src/render/opengles2/SDL_render_gles2.c
author Sam Lantinga <slouken@libsdl.org>
Sat, 19 Feb 2011 21:51:21 -0800
changeset 5355 cc2215cda170
parent 5333 5d3a2cd4e8c9
child 5402 5d102cd8aef3
permissions -rw-r--r--
Added OpenGL state caching for decent speed improvement.
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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_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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    GLenum scaleMode;
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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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        GLenum scaleMode;
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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 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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    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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    tdata->scaleMode = GL_LINEAR;
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    /* Allocate a blob for image data */
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    if (texture->access == SDL_TEXTUREACCESS_STREAMING)
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    {
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        tdata->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
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        tdata->pixel_data = SDL_malloc(tdata->pitch * texture->h);
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        if (!tdata->pixel_data)
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        {
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            SDL_OutOfMemory();
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            SDL_free(tdata);
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            return -1;
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        }
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    }
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    /* Allocate the texture */
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    glGetError();
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    glGenTextures(1, &tdata->texture);
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    glActiveTexture(GL_TEXTURE0);
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    glBindTexture(tdata->texture_type, tdata->texture);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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    glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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    glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
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    if (glGetError() != GL_NO_ERROR)
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    {
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        SDL_SetError("Texture creation failed");
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        glDeleteTextures(1, &tdata->texture);
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        SDL_free(tdata);
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        return -1;
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    }
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    texture->driverdata = tdata;
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    return 0;
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}
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static void
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GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    GLES2_ActivateRenderer(renderer);
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    /* Destroy the texture */
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    if (tdata)
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    {
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        glDeleteTextures(1, &tdata->texture);
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        SDL_free(tdata->pixel_data);
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        SDL_free(tdata);
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        texture->driverdata = NULL;
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    }
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}
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static int
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GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                  void **pixels, int *pitch)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    /* Retrieve the buffer/pitch for the specified region */
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    *pixels = (Uint8 *)tdata->pixel_data +
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              (tdata->pitch * rect->y) +
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              (rect->x * SDL_BYTESPERPIXEL(texture->format));
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    *pitch = tdata->pitch;
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    return 0;
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}
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static void
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GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    SDL_Rect rect;
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    /* We do whole texture updates, at least for now */
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    rect.x = 0;
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    rect.y = 0;
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    rect.w = texture->w;
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    rect.h = texture->h;
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    GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
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}
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static int
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GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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                    const void *pixels, int pitch)
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{
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    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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    Uint8 *blob = NULL;
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    Uint8 *src;
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    int srcPitch;
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    int y;
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    GLES2_ActivateRenderer(renderer);
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    /* Bail out if we're supposed to update an empty rectangle */
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    if (rect->w <= 0 || rect->h <= 0)
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        return 0;
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    /* Reformat the texture data into a tightly packed array */
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    srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
slouken@5201
   369
    src = (Uint8 *)pixels;
slouken@5201
   370
    if (pitch != srcPitch)
slouken@5201
   371
    {
slouken@5201
   372
        blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
slouken@5201
   373
        if (!blob)
slouken@5201
   374
        {
slouken@5201
   375
            SDL_OutOfMemory();
slouken@5201
   376
            return -1;
slouken@5201
   377
        }
slouken@5201
   378
        src = blob;
slouken@5201
   379
        for (y = 0; y < rect->h; ++y)
slouken@5201
   380
        {
slouken@5201
   381
            SDL_memcpy(src, pixels, srcPitch);
slouken@5201
   382
            src += srcPitch;
slouken@5201
   383
            pixels = (Uint8 *)pixels + pitch;
slouken@5201
   384
        }
slouken@5201
   385
        src = blob;
slouken@5201
   386
    }
slouken@5201
   387
slouken@5201
   388
    /* Create a texture subimage with the supplied data */
slouken@5201
   389
    glGetError();
slouken@5201
   390
    glActiveTexture(GL_TEXTURE0);
slouken@5201
   391
    glBindTexture(tdata->texture_type, tdata->texture);
slouken@5201
   392
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@5201
   393
    glTexSubImage2D(tdata->texture_type,
slouken@5201
   394
                    0,
slouken@5201
   395
                    rect->x,
slouken@5201
   396
                    rect->y,
slouken@5201
   397
                    rect->w,
slouken@5201
   398
                    rect->h,
slouken@5201
   399
                    tdata->pixel_format,
slouken@5201
   400
                    tdata->pixel_type,
slouken@5201
   401
                    src);
slouken@5227
   402
    if (blob) {
slouken@5227
   403
        SDL_free(blob);
slouken@5227
   404
    }
slouken@5214
   405
slouken@5201
   406
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   407
    {
slouken@5201
   408
        SDL_SetError("Failed to update texture");
slouken@5201
   409
        return -1;
slouken@5201
   410
    }
slouken@5201
   411
    return 0;
slouken@5201
   412
}
slouken@5201
   413
slouken@5201
   414
/*************************************************************************************************
slouken@5201
   415
 * Shader management functions                                                                   *
slouken@5201
   416
 *************************************************************************************************/
slouken@5201
   417
slouken@5201
   418
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
slouken@5201
   419
                                                 SDL_BlendMode blendMode);
slouken@5201
   420
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
slouken@5201
   421
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
slouken@5201
   422
                                                   GLES2_ShaderCacheEntry *vertex,
slouken@5201
   423
                                                   GLES2_ShaderCacheEntry *fragment,
slouken@5201
   424
                                                   SDL_BlendMode blendMode);
slouken@5201
   425
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
slouken@5201
   426
                               SDL_BlendMode blendMode);
slouken@5201
   427
static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer);
slouken@5201
   428
slouken@5201
   429
static GLES2_ProgramCacheEntry *
slouken@5201
   430
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
slouken@5201
   431
                   GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
slouken@5201
   432
{
slouken@5201
   433
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   434
    GLES2_ProgramCacheEntry *entry;
slouken@5201
   435
    GLES2_ShaderCacheEntry *shaderEntry;
slouken@5201
   436
    GLint linkSuccessful;
slouken@5201
   437
slouken@5201
   438
    /* Check if we've already cached this program */
slouken@5201
   439
    entry = rdata->program_cache.head;
slouken@5201
   440
    while (entry)
slouken@5201
   441
    {
slouken@5201
   442
        if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
slouken@5201
   443
            break;
slouken@5201
   444
        entry = entry->next;
slouken@5201
   445
    }
slouken@5201
   446
    if (entry)
slouken@5201
   447
    {
slouken@5201
   448
        if (rdata->program_cache.count > 1)
slouken@5201
   449
        {
slouken@5201
   450
            if (entry->next)
slouken@5201
   451
                entry->next->prev = entry->prev;
slouken@5201
   452
            if (entry->prev)
slouken@5201
   453
                entry->prev->next = entry->next;
slouken@5201
   454
            entry->prev = NULL;
slouken@5201
   455
            entry->next = rdata->program_cache.head;
slouken@5201
   456
            rdata->program_cache.head->prev = entry;
slouken@5201
   457
            rdata->program_cache.head = entry;
slouken@5201
   458
        }
slouken@5201
   459
        return entry;
slouken@5201
   460
    }
slouken@5201
   461
slouken@5201
   462
    /* Create a program cache entry */
slouken@5201
   463
    entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
slouken@5201
   464
    if (!entry)
slouken@5201
   465
    {
slouken@5201
   466
        SDL_OutOfMemory();
slouken@5201
   467
        return NULL;
slouken@5201
   468
    }
slouken@5201
   469
    entry->vertex_shader = vertex;
slouken@5201
   470
    entry->fragment_shader = fragment;
slouken@5201
   471
    entry->blend_mode = blendMode;
slouken@5201
   472
    
slouken@5201
   473
    /* Create the program and link it */
slouken@5201
   474
    glGetError();
slouken@5201
   475
    entry->id = glCreateProgram();
slouken@5201
   476
    glAttachShader(entry->id, vertex->id);
slouken@5201
   477
    glAttachShader(entry->id, fragment->id);
slouken@5201
   478
    glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
slouken@5201
   479
    glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
slouken@5201
   480
    glLinkProgram(entry->id);
slouken@5201
   481
    glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
slouken@5201
   482
    if (glGetError() != GL_NO_ERROR || !linkSuccessful)
slouken@5201
   483
    {
slouken@5201
   484
        SDL_SetError("Failed to link shader program");
slouken@5201
   485
        glDeleteProgram(entry->id);
slouken@5201
   486
        SDL_free(entry);
slouken@5201
   487
        return NULL;
slouken@5201
   488
    }
slouken@5201
   489
    
slouken@5201
   490
    /* Predetermine locations of uniform variables */
slouken@5201
   491
    entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
slouken@5201
   492
        glGetUniformLocation(entry->id, "u_projection");
slouken@5201
   493
    entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
slouken@5201
   494
        glGetUniformLocation(entry->id, "u_texture");
slouken@5201
   495
    entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
slouken@5201
   496
        glGetUniformLocation(entry->id, "u_modulation");
slouken@5201
   497
    entry->uniform_locations[GLES2_UNIFORM_COLOR] =
slouken@5201
   498
        glGetUniformLocation(entry->id, "u_color");
slouken@5201
   499
    entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] =
slouken@5201
   500
        glGetUniformLocation(entry->id, "u_colorTable");
slouken@5201
   501
slouken@5201
   502
    /* Cache the linked program */
slouken@5201
   503
    if (rdata->program_cache.head)
slouken@5201
   504
    {
slouken@5201
   505
        entry->next = rdata->program_cache.head;
slouken@5201
   506
        rdata->program_cache.head->prev = entry;
slouken@5201
   507
    }
slouken@5201
   508
    else
slouken@5201
   509
    {
slouken@5201
   510
        rdata->program_cache.tail = entry;
slouken@5201
   511
    }
slouken@5201
   512
    rdata->program_cache.head = entry;
slouken@5201
   513
    ++rdata->program_cache.count;
slouken@5201
   514
slouken@5201
   515
    /* Increment the refcount of the shaders we're using */
slouken@5201
   516
    ++vertex->references;
slouken@5201
   517
    ++fragment->references;
slouken@5201
   518
slouken@5201
   519
    /* Evict the last entry from the cache if we exceed the limit */
slouken@5201
   520
    if (rdata->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
slouken@5201
   521
    {
slouken@5201
   522
        shaderEntry = rdata->program_cache.tail->vertex_shader;
slouken@5201
   523
        if (--shaderEntry->references <= 0)
slouken@5201
   524
            GLES2_EvictShader(renderer, shaderEntry);
slouken@5201
   525
        shaderEntry = rdata->program_cache.tail->fragment_shader;
slouken@5201
   526
        if (--shaderEntry->references <= 0)
slouken@5201
   527
            GLES2_EvictShader(renderer, shaderEntry);
slouken@5201
   528
        glDeleteProgram(rdata->program_cache.tail->id);
slouken@5201
   529
        rdata->program_cache.tail = rdata->program_cache.tail->prev;
slouken@5201
   530
        SDL_free(rdata->program_cache.tail->next);
slouken@5201
   531
        rdata->program_cache.tail->next = NULL;
slouken@5201
   532
        --rdata->program_cache.count;
slouken@5201
   533
    }
slouken@5201
   534
    return entry;
slouken@5201
   535
}
slouken@5201
   536
slouken@5201
   537
static GLES2_ShaderCacheEntry *
slouken@5201
   538
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
slouken@5201
   539
{
slouken@5201
   540
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   541
    const GLES2_Shader *shader;
slouken@5201
   542
    const GLES2_ShaderInstance *instance = NULL;
slouken@5201
   543
    GLES2_ShaderCacheEntry *entry = NULL;
slouken@5201
   544
    GLint compileSuccessful = GL_FALSE;
slouken@5201
   545
    int i, j;
slouken@5201
   546
slouken@5201
   547
    /* Find the corresponding shader */
slouken@5201
   548
    shader = GLES2_GetShader(type, blendMode);
slouken@5201
   549
    if (!shader)
slouken@5201
   550
    {
slouken@5201
   551
        SDL_SetError("No shader matching the requested characteristics was found");
slouken@5201
   552
        return NULL;
slouken@5201
   553
    }
slouken@5201
   554
    
slouken@5201
   555
    /* Find a matching shader instance that's supported on this hardware */
slouken@5206
   556
    for (i = 0; i < shader->instance_count && !instance; ++i)
slouken@5201
   557
    {
slouken@5206
   558
        for (j = 0; j < rdata->shader_format_count && !instance; ++j)
slouken@5201
   559
        {
slouken@5201
   560
            if (!shader->instances)
slouken@5201
   561
                continue;
slouken@5206
   562
            if (!shader->instances[i])
slouken@5206
   563
                continue;
slouken@5201
   564
            if (shader->instances[i]->format != rdata->shader_formats[j])
slouken@5201
   565
                continue;
slouken@5201
   566
            instance = shader->instances[i];
slouken@5201
   567
        }
slouken@5201
   568
    }
slouken@5201
   569
    if (!instance)
slouken@5201
   570
    {
slouken@5201
   571
        SDL_SetError("The specified shader cannot be loaded on the current platform");
slouken@5201
   572
        return NULL;
slouken@5201
   573
    }
slouken@5201
   574
slouken@5201
   575
    /* Check if we've already cached this shader */
slouken@5201
   576
    entry = rdata->shader_cache.head;
slouken@5201
   577
    while (entry)
slouken@5201
   578
    {
slouken@5201
   579
        if (entry->instance == instance)
slouken@5201
   580
            break;
slouken@5201
   581
        entry = entry->next;
slouken@5201
   582
    }
slouken@5201
   583
    if (entry)
slouken@5201
   584
        return entry;
slouken@5201
   585
slouken@5201
   586
    /* Create a shader cache entry */
slouken@5201
   587
    entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
slouken@5201
   588
    if (!entry)
slouken@5201
   589
    {
slouken@5201
   590
        SDL_OutOfMemory();
slouken@5201
   591
        return NULL;
slouken@5201
   592
    }
slouken@5201
   593
    entry->type = type;
slouken@5201
   594
    entry->instance = instance;
slouken@5201
   595
slouken@5201
   596
    /* Compile or load the selected shader instance */
slouken@5201
   597
    glGetError();
slouken@5201
   598
    entry->id = glCreateShader(instance->type);
slouken@5201
   599
    if (instance->format == (GLenum)-1)
slouken@5201
   600
    {
slouken@5212
   601
        glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
slouken@5201
   602
        glCompileShader(entry->id);
slouken@5201
   603
        glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
slouken@5201
   604
    }
slouken@5201
   605
    else
slouken@5201
   606
    {
slouken@5201
   607
        glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
slouken@5201
   608
        compileSuccessful = GL_TRUE;
slouken@5201
   609
    }
slouken@5201
   610
    if (glGetError() != GL_NO_ERROR || !compileSuccessful)
slouken@5201
   611
    {
slouken@5212
   612
        char *info = NULL;
slouken@5212
   613
        int length;
slouken@5212
   614
slouken@5212
   615
        glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
slouken@5212
   616
        if (length > 0) {
slouken@5212
   617
            info = SDL_stack_alloc(char, length);
slouken@5212
   618
            if (info) {
slouken@5212
   619
                glGetShaderInfoLog(entry->id, length, &length, info);
slouken@5212
   620
            }
slouken@5212
   621
        }
slouken@5212
   622
        if (info) {
slouken@5212
   623
            SDL_SetError("Failed to load the shader: %s", info);
slouken@5212
   624
            SDL_stack_free(info);
slouken@5212
   625
        } else {
slouken@5212
   626
            SDL_SetError("Failed to load the shader");
slouken@5212
   627
        }
slouken@5201
   628
        glDeleteShader(entry->id);
slouken@5201
   629
        SDL_free(entry);
slouken@5201
   630
        return NULL;
slouken@5201
   631
    }
slouken@5201
   632
slouken@5201
   633
    /* Link the shader entry in at the front of the cache */
slouken@5201
   634
    if (rdata->shader_cache.head)
slouken@5201
   635
    {
slouken@5201
   636
        entry->next = rdata->shader_cache.head;
slouken@5201
   637
        rdata->shader_cache.head->prev = entry;
slouken@5201
   638
    }
slouken@5201
   639
    rdata->shader_cache.head = entry;
slouken@5201
   640
    ++rdata->shader_cache.count;
slouken@5201
   641
    return entry;
slouken@5201
   642
}
slouken@5201
   643
slouken@5201
   644
static void
slouken@5201
   645
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
slouken@5201
   646
{
slouken@5201
   647
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   648
slouken@5201
   649
    /* Unlink the shader from the cache */
slouken@5201
   650
    if (entry->next)
slouken@5201
   651
        entry->next->prev = entry->prev;
slouken@5201
   652
    if (entry->prev)
slouken@5201
   653
        entry->prev->next = entry->next;
slouken@5201
   654
    if (rdata->shader_cache.head == entry)
slouken@5201
   655
        rdata->shader_cache.head = entry->next;
slouken@5201
   656
    --rdata->shader_cache.count;
slouken@5201
   657
slouken@5201
   658
    /* Deallocate the shader */
slouken@5201
   659
    glDeleteShader(entry->id);
slouken@5201
   660
    SDL_free(entry);
slouken@5201
   661
}
slouken@5201
   662
slouken@5201
   663
static int
slouken@5201
   664
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
slouken@5201
   665
{
slouken@5201
   666
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   667
    GLES2_ShaderCacheEntry *vertex = NULL;
slouken@5201
   668
    GLES2_ShaderCacheEntry *fragment = NULL;
slouken@5201
   669
    GLES2_ShaderType vtype, ftype;
slouken@5201
   670
    GLES2_ProgramCacheEntry *program;
slouken@5201
   671
slouken@5201
   672
    /* Select an appropriate shader pair for the specified modes */
slouken@5201
   673
    vtype = GLES2_SHADER_VERTEX_DEFAULT;
slouken@5201
   674
    switch (source)
slouken@5201
   675
    {
slouken@5201
   676
    case GLES2_IMAGESOURCE_SOLID:
slouken@5201
   677
        ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
slouken@5201
   678
        break;
slouken@5201
   679
    case GLES2_IMAGESOURCE_TEXTURE:
slouken@5201
   680
        ftype = GLES2_SHADER_FRAGMENT_TEXTURE_SRC;
slouken@5201
   681
        break;
slouken@5201
   682
    }
slouken@5201
   683
slouken@5201
   684
    /* Load the requested shaders */
slouken@5201
   685
    vertex = GLES2_CacheShader(renderer, vtype, blendMode);
slouken@5201
   686
    if (!vertex)
slouken@5201
   687
        goto fault;
slouken@5201
   688
    fragment = GLES2_CacheShader(renderer, ftype, blendMode);
slouken@5201
   689
    if (!fragment)
slouken@5201
   690
        goto fault;
slouken@5201
   691
slouken@5201
   692
    /* Check if we need to change programs at all */
slouken@5201
   693
    if (rdata->current_program &&
slouken@5201
   694
        rdata->current_program->vertex_shader == vertex &&
slouken@5201
   695
        rdata->current_program->fragment_shader == fragment)
slouken@5201
   696
        return 0;
slouken@5201
   697
slouken@5201
   698
    /* Generate a matching program */
slouken@5201
   699
    program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
slouken@5201
   700
    if (!program)
slouken@5201
   701
        goto fault;
slouken@5201
   702
slouken@5201
   703
    /* Select that program in OpenGL */
slouken@5201
   704
    glGetError();
slouken@5201
   705
    glUseProgram(program->id);
slouken@5201
   706
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   707
    {
slouken@5201
   708
        SDL_SetError("Failed to select program");
slouken@5201
   709
        goto fault;
slouken@5201
   710
    }
slouken@5201
   711
slouken@5201
   712
    /* Set the current program */
slouken@5201
   713
    rdata->current_program = program;
slouken@5201
   714
slouken@5201
   715
    /* Activate an orthographic projection */
slouken@5201
   716
    if (GLES2_SetOrthographicProjection(renderer) < 0)
slouken@5201
   717
        goto fault;
slouken@5201
   718
slouken@5201
   719
    /* Clean up and return */
slouken@5201
   720
    return 0;
slouken@5201
   721
fault:
slouken@5201
   722
    if (vertex && vertex->references <= 0)
slouken@5201
   723
        GLES2_EvictShader(renderer, vertex);
slouken@5201
   724
    if (fragment && fragment->references <= 0)
slouken@5201
   725
        GLES2_EvictShader(renderer, fragment);
slouken@5201
   726
    rdata->current_program = NULL;
slouken@5201
   727
    return -1;
slouken@5201
   728
}
slouken@5201
   729
slouken@5201
   730
static int
slouken@5201
   731
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
slouken@5201
   732
{
slouken@5201
   733
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   734
    GLfloat projection[4][4];
slouken@5201
   735
    GLuint locProjection;
slouken@5201
   736
slouken@5201
   737
    /* Prepare an orthographic projection */
slouken@5297
   738
    projection[0][0] = 2.0f / renderer->viewport.w;
slouken@5201
   739
    projection[0][1] = 0.0f;
slouken@5201
   740
    projection[0][2] = 0.0f;
slouken@5201
   741
    projection[0][3] = 0.0f;
slouken@5201
   742
    projection[1][0] = 0.0f;
slouken@5297
   743
    projection[1][1] = -2.0f / renderer->viewport.h;
slouken@5201
   744
    projection[1][2] = 0.0f;
slouken@5201
   745
    projection[1][3] = 0.0f;
slouken@5201
   746
    projection[2][0] = 0.0f;
slouken@5201
   747
    projection[2][1] = 0.0f;
slouken@5201
   748
    projection[2][2] = 1.0f;
slouken@5201
   749
    projection[2][3] = 0.0f;
slouken@5201
   750
    projection[3][0] = -1.0f;
slouken@5201
   751
    projection[3][1] = 1.0f;
slouken@5201
   752
    projection[3][2] = 0.0f;
slouken@5201
   753
    projection[3][3] = 1.0f;
slouken@5201
   754
slouken@5201
   755
    /* Set the projection matrix */
slouken@5201
   756
    locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
slouken@5201
   757
    glGetError();
slouken@5201
   758
    glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
slouken@5201
   759
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   760
    {
slouken@5201
   761
        SDL_SetError("Failed to set orthographic projection");
slouken@5201
   762
        return -1;
slouken@5201
   763
    }
slouken@5201
   764
    return 0;
slouken@5201
   765
}
slouken@5201
   766
slouken@5201
   767
/*************************************************************************************************
slouken@5201
   768
 * Rendering functions                                                                           *
slouken@5201
   769
 *************************************************************************************************/
slouken@5201
   770
slouken@5224
   771
static const float inv255f = 1.0f / 255.0f;
slouken@5224
   772
slouken@5201
   773
static int GLES2_RenderClear(SDL_Renderer *renderer);
slouken@5201
   774
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count);
slouken@5201
   775
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count);
slouken@5297
   776
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count);
slouken@5201
   777
static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
slouken@5201
   778
                            const SDL_Rect *dstrect);
slouken@5201
   779
static void GLES2_RenderPresent(SDL_Renderer *renderer);
slouken@5201
   780
slouken@5333
   781
slouken@5201
   782
static int
slouken@5333
   783
GLES2_RenderClear(SDL_Renderer * renderer)
slouken@5201
   784
{
slouken@5201
   785
    GLES2_ActivateRenderer(renderer);
slouken@5201
   786
slouken@5333
   787
    glClearColor((GLfloat) renderer->r * inv255f,
slouken@5333
   788
                 (GLfloat) renderer->g * inv255f,
slouken@5333
   789
                 (GLfloat) renderer->b * inv255f,
slouken@5333
   790
                 (GLfloat) renderer->a * inv255f);
slouken@5333
   791
slouken@5201
   792
    glClear(GL_COLOR_BUFFER_BIT);
slouken@5333
   793
slouken@5201
   794
    return 0;
slouken@5201
   795
}
slouken@5201
   796
slouken@5201
   797
static void
slouken@5355
   798
GLES2_SetBlendMode(GLES2_DriverContext *rdata, int blendMode)
slouken@5201
   799
{
slouken@5355
   800
    if (blendMode != rdata->current.blendMode) {
slouken@5355
   801
        switch (blendMode) {
slouken@5355
   802
        default:
slouken@5355
   803
        case SDL_BLENDMODE_NONE:
slouken@5355
   804
            glDisable(GL_BLEND);
slouken@5355
   805
            break;
slouken@5355
   806
        case SDL_BLENDMODE_BLEND:
slouken@5355
   807
            glEnable(GL_BLEND);
slouken@5355
   808
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@5355
   809
            break;
slouken@5355
   810
        case SDL_BLENDMODE_ADD:
slouken@5355
   811
            glEnable(GL_BLEND);
slouken@5355
   812
            glBlendFunc(GL_SRC_ALPHA, GL_ONE);
slouken@5355
   813
            break;
slouken@5355
   814
        case SDL_BLENDMODE_MOD:
slouken@5355
   815
            glEnable(GL_BLEND);
slouken@5355
   816
            glBlendFunc(GL_ZERO, GL_SRC_COLOR);
slouken@5355
   817
            break;
slouken@5355
   818
        }
slouken@5355
   819
        rdata->current.blendMode = blendMode;
slouken@5201
   820
    }
slouken@5201
   821
}
slouken@5201
   822
slouken@5355
   823
static void
slouken@5355
   824
GLES2_SetTexCoords(GLES2_DriverContext * rdata, SDL_bool enabled)
slouken@5355
   825
{
slouken@5355
   826
    if (enabled != rdata->current.tex_coords) {
slouken@5355
   827
        if (enabled) {
slouken@5355
   828
            glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5355
   829
        } else {
slouken@5355
   830
            glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5355
   831
        }
slouken@5355
   832
        rdata->current.tex_coords = enabled;
slouken@5355
   833
    }
slouken@5355
   834
}
slouken@5355
   835
slouken@5355
   836
static int
slouken@5355
   837
GLES2_SetDrawingState(SDL_Renderer * renderer)
slouken@5355
   838
{
slouken@5355
   839
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5355
   840
    int blendMode = renderer->blendMode;
slouken@5355
   841
    GLuint locColor;
slouken@5355
   842
slouken@5355
   843
    glGetError();
slouken@5355
   844
slouken@5355
   845
    GLES2_ActivateRenderer(renderer);
slouken@5355
   846
slouken@5355
   847
    GLES2_SetBlendMode(rdata, blendMode);
slouken@5355
   848
slouken@5355
   849
    GLES2_SetTexCoords(rdata, SDL_FALSE);
slouken@5355
   850
slouken@5355
   851
    /* Activate an appropriate shader and set the projection matrix */
slouken@5355
   852
    if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
slouken@5355
   853
        return -1;
slouken@5355
   854
slouken@5355
   855
    /* Select the color to draw with */
slouken@5355
   856
    locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
slouken@5355
   857
    glUniform4f(locColor,
slouken@5355
   858
                renderer->r * inv255f,
slouken@5355
   859
                renderer->g * inv255f,
slouken@5355
   860
                renderer->b * inv255f,
slouken@5355
   861
                renderer->a * inv255f);
slouken@5355
   862
    return 0;
slouken@5355
   863
}
slouken@5355
   864
slouken@5201
   865
static int
slouken@5201
   866
GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count)
slouken@5201
   867
{
slouken@5201
   868
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   869
    GLfloat *vertices;
slouken@5201
   870
    int idx;
slouken@5201
   871
slouken@5355
   872
    if (GLES2_SetDrawingState(renderer) < 0) {
slouken@5201
   873
        return -1;
slouken@5355
   874
    }
slouken@5201
   875
slouken@5201
   876
    /* Emit the specified vertices as points */
slouken@5201
   877
    vertices = SDL_stack_alloc(GLfloat, count * 2);
slouken@5201
   878
    for (idx = 0; idx < count; ++idx)
slouken@5201
   879
    {
slouken@5201
   880
        GLfloat x = (GLfloat)points[idx].x + 0.5f;
slouken@5201
   881
        GLfloat y = (GLfloat)points[idx].y + 0.5f;
slouken@5201
   882
slouken@5201
   883
        vertices[idx * 2] = x;
slouken@5201
   884
        vertices[(idx * 2) + 1] = y;
slouken@5201
   885
    }
slouken@5355
   886
    glGetError();
slouken@5201
   887
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   888
    glDrawArrays(GL_POINTS, 0, count);
slouken@5201
   889
    SDL_stack_free(vertices);
slouken@5201
   890
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   891
    {
slouken@5201
   892
        SDL_SetError("Failed to render lines");
slouken@5201
   893
        return -1;
slouken@5201
   894
    }
slouken@5201
   895
    return 0;
slouken@5201
   896
}
slouken@5201
   897
slouken@5201
   898
static int
slouken@5201
   899
GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count)
slouken@5201
   900
{
slouken@5201
   901
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   902
    GLfloat *vertices;
slouken@5201
   903
    int idx;
slouken@5201
   904
slouken@5355
   905
    if (GLES2_SetDrawingState(renderer) < 0) {
slouken@5201
   906
        return -1;
slouken@5355
   907
    }
slouken@5201
   908
slouken@5201
   909
    /* Emit a line strip including the specified vertices */
slouken@5201
   910
    vertices = SDL_stack_alloc(GLfloat, count * 2);
slouken@5201
   911
    for (idx = 0; idx < count; ++idx)
slouken@5201
   912
    {
slouken@5201
   913
        GLfloat x = (GLfloat)points[idx].x + 0.5f;
slouken@5201
   914
        GLfloat y = (GLfloat)points[idx].y + 0.5f;
slouken@5201
   915
slouken@5201
   916
        vertices[idx * 2] = x;
slouken@5201
   917
        vertices[(idx * 2) + 1] = y;
slouken@5201
   918
    }
slouken@5355
   919
    glGetError();
slouken@5201
   920
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   921
    glDrawArrays(GL_LINE_STRIP, 0, count);
slouken@5201
   922
    SDL_stack_free(vertices);
slouken@5201
   923
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   924
    {
slouken@5201
   925
        SDL_SetError("Failed to render lines");
slouken@5201
   926
        return -1;
slouken@5201
   927
    }
slouken@5201
   928
    return 0;
slouken@5201
   929
}
slouken@5201
   930
slouken@5201
   931
static int
slouken@5297
   932
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count)
slouken@5201
   933
{
slouken@5201
   934
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   935
    GLfloat vertices[8];
slouken@5201
   936
    int idx;
slouken@5201
   937
slouken@5355
   938
    if (GLES2_SetDrawingState(renderer) < 0) {
slouken@5201
   939
        return -1;
slouken@5355
   940
    }
slouken@5201
   941
slouken@5201
   942
    /* Emit a line loop for each rectangle */
slouken@5355
   943
    glGetError();
slouken@5297
   944
    for (idx = 0; idx < count; ++idx) {
slouken@5297
   945
        const SDL_Rect *rect = &rects[idx];
slouken@5297
   946
slouken@5297
   947
        GLfloat xMin = (GLfloat)rect->x;
slouken@5297
   948
        GLfloat xMax = (GLfloat)(rect->x + rect->w);
slouken@5297
   949
        GLfloat yMin = (GLfloat)rect->y;
slouken@5297
   950
        GLfloat yMax = (GLfloat)(rect->y + rect->h);
slouken@5201
   951
slouken@5201
   952
        vertices[0] = xMin;
slouken@5201
   953
        vertices[1] = yMin;
slouken@5201
   954
        vertices[2] = xMax;
slouken@5201
   955
        vertices[3] = yMin;
slouken@5201
   956
        vertices[4] = xMin;
slouken@5201
   957
        vertices[5] = yMax;
slouken@5201
   958
        vertices[6] = xMax;
slouken@5201
   959
        vertices[7] = yMax;
slouken@5201
   960
        glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
   961
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
slouken@5201
   962
    }
slouken@5201
   963
    if (glGetError() != GL_NO_ERROR)
slouken@5201
   964
    {
slouken@5201
   965
        SDL_SetError("Failed to render lines");
slouken@5201
   966
        return -1;
slouken@5201
   967
    }
slouken@5201
   968
    return 0;
slouken@5201
   969
}
slouken@5201
   970
slouken@5201
   971
static int
slouken@5201
   972
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
slouken@5201
   973
                 const SDL_Rect *dstrect)
slouken@5201
   974
{
slouken@5201
   975
    GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
slouken@5201
   976
    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
slouken@5201
   977
    GLES2_ImageSource sourceType;
slouken@5201
   978
    SDL_BlendMode blendMode;
slouken@5201
   979
    GLfloat vertices[8];
slouken@5201
   980
    GLfloat texCoords[8];
slouken@5201
   981
    GLuint locTexture;
slouken@5201
   982
    GLuint locModulation;
slouken@5201
   983
slouken@5201
   984
    GLES2_ActivateRenderer(renderer);
slouken@5201
   985
slouken@5201
   986
    /* Activate an appropriate shader and set the projection matrix */
slouken@5201
   987
    blendMode = texture->blendMode;
slouken@5201
   988
    sourceType = GLES2_IMAGESOURCE_TEXTURE;
slouken@5201
   989
    if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0)
slouken@5201
   990
        return -1;
slouken@5201
   991
slouken@5201
   992
    /* Select the target texture */
slouken@5201
   993
    locTexture = rdata->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
slouken@5201
   994
    glGetError();
slouken@5201
   995
    glActiveTexture(GL_TEXTURE0);
slouken@5201
   996
    glBindTexture(tdata->texture_type, tdata->texture);
slouken@5201
   997
    glUniform1i(locTexture, 0);
slouken@5201
   998
slouken@5355
   999
    if (tdata->scaleMode != rdata->current.scaleMode) {
slouken@5355
  1000
        glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER,
slouken@5355
  1001
                        tdata->scaleMode);
slouken@5355
  1002
        glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER,
slouken@5355
  1003
                        tdata->scaleMode);
slouken@5355
  1004
        rdata->current.scaleMode = tdata->scaleMode;
slouken@5355
  1005
    }
slouken@5201
  1006
slouken@5201
  1007
    /* Configure color modulation */
slouken@5201
  1008
    locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
slouken@5201
  1009
    glUniform4f(locModulation,
slouken@5224
  1010
                texture->r * inv255f,
slouken@5224
  1011
                texture->g * inv255f,
slouken@5224
  1012
                texture->b * inv255f,
slouken@5355
  1013
                texture->a * inv255f);
slouken@5355
  1014
slouken@5355
  1015
    /* Configure texture blending */
slouken@5355
  1016
    GLES2_SetBlendMode(rdata, blendMode);
slouken@5355
  1017
slouken@5355
  1018
    GLES2_SetTexCoords(rdata, SDL_TRUE);
slouken@5201
  1019
slouken@5201
  1020
    /* Emit the textured quad */
slouken@5201
  1021
    vertices[0] = (GLfloat)dstrect->x;
slouken@5201
  1022
    vertices[1] = (GLfloat)dstrect->y;
slouken@5201
  1023
    vertices[2] = (GLfloat)(dstrect->x + dstrect->w);
slouken@5201
  1024
    vertices[3] = (GLfloat)dstrect->y;
slouken@5201
  1025
    vertices[4] = (GLfloat)dstrect->x;
slouken@5201
  1026
    vertices[5] = (GLfloat)(dstrect->y + dstrect->h);
slouken@5201
  1027
    vertices[6] = (GLfloat)(dstrect->x + dstrect->w);
slouken@5201
  1028
    vertices[7] = (GLfloat)(dstrect->y + dstrect->h);
slouken@5201
  1029
    glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
slouken@5201
  1030
    texCoords[0] = srcrect->x / (GLfloat)texture->w;
slouken@5201
  1031
    texCoords[1] = srcrect->y / (GLfloat)texture->h;
slouken@5201
  1032
    texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
slouken@5201
  1033
    texCoords[3] = srcrect->y / (GLfloat)texture->h;
slouken@5201
  1034
    texCoords[4] = srcrect->x / (GLfloat)texture->w;
slouken@5201
  1035
    texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
slouken@5201
  1036
    texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
slouken@5201
  1037
    texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
slouken@5201
  1038
    glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
slouken@5201
  1039
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
slouken@5201
  1040
    if (glGetError() != GL_NO_ERROR)
slouken@5201
  1041
    {
slouken@5201
  1042
        SDL_SetError("Failed to render texture");
slouken@5201
  1043
        return -1;
slouken@5201
  1044
    }
slouken@5201
  1045
    return 0;
slouken@5201
  1046
}
slouken@5201
  1047
slouken@5201
  1048
static void
slouken@5201
  1049
GLES2_RenderPresent(SDL_Renderer *renderer)
slouken@5201
  1050
{
slouken@5201
  1051
    GLES2_ActivateRenderer(renderer);
slouken@5201
  1052
slouken@5201
  1053
    /* Tell the video driver to swap buffers */
slouken@5201
  1054
    SDL_GL_SwapWindow(renderer->window);
slouken@5201
  1055
}
slouken@5201
  1056
slouken@5201
  1057
/*************************************************************************************************
slouken@5201
  1058
 * Renderer instantiation                                                                        *
slouken@5201
  1059
 *************************************************************************************************/
slouken@5201
  1060
slouken@5201
  1061
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
slouken@5201
  1062
slouken@5355
  1063
static void
slouken@5355
  1064
GLES2_ResetState(SDL_Renderer *renderer)
slouken@5355
  1065
{
slouken@5355
  1066
    GLES2_DriverContext *rdata = (GLES2_DriverContext *) renderer->driverdata;
slouken@5355
  1067
slouken@5355
  1068
    if (SDL_CurrentContext == rdata->context) {
slouken@5355
  1069
        GLES2_UpdateViewport(renderer);
slouken@5355
  1070
    } else {
slouken@5355
  1071
        GLES2_ActivateRenderer(renderer);
slouken@5355
  1072
    }
slouken@5355
  1073
slouken@5355
  1074
    rdata->current.blendMode = -1;
slouken@5355
  1075
    rdata->current.scaleMode = 0;
slouken@5355
  1076
    rdata->current.tex_coords = SDL_FALSE;
slouken@5355
  1077
slouken@5355
  1078
    glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
slouken@5355
  1079
    glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
slouken@5355
  1080
}
slouken@5355
  1081
slouken@5201
  1082
static SDL_Renderer *
slouken@5201
  1083
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
slouken@5201
  1084
{
slouken@5201
  1085
    SDL_Renderer *renderer;
slouken@5201
  1086
    GLES2_DriverContext *rdata;
slouken@5201
  1087
    GLint nFormats;
slouken@5201
  1088
#ifndef ZUNE_HD
slouken@5201
  1089
    GLboolean hasCompiler;
slouken@5201
  1090
#endif
slouken@5201
  1091
slouken@5201
  1092
    /* Create the renderer struct */
slouken@5201
  1093
    renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
slouken@5209
  1094
    if (!renderer) {
slouken@5209
  1095
        SDL_OutOfMemory();
slouken@5209
  1096
        return NULL;
slouken@5209
  1097
    }
slouken@5209
  1098
slouken@5201
  1099
    rdata = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
slouken@5209
  1100
    if (!rdata) {
slouken@5209
  1101
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1102
        SDL_OutOfMemory();
slouken@5201
  1103
        return NULL;
slouken@5201
  1104
    }
slouken@5201
  1105
    renderer->info = GLES2_RenderDriver.info;
slouken@5297
  1106
    renderer->info.flags = SDL_RENDERER_ACCELERATED;
slouken@5201
  1107
    renderer->driverdata = rdata;
slouken@5201
  1108
slouken@5209
  1109
    /* Create an OpenGL ES 2.0 context */
slouken@5209
  1110
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
slouken@5209
  1111
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
slouken@5209
  1112
slouken@5201
  1113
    rdata->context = SDL_GL_CreateContext(window);
slouken@5201
  1114
    if (!rdata->context)
slouken@5201
  1115
    {
slouken@5209
  1116
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1117
        return NULL;
slouken@5201
  1118
    }
slouken@5202
  1119
    if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
slouken@5209
  1120
        GLES2_DestroyRenderer(renderer);
slouken@5202
  1121
        return NULL;
slouken@5202
  1122
    }
slouken@5202
  1123
slouken@5202
  1124
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
slouken@5202
  1125
        SDL_GL_SetSwapInterval(1);
slouken@5202
  1126
    } else {
slouken@5202
  1127
        SDL_GL_SetSwapInterval(0);
slouken@5202
  1128
    }
slouken@5202
  1129
    if (SDL_GL_GetSwapInterval() > 0) {
slouken@5202
  1130
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
slouken@5202
  1131
    }
slouken@5201
  1132
slouken@5201
  1133
    /* Determine supported shader formats */
slouken@5201
  1134
    /* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
slouken@5201
  1135
    glGetError();
slouken@5201
  1136
#ifdef ZUNE_HD
slouken@5201
  1137
    nFormats = 1;
slouken@5201
  1138
#else /* !ZUNE_HD */
slouken@5201
  1139
    glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
slouken@5201
  1140
    glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
slouken@5201
  1141
    if (hasCompiler)
slouken@5201
  1142
        ++nFormats;
slouken@5201
  1143
#endif /* ZUNE_HD */
slouken@5201
  1144
    rdata->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
slouken@5201
  1145
    if (!rdata->shader_formats)
slouken@5201
  1146
    {
slouken@5209
  1147
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1148
        SDL_OutOfMemory();
slouken@5201
  1149
        return NULL;
slouken@5201
  1150
    }
slouken@5201
  1151
    rdata->shader_format_count = nFormats;
slouken@5201
  1152
#ifdef ZUNE_HD
slouken@5201
  1153
    rdata->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
slouken@5201
  1154
#else /* !ZUNE_HD */
slouken@5201
  1155
    glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)rdata->shader_formats);
slouken@5201
  1156
    if (glGetError() != GL_NO_ERROR)
slouken@5201
  1157
    {
slouken@5209
  1158
        GLES2_DestroyRenderer(renderer);
slouken@5201
  1159
        SDL_SetError("Failed to query supported shader formats");
slouken@5201
  1160
        return NULL;
slouken@5201
  1161
    }
slouken@5201
  1162
    if (hasCompiler)
slouken@5201
  1163
        rdata->shader_formats[nFormats - 1] = (GLenum)-1;
slouken@5201
  1164
#endif /* ZUNE_HD */
slouken@5201
  1165
slouken@5201
  1166
    /* Populate the function pointers for the module */
slouken@5201
  1167
    renderer->WindowEvent         = &GLES2_WindowEvent;
slouken@5201
  1168
    renderer->CreateTexture       = &GLES2_CreateTexture;
slouken@5201
  1169
    renderer->UpdateTexture       = &GLES2_UpdateTexture;
slouken@5201
  1170
    renderer->LockTexture         = &GLES2_LockTexture;
slouken@5201
  1171
    renderer->UnlockTexture       = &GLES2_UnlockTexture;
slouken@5297
  1172
    renderer->UpdateViewport      = &GLES2_UpdateViewport;
slouken@5201
  1173
    renderer->RenderClear         = &GLES2_RenderClear;
slouken@5201
  1174
    renderer->RenderDrawPoints    = &GLES2_RenderDrawPoints;
slouken@5201
  1175
    renderer->RenderDrawLines     = &GLES2_RenderDrawLines;
slouken@5201
  1176
    renderer->RenderFillRects     = &GLES2_RenderFillRects;
slouken@5201
  1177
    renderer->RenderCopy          = &GLES2_RenderCopy;
slouken@5201
  1178
    renderer->RenderPresent       = &GLES2_RenderPresent;
slouken@5201
  1179
    renderer->DestroyTexture      = &GLES2_DestroyTexture;
slouken@5201
  1180
    renderer->DestroyRenderer     = &GLES2_DestroyRenderer;
slouken@5355
  1181
slouken@5355
  1182
    GLES2_ResetState(renderer);
slouken@5355
  1183
slouken@5201
  1184
    return renderer;
slouken@5201
  1185
}
slouken@5201
  1186
slouken@5226
  1187
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
slouken@5201
  1188
slouken@5201
  1189
/* vi: set ts=4 sw=4 expandtab: */