src/render/opengles2/SDL_render_gles2.c
author Sam Lantinga <slouken@libsdl.org>
Mon, 21 Mar 2011 17:15:49 -0700
changeset 5503 be88d105e91c
parent 5484 e20c93bc9122
child 5535 96594ac5fd1a
permissions -rw-r--r--
The scale mode is per texture, not per texture unit.
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2011 Sam Lantinga
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    Copyright (C) 2010 itsnotabigtruck.
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
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#include "SDL_hints.h"
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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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    struct {
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        int blendMode;
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        SDL_bool tex_coords;
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    } current;
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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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} GLES2_DriverContext;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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/*************************************************************************************************
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 * Renderer state APIs                                                                           *
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 *************************************************************************************************/
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static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
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static void GLES2_WindowEvent(SDL_Renderer * renderer,
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                              const SDL_WindowEvent *event);
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static int GLES2_UpdateViewport(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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    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(renderer->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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        GLES2_UpdateViewport(renderer);
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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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    if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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        /* Rebind the context to the window area */
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        SDL_CurrentContext = NULL;
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    }
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}
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static int
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GLES2_UpdateViewport(SDL_Renderer * renderer)
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{
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    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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    if (SDL_CurrentContext != rdata->context) {
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        /* We'll update the viewport after we rebind the context */
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        return 0;
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    }
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    glViewport(renderer->viewport.x, renderer->viewport.y,
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               renderer->viewport.w, renderer->viewport.h);
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    return 0;
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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 GLenum
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GetScaleQuality(void)
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{
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    const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
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    if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
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        return GL_NEAREST;
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    } else {
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        return GL_LINEAR;
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    }
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}
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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_TextureData *tdata;
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    GLenum format;
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    GLenum type;
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    GLenum scaleMode;
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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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    scaleMode = GetScaleQuality();
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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_calloc(1, 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, scaleMode);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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    glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
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    if (glGetError() != GL_NO_ERROR)
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    {
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        SDL_SetError("Texture creation failed");
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        glDeleteTextures(1, &tdata->texture);
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        SDL_free(tdata);
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        return -1;
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    }
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    texture->driverdata = tdata;
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    return 0;
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}
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static void
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GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    GLES2_ActivateRenderer(renderer);
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    /* Destroy the texture */
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    if (tdata)
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    {
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        glDeleteTextures(1, &tdata->texture);
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        SDL_free(tdata->pixel_data);
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        SDL_free(tdata);
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        texture->driverdata = NULL;
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    }
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}
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static int
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GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                  void **pixels, int *pitch)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    /* Retrieve the buffer/pitch for the specified region */
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    *pixels = (Uint8 *)tdata->pixel_data +
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              (tdata->pitch * rect->y) +
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              (rect->x * SDL_BYTESPERPIXEL(texture->format));
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    *pitch = tdata->pitch;
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    return 0;
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}
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static void
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GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    SDL_Rect rect;
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    /* We do whole texture updates, at least for now */
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    rect.x = 0;
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    rect.y = 0;
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    rect.w = texture->w;
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    rect.h = texture->h;
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    GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
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}
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static int
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GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                    const void *pixels, int pitch)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    Uint8 *blob = NULL;
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   369
    Uint8 *src;
slouken@5201
   370
    int srcPitch;
slouken@5201
   371
    int y;
slouken@5201
   372
slouken@5201
   373
    GLES2_ActivateRenderer(renderer);
slouken@5201
   374
slouken@5201
   375
    /* Bail out if we're supposed to update an empty rectangle */
slouken@5201
   376
    if (rect->w <= 0 || rect->h <= 0)
slouken@5201
   377
        return 0;
slouken@5201
   378
slouken@5201
   379
    /* Reformat the texture data into a tightly packed array */
slouken@5201
   380
    srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
slouken@5201
   381
    src = (Uint8 *)pixels;
slouken@5201
   382
    if (pitch != srcPitch)
slouken@5201
   383
    {
slouken@5201
   384
        blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
slouken@5201
   385
        if (!blob)
slouken@5201
   386
        {
slouken@5201
   387
            SDL_OutOfMemory();
slouken@5201
   388
            return -1;
slouken@5201
   389
        }
slouken@5201
   390
        src = blob;
slouken@5201
   391
        for (y = 0; y < rect->h; ++y)
slouken@5201
   392
        {
slouken@5201
   393
            SDL_memcpy(src, pixels, srcPitch);
slouken@5201
   394
            src += srcPitch;
slouken@5201
   395
            pixels = (Uint8 *)pixels + pitch;
slouken@5201
   396
        }
slouken@5201
   397
        src = blob;
slouken@5201
   398
    }
slouken@5201
   399
slouken@5201
   400
    /* Create a texture subimage with the supplied data */
slouken@5201
   401
    glGetError();
slouken@5201
   402
    glActiveTexture(GL_TEXTURE0);
slouken@5201
   403
    glBindTexture(tdata->texture_type, tdata->texture);
slouken@5201
   404
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@5201
   405
    glTexSubImage2D(tdata->texture_type,
slouken@5201
   406
                    0,
slouken@5201
   407
                    rect->x,
slouken@5201
   408
                    rect->y,
slouken@5201
   409
                    rect->w,
slouken@5201
   410
                    rect->h,
slouken@5201
   411
                    tdata->pixel_format,
slouken@5201
   412
                    tdata->pixel_type,
slouken@5201
   413
                    src);
slouken@5227
   414
    if (blob) {
slouken@5227
   415
        SDL_free(blob);
slouken@5227
   416
    }
slouken@5214
   417
slouken@5201
   418
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   419
    {
slouken@5201
   420
        SDL_SetError("Failed to update texture");
slouken@5201
   421
        return -1;
slouken@5201
   422
    }
slouken@5201
   423
    return 0;
slouken@5201
   424
}
slouken@5201
   425
slouken@5201
   426
/*************************************************************************************************
slouken@5201
   427
 * Shader management functions                                                                   *
slouken@5201
   428
 *************************************************************************************************/
slouken@5201
   429
slouken@5201
   430
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
slouken@5201
   431
                                                 SDL_BlendMode blendMode);
slouken@5201
   432
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
slouken@5201
   433
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
slouken@5201
   434
                                                   GLES2_ShaderCacheEntry *vertex,
slouken@5201
   435
                                                   GLES2_ShaderCacheEntry *fragment,
slouken@5201
   436
                                                   SDL_BlendMode blendMode);
slouken@5201
   437
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
slouken@5201
   438
                               SDL_BlendMode blendMode);
slouken@5201
   439
static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer);
slouken@5201
   440
slouken@5201
   441
static GLES2_ProgramCacheEntry *
slouken@5201
   442
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
slouken@5201
   443
                   GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
slouken@5201
   444
{
slouken@5201
   445
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   446
    GLES2_ProgramCacheEntry *entry;
slouken@5201
   447
    GLES2_ShaderCacheEntry *shaderEntry;
slouken@5201
   448
    GLint linkSuccessful;
slouken@5201
   449
slouken@5201
   450
    /* Check if we've already cached this program */
slouken@5201
   451
    entry = rdata->program_cache.head;
slouken@5201
   452
    while (entry)
slouken@5201
   453
    {
slouken@5201
   454
        if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
slouken@5201
   455
            break;
slouken@5201
   456
        entry = entry->next;
slouken@5201
   457
    }
slouken@5201
   458
    if (entry)
slouken@5201
   459
    {
slouken@5201
   460
        if (rdata->program_cache.count > 1)
slouken@5201
   461
        {
slouken@5201
   462
            if (entry->next)
slouken@5201
   463
                entry->next->prev = entry->prev;
slouken@5201
   464
            if (entry->prev)
slouken@5201
   465
                entry->prev->next = entry->next;
slouken@5201
   466
            entry->prev = NULL;
slouken@5201
   467
            entry->next = rdata->program_cache.head;
slouken@5201
   468
            rdata->program_cache.head->prev = entry;
slouken@5201
   469
            rdata->program_cache.head = entry;
slouken@5201
   470
        }
slouken@5201
   471
        return entry;
slouken@5201
   472
    }
slouken@5201
   473
slouken@5201
   474
    /* Create a program cache entry */
slouken@5201
   475
    entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
slouken@5201
   476
    if (!entry)
slouken@5201
   477
    {
slouken@5201
   478
        SDL_OutOfMemory();
slouken@5201
   479
        return NULL;
slouken@5201
   480
    }
slouken@5201
   481
    entry->vertex_shader = vertex;
slouken@5201
   482
    entry->fragment_shader = fragment;
slouken@5201
   483
    entry->blend_mode = blendMode;
slouken@5201
   484
    
slouken@5201
   485
    /* Create the program and link it */
slouken@5201
   486
    glGetError();
slouken@5201
   487
    entry->id = glCreateProgram();
slouken@5201
   488
    glAttachShader(entry->id, vertex->id);
slouken@5201
   489
    glAttachShader(entry->id, fragment->id);
slouken@5201
   490
    glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
slouken@5201
   491
    glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
slouken@5201
   492
    glLinkProgram(entry->id);
slouken@5201
   493
    glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
slouken@5201
   494
    if (glGetError() != GL_NO_ERROR || !linkSuccessful)
slouken@5201
   495
    {
slouken@5201
   496
        SDL_SetError("Failed to link shader program");
slouken@5201
   497
        glDeleteProgram(entry->id);
slouken@5201
   498
        SDL_free(entry);
slouken@5201
   499
        return NULL;
slouken@5201
   500
    }
slouken@5201
   501
    
slouken@5201
   502
    /* Predetermine locations of uniform variables */
slouken@5201
   503
    entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
slouken@5201
   504
        glGetUniformLocation(entry->id, "u_projection");
slouken@5201
   505
    entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
slouken@5201
   506
        glGetUniformLocation(entry->id, "u_texture");
slouken@5201
   507
    entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
slouken@5201
   508
        glGetUniformLocation(entry->id, "u_modulation");
slouken@5201
   509
    entry->uniform_locations[GLES2_UNIFORM_COLOR] =
slouken@5201
   510
        glGetUniformLocation(entry->id, "u_color");
slouken@5201
   511
    entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] =
slouken@5201
   512
        glGetUniformLocation(entry->id, "u_colorTable");
slouken@5201
   513
slouken@5201
   514
    /* Cache the linked program */
slouken@5201
   515
    if (rdata->program_cache.head)
slouken@5201
   516
    {
slouken@5201
   517
        entry->next = rdata->program_cache.head;
slouken@5201
   518
        rdata->program_cache.head->prev = entry;
slouken@5201
   519
    }
slouken@5201
   520
    else
slouken@5201
   521
    {
slouken@5201
   522
        rdata->program_cache.tail = entry;
slouken@5201
   523
    }
slouken@5201
   524
    rdata->program_cache.head = entry;
slouken@5201
   525
    ++rdata->program_cache.count;
slouken@5201
   526
slouken@5201
   527
    /* Increment the refcount of the shaders we're using */
slouken@5201
   528
    ++vertex->references;
slouken@5201
   529
    ++fragment->references;
slouken@5201
   530
slouken@5201
   531
    /* Evict the last entry from the cache if we exceed the limit */
slouken@5201
   532
    if (rdata->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
slouken@5201
   533
    {
slouken@5201
   534
        shaderEntry = rdata->program_cache.tail->vertex_shader;
slouken@5201
   535
        if (--shaderEntry->references <= 0)
slouken@5201
   536
            GLES2_EvictShader(renderer, shaderEntry);
slouken@5201
   537
        shaderEntry = rdata->program_cache.tail->fragment_shader;
slouken@5201
   538
        if (--shaderEntry->references <= 0)
slouken@5201
   539
            GLES2_EvictShader(renderer, shaderEntry);
slouken@5201
   540
        glDeleteProgram(rdata->program_cache.tail->id);
slouken@5201
   541
        rdata->program_cache.tail = rdata->program_cache.tail->prev;
slouken@5201
   542
        SDL_free(rdata->program_cache.tail->next);
slouken@5201
   543
        rdata->program_cache.tail->next = NULL;
slouken@5201
   544
        --rdata->program_cache.count;
slouken@5201
   545
    }
slouken@5201
   546
    return entry;
slouken@5201
   547
}
slouken@5201
   548
slouken@5201
   549
static GLES2_ShaderCacheEntry *
slouken@5201
   550
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
slouken@5201
   551
{
slouken@5201
   552
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   553
    const GLES2_Shader *shader;
slouken@5201
   554
    const GLES2_ShaderInstance *instance = NULL;
slouken@5201
   555
    GLES2_ShaderCacheEntry *entry = NULL;
slouken@5201
   556
    GLint compileSuccessful = GL_FALSE;
slouken@5201
   557
    int i, j;
slouken@5201
   558
slouken@5201
   559
    /* Find the corresponding shader */
slouken@5201
   560
    shader = GLES2_GetShader(type, blendMode);
slouken@5201
   561
    if (!shader)
slouken@5201
   562
    {
slouken@5201
   563
        SDL_SetError("No shader matching the requested characteristics was found");
slouken@5201
   564
        return NULL;
slouken@5201
   565
    }
slouken@5201
   566
    
slouken@5201
   567
    /* Find a matching shader instance that's supported on this hardware */
slouken@5206
   568
    for (i = 0; i < shader->instance_count && !instance; ++i)
slouken@5201
   569
    {
slouken@5206
   570
        for (j = 0; j < rdata->shader_format_count && !instance; ++j)
slouken@5201
   571
        {
slouken@5201
   572
            if (!shader->instances)
slouken@5201
   573
                continue;
slouken@5206
   574
            if (!shader->instances[i])
slouken@5206
   575
                continue;
slouken@5201
   576
            if (shader->instances[i]->format != rdata->shader_formats[j])
slouken@5201
   577
                continue;
slouken@5201
   578
            instance = shader->instances[i];
slouken@5201
   579
        }
slouken@5201
   580
    }
slouken@5201
   581
    if (!instance)
slouken@5201
   582
    {
slouken@5201
   583
        SDL_SetError("The specified shader cannot be loaded on the current platform");
slouken@5201
   584
        return NULL;
slouken@5201
   585
    }
slouken@5201
   586
slouken@5201
   587
    /* Check if we've already cached this shader */
slouken@5201
   588
    entry = rdata->shader_cache.head;
slouken@5201
   589
    while (entry)
slouken@5201
   590
    {
slouken@5201
   591
        if (entry->instance == instance)
slouken@5201
   592
            break;
slouken@5201
   593
        entry = entry->next;
slouken@5201
   594
    }
slouken@5201
   595
    if (entry)
slouken@5201
   596
        return entry;
slouken@5201
   597
slouken@5201
   598
    /* Create a shader cache entry */
slouken@5201
   599
    entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
slouken@5201
   600
    if (!entry)
slouken@5201
   601
    {
slouken@5201
   602
        SDL_OutOfMemory();
slouken@5201
   603
        return NULL;
slouken@5201
   604
    }
slouken@5201
   605
    entry->type = type;
slouken@5201
   606
    entry->instance = instance;
slouken@5201
   607
slouken@5201
   608
    /* Compile or load the selected shader instance */
slouken@5201
   609
    glGetError();
slouken@5201
   610
    entry->id = glCreateShader(instance->type);
slouken@5201
   611
    if (instance->format == (GLenum)-1)
slouken@5201
   612
    {
slouken@5212
   613
        glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
slouken@5201
   614
        glCompileShader(entry->id);
slouken@5201
   615
        glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
slouken@5201
   616
    }
slouken@5201
   617
    else
slouken@5201
   618
    {
slouken@5201
   619
        glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
slouken@5201
   620
        compileSuccessful = GL_TRUE;
slouken@5201
   621
    }
slouken@5201
   622
    if (glGetError() != GL_NO_ERROR || !compileSuccessful)
slouken@5201
   623
    {
slouken@5212
   624
        char *info = NULL;
slouken@5212
   625
        int length;
slouken@5212
   626
slouken@5212
   627
        glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
slouken@5212
   628
        if (length > 0) {
slouken@5212
   629
            info = SDL_stack_alloc(char, length);
slouken@5212
   630
            if (info) {
slouken@5212
   631
                glGetShaderInfoLog(entry->id, length, &length, info);
slouken@5212
   632
            }
slouken@5212
   633
        }
slouken@5212
   634
        if (info) {
slouken@5212
   635
            SDL_SetError("Failed to load the shader: %s", info);
slouken@5212
   636
            SDL_stack_free(info);
slouken@5212
   637
        } else {
slouken@5212
   638
            SDL_SetError("Failed to load the shader");
slouken@5212
   639
        }
slouken@5201
   640
        glDeleteShader(entry->id);
slouken@5201
   641
        SDL_free(entry);
slouken@5201
   642
        return NULL;
slouken@5201
   643
    }
slouken@5201
   644
slouken@5201
   645
    /* Link the shader entry in at the front of the cache */
slouken@5201
   646
    if (rdata->shader_cache.head)
slouken@5201
   647
    {
slouken@5201
   648
        entry->next = rdata->shader_cache.head;
slouken@5201
   649
        rdata->shader_cache.head->prev = entry;
slouken@5201
   650
    }
slouken@5201
   651
    rdata->shader_cache.head = entry;
slouken@5201
   652
    ++rdata->shader_cache.count;
slouken@5201
   653
    return entry;
slouken@5201
   654
}
slouken@5201
   655
slouken@5201
   656
static void
slouken@5201
   657
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
slouken@5201
   658
{
slouken@5201
   659
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   660
slouken@5201
   661
    /* Unlink the shader from the cache */
slouken@5201
   662
    if (entry->next)
slouken@5201
   663
        entry->next->prev = entry->prev;
slouken@5201
   664
    if (entry->prev)
slouken@5201
   665
        entry->prev->next = entry->next;
slouken@5201
   666
    if (rdata->shader_cache.head == entry)
slouken@5201
   667
        rdata->shader_cache.head = entry->next;
slouken@5201
   668
    --rdata->shader_cache.count;
slouken@5201
   669
slouken@5201
   670
    /* Deallocate the shader */
slouken@5201
   671
    glDeleteShader(entry->id);
slouken@5201
   672
    SDL_free(entry);
slouken@5201
   673
}
slouken@5201
   674
slouken@5201
   675
static int
slouken@5201
   676
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
slouken@5201
   677
{
slouken@5201
   678
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   679
    GLES2_ShaderCacheEntry *vertex = NULL;
slouken@5201
   680
    GLES2_ShaderCacheEntry *fragment = NULL;
slouken@5201
   681
    GLES2_ShaderType vtype, ftype;
slouken@5201
   682
    GLES2_ProgramCacheEntry *program;
slouken@5201
   683
slouken@5201
   684
    /* Select an appropriate shader pair for the specified modes */
slouken@5201
   685
    vtype = GLES2_SHADER_VERTEX_DEFAULT;
slouken@5201
   686
    switch (source)
slouken@5201
   687
    {
slouken@5201
   688
    case GLES2_IMAGESOURCE_SOLID:
slouken@5201
   689
        ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
slouken@5201
   690
        break;
slouken@5201
   691
    case GLES2_IMAGESOURCE_TEXTURE:
slouken@5201
   692
        ftype = GLES2_SHADER_FRAGMENT_TEXTURE_SRC;
slouken@5201
   693
        break;
slouken@5201
   694
    }
slouken@5201
   695
slouken@5201
   696
    /* Load the requested shaders */
slouken@5201
   697
    vertex = GLES2_CacheShader(renderer, vtype, blendMode);
slouken@5201
   698
    if (!vertex)
slouken@5201
   699
        goto fault;
slouken@5201
   700
    fragment = GLES2_CacheShader(renderer, ftype, blendMode);
slouken@5201
   701
    if (!fragment)
slouken@5201
   702
        goto fault;
slouken@5201
   703
slouken@5201
   704
    /* Check if we need to change programs at all */
slouken@5201
   705
    if (rdata->current_program &&
slouken@5201
   706
        rdata->current_program->vertex_shader == vertex &&
slouken@5201
   707
        rdata->current_program->fragment_shader == fragment)
slouken@5201
   708
        return 0;
slouken@5201
   709
slouken@5201
   710
    /* Generate a matching program */
slouken@5201
   711
    program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
slouken@5201
   712
    if (!program)
slouken@5201
   713
        goto fault;
slouken@5201
   714
slouken@5201
   715
    /* Select that program in OpenGL */
slouken@5201
   716
    glGetError();
slouken@5201
   717
    glUseProgram(program->id);
slouken@5201
   718
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   719
    {
slouken@5201
   720
        SDL_SetError("Failed to select program");
slouken@5201
   721
        goto fault;
slouken@5201
   722
    }
slouken@5201
   723
slouken@5201
   724
    /* Set the current program */
slouken@5201
   725
    rdata->current_program = program;
slouken@5201
   726
slouken@5201
   727
    /* Activate an orthographic projection */
slouken@5201
   728
    if (GLES2_SetOrthographicProjection(renderer) < 0)
slouken@5201
   729
        goto fault;
slouken@5201
   730
slouken@5201
   731
    /* Clean up and return */
slouken@5201
   732
    return 0;
slouken@5201
   733
fault:
slouken@5201
   734
    if (vertex && vertex->references <= 0)
slouken@5201
   735
        GLES2_EvictShader(renderer, vertex);
slouken@5201
   736
    if (fragment && fragment->references <= 0)
slouken@5201
   737
        GLES2_EvictShader(renderer, fragment);
slouken@5201
   738
    rdata->current_program = NULL;
slouken@5201
   739
    return -1;
slouken@5201
   740
}
slouken@5201
   741
slouken@5201
   742
static int
slouken@5201
   743
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
slouken@5201
   744
{
slouken@5201
   745
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   746
    GLfloat projection[4][4];
slouken@5201
   747
    GLuint locProjection;
slouken@5201
   748
slouken@5201
   749
    /* Prepare an orthographic projection */
slouken@5297
   750
    projection[0][0] = 2.0f / renderer->viewport.w;
slouken@5201
   751
    projection[0][1] = 0.0f;
slouken@5201
   752
    projection[0][2] = 0.0f;
slouken@5201
   753
    projection[0][3] = 0.0f;
slouken@5201
   754
    projection[1][0] = 0.0f;
slouken@5297
   755
    projection[1][1] = -2.0f / renderer->viewport.h;
slouken@5201
   756
    projection[1][2] = 0.0f;
slouken@5201
   757
    projection[1][3] = 0.0f;
slouken@5201
   758
    projection[2][0] = 0.0f;
slouken@5201
   759
    projection[2][1] = 0.0f;
slouken@5201
   760
    projection[2][2] = 1.0f;
slouken@5201
   761
    projection[2][3] = 0.0f;
slouken@5201
   762
    projection[3][0] = -1.0f;
slouken@5201
   763
    projection[3][1] = 1.0f;
slouken@5201
   764
    projection[3][2] = 0.0f;
slouken@5201
   765
    projection[3][3] = 1.0f;
slouken@5201
   766
slouken@5201
   767
    /* Set the projection matrix */
slouken@5201
   768
    locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
slouken@5201
   769
    glGetError();
slouken@5201
   770
    glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
slouken@5201
   771
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   772
    {
slouken@5201
   773
        SDL_SetError("Failed to set orthographic projection");
slouken@5201
   774
        return -1;
slouken@5201
   775
    }
slouken@5201
   776
    return 0;
slouken@5201
   777
}
slouken@5201
   778
slouken@5201
   779
/*************************************************************************************************
slouken@5201
   780
 * Rendering functions                                                                           *
slouken@5201
   781
 *************************************************************************************************/
slouken@5201
   782
slouken@5224
   783
static const float inv255f = 1.0f / 255.0f;
slouken@5224
   784
slouken@5201
   785
static int GLES2_RenderClear(SDL_Renderer *renderer);
slouken@5201
   786
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count);
slouken@5201
   787
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count);
slouken@5297
   788
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count);
slouken@5201
   789
static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
slouken@5201
   790
                            const SDL_Rect *dstrect);
slouken@5201
   791
static void GLES2_RenderPresent(SDL_Renderer *renderer);
slouken@5201
   792
slouken@5333
   793
slouken@5201
   794
static int
slouken@5333
   795
GLES2_RenderClear(SDL_Renderer * renderer)
slouken@5201
   796
{
slouken@5201
   797
    GLES2_ActivateRenderer(renderer);
slouken@5201
   798
slouken@5333
   799
    glClearColor((GLfloat) renderer->r * inv255f,
slouken@5333
   800
                 (GLfloat) renderer->g * inv255f,
slouken@5333
   801
                 (GLfloat) renderer->b * inv255f,
slouken@5333
   802
                 (GLfloat) renderer->a * inv255f);
slouken@5333
   803
slouken@5201
   804
    glClear(GL_COLOR_BUFFER_BIT);
slouken@5333
   805
slouken@5201
   806
    return 0;
slouken@5201
   807
}
slouken@5201
   808
slouken@5201
   809
static void
slouken@5355
   810
GLES2_SetBlendMode(GLES2_DriverContext *rdata, int blendMode)
slouken@5201
   811
{
slouken@5355
   812
    if (blendMode != rdata->current.blendMode) {
slouken@5355
   813
        switch (blendMode) {
slouken@5355
   814
        default:
slouken@5355
   815
        case SDL_BLENDMODE_NONE:
slouken@5355
   816
            glDisable(GL_BLEND);
slouken@5355
   817
            break;
slouken@5355
   818
        case SDL_BLENDMODE_BLEND:
slouken@5355
   819
            glEnable(GL_BLEND);
slouken@5355
   820
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@5355
   821
            break;
slouken@5355
   822
        case SDL_BLENDMODE_ADD:
slouken@5355
   823
            glEnable(GL_BLEND);
slouken@5355
   824
            glBlendFunc(GL_SRC_ALPHA, GL_ONE);
slouken@5355
   825
            break;
slouken@5355
   826
        case SDL_BLENDMODE_MOD:
slouken@5355
   827
            glEnable(GL_BLEND);
slouken@5355
   828
            glBlendFunc(GL_ZERO, GL_SRC_COLOR);
slouken@5355
   829
            break;
slouken@5355
   830
        }
slouken@5355
   831
        rdata->current.blendMode = blendMode;
slouken@5201
   832
    }
slouken@5201
   833
}
slouken@5201
   834
slouken@5355
   835
static void
slouken@5355
   836
GLES2_SetTexCoords(GLES2_DriverContext * rdata, SDL_bool enabled)
slouken@5355
   837
{
slouken@5355
   838
    if (enabled != rdata->current.tex_coords) {
slouken@5355
   839
        if (enabled) {
slouken@5355
   840
            glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5355
   841
        } else {
slouken@5355
   842
            glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5355
   843
        }
slouken@5355
   844
        rdata->current.tex_coords = enabled;
slouken@5355
   845
    }
slouken@5355
   846
}
slouken@5355
   847
slouken@5355
   848
static int
slouken@5355
   849
GLES2_SetDrawingState(SDL_Renderer * renderer)
slouken@5355
   850
{
slouken@5355
   851
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5355
   852
    int blendMode = renderer->blendMode;
slouken@5355
   853
    GLuint locColor;
slouken@5355
   854
slouken@5355
   855
    glGetError();
slouken@5355
   856
slouken@5355
   857
    GLES2_ActivateRenderer(renderer);
slouken@5355
   858
slouken@5355
   859
    GLES2_SetBlendMode(rdata, blendMode);
slouken@5355
   860
slouken@5355
   861
    GLES2_SetTexCoords(rdata, SDL_FALSE);
slouken@5355
   862
slouken@5355
   863
    /* Activate an appropriate shader and set the projection matrix */
slouken@5355
   864
    if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
slouken@5355
   865
        return -1;
slouken@5355
   866
slouken@5355
   867
    /* Select the color to draw with */
slouken@5355
   868
    locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
slouken@5355
   869
    glUniform4f(locColor,
slouken@5355
   870
                renderer->r * inv255f,
slouken@5355
   871
                renderer->g * inv255f,
slouken@5355
   872
                renderer->b * inv255f,
slouken@5355
   873
                renderer->a * inv255f);
slouken@5355
   874
    return 0;
slouken@5355
   875
}
slouken@5355
   876
slouken@5201
   877
static int
slouken@5201
   878
GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count)
slouken@5201
   879
{
slouken@5201
   880
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   881
    GLfloat *vertices;
slouken@5201
   882
    int idx;
slouken@5201
   883
slouken@5355
   884
    if (GLES2_SetDrawingState(renderer) < 0) {
slouken@5201
   885
        return -1;
slouken@5355
   886
    }
slouken@5201
   887
slouken@5201
   888
    /* Emit the specified vertices as points */
slouken@5201
   889
    vertices = SDL_stack_alloc(GLfloat, count * 2);
slouken@5201
   890
    for (idx = 0; idx < count; ++idx)
slouken@5201
   891
    {
slouken@5201
   892
        GLfloat x = (GLfloat)points[idx].x + 0.5f;
slouken@5201
   893
        GLfloat y = (GLfloat)points[idx].y + 0.5f;
slouken@5201
   894
slouken@5201
   895
        vertices[idx * 2] = x;
slouken@5201
   896
        vertices[(idx * 2) + 1] = y;
slouken@5201
   897
    }
slouken@5355
   898
    glGetError();
slouken@5201
   899
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   900
    glDrawArrays(GL_POINTS, 0, count);
slouken@5201
   901
    SDL_stack_free(vertices);
slouken@5201
   902
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   903
    {
slouken@5201
   904
        SDL_SetError("Failed to render lines");
slouken@5201
   905
        return -1;
slouken@5201
   906
    }
slouken@5201
   907
    return 0;
slouken@5201
   908
}
slouken@5201
   909
slouken@5201
   910
static int
slouken@5201
   911
GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count)
slouken@5201
   912
{
slouken@5201
   913
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   914
    GLfloat *vertices;
slouken@5201
   915
    int idx;
slouken@5201
   916
slouken@5355
   917
    if (GLES2_SetDrawingState(renderer) < 0) {
slouken@5201
   918
        return -1;
slouken@5355
   919
    }
slouken@5201
   920
slouken@5201
   921
    /* Emit a line strip including the specified vertices */
slouken@5201
   922
    vertices = SDL_stack_alloc(GLfloat, count * 2);
slouken@5201
   923
    for (idx = 0; idx < count; ++idx)
slouken@5201
   924
    {
slouken@5201
   925
        GLfloat x = (GLfloat)points[idx].x + 0.5f;
slouken@5201
   926
        GLfloat y = (GLfloat)points[idx].y + 0.5f;
slouken@5201
   927
slouken@5201
   928
        vertices[idx * 2] = x;
slouken@5201
   929
        vertices[(idx * 2) + 1] = y;
slouken@5201
   930
    }
slouken@5355
   931
    glGetError();
slouken@5201
   932
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   933
    glDrawArrays(GL_LINE_STRIP, 0, count);
slouken@5201
   934
    SDL_stack_free(vertices);
slouken@5201
   935
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   936
    {
slouken@5201
   937
        SDL_SetError("Failed to render lines");
slouken@5201
   938
        return -1;
slouken@5201
   939
    }
slouken@5201
   940
    return 0;
slouken@5201
   941
}
slouken@5201
   942
slouken@5201
   943
static int
slouken@5297
   944
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count)
slouken@5201
   945
{
slouken@5201
   946
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   947
    GLfloat vertices[8];
slouken@5201
   948
    int idx;
slouken@5201
   949
slouken@5355
   950
    if (GLES2_SetDrawingState(renderer) < 0) {
slouken@5201
   951
        return -1;
slouken@5355
   952
    }
slouken@5201
   953
slouken@5201
   954
    /* Emit a line loop for each rectangle */
slouken@5355
   955
    glGetError();
slouken@5297
   956
    for (idx = 0; idx < count; ++idx) {
slouken@5297
   957
        const SDL_Rect *rect = &rects[idx];
slouken@5297
   958
slouken@5297
   959
        GLfloat xMin = (GLfloat)rect->x;
slouken@5297
   960
        GLfloat xMax = (GLfloat)(rect->x + rect->w);
slouken@5297
   961
        GLfloat yMin = (GLfloat)rect->y;
slouken@5297
   962
        GLfloat yMax = (GLfloat)(rect->y + rect->h);
slouken@5201
   963
slouken@5201
   964
        vertices[0] = xMin;
slouken@5201
   965
        vertices[1] = yMin;
slouken@5201
   966
        vertices[2] = xMax;
slouken@5201
   967
        vertices[3] = yMin;
slouken@5201
   968
        vertices[4] = xMin;
slouken@5201
   969
        vertices[5] = yMax;
slouken@5201
   970
        vertices[6] = xMax;
slouken@5201
   971
        vertices[7] = yMax;
slouken@5201
   972
        glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   973
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
slouken@5201
   974
    }
slouken@5201
   975
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   976
    {
slouken@5201
   977
        SDL_SetError("Failed to render lines");
slouken@5201
   978
        return -1;
slouken@5201
   979
    }
slouken@5201
   980
    return 0;
slouken@5201
   981
}
slouken@5201
   982
slouken@5201
   983
static int
slouken@5201
   984
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
slouken@5201
   985
                 const SDL_Rect *dstrect)
slouken@5201
   986
{
slouken@5201
   987
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   988
    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
slouken@5201
   989
    GLES2_ImageSource sourceType;
slouken@5201
   990
    SDL_BlendMode blendMode;
slouken@5201
   991
    GLfloat vertices[8];
slouken@5201
   992
    GLfloat texCoords[8];
slouken@5201
   993
    GLuint locTexture;
slouken@5201
   994
    GLuint locModulation;
slouken@5201
   995
slouken@5201
   996
    GLES2_ActivateRenderer(renderer);
slouken@5201
   997
slouken@5201
   998
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   999
    blendMode = texture->blendMode;
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 color modulation */
slouken@5201
  1012
    locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
slouken@5201
  1013
    glUniform4f(locModulation,
slouken@5224
  1014
                texture->r * inv255f,
slouken@5224
  1015
                texture->g * inv255f,
slouken@5224
  1016
                texture->b * inv255f,
slouken@5355
  1017
                texture->a * inv255f);
slouken@5355
  1018
slouken@5355
  1019
    /* Configure texture blending */
slouken@5355
  1020
    GLES2_SetBlendMode(rdata, blendMode);
slouken@5355
  1021
slouken@5355
  1022
    GLES2_SetTexCoords(rdata, SDL_TRUE);
slouken@5201
  1023
slouken@5201
  1024
    /* Emit the textured quad */
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
    if (glGetError() != GL_NO_ERROR)
slouken@5201
  1045
    {
slouken@5201
  1046
        SDL_SetError("Failed to render texture");
slouken@5201
  1047
        return -1;
slouken@5201
  1048
    }
slouken@5201
  1049
    return 0;
slouken@5201
  1050
}
slouken@5201
  1051
slouken@5201
  1052
static void
slouken@5201
  1053
GLES2_RenderPresent(SDL_Renderer *renderer)
slouken@5201
  1054
{
slouken@5201
  1055
    GLES2_ActivateRenderer(renderer);
slouken@5201
  1056
slouken@5201
  1057
    /* Tell the video driver to swap buffers */
slouken@5201
  1058
    SDL_GL_SwapWindow(renderer->window);
slouken@5201
  1059
}
slouken@5201
  1060
slouken@5201
  1061
/*************************************************************************************************
slouken@5201
  1062
 * Renderer instantiation                                                                        *
slouken@5201
  1063
 *************************************************************************************************/
slouken@5201
  1064
slouken@5201
  1065
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
slouken@5201
  1066
slouken@5355
  1067
static void
slouken@5355
  1068
GLES2_ResetState(SDL_Renderer *renderer)
slouken@5355
  1069
{
slouken@5355
  1070
    GLES2_DriverContext *rdata = (GLES2_DriverContext *) renderer->driverdata;
slouken@5355
  1071
slouken@5355
  1072
    if (SDL_CurrentContext == rdata->context) {
slouken@5355
  1073
        GLES2_UpdateViewport(renderer);
slouken@5355
  1074
    } else {
slouken@5355
  1075
        GLES2_ActivateRenderer(renderer);
slouken@5355
  1076
    }
slouken@5355
  1077
slouken@5355
  1078
    rdata->current.blendMode = -1;
slouken@5355
  1079
    rdata->current.tex_coords = SDL_FALSE;
slouken@5355
  1080
slouken@5355
  1081
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5355
  1082
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5355
  1083
}
slouken@5355
  1084
slouken@5201
  1085
static SDL_Renderer *
slouken@5201
  1086
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
slouken@5201
  1087
{
slouken@5201
  1088
    SDL_Renderer *renderer;
slouken@5201
  1089
    GLES2_DriverContext *rdata;
slouken@5201
  1090
    GLint nFormats;
slouken@5201
  1091
#ifndef ZUNE_HD
slouken@5201
  1092
    GLboolean hasCompiler;
slouken@5201
  1093
#endif
slouken@5201
  1094
slouken@5201
  1095
    /* Create the renderer struct */
slouken@5201
  1096
    renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
slouken@5209
  1097
    if (!renderer) {
slouken@5209
  1098
        SDL_OutOfMemory();
slouken@5209
  1099
        return NULL;
slouken@5209
  1100
    }
slouken@5209
  1101
slouken@5201
  1102
    rdata = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
slouken@5209
  1103
    if (!rdata) {
slouken@5209
  1104
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1105
        SDL_OutOfMemory();
slouken@5201
  1106
        return NULL;
slouken@5201
  1107
    }
slouken@5201
  1108
    renderer->info = GLES2_RenderDriver.info;
slouken@5297
  1109
    renderer->info.flags = SDL_RENDERER_ACCELERATED;
slouken@5201
  1110
    renderer->driverdata = rdata;
slouken@5201
  1111
slouken@5209
  1112
    /* Create an OpenGL ES 2.0 context */
slouken@5209
  1113
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
slouken@5209
  1114
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
slouken@5209
  1115
slouken@5201
  1116
    rdata->context = SDL_GL_CreateContext(window);
slouken@5201
  1117
    if (!rdata->context)
slouken@5201
  1118
    {
slouken@5209
  1119
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1120
        return NULL;
slouken@5201
  1121
    }
slouken@5202
  1122
    if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
slouken@5209
  1123
        GLES2_DestroyRenderer(renderer);
slouken@5202
  1124
        return NULL;
slouken@5202
  1125
    }
slouken@5202
  1126
slouken@5202
  1127
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
slouken@5202
  1128
        SDL_GL_SetSwapInterval(1);
slouken@5202
  1129
    } else {
slouken@5202
  1130
        SDL_GL_SetSwapInterval(0);
slouken@5202
  1131
    }
slouken@5202
  1132
    if (SDL_GL_GetSwapInterval() > 0) {
slouken@5202
  1133
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
slouken@5202
  1134
    }
slouken@5201
  1135
slouken@5201
  1136
    /* Determine supported shader formats */
slouken@5201
  1137
    /* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
slouken@5201
  1138
    glGetError();
slouken@5201
  1139
#ifdef ZUNE_HD
slouken@5201
  1140
    nFormats = 1;
slouken@5201
  1141
#else /* !ZUNE_HD */
slouken@5201
  1142
    glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
slouken@5201
  1143
    glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
slouken@5201
  1144
    if (hasCompiler)
slouken@5201
  1145
        ++nFormats;
slouken@5201
  1146
#endif /* ZUNE_HD */
slouken@5201
  1147
    rdata->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
slouken@5201
  1148
    if (!rdata->shader_formats)
slouken@5201
  1149
    {
slouken@5209
  1150
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1151
        SDL_OutOfMemory();
slouken@5201
  1152
        return NULL;
slouken@5201
  1153
    }
slouken@5201
  1154
    rdata->shader_format_count = nFormats;
slouken@5201
  1155
#ifdef ZUNE_HD
slouken@5201
  1156
    rdata->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
slouken@5201
  1157
#else /* !ZUNE_HD */
slouken@5201
  1158
    glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)rdata->shader_formats);
slouken@5201
  1159
    if (glGetError() != GL_NO_ERROR)
slouken@5201
  1160
    {
slouken@5209
  1161
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1162
        SDL_SetError("Failed to query supported shader formats");
slouken@5201
  1163
        return NULL;
slouken@5201
  1164
    }
slouken@5201
  1165
    if (hasCompiler)
slouken@5201
  1166
        rdata->shader_formats[nFormats - 1] = (GLenum)-1;
slouken@5201
  1167
#endif /* ZUNE_HD */
slouken@5201
  1168
slouken@5201
  1169
    /* Populate the function pointers for the module */
slouken@5201
  1170
    renderer->WindowEvent         = &GLES2_WindowEvent;
slouken@5201
  1171
    renderer->CreateTexture       = &GLES2_CreateTexture;
slouken@5201
  1172
    renderer->UpdateTexture       = &GLES2_UpdateTexture;
slouken@5201
  1173
    renderer->LockTexture         = &GLES2_LockTexture;
slouken@5201
  1174
    renderer->UnlockTexture       = &GLES2_UnlockTexture;
slouken@5297
  1175
    renderer->UpdateViewport      = &GLES2_UpdateViewport;
slouken@5201
  1176
    renderer->RenderClear         = &GLES2_RenderClear;
slouken@5201
  1177
    renderer->RenderDrawPoints    = &GLES2_RenderDrawPoints;
slouken@5201
  1178
    renderer->RenderDrawLines     = &GLES2_RenderDrawLines;
slouken@5201
  1179
    renderer->RenderFillRects     = &GLES2_RenderFillRects;
slouken@5201
  1180
    renderer->RenderCopy          = &GLES2_RenderCopy;
slouken@5201
  1181
    renderer->RenderPresent       = &GLES2_RenderPresent;
slouken@5201
  1182
    renderer->DestroyTexture      = &GLES2_DestroyTexture;
slouken@5201
  1183
    renderer->DestroyRenderer     = &GLES2_DestroyRenderer;
slouken@5355
  1184
slouken@5355
  1185
    GLES2_ResetState(renderer);
slouken@5355
  1186
slouken@5201
  1187
    return renderer;
slouken@5201
  1188
}
slouken@5201
  1189
slouken@5226
  1190
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
slouken@5201
  1191
slouken@5201
  1192
/* vi: set ts=4 sw=4 expandtab: */