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SDL_render_gl.c

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1744 lines (1523 loc) · 62.5 KB
 
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/*
Simple DirectMedia Layer
Jan 3, 2018
Jan 3, 2018
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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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_internal.h"
#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_log.h"
#include "SDL_assert.h"
#include "SDL_opengl.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gl.h"
#ifdef __MACOSX__
#include <OpenGL/OpenGL.h>
#endif
/* To prevent unnecessary window recreation,
* these should match the defaults selected in SDL_GL_ResetAttributes
*/
#define RENDERER_CONTEXT_MAJOR 2
#define RENDERER_CONTEXT_MINOR 1
/* OpenGL renderer implementation */
/* Details on optimizing the texture path on Mac OS X:
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
*/
/* Used to re-create the window with OpenGL capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
static const float inv255f = 1.0f / 255.0f;
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/* !!! FIXME: delete these predeclarations and just move the functions before their use. */
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
static int GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h);
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static SDL_bool GL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode);
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static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch);
static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd,
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const SDL_FPoint * points, int count);
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static int GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd,
const SDL_FRect * rects, int count);
static int GL_QueueCopy(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const SDL_Rect *srcrect, const SDL_FRect *dstrect);
static int GL_QueueCopyEx(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const SDL_Rect *srcquad, const SDL_FRect *dstrect,
const double angle, const SDL_FPoint *center,
const SDL_RendererFlip flip);
static int GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize);
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static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch);
static void GL_RenderPresent(SDL_Renderer * renderer);
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DestroyRenderer(SDL_Renderer * renderer);
static int GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
static int GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
SDL_RenderDriver GL_RenderDriver = {
GL_CreateRenderer,
{
"opengl",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
1,
{SDL_PIXELFORMAT_ARGB8888},
0,
0}
};
typedef struct GL_FBOList GL_FBOList;
struct GL_FBOList
{
Uint32 w, h;
GLuint FBO;
GL_FBOList *next;
};
typedef struct
{
SDL_GLContext context;
SDL_bool debug_enabled;
SDL_bool GL_ARB_debug_output_supported;
int errors;
char **error_messages;
GLDEBUGPROCARB next_error_callback;
GLvoid *next_error_userparam;
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GLenum textype;
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SDL_bool GL_ARB_texture_non_power_of_two_supported;
SDL_bool GL_ARB_texture_rectangle_supported;
SDL_bool GL_EXT_framebuffer_object_supported;
GL_FBOList *framebuffers;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC
/* Multitexture support */
SDL_bool GL_ARB_multitexture_supported;
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
GLint num_texture_units;
PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
/* Shader support */
GL_ShaderContext *shaders;
} GL_RenderData;
typedef struct
{
GLuint texture;
GLfloat texw;
GLfloat texh;
GLenum format;
GLenum formattype;
void *pixels;
int pitch;
SDL_Rect locked_rect;
/* YUV texture support */
SDL_bool yuv;
SDL_bool nv12;
GLuint utexture;
GLuint vtexture;
GL_FBOList *fbo;
} GL_TextureData;
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)
GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW)
GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW)
GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE)
default:
return "UNKNOWN";
}
#undef GL_ERROR_TRANSLATE
}
SDL_FORCE_INLINE void
GL_ClearErrors(SDL_Renderer *renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (!data->debug_enabled)
{
return;
}
if (data->GL_ARB_debug_output_supported) {
if (data->errors) {
int i;
for (i = 0; i < data->errors; ++i) {
SDL_free(data->error_messages[i]);
}
SDL_free(data->error_messages);
data->errors = 0;
data->error_messages = NULL;
}
} else {
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)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int ret = 0;
if (!data->debug_enabled)
{
return 0;
}
if (data->GL_ARB_debug_output_supported) {
if (data->errors) {
int i;
for (i = 0; i < data->errors; ++i) {
SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]);
ret = -1;
}
GL_ClearErrors(renderer);
}
} else {
/* 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)
#else
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#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
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#endif
static int
GL_LoadFunctions(GL_RenderData * data)
{
#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
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data->func = SDL_GL_GetProcAddress(#func); \
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if ( ! data->func ) { \
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return SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
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} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "SDL_glfuncs.h"
#undef SDL_PROC
return 0;
}
static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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if (SDL_GL_GetCurrentContext() != data->context) {
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if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
}
GL_ClearErrors(renderer);
return 0;
}
static void APIENTRY
GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam)
{
SDL_Renderer *renderer = (SDL_Renderer *) userParam;
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (type == GL_DEBUG_TYPE_ERROR_ARB) {
/* Record this error */
int errors = data->errors + 1;
char **error_messages = SDL_realloc(data->error_messages, errors * sizeof(*data->error_messages));
if (error_messages) {
data->errors = errors;
data->error_messages = error_messages;
data->error_messages[data->errors-1] = SDL_strdup(message);
}
}
/* If there's another error callback, pass it along, otherwise log it */
if (data->next_error_callback) {
data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam);
} else {
if (type == GL_DEBUG_TYPE_ERROR_ARB) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message);
} else {
SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message);
}
}
}
static GL_FBOList *
GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
{
GL_FBOList *result = data->framebuffers;
while (result && ((result->w != w) || (result->h != h))) {
result = result->next;
}
if (!result) {
result = SDL_malloc(sizeof(GL_FBOList));
if (result) {
result->w = w;
result->h = h;
data->glGenFramebuffersEXT(1, &result->FBO);
result->next = data->framebuffers;
data->framebuffers = result;
}
}
return result;
}
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
GLint value;
Uint32 window_flags;
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int profile_mask = 0, major = 0, minor = 0;
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SDL_bool changed_window = SDL_FALSE;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
changed_window = SDL_TRUE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
goto error;
}
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
goto error;
}
data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
GL_DestroyRenderer(renderer);
SDL_OutOfMemory();
goto error;
}
renderer->GetOutputSize = GL_GetOutputSize;
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renderer->SupportsBlendMode = GL_SupportsBlendMode;
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renderer->CreateTexture = GL_CreateTexture;
renderer->UpdateTexture = GL_UpdateTexture;
renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->SetRenderTarget = GL_SetRenderTarget;
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renderer->QueueDrawPoints = GL_QueueDrawPoints;
renderer->QueueDrawLines = GL_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueFillRects = GL_QueueFillRects;
renderer->QueueCopy = GL_QueueCopy;
renderer->QueueCopyEx = GL_QueueCopyEx;
renderer->RunCommandQueue = GL_RunCommandQueue;
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renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->GL_BindTexture = GL_BindTexture;
renderer->GL_UnbindTexture = GL_UnbindTexture;
renderer->info = GL_RenderDriver.info;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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renderer->driverdata = data;
renderer->window = window;
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
GL_DestroyRenderer(renderer);
goto error;
}
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
GL_DestroyRenderer(renderer);
goto error;
}
if (GL_LoadFunctions(data) < 0) {
GL_DestroyRenderer(renderer);
goto error;
}
#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
*/
#endif
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
/* Check for debug output support */
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
(value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
data->debug_enabled = SDL_TRUE;
}
if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) {
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PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
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data->GL_ARB_debug_output_supported = SDL_TRUE;
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data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)(char *)&data->next_error_callback);
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data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam);
glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer);
/* Make sure our callback is called when errors actually happen */
data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
}
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data->textype = GL_TEXTURE_2D;
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if (SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
data->GL_ARB_texture_non_power_of_two_supported = SDL_TRUE;
} else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
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data->textype = GL_TEXTURE_RECTANGLE_ARB;
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}
if (data->GL_ARB_texture_rectangle_supported) {
data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
} else {
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
}
/* Check for multitexture support */
if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
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data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
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if (data->glActiveTextureARB) {
data->GL_ARB_multitexture_supported = SDL_TRUE;
data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
}
}
/* Check for shader support */
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if (SDL_GetHintBoolean(SDL_HINT_RENDER_OPENGL_SHADERS, SDL_TRUE)) {
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data->shaders = GL_CreateShaderContext();
}
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
data->shaders ? "ENABLED" : "DISABLED");
/* We support YV12 textures using 3 textures and a shader */
if (data->shaders && data->num_texture_units >= 3) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
}
#ifdef __MACOSX__
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
#endif
if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) {
data->GL_EXT_framebuffer_object_supported = SDL_TRUE;
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data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)
SDL_GL_GetProcAddress("glGenFramebuffersEXT");
data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
SDL_GL_GetProcAddress("glBindFramebufferEXT");
data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
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renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
}
data->framebuffers = NULL;
/* Set up parameters for rendering */
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data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
/* This ended up causing video discrepancies between OpenGL and Direct3D */
/* data->glEnable(GL_LINE_SMOOTH); */
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return renderer;
error:
if (changed_window) {
/* Uh oh, better try to put it back... */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
static int
GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
SDL_GL_GetDrawableSize(renderer->window, w, h);
return 0;
}
Aug 14, 2017
Aug 14, 2017
547
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static GLenum GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return GL_ZERO;
case SDL_BLENDFACTOR_ONE:
return GL_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return GL_SRC_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return GL_ONE_MINUS_SRC_COLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return GL_SRC_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return GL_DST_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return GL_ONE_MINUS_DST_COLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return GL_DST_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return GL_ONE_MINUS_DST_ALPHA;
default:
return GL_INVALID_ENUM;
}
}
static GLenum GetBlendEquation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD:
return GL_FUNC_ADD;
case SDL_BLENDOPERATION_SUBTRACT:
return GL_FUNC_SUBTRACT;
case SDL_BLENDOPERATION_REV_SUBTRACT:
return GL_FUNC_REVERSE_SUBTRACT;
default:
return GL_INVALID_ENUM;
}
}
static SDL_bool
GL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
return SDL_FALSE;
}
if (colorOperation != alphaOperation) {
return SDL_FALSE;
}
return SDL_TRUE;
}
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SDL_FORCE_INLINE int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
SDL_FORCE_INLINE SDL_bool
convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
GLint* internalFormat, GLenum* format, GLenum* type)
{
switch (pixel_format) {
case SDL_PIXELFORMAT_ARGB8888:
*internalFormat = GL_RGBA8;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
*internalFormat = GL_LUMINANCE;
*format = GL_LUMINANCE;
*type = GL_UNSIGNED_BYTE;
break;
#ifdef __MACOSX__
case SDL_PIXELFORMAT_UYVY:
*internalFormat = GL_RGB8;
*format = GL_YCBCR_422_APPLE;
*type = GL_UNSIGNED_SHORT_8_8_APPLE;
break;
#endif
default:
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
Sep 20, 2018
Sep 20, 2018
659
const GLenum textype = renderdata->textype;
660
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664
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GL_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum scaleMode;
GL_ActivateRenderer(renderer);
Oct 1, 2016
Oct 1, 2016
668
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if (texture->access == SDL_TEXTUREACCESS_TARGET &&
!renderdata->GL_EXT_framebuffer_object_supported) {
return SDL_SetError("Render targets not supported by OpenGL");
}
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if (!convert_format(renderdata, texture->format, &internalFormat,
&format, &type)) {
return SDL_SetError("Texture format %s not supported by OpenGL",
SDL_GetPixelFormatName(texture->format));
}
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
return SDL_OutOfMemory();
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
size_t size;
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
size = texture->h * data->pitch;
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
/* Need to add size for the U and V planes */
Oct 6, 2017
Oct 6, 2017
691
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
692
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695
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
/* Need to add size for the U/V plane */
Oct 6, 2017
Oct 6, 2017
696
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
697
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}
data->pixels = SDL_calloc(1, size);
if (!data->pixels) {
SDL_free(data);
return SDL_OutOfMemory();
}
}
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
data->fbo = GL_GetFBO(renderdata, texture->w, texture->h);
} else {
data->fbo = NULL;
}
GL_CheckError("", renderer);
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTextures()", renderer) < 0) {
if (data->pixels) {
SDL_free(data->pixels);
}
SDL_free(data);
return -1;
}
texture->driverdata = data;
if (renderdata->GL_ARB_texture_non_power_of_two_supported) {
texture_w = texture->w;
texture_h = texture->h;
data->texw = 1.0f;
data->texh = 1.0f;
} else if (renderdata->GL_ARB_texture_rectangle_supported) {
texture_w = texture->w;
texture_h = texture->h;
data->texw = (GLfloat) texture_w;
data->texh = (GLfloat) texture_h;
} else {
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) (texture->w) / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
}
data->format = format;
data->formattype = type;
May 8, 2018
May 8, 2018
741
scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
Sep 20, 2018
Sep 20, 2018
742
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renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, scaleMode);
746
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/* According to the spec, CLAMP_TO_EDGE is the default for TEXTURE_RECTANGLE
and setting it causes an INVALID_ENUM error in the latest NVidia drivers.
*/
Sep 20, 2018
Sep 20, 2018
749
750
if (textype != GL_TEXTURE_RECTANGLE_ARB) {
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
Sep 20, 2018
Sep 20, 2018
752
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
}
#ifdef __MACOSX__
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#endif
#ifndef STORAGE_CACHED_APPLE
#define STORAGE_CACHED_APPLE 0x85BE
#endif
#ifndef STORAGE_SHARED_APPLE
#define STORAGE_SHARED_APPLE 0x85BF
#endif
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
Sep 20, 2018
Sep 20, 2018
766
renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
767
768
GL_STORAGE_SHARED_APPLE);
} else {
Sep 20, 2018
Sep 20, 2018
769
renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
770
771
772
773
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775
776
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778
GL_STORAGE_CACHED_APPLE);
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING
&& texture->format == SDL_PIXELFORMAT_ARGB8888
&& (texture->w % 8) == 0) {
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
(data->pitch / SDL_BYTESPERPIXEL(texture->format)));
Sep 20, 2018
Sep 20, 2018
779
renderdata->glTexImage2D(textype, 0, internalFormat, texture_w,
780
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texture_h, 0, format, type, data->pixels);
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
}
else
#endif
{
Sep 20, 2018
Sep 20, 2018
786
renderdata->glTexImage2D(textype, 0, internalFormat, texture_w,
787
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texture_h, 0, format, type, NULL);
}
Sep 20, 2018
Sep 20, 2018
789
renderdata->glDisable(textype);
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if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
data->yuv = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
renderdata->glGenTextures(1, &data->vtexture);
Sep 20, 2018
Sep 20, 2018
800
renderdata->glEnable(textype);
Sep 20, 2018
Sep 20, 2018
802
803
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
Sep 20, 2018
Sep 20, 2018
805
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
Sep 20, 2018
Sep 20, 2018
807
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
Sep 20, 2018
Sep 20, 2018
809
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
Sep 20, 2018
Sep 20, 2018
811
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
Oct 6, 2017
Oct 6, 2017
812
(texture_h+1)/2, 0, format, type, NULL);
Sep 20, 2018
Sep 20, 2018
814
815
renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
Sep 20, 2018
Sep 20, 2018
817
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
Sep 20, 2018
Sep 20, 2018
819
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
Sep 20, 2018
Sep 20, 2018
821
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
Sep 20, 2018
Sep 20, 2018
823
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
Oct 6, 2017
Oct 6, 2017
824
(texture_h+1)/2, 0, format, type, NULL);
Sep 20, 2018
Sep 20, 2018
826
renderdata->glDisable(textype);
827
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}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
data->nv12 = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
Sep 20, 2018
Sep 20, 2018
834
renderdata->glEnable(textype);
Sep 20, 2018
Sep 20, 2018
836
837
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
Sep 20, 2018
Sep 20, 2018
839
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
Sep 20, 2018
Sep 20, 2018
841
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
Sep 20, 2018
Sep 20, 2018
843
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
Sep 20, 2018
Sep 20, 2018
845
renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w+1)/2,
Oct 6, 2017
Oct 6, 2017
846
(texture_h+1)/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
Sep 20, 2018
Sep 20, 2018
847
renderdata->glDisable(textype);
848
849
850
851
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854
855
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857
}
return GL_CheckError("", renderer);
}
static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
Sep 20, 2018
Sep 20, 2018
858
const GLenum textype = renderdata->textype;
859
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865
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
const int texturebpp = SDL_BYTESPERPIXEL(texture->format);
SDL_assert(texturebpp != 0); /* otherwise, division by zero later. */
GL_ActivateRenderer(renderer);
Sep 20, 2018
Sep 20, 2018
866
867
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
868
869
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp));
Sep 20, 2018
Sep 20, 2018
870
renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
871
872
873
rect->h, data->format, data->formattype,
pixels);
if (data->yuv) {
Oct 6, 2017
Oct 6, 2017
874
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
875
876
877
878
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
if (texture->format == SDL_PIXELFORMAT_YV12) {
Sep 20, 2018
Sep 20, 2018
879
renderdata->glBindTexture(textype, data->vtexture);
Sep 20, 2018
Sep 20, 2018
881
renderdata->glBindTexture(textype, data->utexture);
Sep 20, 2018
Sep 20, 2018
883
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
Oct 6, 2017
Oct 6, 2017
884
(rect->w+1)/2, (rect->h+1)/2,
885
886
887
data->format, data->formattype, pixels);
/* Skip to the correct offset into the next texture */
Oct 6, 2017
Oct 6, 2017
888
pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
889
if (texture->format == SDL_PIXELFORMAT_YV12) {
Sep 20, 2018
Sep 20, 2018
890
renderdata->glBindTexture(textype, data->utexture);
Sep 20, 2018
Sep 20, 2018
892
renderdata->glBindTexture(textype, data->vtexture);
Sep 20, 2018
Sep 20, 2018
894
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
Oct 6, 2017
Oct 6, 2017
895
(rect->w+1)/2, (rect->h+1)/2,
896
897
898
899
data->format, data->formattype, pixels);
}
if (data->nv12) {
Oct 6, 2017
Oct 6, 2017
900
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
901
902
903
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
Sep 20, 2018
Sep 20, 2018
904
905
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
Oct 6, 2017
Oct 6, 2017
906
(rect->w + 1)/2, (rect->h + 1)/2,
907
908
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
}
Sep 20, 2018
Sep 20, 2018
909
renderdata->glDisable(textype);
910
911
912
913
914
915
916
917
918
919
920
921
return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
Sep 20, 2018
Sep 20, 2018
922
const GLenum textype = renderdata->textype;
923
924
925
926
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GL_ActivateRenderer(renderer);
Sep 20, 2018
Sep 20, 2018
927
928
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
929
930
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
Sep 20, 2018
Sep 20, 2018
931
renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
932
933
934
935
rect->h, data->format, data->formattype,
Yplane);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Upitch);
Sep 20, 2018
Sep 20, 2018
936
937
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
Oct 6, 2017
Oct 6, 2017
938
(rect->w + 1)/2, (rect->h + 1)/2,
939
940
941
data->format, data->formattype, Uplane);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Vpitch);
Sep 20, 2018
Sep 20, 2018
942
943
renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
Oct 6, 2017
Oct 6, 2017
944
(rect->w + 1)/2, (rect->h + 1)/2,
945
data->format, data->formattype, Vplane);
Sep 20, 2018
Sep 20, 2018
946
renderdata->glDisable(textype);
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
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972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
data->locked_rect = *rect;
*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = data->pitch;
return 0;
}
static void
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
const SDL_Rect *rect;
void *pixels;
rect = &data->locked_rect;
pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
}
static int
GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata;
GLenum status;
GL_ActivateRenderer(renderer);
Oct 1, 2016
Oct 1, 2016
988
989
990
991
if (!data->GL_EXT_framebuffer_object_supported) {
return SDL_SetError("Render targets not supported by OpenGL");
}
992
993
994
995
996
997
998
999
if (texture == NULL) {
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return 0;
}
texturedata = (GL_TextureData *) texture->driverdata;
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
/* TODO: check if texture pixel format allows this operation */
Sep 20, 2018
Sep 20, 2018
1000
data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, data->textype, texturedata->texture, 0);