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SDL_render_gles2.c

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1804 lines (1582 loc) · 59.6 KB
 
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_opengles2.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gles2.h"
/* Used to re-create the window with OpenGL ES capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
/*************************************************************************************************
* Bootstrap data *
*************************************************************************************************/
static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags);
SDL_RenderDriver GLES2_RenderDriver = {
GLES2_CreateRenderer,
{
"opengles2",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
4,
{SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888},
0,
0
}
};
/*************************************************************************************************
* Context structures *
*************************************************************************************************/
typedef struct GLES2_FBOList GLES2_FBOList;
struct GLES2_FBOList
{
Uint32 w, h;
GLuint FBO;
GLES2_FBOList *next;
};
typedef struct GLES2_TextureData
{
GLenum texture;
GLenum texture_type;
GLenum pixel_format;
GLenum pixel_type;
void *pixel_data;
size_t pitch;
GLES2_FBOList *fbo;
} GLES2_TextureData;
typedef struct GLES2_ShaderCacheEntry
{
GLuint id;
GLES2_ShaderType type;
const GLES2_ShaderInstance *instance;
int references;
struct GLES2_ShaderCacheEntry *prev;
struct GLES2_ShaderCacheEntry *next;
} GLES2_ShaderCacheEntry;
typedef struct GLES2_ShaderCache
{
int count;
GLES2_ShaderCacheEntry *head;
} GLES2_ShaderCache;
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
SDL_BlendMode blend_mode;
GLES2_ShaderCacheEntry *vertex_shader;
GLES2_ShaderCacheEntry *fragment_shader;
GLuint uniform_locations[16];
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
} GLES2_ProgramCacheEntry;
typedef struct GLES2_ProgramCache
{
int count;
GLES2_ProgramCacheEntry *head;
GLES2_ProgramCacheEntry *tail;
} GLES2_ProgramCache;
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
GLES2_ATTRIBUTE_TEXCOORD = 1,
GLES2_ATTRIBUTE_ANGLE = 2,
GLES2_ATTRIBUTE_CENTER = 3,
} GLES2_Attribute;
typedef enum
{
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_MODULATION,
GLES2_UNIFORM_COLOR,
GLES2_UNIFORM_COLORTABLE
} GLES2_Uniform;
typedef enum
{
GLES2_IMAGESOURCE_SOLID,
GLES2_IMAGESOURCE_TEXTURE_ABGR,
GLES2_IMAGESOURCE_TEXTURE_ARGB,
GLES2_IMAGESOURCE_TEXTURE_RGB,
GLES2_IMAGESOURCE_TEXTURE_BGR
} GLES2_ImageSource;
typedef struct GLES2_DriverContext
{
SDL_GLContext *context;
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SDL_bool debug_enabled;
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struct {
int blendMode;
SDL_bool tex_coords;
} current;
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_gles2funcs.h"
#undef SDL_PROC
GLES2_FBOList *framebuffers;
GLuint window_framebuffer;
int shader_format_count;
GLenum *shader_formats;
GLES2_ShaderCache shader_cache;
GLES2_ProgramCache program_cache;
GLES2_ProgramCacheEntry *current_program;
} GLES2_DriverContext;
#define GLES2_MAX_CACHED_PROGRAMS 8
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SDL_FORCE_INLINE const char*
GL_TranslateError (GLenum error)
{
#define GL_ERROR_TRANSLATE(e) case e: return #e;
switch (error) {
GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
GL_ERROR_TRANSLATE(GL_NO_ERROR)
default:
return "UNKNOWN";
}
#undef GL_ERROR_TRANSLATE
}
SDL_FORCE_INLINE void
GL_ClearErrors(SDL_Renderer *renderer)
{
GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
if (!data->debug_enabled)
{
return;
}
while (data->glGetError() != GL_NO_ERROR) {
continue;
}
}
SDL_FORCE_INLINE int
GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
{
GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
int ret = 0;
if (!data->debug_enabled)
{
return 0;
}
/* check gl errors (can return multiple errors) */
for (;;) {
GLenum error = data->glGetError();
if (error != GL_NO_ERROR) {
if (prefix == NULL || prefix[0] == '\0') {
prefix = "generic";
}
SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
ret = -1;
} else {
break;
}
}
return ret;
}
#if 0
#define GL_CheckError(prefix, renderer)
#elif defined(_MSC_VER)
#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __FUNCTION__)
#else
#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __PRETTY_FUNCTION__)
#endif
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/*************************************************************************************************
* Renderer state APIs *
*************************************************************************************************/
static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
static void GLES2_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int GLES2_UpdateViewport(SDL_Renderer * renderer);
static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer);
static SDL_GLContext SDL_CurrentContext = NULL;
static int GLES2_LoadFunctions(GLES2_DriverContext * data)
{
#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_ANDROID
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_PANDORA
#define __SDL_NOGETPROCADDR__
#endif
#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
return SDL_SetError("Couldn't load GLES2 function %s: %s\n", #func, SDL_GetError()); \
} \
} while ( 0 );
#endif /* _SDL_NOGETPROCADDR_ */
#include "SDL_gles2funcs.h"
#undef SDL_PROC
return 0;
}
GLES2_FBOList *
GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h)
{
GLES2_FBOList *result = data->framebuffers;
while ((result) && ((result->w != w) || (result->h != h)) )
{
result = result->next;
}
if (result == NULL)
{
result = SDL_malloc(sizeof(GLES2_FBOList));
result->w = w;
result->h = h;
data->glGenFramebuffers(1, &result->FBO);
result->next = data->framebuffers;
data->framebuffers = result;
}
return result;
}
static int
GLES2_ActivateRenderer(SDL_Renderer * renderer)
{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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if (SDL_CurrentContext != data->context) {
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/* Null out the current program to ensure we set it again */
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data->current_program = NULL;
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if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
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return -1;
}
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SDL_CurrentContext = data->context;
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GLES2_UpdateViewport(renderer);
}
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GL_ClearErrors(renderer);
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return 0;
}
static void
GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
event->event == SDL_WINDOWEVENT_SHOWN ||
event->event == SDL_WINDOWEVENT_HIDDEN) {
/* Rebind the context to the window area */
SDL_CurrentContext = NULL;
}
if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
/* According to Apple documentation, we need to finish drawing NOW! */
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data->glFinish();
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}
}
static int
GLES2_UpdateViewport(SDL_Renderer * renderer)
{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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if (SDL_CurrentContext != data->context) {
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/* We'll update the viewport after we rebind the context */
return 0;
}
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data->glViewport(renderer->viewport.x, renderer->viewport.y,
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renderer->viewport.w, renderer->viewport.h);
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if (data->current_program) {
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GLES2_SetOrthographicProjection(renderer);
}
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return GL_CheckError("", renderer);
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}
static int
GLES2_UpdateClipRect(SDL_Renderer * renderer)
{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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const SDL_Rect *rect = &renderer->clip_rect;
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if (SDL_CurrentContext != data->context) {
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/* We'll update the clip rect after we rebind the context */
return 0;
}
if (!SDL_RectEmpty(rect)) {
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data->glEnable(GL_SCISSOR_TEST);
data->glScissor(rect->x, renderer->viewport.h - rect->y - rect->h, rect->w, rect->h);
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data->glDisable(GL_SCISSOR_TEST);
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}
return 0;
}
static void
GLES2_DestroyRenderer(SDL_Renderer *renderer)
{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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/* Deallocate everything */
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if (data) {
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GLES2_ActivateRenderer(renderer);
{
GLES2_ShaderCacheEntry *entry;
GLES2_ShaderCacheEntry *next;
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entry = data->shader_cache.head;
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while (entry)
{
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data->glDeleteShader(entry->id);
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next = entry->next;
SDL_free(entry);
entry = next;
}
}
{
GLES2_ProgramCacheEntry *entry;
GLES2_ProgramCacheEntry *next;
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entry = data->program_cache.head;
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while (entry) {
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data->glDeleteProgram(entry->id);
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next = entry->next;
SDL_free(entry);
entry = next;
}
}
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if (data->context) {
while (data->framebuffers) {
GLES2_FBOList *nextnode = data->framebuffers->next;
data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
GL_CheckError("", renderer);
SDL_free(data->framebuffers);
data->framebuffers = nextnode;
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SDL_GL_DeleteContext(data->context);
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SDL_free(data->shader_formats);
SDL_free(data);
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}
SDL_free(renderer);
}
/*************************************************************************************************
* Texture APIs *
*************************************************************************************************/
static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch);
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static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch);
static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static int GLES2_SetRenderTarget(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 GLenum
GetScaleQuality(void)
{
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
return GL_NEAREST;
} else {
return GL_LINEAR;
}
}
static int
GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
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GLES2_DriverContext *renderdata = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *data;
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GLenum format;
GLenum type;
GLenum scaleMode;
GLES2_ActivateRenderer(renderer);
/* Determine the corresponding GLES texture format params */
switch (texture->format)
{
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_BGR888:
case SDL_PIXELFORMAT_RGB888:
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
default:
return SDL_SetError("Texture format not supported");
}
/* Allocate a texture struct */
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data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
if (!data) {
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return SDL_OutOfMemory();
}
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data->texture = 0;
data->texture_type = GL_TEXTURE_2D;
data->pixel_format = format;
data->pixel_type = type;
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scaleMode = GetScaleQuality();
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/* Allocate a blob for image renderdata */
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixel_data = SDL_calloc(1, data->pitch * texture->h);
if (!data->pixel_data) {
SDL_free(data);
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return SDL_OutOfMemory();
}
}
/* Allocate the texture */
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GL_CheckError("", renderer);
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
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texture->driverdata = data;
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renderdata->glActiveTexture(GL_TEXTURE0);
renderdata->glBindTexture(data->texture_type, data->texture);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
} else {
data->fbo = NULL;
}
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return GL_CheckError("", renderer);
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}
static int
GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch)
{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
Uint8 *blob = NULL;
Uint8 *src;
int srcPitch;
int y;
GLES2_ActivateRenderer(renderer);
/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0)
return 0;
/* Reformat the texture data into a tightly packed array */
srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
src = (Uint8 *)pixels;
if (pitch != srcPitch) {
blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
if (!blob) {
return SDL_OutOfMemory();
}
src = blob;
for (y = 0; y < rect->h; ++y)
{
SDL_memcpy(src, pixels, srcPitch);
src += srcPitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
/* Create a texture subimage with the supplied data */
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data->glActiveTexture(GL_TEXTURE0);
data->glBindTexture(tdata->texture_type, tdata->texture);
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
data->glTexSubImage2D(tdata->texture_type,
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0,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
src);
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SDL_free(blob);
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return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
/* Retrieve the buffer/pitch for the specified region */
*pixels = (Uint8 *)tdata->pixel_data +
(tdata->pitch * rect->y) +
(rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = tdata->pitch;
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return 0;
}
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static void
GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
SDL_Rect rect;
/* We do whole texture updates, at least for now */
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
}
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static int
GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
GLES2_TextureData *texturedata = NULL;
GLenum status;
if (texture == NULL) {
data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
} else {
texturedata = (GLES2_TextureData *) texture->driverdata;
data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
/* TODO: check if texture pixel format allows this operation */
data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
/* Check FBO status */
status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
return SDL_SetError("glFramebufferTexture2D() failed");
}
}
return 0;
}
Oct 4, 2013
Oct 4, 2013
622
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629
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631
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static void
GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
/* Destroy the texture */
if (tdata)
{
data->glDeleteTextures(1, &tdata->texture);
SDL_free(tdata->pixel_data);
SDL_free(tdata);
texture->driverdata = NULL;
}
}
640
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645
646
647
648
649
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653
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/*************************************************************************************************
* Shader management functions *
*************************************************************************************************/
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
SDL_BlendMode blendMode);
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
GLES2_ShaderCacheEntry *vertex,
GLES2_ShaderCacheEntry *fragment,
SDL_BlendMode blendMode);
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
SDL_BlendMode blendMode);
static GLES2_ProgramCacheEntry *
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
{
Oct 4, 2013
Oct 4, 2013
658
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
659
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663
GLES2_ProgramCacheEntry *entry;
GLES2_ShaderCacheEntry *shaderEntry;
GLint linkSuccessful;
/* Check if we've already cached this program */
Oct 4, 2013
Oct 4, 2013
664
entry = data->program_cache.head;
665
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while (entry)
{
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
break;
entry = entry->next;
}
if (entry)
{
Oct 4, 2013
Oct 4, 2013
673
if (data->program_cache.head != entry)
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{
if (entry->next)
entry->next->prev = entry->prev;
if (entry->prev)
entry->prev->next = entry->next;
entry->prev = NULL;
Oct 4, 2013
Oct 4, 2013
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682
entry->next = data->program_cache.head;
data->program_cache.head->prev = entry;
data->program_cache.head = entry;
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}
return entry;
}
/* Create a program cache entry */
entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
if (!entry)
{
SDL_OutOfMemory();
return NULL;
}
entry->vertex_shader = vertex;
entry->fragment_shader = fragment;
entry->blend_mode = blendMode;
/* Create the program and link it */
Oct 4, 2013
Oct 4, 2013
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entry->id = data->glCreateProgram();
data->glAttachShader(entry->id, vertex->id);
data->glAttachShader(entry->id, fragment->id);
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
data->glLinkProgram(entry->id);
data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
Oct 3, 2013
Oct 3, 2013
708
if (!linkSuccessful)
Oct 4, 2013
Oct 4, 2013
710
data->glDeleteProgram(entry->id);
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SDL_free(entry);
SDL_SetError("Failed to link shader program");
return NULL;
}
/* Predetermine locations of uniform variables */
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
Oct 4, 2013
Oct 4, 2013
718
data->glGetUniformLocation(entry->id, "u_projection");
719
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
Oct 4, 2013
Oct 4, 2013
720
data->glGetUniformLocation(entry->id, "u_texture");
721
entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
Oct 4, 2013
Oct 4, 2013
722
data->glGetUniformLocation(entry->id, "u_modulation");
723
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
Oct 4, 2013
Oct 4, 2013
724
data->glGetUniformLocation(entry->id, "u_color");
725
entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] =
Oct 4, 2013
Oct 4, 2013
726
data->glGetUniformLocation(entry->id, "u_colorTable");
727
728
/* Cache the linked program */
Oct 4, 2013
Oct 4, 2013
729
if (data->program_cache.head)
Oct 4, 2013
Oct 4, 2013
731
732
entry->next = data->program_cache.head;
data->program_cache.head->prev = entry;
733
734
735
}
else
{
Oct 4, 2013
Oct 4, 2013
736
data->program_cache.tail = entry;
Oct 4, 2013
Oct 4, 2013
738
739
data->program_cache.head = entry;
++data->program_cache.count;
740
741
742
743
744
745
/* Increment the refcount of the shaders we're using */
++vertex->references;
++fragment->references;
/* Evict the last entry from the cache if we exceed the limit */
Oct 4, 2013
Oct 4, 2013
746
if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
Oct 4, 2013
Oct 4, 2013
748
shaderEntry = data->program_cache.tail->vertex_shader;
749
750
if (--shaderEntry->references <= 0)
GLES2_EvictShader(renderer, shaderEntry);
Oct 4, 2013
Oct 4, 2013
751
shaderEntry = data->program_cache.tail->fragment_shader;
752
753
if (--shaderEntry->references <= 0)
GLES2_EvictShader(renderer, shaderEntry);
Oct 4, 2013
Oct 4, 2013
754
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756
757
758
data->glDeleteProgram(data->program_cache.tail->id);
data->program_cache.tail = data->program_cache.tail->prev;
SDL_free(data->program_cache.tail->next);
data->program_cache.tail->next = NULL;
--data->program_cache.count;
759
760
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762
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764
765
}
return entry;
}
static GLES2_ShaderCacheEntry *
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
{
Oct 4, 2013
Oct 4, 2013
766
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
767
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769
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781
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783
const GLES2_Shader *shader;
const GLES2_ShaderInstance *instance = NULL;
GLES2_ShaderCacheEntry *entry = NULL;
GLint compileSuccessful = GL_FALSE;
int i, j;
/* Find the corresponding shader */
shader = GLES2_GetShader(type, blendMode);
if (!shader)
{
SDL_SetError("No shader matching the requested characteristics was found");
return NULL;
}
/* Find a matching shader instance that's supported on this hardware */
for (i = 0; i < shader->instance_count && !instance; ++i)
{
Oct 4, 2013
Oct 4, 2013
784
for (j = 0; j < data->shader_format_count && !instance; ++j)
785
786
787
788
789
{
if (!shader->instances)
continue;
if (!shader->instances[i])
continue;
Oct 4, 2013
Oct 4, 2013
790
if (shader->instances[i]->format != data->shader_formats[j])
791
792
793
794
795
796
797
798
799
800
801
continue;
instance = shader->instances[i];
}
}
if (!instance)
{
SDL_SetError("The specified shader cannot be loaded on the current platform");
return NULL;
}
/* Check if we've already cached this shader */
Oct 4, 2013
Oct 4, 2013
802
entry = data->shader_cache.head;
803
804
805
806
807
808
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811
812
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814
815
816
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818
819
820
821
822
while (entry)
{
if (entry->instance == instance)
break;
entry = entry->next;
}
if (entry)
return entry;
/* Create a shader cache entry */
entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
if (!entry)
{
SDL_OutOfMemory();
return NULL;
}
entry->type = type;
entry->instance = instance;
/* Compile or load the selected shader instance */
Oct 4, 2013
Oct 4, 2013
823
entry->id = data->glCreateShader(instance->type);
824
825
if (instance->format == (GLenum)-1)
{
Oct 4, 2013
Oct 4, 2013
826
827
828
data->glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
data->glCompileShader(entry->id);
data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
829
830
831
}
else
{
Oct 4, 2013
Oct 4, 2013
832
data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
833
834
compileSuccessful = GL_TRUE;
}
Oct 3, 2013
Oct 3, 2013
835
if (!compileSuccessful)
836
837
838
839
{
char *info = NULL;
int length = 0;
Oct 4, 2013
Oct 4, 2013
840
data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
841
842
843
if (length > 0) {
info = SDL_stack_alloc(char, length);
if (info) {
Oct 4, 2013
Oct 4, 2013
844
data->glGetShaderInfoLog(entry->id, length, &length, info);
845
846
847
848
849
850
851
852
}
}
if (info) {
SDL_SetError("Failed to load the shader: %s", info);
SDL_stack_free(info);
} else {
SDL_SetError("Failed to load the shader");
}
Oct 4, 2013
Oct 4, 2013
853
data->glDeleteShader(entry->id);
854
855
856
857
858
SDL_free(entry);
return NULL;
}
/* Link the shader entry in at the front of the cache */
Oct 4, 2013
Oct 4, 2013
859
if (data->shader_cache.head)
Oct 4, 2013
Oct 4, 2013
861
862
entry->next = data->shader_cache.head;
data->shader_cache.head->prev = entry;
Oct 4, 2013
Oct 4, 2013
864
865
data->shader_cache.head = entry;
++data->shader_cache.count;
866
867
868
869
870
871
return entry;
}
static void
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
{
Oct 4, 2013
Oct 4, 2013
872
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
873
874
875
876
877
878
/* Unlink the shader from the cache */
if (entry->next)
entry->next->prev = entry->prev;
if (entry->prev)
entry->prev->next = entry->next;
Oct 4, 2013
Oct 4, 2013
879
880
881
if (data->shader_cache.head == entry)
data->shader_cache.head = entry->next;
--data->shader_cache.count;
882
883
/* Deallocate the shader */
Oct 4, 2013
Oct 4, 2013
884
data->glDeleteShader(entry->id);
885
886
887
888
889
890
SDL_free(entry);
}
static int
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
{
Oct 4, 2013
Oct 4, 2013
891
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
GLES2_ShaderCacheEntry *vertex = NULL;
GLES2_ShaderCacheEntry *fragment = NULL;
GLES2_ShaderType vtype, ftype;
GLES2_ProgramCacheEntry *program;
/* Select an appropriate shader pair for the specified modes */
vtype = GLES2_SHADER_VERTEX_DEFAULT;
switch (source)
{
case GLES2_IMAGESOURCE_SOLID:
ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_ABGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_ARGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_RGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_BGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
break;
default:
goto fault;
}
/* Load the requested shaders */
vertex = GLES2_CacheShader(renderer, vtype, blendMode);
if (!vertex)
goto fault;
fragment = GLES2_CacheShader(renderer, ftype, blendMode);
if (!fragment)
goto fault;
/* Check if we need to change programs at all */
Oct 4, 2013
Oct 4, 2013
929
930
931
if (data->current_program &&
data->current_program->vertex_shader == vertex &&
data->current_program->fragment_shader == fragment)
932
933
934
935
936
937
938
939
return 0;
/* Generate a matching program */
program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
if (!program)
goto fault;
/* Select that program in OpenGL */
Oct 4, 2013
Oct 4, 2013
940
data->glUseProgram(program->id);
941
942
/* Set the current program */
Oct 4, 2013
Oct 4, 2013
943
data->current_program = program;
944
945
946
947
948
949
950
951
952
953
954
955
/* Activate an orthographic projection */
if (GLES2_SetOrthographicProjection(renderer) < 0)
goto fault;
/* Clean up and return */
return 0;
fault:
if (vertex && vertex->references <= 0)
GLES2_EvictShader(renderer, vertex);
if (fragment && fragment->references <= 0)
GLES2_EvictShader(renderer, fragment);
Oct 4, 2013
Oct 4, 2013
956
data->current_program = NULL;
957
958
959
960
961
962
return -1;
}
static int
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
{
Oct 4, 2013
Oct 4, 2013
963
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
GLfloat projection[4][4];
GLuint locProjection;
if (!renderer->viewport.w || !renderer->viewport.h) {
return 0;
}
/* Prepare an orthographic projection */
projection[0][0] = 2.0f / renderer->viewport.w;
projection[0][1] = 0.0f;
projection[0][2] = 0.0f;
projection[0][3] = 0.0f;
projection[1][0] = 0.0f;
if (renderer->target) {
projection[1][1] = 2.0f / renderer->viewport.h;
} else {
projection[1][1] = -2.0f / renderer->viewport.h;
}
projection[1][2] = 0.0f;
projection[1][3] = 0.0f;
projection[2][0] = 0.0f;
projection[2][1] = 0.0f;
projection[2][2] = 0.0f;
projection[2][3] = 0.0f;
projection[3][0] = -1.0f;
if (renderer->target) {
projection[3][1] = -1.0f;
} else {
projection[3][1] = 1.0f;
}
projection[3][2] = 0.0f;
projection[3][3] = 1.0f;
/* Set the projection matrix */
Oct 4, 2013
Oct 4, 2013
998
999
locProjection = data->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
data->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
1000
return 0;