;
typedef struct
{
GLuint texture;
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GLuint shader;
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GLenum type;
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GLfloat texw;
GLfloat texh;
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GLenum format;
GLenum formattype;
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Uint8 *palette;
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void *pixels;
int pitch;
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SDL_DirtyRectList dirty;
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int HACK_RYAN_FIXME;
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} GL_TextureData;
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static void
GL_SetError(const char *prefix, GLenum result)
{
const char *error;
switch (result) {
case GL_NO_ERROR:
error = "GL_NO_ERROR";
break;
case GL_INVALID_ENUM:
error = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
error = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
error = "GL_INVALID_OPERATION";
break;
case GL_STACK_OVERFLOW:
error = "GL_STACK_OVERFLOW";
break;
case GL_STACK_UNDERFLOW:
error = "GL_STACK_UNDERFLOW";
break;
case GL_OUT_OF_MEMORY:
error = "GL_OUT_OF_MEMORY";
break;
case GL_TABLE_TOO_LARGE:
error = "GL_TABLE_TOO_LARGE";
break;
default:
error = "UNKNOWN";
break;
}
SDL_SetError("%s: %s", prefix, error);
}
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static int
GL_LoadFunctions(GL_RenderData * data)
{
#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
#define __SDL_NOGETPROCADDR__
#endif
#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
return -1; \
} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "SDL_glfuncs.h"
#undef SDL_PROC
return 0;
}
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SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
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GLint value;
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/* Render directly to the window, unless we're compositing */
#ifndef __MACOSX__
if (flags & SDL_RENDERER_SINGLEBUFFER) {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
}
#endif
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if (!(window->flags & SDL_WINDOW_OPENGL)) {
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if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) {
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return NULL;
}
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}
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
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data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
GL_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
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renderer->WindowEvent = GL_WindowEvent;
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renderer->CreateTexture = GL_CreateTexture;
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renderer->QueryTexturePixels = GL_QueryTexturePixels;
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renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->DirtyTexture = GL_DirtyTexture;
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renderer->RenderClear = GL_RenderClear;
renderer->RenderDrawPoints = GL_RenderDrawPoints;
renderer->RenderDrawLines = GL_RenderDrawLines;
renderer->RenderFillRects = GL_RenderFillRects;
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renderer->RenderCopy = GL_RenderCopy;
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renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderWritePixels = GL_RenderWritePixels;
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renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->info = GL_RenderDriver.info;
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renderer->window = window;
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renderer->driverdata = data;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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if (GL_LoadFunctions(data) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
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data->context = SDL_GL_CreateContext(window);
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if (!data->context) {
GL_DestroyRenderer(renderer);
return NULL;
}
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if (SDL_GL_MakeCurrent(window, data->context) < 0) {
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GL_DestroyRenderer(renderer);
return NULL;
}
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#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
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CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
*/
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#endif
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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}
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data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_height = value;
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if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
}
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if (SDL_GL_ExtensionSupported("GL_APPLE_ycbcr_422")) {
data->GL_APPLE_ycbcr_422_supported = SDL_TRUE;
}
if (SDL_GL_ExtensionSupported("GL_MESA_ycbcr_texture")) {
data->GL_MESA_ycbcr_texture_supported = SDL_TRUE;
}
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if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
data->glTextureRangeAPPLE =
(void (*)(GLenum, GLsizei, const GLvoid *))
SDL_GL_GetProcAddress("glTextureRangeAPPLE");
}
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/* we might use fragment programs for YUV data, etc. */
if (SDL_GL_ExtensionSupported("GL_ARB_fragment_program")) {
/* !!! FIXME: this doesn't check for errors. */
/* !!! FIXME: this should really reuse the glfuncs.h stuff. */
data->glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)
SDL_GL_GetProcAddress("glGetProgramivARB");
data->glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)
SDL_GL_GetProcAddress("glGetProgramStringARB");
data->glProgramLocalParameter4fvARB =
(PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)
SDL_GL_GetProcAddress("glProgramLocalParameter4fvARB");
data->glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)
SDL_GL_GetProcAddress("glDeleteProgramsARB");
data->glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)
SDL_GL_GetProcAddress("glGenProgramsARB");
data->glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)
SDL_GL_GetProcAddress("glBindProgramARB");
data->glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)
SDL_GL_GetProcAddress("glProgramStringARB");
data->GL_ARB_fragment_program_supported = SDL_TRUE;
}
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/* Set up parameters for rendering */
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data->blendMode = -1;
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
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/* This ended up causing video discrepancies between OpenGL and Direct3D */
/*data->glEnable(GL_LINE_SMOOTH);*/
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if (data->GL_ARB_texture_rectangle_supported) {
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data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
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} else {
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data->glEnable(GL_TEXTURE_2D);
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}
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data->updateSize = SDL_TRUE;
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return renderer;
}
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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SDL_Window *window = renderer->window;
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if (SDL_CurrentContext != data->context) {
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
return -1;
}
SDL_CurrentContext = data->context;
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}
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if (data->updateSize) {
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data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glViewport(0, 0, window->w, window->h);
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data->glOrtho(0.0, (GLdouble) window->w,
(GLdouble) window->h, 0.0, 0.0, 1.0);
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data->updateSize = SDL_FALSE;
}
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return 0;
}
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static void
GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_RESIZED) {
/* Rebind the context to the window area and update matrices */
SDL_CurrentContext = NULL;
data->updateSize = SDL_TRUE;
}
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}
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static __inline__ int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
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//#define DEBUG_PROGRAM_COMPILE 1
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static void
set_shader_error(GL_RenderData * data, const char *prefix)
{
GLint pos = 0;
const GLubyte *errstr;
data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
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SDL_SetError("%s: shader compile error at position %d: %s",
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prefix, (int) pos, (const char *) errstr);
}
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static GLuint
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compile_shader(GL_RenderData * data, GLenum shader_type, const char *_code)
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{
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const int have_texture_rects = data->GL_ARB_texture_rectangle_supported;
const char *replacement = have_texture_rects ? "RECT" : "2D";
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const size_t replacementlen = SDL_strlen(replacement);
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const char *token = "%TEXTURETARGET%";
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const size_t tokenlen = SDL_strlen(token);
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char *code = NULL;
char *ptr = NULL;
GLuint program = 0;
/*
* The TEX instruction needs a different target depending on what we use.
* To handle this, we use "%TEXTURETARGET%" and replace the string before
* compiling the shader.
*/
code = SDL_strdup(_code);
if (code == NULL)
return 0;
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for (ptr = SDL_strstr(code, token); ptr; ptr = SDL_strstr(ptr + 1, token)) {
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SDL_memcpy(ptr, replacement, replacementlen);
SDL_memmove(ptr + replacementlen, ptr + tokenlen,
SDL_strlen(ptr + tokenlen) + 1);
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}
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#if DEBUG_PROGRAM_COMPILE
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printf("compiling shader:\n%s\n\n", code);
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#endif
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data->glGetError(); /* flush any existing error state. */
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data->glGenProgramsARB(1, &program);
data->glBindProgramARB(shader_type, program);
data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
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(GLsizei)SDL_strlen(code), code);
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SDL_free(code);
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if (data->glGetError() == GL_INVALID_OPERATION) {
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#if DEBUG_PROGRAM_COMPILE
GLint pos = 0;
const GLubyte *errstr;
data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
printf("program compile error at position %d: %s\n\n",
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(int) pos, (const char *) errstr);
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#endif
data->glBindProgramARB(shader_type, 0);
data->glDeleteProgramsARB(1, &program);
return 0;
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}
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return program;
}
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/*
* Fragment program that renders from UYVY textures.
* The UYVY to RGB equasion is:
* R = 1.164(Y-16) + 1.596(Cr-128)
* G = 1.164(Y-16) - 0.813(Cr-128) - 0.391(Cb-128)
* B = 1.164(Y-16) + 2.018(Cb-128)
* Byte layout is Cb, Y1, Cr, Y2, stored in the R, G, B, A channels.
* 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr
*
* !!! FIXME: this ignores blendmodes, etc.
* !!! FIXME: this could be more efficient...use a dot product for green, etc.
*/
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static const char *fragment_program_UYVY_source_code = "!!ARBfp1.0\n"
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/* outputs... */
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"OUTPUT outcolor = result.color;\n"
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/* scratch registers... */
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"TEMP uyvy;\n" "TEMP luminance;\n" "TEMP work;\n"
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/* Halve the coordinates to grab the correct 32 bits for the fragment. */
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"MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n"
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/* Sample the YUV texture. Cb, Y1, Cr, Y2, are stored in x, y, z, w. */
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"TEX uyvy, work, texture[0], %TEXTURETARGET%;\n"
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/* Do subtractions (128/255, 16/255, 128/255, 16/255) */
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"SUB uyvy, uyvy, { 0.501960784313726, 0.06274509803922, 0.501960784313726, 0.06274509803922 };\n"
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/* Choose the luminance component by texcoord. */
/* !!! FIXME: laziness wins out for now... just average Y1 and Y2. */
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"ADD luminance, uyvy.yyyy, uyvy.wwww;\n"
"MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n"
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/* Multiply luminance by its magic value. */
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"MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n"
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/* uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications. */
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"MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n"
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/* Add luminance to Cr and Cb, store to RGB channels. */
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"ADD work.rgb, luminance, uyvy;\n"
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/* Do final addition for Green channel. (!!! FIXME: this should be a DPH?) */
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"ADD work.g, work.g, uyvy.w;\n"
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/* Make sure alpha channel is fully opaque. (!!! FIXME: blend modes!) */
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"MOV work.a, { 1.0 };\n"
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/* Store out the final fragment color... */
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"MOV outcolor, work;\n"
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/* ...and we're done! */
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"END\n";
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static __inline__ SDL_bool
convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
GLint* internalFormat, GLenum* format, GLenum* type)
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{
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switch (pixel_format) {
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case SDL_PIXELFORMAT_RGB332:
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*internalFormat = GL_R3_G3_B2;
*format = GL_RGB;
*type = GL_UNSIGNED_BYTE_3_3_2;
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break;
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case SDL_PIXELFORMAT_RGB444:
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*internalFormat = GL_RGB4;
*format = GL_RGB;
*type = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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case SDL_PIXELFORMAT_RGB555:
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*internalFormat = GL_RGB5;
*format = GL_RGB;
*type = GL_UNSIGNED_SHORT_5_5_5_1;
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break;
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case SDL_PIXELFORMAT_ARGB4444:
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*internalFormat = GL_RGBA4;
*format = GL_BGRA;
*type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
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break;
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case SDL_PIXELFORMAT_ARGB1555:
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*internalFormat = GL_RGB5_A1;
*format = GL_BGRA;
*type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
571
break;
572
case SDL_PIXELFORMAT_RGB565:
573
574
575
*internalFormat = GL_RGB8;
*format = GL_RGB;
*type = GL_UNSIGNED_SHORT_5_6_5;
576
break;
577
case SDL_PIXELFORMAT_RGB24:
578
579
580
*internalFormat = GL_RGB8;
*format = GL_RGB;
*type = GL_UNSIGNED_BYTE;
581
break;
582
case SDL_PIXELFORMAT_RGB888:
583
584
585
*internalFormat = GL_RGB8;
*format = GL_BGRA;
*type = GL_UNSIGNED_BYTE;
586
break;
587
case SDL_PIXELFORMAT_BGR24:
588
589
590
*internalFormat = GL_RGB8;
*format = GL_BGR;
*type = GL_UNSIGNED_BYTE;
591
break;
592
case SDL_PIXELFORMAT_BGR888:
593
594
595
*internalFormat = GL_RGB8;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
596
break;
597
case SDL_PIXELFORMAT_ARGB8888:
598
#ifdef __MACOSX__
599
600
601
*internalFormat = GL_RGBA;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
602
#else
603
604
605
*internalFormat = GL_RGBA8;
*format = GL_BGRA;
*type = GL_UNSIGNED_BYTE;
606
#endif
607
break;
608
case SDL_PIXELFORMAT_ABGR8888:
609
610
611
*internalFormat = GL_RGBA8;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
612
break;
613
case SDL_PIXELFORMAT_ARGB2101010:
614
615
616
*internalFormat = GL_RGB10_A2;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_2_10_10_10_REV;
617
break;
618
case SDL_PIXELFORMAT_UYVY:
619
if (renderdata->GL_APPLE_ycbcr_422_supported) {
620
621
*internalFormat = GL_RGB;
*format = GL_YCBCR_422_APPLE;
622
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
623
*type = GL_UNSIGNED_SHORT_8_8_APPLE;
624
#else
625
*type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
626
627
#endif
} else if (renderdata->GL_MESA_ycbcr_texture_supported) {
628
*internalFormat = GL_YCBCR_MESA;
629
*format = GL_YCBCR_MESA;
630
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
631
*type = GL_UNSIGNED_SHORT_8_8_MESA;
632
#else
633
*type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
634
635
#endif
} else if (renderdata->GL_ARB_fragment_program_supported) {
636
637
638
*internalFormat = GL_RGBA;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
639
} else {
640
return SDL_FALSE;
641
642
}
break;
643
644
case SDL_PIXELFORMAT_YUY2:
if (renderdata->GL_APPLE_ycbcr_422_supported) {
645
646
*internalFormat = GL_RGB;
*format = GL_YCBCR_422_APPLE;
647
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
648
*type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
649
#else
650
*type = GL_UNSIGNED_SHORT_8_8_APPLE;
651
652
#endif
} else if (renderdata->GL_MESA_ycbcr_texture_supported) {
653
*internalFormat = GL_YCBCR_MESA;
654
*format = GL_YCBCR_MESA;
655
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
656
*type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
657
#else
658
*type = GL_UNSIGNED_SHORT_8_8_MESA;
659
#endif
660
} else {
661
return SDL_FALSE;
662
663
}
break;
664
default:
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLuint shader = 0;
GLenum result;
681
682
GL_ActivateRenderer(renderer);
683
684
if (!convert_format(renderdata, texture->format, &internalFormat,
&format, &type)) {
685
686
SDL_SetError("Texture format %s not supported by OpenGL",
SDL_GetPixelFormatName(texture->format));
687
688
return -1;
}
689
690
691
692
693
694
695
696
697
if (texture->format == SDL_PIXELFORMAT_UYVY &&
!renderdata->GL_APPLE_ycbcr_422_supported &&
!renderdata->GL_MESA_ycbcr_texture_supported &&
renderdata->GL_ARB_fragment_program_supported) {
if (renderdata->fragment_program_UYVY == 0) {
renderdata->fragment_program_UYVY =
compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB,
fragment_program_UYVY_source_code);
if (renderdata->fragment_program_UYVY == 0) {
698
set_shader_error(renderdata, "UYVY");
699
700
701
702
703
return -1;
}
}
shader = renderdata->fragment_program_UYVY;
}
704
705
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
706
707
708
709
710
if (!data) {
SDL_OutOfMemory();
return -1;
}
711
712
data->shader = shader;
713
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
714
data->pitch = texture->w * bytes_per_pixel(texture->format);
715
716
717
718
719
720
721
722
data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
}
723
724
texture->driverdata = data;
725
726
renderdata->glGetError();
renderdata->glGenTextures(1, &data->texture);
727
728
729
730
if (renderdata->GL_ARB_texture_rectangle_supported) {
data->type = GL_TEXTURE_RECTANGLE_ARB;
texture_w = texture->w;
texture_h = texture->h;
731
732
data->texw = (GLfloat) texture_w;
data->texh = (GLfloat) texture_h;
733
734
735
736
} else {
data->type = GL_TEXTURE_2D;
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
737
data->texw = (GLfloat) (texture->w) / texture_w;
738
739
data->texh = (GLfloat) texture->h / texture_h;
}
740
741
742
/* YUV formats use RGBA but are really two bytes per pixel */
if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
743
744
745
746
texture_w /= 2;
if (data->type == GL_TEXTURE_2D) {
data->texw *= 2.0f;
}
747
data->HACK_RYAN_FIXME = 2;
748
} else {
749
data->HACK_RYAN_FIXME = 1;
750
751
}
752
753
data->format = format;
data->formattype = type;
754
renderdata->glEnable(data->type);
755
renderdata->glBindTexture(data->type, data->texture);
756
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
757
GL_LINEAR);
758
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
759
GL_LINEAR);
760
761
762
763
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
764
#ifdef __MACOSX__
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#endif
#ifndef STORAGE_CACHED_APPLE
#define STORAGE_CACHED_APPLE 0x85BE
#endif
#ifndef STORAGE_SHARED_APPLE
#define STORAGE_SHARED_APPLE 0x85BF
#endif
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE);
} else {
renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE);
}
781
782
/* This causes a crash in testoverlay for some reason. Apple bug? */
#if 0
783
784
if (texture->access == SDL_TEXTUREACCESS_STREAMING
&& texture->format == SDL_PIXELFORMAT_ARGB8888) {
785
/*
786
787
788
789
790
791
if (renderdata->glTextureRangeAPPLE) {
renderdata->glTextureRangeAPPLE(data->type,
texture->h * data->pitch,
data->pixels);
}
*/
792
793
794
795
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, data->pixels);
} else
796
#endif
797
798
799
800
801
#endif
{
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
}
802
renderdata->glDisable(data->type);
803
result = renderdata->glGetError();
804
805
806
807
if (result != GL_NO_ERROR) {
GL_SetError("glTexImage2D()", result);
return -1;
}
808
809
810
return 0;
}
811
812
813
814
815
816
817
818
819
820
821
static int
GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
*pixels = data->pixels;
*pitch = data->pitch;
return 0;
}
822
static void
823
824
SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
int pitch)
825
{
826
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
827
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
828
(pitch / bytes_per_pixel(texture->format)) /
829
830
((GL_TextureData *) texture->driverdata)->
HACK_RYAN_FIXME);
831
832
}
833
834
835
836
static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
837
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
838
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
839
GLenum result;
840
841
842
GL_ActivateRenderer(renderer);
843
844
renderdata->glGetError();
SetupTextureUpdate(renderdata, texture, pitch);
845
renderdata->glEnable(data->type);
846
847
848
849
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
850
renderdata->glDisable(data->type);
851
result = renderdata->glGetError();
852
853
854
855
if (result != GL_NO_ERROR) {
GL_SetError("glTexSubImage2D()", result);
return -1;
}
856
857
858
859
860
861
862
863
864
865
return 0;
}
static int
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
866
867
if (markDirty) {
SDL_AddDirtyRect(&data->dirty, rect);
868
}
869
870
871
*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
872
rect->x * bytes_per_pixel(texture->format));
873
*pitch = data->pitch;
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
return 0;
}
static void
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
}
static void
GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
const SDL_Rect * rects)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
int i;
for (i = 0; i < numrects; ++i) {
890
SDL_AddDirtyRect(&data->dirty, &rects[i]);
891
892
893
}
}
894
static void
895
GL_SetBlendMode(GL_RenderData * data, int blendMode)
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
{
if (blendMode != data->blendMode) {
switch (blendMode) {
case SDL_BLENDMODE_NONE:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
data->glDisable(GL_BLEND);
break;
case SDL_BLENDMODE_BLEND:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case SDL_BLENDMODE_ADD:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
}
data->blendMode = blendMode;
}
}
918
static int
919
920
921
922
GL_RenderClear(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
923
924
GL_ActivateRenderer(renderer);
925
926
927
928
929
930
931
932
933
934
935
936
937
data->glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
data->glClear(GL_COLOR_BUFFER_BIT);
return 0;
}
static int
GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
938
939
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
940
int i;
941
942
943
GL_ActivateRenderer(renderer);
944
GL_SetBlendMode(data, renderer->blendMode);
945
946
947
948
949
data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
950
951
data->glBegin(GL_POINTS);
952
953
954
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
955
data->glEnd();
956
957
958
959
return 0;
}
960
static int
961
962
GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
963
964
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
965
int i;
966
967
968
GL_ActivateRenderer(renderer);
969
GL_SetBlendMode(data, renderer->blendMode);
970
971
972
973
974
975
data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
976
977
978
979
980
981
982
983
984
985
if (count > 2 &&
points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
data->glBegin(GL_LINE_LOOP);
/* GL_LINE_LOOP takes care of the final segment */
--count;
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
data->glEnd();
} else {
986
#if defined(__APPLE__) || defined(__WIN32__)
987
#else
988
int x1, y1, x2, y2;
989
#endif
990
991
992
993
994
995
996
997
998
999
1000
data->glBegin(GL_LINE_STRIP);
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
data->glEnd();
/* The line is half open, so we need one more point to complete it.
* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
* If we have to, we can use vertical line and horizontal line textures
* for vertical and horizontal lines, and then create custom textures