src/video/SDL_renderer_gl.c
author Sam Lantinga <slouken@libsdl.org>
Sun, 07 Dec 2008 04:38:32 +0000
changeset 2846 3d7833d5a4be
parent 2845 1cc5d5b164e2
child 2847 7d020441fa81
permissions -rw-r--r--
Slight optimization of the shader, no need to scale into 0..255
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2006 Sam Lantinga
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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
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#include "SDL_video.h"
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#include "SDL_opengl.h"
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#include "SDL_sysvideo.h"
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#include "SDL_pixels_c.h"
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#include "SDL_rect_c.h"
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#include "SDL_yuv_sw_c.h"
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#ifdef __MACOSX__
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#include <OpenGL/OpenGL.h>
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#endif
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/* OpenGL renderer implementation */
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/* Details on optimizing the texture path on Mac OS X:
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   http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
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*/
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/* !!! FIXME: this should go in a higher level than the GL renderer. */
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static __inline__ int
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bytes_per_pixel(const Uint32 format)
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{
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    if (!SDL_ISPIXELFORMAT_FOURCC(format)) {
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        return SDL_BYTESPERPIXEL(format);
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    }
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    /* FOURCC format */
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    switch (format) {
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        case SDL_PIXELFORMAT_YV12:
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        case SDL_PIXELFORMAT_IYUV:
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        case SDL_PIXELFORMAT_YUY2:
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        case SDL_PIXELFORMAT_UYVY:
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        case SDL_PIXELFORMAT_YVYU:
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            return 2;
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        default:
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            return 1;  /* shouldn't ever hit this. */
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    }
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}
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static const float inv255f = 1.0f / 255.0f;
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
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static int GL_ActivateRenderer(SDL_Renderer * renderer);
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static int GL_DisplayModeChanged(SDL_Renderer * renderer);
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static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_QueryTexturePixels(SDL_Renderer * renderer,
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                                 SDL_Texture * texture, void **pixels,
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                                 int *pitch);
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static int GL_SetTexturePalette(SDL_Renderer * renderer,
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                                SDL_Texture * texture,
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                                const SDL_Color * colors, int firstcolor,
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                                int ncolors);
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static int GL_GetTexturePalette(SDL_Renderer * renderer,
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                                SDL_Texture * texture, SDL_Color * colors,
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                                int firstcolor, int ncolors);
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static int GL_SetTextureColorMod(SDL_Renderer * renderer,
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                                 SDL_Texture * texture);
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static int GL_SetTextureAlphaMod(SDL_Renderer * renderer,
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                                 SDL_Texture * texture);
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static int GL_SetTextureBlendMode(SDL_Renderer * renderer,
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                                  SDL_Texture * texture);
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static int GL_SetTextureScaleMode(SDL_Renderer * renderer,
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                                  SDL_Texture * texture);
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static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                            const SDL_Rect * rect, const void *pixels,
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                            int pitch);
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static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                          const SDL_Rect * rect, int markDirty, void **pixels,
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                          int *pitch);
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static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                            int numrects, const SDL_Rect * rects);
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static int GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
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                         Uint8 a, const SDL_Rect * rect);
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static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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                         const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static void GL_RenderPresent(SDL_Renderer * renderer);
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static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_DestroyRenderer(SDL_Renderer * renderer);
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SDL_RenderDriver GL_RenderDriver = {
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    GL_CreateRenderer,
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    {
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     "opengl",
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     (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD |
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      SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
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     (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
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      SDL_TEXTUREMODULATE_ALPHA),
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     (SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK |
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      SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD |
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      SDL_TEXTUREBLENDMODE_MOD),
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     (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
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      SDL_TEXTURESCALEMODE_SLOW),
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     15,
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     {
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      SDL_PIXELFORMAT_INDEX1LSB,
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      SDL_PIXELFORMAT_INDEX1MSB,
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      SDL_PIXELFORMAT_INDEX8,
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      SDL_PIXELFORMAT_RGB332,
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      SDL_PIXELFORMAT_RGB444,
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      SDL_PIXELFORMAT_RGB555,
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      SDL_PIXELFORMAT_ARGB4444,
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      SDL_PIXELFORMAT_ARGB1555,
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      SDL_PIXELFORMAT_RGB565,
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      SDL_PIXELFORMAT_RGB24,
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      SDL_PIXELFORMAT_BGR24,
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      SDL_PIXELFORMAT_RGB888,
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      SDL_PIXELFORMAT_BGR888,
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      SDL_PIXELFORMAT_ARGB8888,
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      SDL_PIXELFORMAT_ABGR8888,
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      SDL_PIXELFORMAT_ARGB2101010},
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     0,
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     0}
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};
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typedef struct
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{
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    SDL_GLContext context;
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    SDL_bool updateSize;
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    SDL_bool GL_ARB_texture_rectangle_supported;
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    SDL_bool GL_EXT_paletted_texture_supported;
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    SDL_bool GL_APPLE_ycbcr_422_supported;
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    SDL_bool GL_MESA_ycbcr_texture_supported;
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    SDL_bool GL_ARB_fragment_program_supported;
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    int blendMode;
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    int scaleMode;
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    /* OpenGL functions */
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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    PFNGLCOLORTABLEEXTPROC glColorTableEXT;
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    void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
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                                 const GLvoid * pointer);
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    PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
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    PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
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    PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
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    PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
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    PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
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    PFNGLBINDPROGRAMARBPROC glBindProgramARB;
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    PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
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    /* (optional) fragment programs */
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    GLuint fragment_program_UYVY;
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} GL_RenderData;
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typedef struct
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{
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    GLuint texture;
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    GLuint shader;
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    GLenum type;
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    GLfloat texw;
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    GLfloat texh;
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    GLenum format;
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    GLenum formattype;
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    Uint8 *palette;
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    void *pixels;
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    int pitch;
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    SDL_DirtyRectList dirty;
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int HACK_RYAN_FIXME;
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} GL_TextureData;
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static void
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GL_SetError(const char *prefix, GLenum result)
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{
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    const char *error;
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    switch (result) {
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    case GL_NO_ERROR:
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        error = "GL_NO_ERROR";
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        break;
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    case GL_INVALID_ENUM:
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        error = "GL_INVALID_ENUM";
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        break;
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    case GL_INVALID_VALUE:
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        error = "GL_INVALID_VALUE";
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        break;
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    case GL_INVALID_OPERATION:
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        error = "GL_INVALID_OPERATION";
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        break;
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    case GL_STACK_OVERFLOW:
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        error = "GL_STACK_OVERFLOW";
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        break;
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    case GL_STACK_UNDERFLOW:
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        error = "GL_STACK_UNDERFLOW";
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        break;
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    case GL_OUT_OF_MEMORY:
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        error = "GL_OUT_OF_MEMORY";
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        break;
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    case GL_TABLE_TOO_LARGE:
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        error = "GL_TABLE_TOO_LARGE";
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        break;
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    default:
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        error = "UNKNOWN";
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        break;
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    }
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    SDL_SetError("%s: %s", prefix, error);
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}
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static int
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GL_LoadFunctions(GL_RenderData * data)
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{
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#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
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#define __SDL_NOGETPROCADDR__
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#elif defined(__MINT__)
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#define __SDL_NOGETPROCADDR__
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#endif
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#ifdef __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#else
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#define SDL_PROC(ret,func,params) \
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    do { \
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        data->func = SDL_GL_GetProcAddress(#func); \
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        if ( ! data->func ) { \
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            SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
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            return -1; \
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        } \
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    } while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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    return 0;
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}
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void
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GL_AddRenderDriver(_THIS)
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{
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    if (_this->GL_CreateContext) {
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        SDL_AddRenderDriver(0, &GL_RenderDriver);
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    }
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}
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SDL_Renderer *
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GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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    SDL_Renderer *renderer;
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    GL_RenderData *data;
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    GLint value;
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    int doublebuffer;
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    /* Render directly to the window, unless we're compositing */
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#ifndef __MACOSX__
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    if (flags & SDL_RENDERER_SINGLEBUFFER) {
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        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
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    }
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#endif
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    if (!(window->flags & SDL_WINDOW_OPENGL)) {
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        if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) {
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            return NULL;
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        }
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    }
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    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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    if (!renderer) {
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        SDL_OutOfMemory();
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        return NULL;
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    }
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    data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
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    if (!data) {
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        GL_DestroyRenderer(renderer);
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        SDL_OutOfMemory();
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        return NULL;
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    }
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    renderer->ActivateRenderer = GL_ActivateRenderer;
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    renderer->DisplayModeChanged = GL_DisplayModeChanged;
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    renderer->CreateTexture = GL_CreateTexture;
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    renderer->QueryTexturePixels = GL_QueryTexturePixels;
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    renderer->SetTexturePalette = GL_SetTexturePalette;
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    renderer->GetTexturePalette = GL_GetTexturePalette;
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    renderer->SetTextureColorMod = GL_SetTextureColorMod;
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    renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod;
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    renderer->SetTextureBlendMode = GL_SetTextureBlendMode;
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    renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
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    renderer->UpdateTexture = GL_UpdateTexture;
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    renderer->LockTexture = GL_LockTexture;
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    renderer->UnlockTexture = GL_UnlockTexture;
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    renderer->DirtyTexture = GL_DirtyTexture;
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    renderer->RenderFill = GL_RenderFill;
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    renderer->RenderCopy = GL_RenderCopy;
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    renderer->RenderPresent = GL_RenderPresent;
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    renderer->DestroyTexture = GL_DestroyTexture;
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    renderer->DestroyRenderer = GL_DestroyRenderer;
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    renderer->info = GL_RenderDriver.info;
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    renderer->window = window->id;
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    renderer->driverdata = data;
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    renderer->info.flags =
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        (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
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    if (GL_LoadFunctions(data) < 0) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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    data->context = SDL_GL_CreateContext(window->id);
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    if (!data->context) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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    if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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#ifdef __MACOSX__
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    /* Enable multi-threaded rendering */
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    /* Disabled until Ryan finishes his VBO/PBO code...
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       CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
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     */
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#endif
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    if (flags & SDL_RENDERER_PRESENTVSYNC) {
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        SDL_GL_SetSwapInterval(1);
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    } else {
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        SDL_GL_SetSwapInterval(0);
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    }
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    if (SDL_GL_GetSwapInterval() > 0) {
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        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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    }
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    if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) {
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        if (!doublebuffer) {
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            renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
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        }
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    }
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    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
slouken@1952
   360
    renderer->info.max_texture_width = value;
slouken@1952
   361
    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
slouken@1952
   362
    renderer->info.max_texture_height = value;
slouken@1920
   363
slouken@1926
   364
    if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
slouken@1926
   365
        || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
slouken@1926
   366
        data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
slouken@1926
   367
    }
slouken@1974
   368
    if (SDL_GL_ExtensionSupported("GL_EXT_paletted_texture")) {
slouken@1974
   369
        data->GL_EXT_paletted_texture_supported = SDL_TRUE;
slouken@1974
   370
        data->glColorTableEXT =
slouken@1974
   371
            (PFNGLCOLORTABLEEXTPROC) SDL_GL_GetProcAddress("glColorTableEXT");
slouken@1974
   372
    } else {
slouken@1974
   373
        /* Don't advertise support for 8-bit indexed texture format */
slouken@1974
   374
        Uint32 i, j;
slouken@1974
   375
        SDL_RendererInfo *info = &renderer->info;
slouken@1974
   376
        for (i = 0, j = 0; i < info->num_texture_formats; ++i) {
slouken@1974
   377
            if (info->texture_formats[i] != SDL_PIXELFORMAT_INDEX8) {
slouken@1974
   378
                info->texture_formats[j++] = info->texture_formats[i];
slouken@1974
   379
            }
slouken@1974
   380
        }
slouken@1974
   381
        --info->num_texture_formats;
slouken@1974
   382
    }
slouken@2846
   383
/*
slouken@2845
   384
    if (SDL_GL_ExtensionSupported("GL_APPLE_ycbcr_422")) {
slouken@2845
   385
        data->GL_APPLE_ycbcr_422_supported = SDL_TRUE;
slouken@2845
   386
    }
slouken@2845
   387
    if (SDL_GL_ExtensionSupported("GL_MESA_ycbcr_texture")) {
slouken@2845
   388
        data->GL_MESA_ycbcr_texture_supported = SDL_TRUE;
slouken@2845
   389
    }
slouken@2846
   390
*/
slouken@2233
   391
    if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
slouken@2233
   392
        data->glTextureRangeAPPLE =
slouken@2233
   393
            (void (*)(GLenum, GLsizei, const GLvoid *))
slouken@2233
   394
            SDL_GL_GetProcAddress("glTextureRangeAPPLE");
slouken@2233
   395
    }
slouken@1920
   396
icculus@2835
   397
    /* we might use fragment programs for YUV data, etc. */
icculus@2835
   398
    if (SDL_GL_ExtensionSupported("GL_ARB_fragment_program")) {
icculus@2835
   399
        /* !!! FIXME: this doesn't check for errors. */
icculus@2835
   400
        /* !!! FIXME: this should really reuse the glfuncs.h stuff. */
icculus@2835
   401
        data->glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)
icculus@2835
   402
            SDL_GL_GetProcAddress("glGetProgramivARB");
icculus@2835
   403
        data->glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)
icculus@2835
   404
            SDL_GL_GetProcAddress("glGetProgramStringARB");
icculus@2835
   405
        data->glProgramLocalParameter4fvARB =
icculus@2835
   406
            (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)
icculus@2835
   407
            SDL_GL_GetProcAddress("glProgramLocalParameter4fvARB");
icculus@2835
   408
        data->glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)
icculus@2835
   409
            SDL_GL_GetProcAddress("glDeleteProgramsARB");
icculus@2835
   410
        data->glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)
icculus@2835
   411
            SDL_GL_GetProcAddress("glGenProgramsARB");
icculus@2835
   412
        data->glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)
icculus@2835
   413
            SDL_GL_GetProcAddress("glBindProgramARB");
icculus@2835
   414
        data->glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)
icculus@2835
   415
            SDL_GL_GetProcAddress("glProgramStringARB");
icculus@2835
   416
        data->GL_ARB_fragment_program_supported = SDL_TRUE;
icculus@2835
   417
    }
icculus@2835
   418
slouken@1918
   419
    /* Set up parameters for rendering */
slouken@1927
   420
    data->blendMode = -1;
slouken@1927
   421
    data->scaleMode = -1;
slouken@1927
   422
    data->glDisable(GL_DEPTH_TEST);
slouken@1927
   423
    data->glDisable(GL_CULL_FACE);
slouken@1926
   424
    if (data->GL_ARB_texture_rectangle_supported) {
slouken@1927
   425
        data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
slouken@1926
   426
    } else {
slouken@1927
   427
        data->glEnable(GL_TEXTURE_2D);
slouken@1926
   428
    }
slouken@2833
   429
    data->updateSize = SDL_TRUE;
slouken@1918
   430
slouken@1918
   431
    return renderer;
slouken@1918
   432
}
slouken@1918
   433
slouken@1923
   434
static int
slouken@1923
   435
GL_ActivateRenderer(SDL_Renderer * renderer)
slouken@1923
   436
{
slouken@1923
   437
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1923
   438
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
slouken@1923
   439
slouken@1970
   440
    if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
slouken@1970
   441
        return -1;
slouken@1970
   442
    }
slouken@2833
   443
    if (data->updateSize) {
slouken@2836
   444
        data->glMatrixMode(GL_PROJECTION);
slouken@2836
   445
        data->glLoadIdentity();
slouken@2836
   446
        data->glMatrixMode(GL_MODELVIEW);
slouken@2836
   447
        data->glLoadIdentity();
slouken@2836
   448
        data->glViewport(0, 0, window->w, window->h);
slouken@2836
   449
        data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0,
slouken@2836
   450
                      0.0, 1.0);
slouken@2833
   451
        data->updateSize = SDL_FALSE;
slouken@2833
   452
    }
slouken@1970
   453
    return 0;
slouken@1970
   454
}
slouken@1970
   455
slouken@1970
   456
static int
slouken@1970
   457
GL_DisplayModeChanged(SDL_Renderer * renderer)
slouken@1970
   458
{
slouken@1970
   459
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1970
   460
slouken@2836
   461
    /* Rebind the context to the window area and update matrices */
slouken@2836
   462
    data->updateSize = SDL_TRUE;
slouken@2836
   463
    return GL_ActivateRenderer(renderer);
slouken@1923
   464
}
slouken@1923
   465
slouken@1922
   466
static __inline__ int
slouken@1922
   467
power_of_2(int input)
slouken@1922
   468
{
slouken@1922
   469
    int value = 1;
slouken@1922
   470
slouken@1922
   471
    while (value < input) {
slouken@1922
   472
        value <<= 1;
slouken@1922
   473
    }
slouken@1922
   474
    return value;
slouken@1922
   475
}
slouken@1922
   476
icculus@2835
   477
icculus@2835
   478
#define DEBUG_PROGRAM_COMPILE 1
icculus@2835
   479
icculus@2835
   480
static GLuint
icculus@2835
   481
compile_shader(GL_RenderData *data, GLenum shader_type, const char *source)
icculus@2835
   482
{
icculus@2835
   483
#if DEBUG_PROGRAM_COMPILE
icculus@2835
   484
    printf("compiling shader:\n%s\n\n", source);
icculus@2835
   485
#endif
icculus@2835
   486
icculus@2835
   487
    GLuint program = 0;
icculus@2835
   488
icculus@2835
   489
    data->glGetError();  /* flush any existing error state. */
icculus@2835
   490
    data->glGenProgramsARB(1, &program);
icculus@2835
   491
    data->glBindProgramARB(shader_type, program);
icculus@2835
   492
    data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
icculus@2835
   493
                             SDL_strlen(source), source);
icculus@2835
   494
icculus@2835
   495
    if (data->glGetError() == GL_INVALID_OPERATION)
slouken@2845
   496
    {
icculus@2835
   497
#if DEBUG_PROGRAM_COMPILE
icculus@2835
   498
        GLint pos = 0;
icculus@2835
   499
        const GLubyte *errstr;
icculus@2835
   500
        data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
icculus@2835
   501
        errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
icculus@2835
   502
        printf("program compile error at position %d: %s\n\n",
icculus@2835
   503
                  (int) pos, (const char *) errstr);
icculus@2835
   504
#endif
icculus@2835
   505
        data->glBindProgramARB(shader_type, 0);
icculus@2835
   506
        data->glDeleteProgramsARB(1, &program);
icculus@2835
   507
        return 0;
icculus@2835
   508
    } // if
icculus@2835
   509
icculus@2835
   510
    return program;
icculus@2835
   511
}
icculus@2835
   512
icculus@2835
   513
// UYVY to RGB equasion...
icculus@2835
   514
//  R = 1.164(Y-16) + 1.596(Cr-128)
icculus@2835
   515
//  G = 1.164(Y-16) - 0.813(Cr-128) - 0.391(Cb-128)
icculus@2835
   516
//  B = 1.164(Y-16) + 2.018(Cb-128)
icculus@2835
   517
// Byte layout is Cb, Y1, Cr, Y2.
icculus@2835
   518
// 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr
icculus@2835
   519
// !!! FIXME: this ignores blendmodes, etc.
slouken@2846
   520
// !!! FIXME: this could be more efficient...use a dot product for green, etc.
icculus@2835
   521
static const char *fragment_program_UYVY_source_code =
icculus@2835
   522
    "!!ARBfp1.0\n"
icculus@2835
   523
icculus@2835
   524
    // outputs...
icculus@2835
   525
    "OUTPUT outcolor = result.color;\n"
icculus@2835
   526
icculus@2835
   527
    // scratch registers...
icculus@2835
   528
    "TEMP uyvy;\n"
icculus@2835
   529
    "TEMP luminance;\n"
icculus@2835
   530
    "TEMP work;\n"
icculus@2835
   531
icculus@2835
   532
    // We need 32 bits to store the data, but each pixel is 16 bits in itself.
icculus@2835
   533
    //  halve the coordinates to grab the correct 32 bits for the fragment.
icculus@2835
   534
    "MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n"
icculus@2835
   535
slouken@2846
   536
    // Sample the YUV texture. Cb, Y1, Cr, Y2, are stored x,y,z,w
icculus@2835
   537
    // !!! FIXME: "RECT" needs to be "2D" if we're not using texture_rectangle extension.  :/
icculus@2835
   538
    "TEX uyvy, work, texture[0], RECT;\n"
icculus@2835
   539
slouken@2846
   540
    // Do subtractions (128/255, 16/255, 128/255, 16/255)
slouken@2846
   541
    "SUB uyvy, uyvy, { 0.501960784313726, 0.06274509803922, 0.501960784313726, 0.06274509803922 };\n"
icculus@2835
   542
icculus@2835
   543
    // Choose the luminance component by texcoord.
icculus@2835
   544
    // !!! FIXME: laziness wins out for now... just average Y1 and Y2.
icculus@2835
   545
    "ADD luminance, uyvy.yyyy, uyvy.wwww;\n"
icculus@2835
   546
    "MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n"
icculus@2835
   547
icculus@2835
   548
    // Multiply luminance by its magic value.
icculus@2835
   549
    "MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n"
icculus@2835
   550
icculus@2835
   551
    // uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications.
icculus@2835
   552
    "MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n"
icculus@2835
   553
icculus@2835
   554
    // Add luminance Cr and Cb, store to RGB channels.
icculus@2835
   555
    "ADD work.rgb, luminance, uyvy;\n"
icculus@2835
   556
icculus@2835
   557
    // Do final addition for Green channel.  (!!! FIXME: this should be a DPH?)
icculus@2835
   558
    "ADD work.g, work.g, uyvy.w;\n"
icculus@2835
   559
icculus@2835
   560
    // Make sure alpha channel is fully opaque.  (!!! FIXME: blend modes!)
icculus@2835
   561
    "MOV work.a, { 1.0 };\n"
icculus@2835
   562
icculus@2835
   563
    // Store out the final fragment color.
icculus@2835
   564
    "MOV outcolor, work;\n"
icculus@2835
   565
icculus@2835
   566
    // ...and we're done.
icculus@2835
   567
    "END\n";
icculus@2835
   568
icculus@2835
   569
slouken@1918
   570
static int
slouken@1918
   571
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
   572
{
slouken@1918
   573
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   574
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
slouken@1918
   575
    GL_TextureData *data;
slouken@1920
   576
    GLint internalFormat;
slouken@1920
   577
    GLenum format, type;
slouken@1922
   578
    int texture_w, texture_h;
icculus@2835
   579
    GLuint shader = 0;
slouken@1924
   580
    GLenum result;
slouken@1918
   581
slouken@1920
   582
    switch (texture->format) {
slouken@1965
   583
    case SDL_PIXELFORMAT_INDEX1LSB:
slouken@1965
   584
    case SDL_PIXELFORMAT_INDEX1MSB:
slouken@1920
   585
        internalFormat = GL_RGB;
slouken@1920
   586
        format = GL_COLOR_INDEX;
slouken@1920
   587
        type = GL_BITMAP;
slouken@1920
   588
        break;
slouken@1965
   589
    case SDL_PIXELFORMAT_INDEX8:
slouken@1974
   590
        if (!renderdata->GL_EXT_paletted_texture_supported) {
slouken@1974
   591
            SDL_SetError("Unsupported texture format");
slouken@1974
   592
            return -1;
slouken@1974
   593
        }
slouken@1974
   594
        internalFormat = GL_COLOR_INDEX8_EXT;
slouken@1920
   595
        format = GL_COLOR_INDEX;
slouken@1920
   596
        type = GL_UNSIGNED_BYTE;
slouken@1920
   597
        break;
slouken@1965
   598
    case SDL_PIXELFORMAT_RGB332:
slouken@1920
   599
        internalFormat = GL_R3_G3_B2;
slouken@1920
   600
        format = GL_RGB;
slouken@1920
   601
        type = GL_UNSIGNED_BYTE_3_3_2;
slouken@1920
   602
        break;
slouken@1965
   603
    case SDL_PIXELFORMAT_RGB444:
slouken@1920
   604
        internalFormat = GL_RGB4;
slouken@1920
   605
        format = GL_RGB;
slouken@1920
   606
        type = GL_UNSIGNED_SHORT_4_4_4_4;
slouken@1920
   607
        break;
slouken@1965
   608
    case SDL_PIXELFORMAT_RGB555:
slouken@1920
   609
        internalFormat = GL_RGB5;
slouken@1920
   610
        format = GL_RGB;
slouken@1920
   611
        type = GL_UNSIGNED_SHORT_5_5_5_1;
slouken@1920
   612
        break;
slouken@1965
   613
    case SDL_PIXELFORMAT_ARGB4444:
slouken@1920
   614
        internalFormat = GL_RGBA4;
slouken@1920
   615
        format = GL_BGRA;
slouken@1920
   616
        type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
slouken@1920
   617
        break;
slouken@1965
   618
    case SDL_PIXELFORMAT_ARGB1555:
slouken@1920
   619
        internalFormat = GL_RGB5_A1;
slouken@1920
   620
        format = GL_BGRA;
slouken@1920
   621
        type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
slouken@1920
   622
        break;
slouken@1965
   623
    case SDL_PIXELFORMAT_RGB565:
slouken@1920
   624
        internalFormat = GL_RGB8;
slouken@1920
   625
        format = GL_RGB;
slouken@1920
   626
        type = GL_UNSIGNED_SHORT_5_6_5;
slouken@1920
   627
        break;
slouken@1965
   628
    case SDL_PIXELFORMAT_RGB24:
slouken@1920
   629
        internalFormat = GL_RGB8;
slouken@1920
   630
        format = GL_RGB;
slouken@1920
   631
        type = GL_UNSIGNED_BYTE;
slouken@1920
   632
        break;
slouken@1965
   633
    case SDL_PIXELFORMAT_RGB888:
slouken@1920
   634
        internalFormat = GL_RGB8;
slouken@1924
   635
        format = GL_BGRA;
slouken@1924
   636
        type = GL_UNSIGNED_BYTE;
slouken@1920
   637
        break;
slouken@1965
   638
    case SDL_PIXELFORMAT_BGR24:
slouken@1920
   639
        internalFormat = GL_RGB8;
slouken@1920
   640
        format = GL_BGR;
slouken@1920
   641
        type = GL_UNSIGNED_BYTE;
slouken@1920
   642
        break;
slouken@1965
   643
    case SDL_PIXELFORMAT_BGR888:
slouken@1920
   644
        internalFormat = GL_RGB8;
slouken@1924
   645
        format = GL_RGBA;
slouken@1924
   646
        type = GL_UNSIGNED_BYTE;
slouken@1920
   647
        break;
slouken@1965
   648
    case SDL_PIXELFORMAT_ARGB8888:
slouken@2230
   649
#ifdef __MACOSX__
slouken@2230
   650
        internalFormat = GL_RGBA;
slouken@2230
   651
        format = GL_BGRA;
slouken@2230
   652
        type = GL_UNSIGNED_INT_8_8_8_8_REV;
slouken@2230
   653
#else
slouken@1920
   654
        internalFormat = GL_RGBA8;
slouken@1920
   655
        format = GL_BGRA;
slouken@1924
   656
        type = GL_UNSIGNED_BYTE;
slouken@2230
   657
#endif
slouken@1920
   658
        break;
slouken@1965
   659
    case SDL_PIXELFORMAT_ABGR8888:
slouken@1920
   660
        internalFormat = GL_RGBA8;
slouken@1920
   661
        format = GL_RGBA;
slouken@1924
   662
        type = GL_UNSIGNED_BYTE;
slouken@1920
   663
        break;
slouken@1965
   664
    case SDL_PIXELFORMAT_ARGB2101010:
slouken@1920
   665
        internalFormat = GL_RGB10_A2;
slouken@1920
   666
        format = GL_BGRA;
slouken@1920
   667
        type = GL_UNSIGNED_INT_2_10_10_10_REV;
slouken@1920
   668
        break;
slouken@2845
   669
    case SDL_PIXELFORMAT_UYVY:
slouken@2845
   670
        if (renderdata->GL_APPLE_ycbcr_422_supported) {
slouken@2845
   671
            internalFormat = GL_RGB;
slouken@2845
   672
            format = GL_YCBCR_422_APPLE;
slouken@2845
   673
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   674
            type = GL_UNSIGNED_SHORT_8_8_APPLE;
slouken@2844
   675
#else
slouken@2845
   676
            type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
slouken@2845
   677
#endif
slouken@2845
   678
        } else if (renderdata->GL_MESA_ycbcr_texture_supported) {
slouken@2845
   679
            internalFormat = GL_RGB;
slouken@2845
   680
            format = GL_YCBCR_MESA;
slouken@2845
   681
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   682
            type = GL_UNSIGNED_SHORT_8_8_MESA;
slouken@2845
   683
#else
slouken@2845
   684
            type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
slouken@2845
   685
#endif
slouken@2845
   686
        } else if (renderdata->GL_ARB_fragment_program_supported) {
icculus@2835
   687
            if (renderdata->fragment_program_UYVY == 0) {
icculus@2835
   688
                renderdata->fragment_program_UYVY =
icculus@2835
   689
                    compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB,
icculus@2835
   690
                                   fragment_program_UYVY_source_code);
icculus@2835
   691
                if (renderdata->fragment_program_UYVY == 0) {
icculus@2835
   692
                    SDL_SetError("Fragment program compile error");
icculus@2835
   693
                    return -1;
icculus@2835
   694
                }
icculus@2835
   695
            }
icculus@2835
   696
            shader = renderdata->fragment_program_UYVY;
icculus@2835
   697
            internalFormat = GL_RGBA;
icculus@2835
   698
            format = GL_RGBA;
icculus@2835
   699
            type = GL_UNSIGNED_BYTE;
icculus@2835
   700
        } else {
icculus@2835
   701
            SDL_SetError("Unsupported texture format");
icculus@2835
   702
            return -1;
icculus@2835
   703
        }
icculus@2835
   704
        break;
slouken@2845
   705
    case SDL_PIXELFORMAT_YUY2:
slouken@2845
   706
        if (renderdata->GL_APPLE_ycbcr_422_supported) {
slouken@2845
   707
            internalFormat = GL_RGB;
slouken@2845
   708
            format = GL_YCBCR_422_APPLE;
slouken@2845
   709
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   710
            type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
slouken@2845
   711
#else
slouken@2845
   712
            type = GL_UNSIGNED_SHORT_8_8_APPLE;
slouken@2844
   713
#endif
slouken@2845
   714
        } else if (renderdata->GL_MESA_ycbcr_texture_supported) {
slouken@2845
   715
            internalFormat = GL_RGB;
slouken@2845
   716
            format = GL_YCBCR_MESA;
slouken@2845
   717
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   718
            type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
slouken@2845
   719
#else
slouken@2845
   720
            type = GL_UNSIGNED_SHORT_8_8_MESA;
slouken@2845
   721
#endif
slouken@2845
   722
        } else {
slouken@2845
   723
            SDL_SetError("Unsupported texture format");
slouken@2845
   724
            return -1;
slouken@2845
   725
        }
slouken@2845
   726
        break;
slouken@1920
   727
    default:
slouken@1920
   728
        SDL_SetError("Unsupported texture format");
slouken@1920
   729
        return -1;
slouken@1920
   730
    }
slouken@1920
   731
slouken@1920
   732
    data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
slouken@1918
   733
    if (!data) {
slouken@1918
   734
        SDL_OutOfMemory();
slouken@1918
   735
        return -1;
slouken@1918
   736
    }
slouken@1918
   737
icculus@2835
   738
    data->shader = shader;
icculus@2835
   739
slouken@1974
   740
    if (texture->format == SDL_PIXELFORMAT_INDEX8) {
slouken@1974
   741
        data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8));
slouken@1974
   742
        if (!data->palette) {
slouken@1974
   743
            SDL_OutOfMemory();
slouken@1974
   744
            SDL_free(data);
slouken@1974
   745
            return -1;
slouken@1974
   746
        }
slouken@1974
   747
        SDL_memset(data->palette, 0xFF, 3 * 256 * sizeof(Uint8));
slouken@1974
   748
    }
slouken@1974
   749
slouken@2222
   750
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
icculus@2835
   751
        data->pitch = texture->w * bytes_per_pixel(texture->format);
slouken@2222
   752
        data->pixels = SDL_malloc(texture->h * data->pitch);
slouken@2222
   753
        if (!data->pixels) {
slouken@2222
   754
            SDL_OutOfMemory();
slouken@2222
   755
            SDL_free(data);
slouken@2222
   756
            return -1;
slouken@2222
   757
        }
slouken@2222
   758
    }
slouken@2222
   759
slouken@1918
   760
    texture->driverdata = data;
slouken@1918
   761
slouken@1927
   762
    renderdata->glGetError();
slouken@1927
   763
    renderdata->glGenTextures(1, &data->texture);
slouken@1926
   764
    if (renderdata->GL_ARB_texture_rectangle_supported) {
slouken@1926
   765
        data->type = GL_TEXTURE_RECTANGLE_ARB;
slouken@1926
   766
        texture_w = texture->w;
slouken@1926
   767
        texture_h = texture->h;
icculus@2835
   768
        data->texw = (GLfloat) texture_w;
icculus@2835
   769
        data->texh = (GLfloat) texture_h;
slouken@1926
   770
    } else {
slouken@1926
   771
        data->type = GL_TEXTURE_2D;
slouken@1926
   772
        texture_w = power_of_2(texture->w);
slouken@1926
   773
        texture_h = power_of_2(texture->h);
icculus@2835
   774
        data->texw = (GLfloat) (texture->w) / texture_w;
slouken@1926
   775
        data->texh = (GLfloat) texture->h / texture_h;
slouken@1926
   776
    }
icculus@2835
   777
slouken@2839
   778
    /* YUV formats use RGBA but are really two bytes per pixel */
slouken@2839
   779
    if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
slouken@2843
   780
data->HACK_RYAN_FIXME = 2;
slouken@2843
   781
    } else {
slouken@2843
   782
data->HACK_RYAN_FIXME = 1;
slouken@2839
   783
    }
slouken@2843
   784
    texture_w /= data->HACK_RYAN_FIXME;
slouken@2839
   785
slouken@1920
   786
    data->format = format;
slouken@1920
   787
    data->formattype = type;
slouken@1927
   788
    renderdata->glBindTexture(data->type, data->texture);
slouken@2230
   789
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
slouken@2230
   790
                                GL_NEAREST);
slouken@2230
   791
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
slouken@2230
   792
                                GL_NEAREST);
slouken@2230
   793
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
slouken@2230
   794
                                GL_CLAMP_TO_EDGE);
slouken@2230
   795
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
slouken@2230
   796
                                GL_CLAMP_TO_EDGE);
slouken@2840
   797
#ifdef __MACOSX__
slouken@2230
   798
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
slouken@2230
   799
#define GL_TEXTURE_STORAGE_HINT_APPLE       0x85BC
slouken@2230
   800
#endif
slouken@2230
   801
#ifndef STORAGE_CACHED_APPLE
slouken@2230
   802
#define STORAGE_CACHED_APPLE                0x85BE
slouken@2230
   803
#endif
slouken@2230
   804
#ifndef STORAGE_SHARED_APPLE
slouken@2230
   805
#define STORAGE_SHARED_APPLE                0x85BF
slouken@2230
   806
#endif
slouken@2230
   807
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@2230
   808
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   809
                                    GL_STORAGE_SHARED_APPLE);
slouken@2230
   810
    } else {
slouken@2230
   811
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   812
                                    GL_STORAGE_CACHED_APPLE);
slouken@2230
   813
    }
slouken@2809
   814
/* This causes a crash in testoverlay for some reason.  Apple bug? */
slouken@2809
   815
#if 0
bob@2295
   816
    if (texture->access == SDL_TEXTUREACCESS_STREAMING
bob@2295
   817
        && texture->format == SDL_PIXELFORMAT_ARGB8888) {
slouken@2237
   818
        /*
bob@2295
   819
           if (renderdata->glTextureRangeAPPLE) {
bob@2295
   820
           renderdata->glTextureRangeAPPLE(data->type,
bob@2295
   821
           texture->h * data->pitch,
bob@2295
   822
           data->pixels);
bob@2295
   823
           }
bob@2295
   824
         */
slouken@2230
   825
        renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
slouken@2230
   826
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   827
                                 texture_h, 0, format, type, data->pixels);
slouken@2230
   828
    } else
slouken@2230
   829
#endif
slouken@2809
   830
#endif
slouken@2230
   831
    {
slouken@2840
   832
printf("teximage2d(%d,%d)\n", (int) texture_w, (int) texture_h);
slouken@2230
   833
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   834
                                 texture_h, 0, format, type, NULL);
slouken@2230
   835
    }
slouken@1927
   836
    result = renderdata->glGetError();
slouken@1924
   837
    if (result != GL_NO_ERROR) {
slouken@1924
   838
        GL_SetError("glTexImage2D()", result);
slouken@1924
   839
        return -1;
slouken@1924
   840
    }
slouken@1918
   841
    return 0;
slouken@1918
   842
}
slouken@1918
   843
slouken@1918
   844
static int
slouken@2222
   845
GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@2222
   846
                      void **pixels, int *pitch)
slouken@2222
   847
{
slouken@2222
   848
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@2222
   849
slouken@2222
   850
    *pixels = data->pixels;
slouken@2222
   851
    *pitch = data->pitch;
slouken@2222
   852
    return 0;
slouken@2222
   853
}
slouken@2222
   854
slouken@2222
   855
static int
slouken@1918
   856
GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   857
                     const SDL_Color * colors, int firstcolor, int ncolors)
slouken@1918
   858
{
slouken@1918
   859
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   860
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1974
   861
    Uint8 *palette;
slouken@1918
   862
slouken@1974
   863
    if (!data->palette) {
slouken@1974
   864
        SDL_SetError("Texture doesn't have a palette");
slouken@1974
   865
        return -1;
slouken@1974
   866
    }
slouken@1974
   867
    palette = data->palette + firstcolor * 3;
slouken@1974
   868
    while (ncolors--) {
slouken@1974
   869
        *palette++ = colors->r;
slouken@1974
   870
        *palette++ = colors->g;
slouken@1974
   871
        *palette++ = colors->b;
slouken@1974
   872
        ++colors;
slouken@1974
   873
    }
slouken@1974
   874
    renderdata->glBindTexture(data->type, data->texture);
slouken@1974
   875
    renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB,
slouken@1974
   876
                                GL_UNSIGNED_BYTE, data->palette);
slouken@1918
   877
    return 0;
slouken@1918
   878
}
slouken@1918
   879
slouken@1918
   880
static int
slouken@1918
   881
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   882
                     SDL_Color * colors, int firstcolor, int ncolors)
slouken@1918
   883
{
slouken@1974
   884
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   885
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1974
   886
    Uint8 *palette;
slouken@1918
   887
slouken@1974
   888
    if (!data->palette) {
slouken@1974
   889
        SDL_SetError("Texture doesn't have a palette");
slouken@1974
   890
        return -1;
slouken@1974
   891
    }
slouken@1974
   892
    palette = data->palette + firstcolor * 3;
slouken@1974
   893
    while (ncolors--) {
slouken@1974
   894
        colors->r = *palette++;
slouken@1974
   895
        colors->g = *palette++;
slouken@1974
   896
        colors->b = *palette++;
slouken@1974
   897
        colors->unused = SDL_ALPHA_OPAQUE;
slouken@1974
   898
        ++colors;
slouken@1974
   899
    }
slouken@1918
   900
    return 0;
slouken@1918
   901
}
slouken@1918
   902
slouken@1924
   903
static void
slouken@1927
   904
SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
slouken@1927
   905
                   int pitch)
slouken@1924
   906
{
slouken@1965
   907
    if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) {
slouken@1927
   908
        renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
slouken@1965
   909
    } else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) {
slouken@1927
   910
        renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
slouken@1924
   911
    }
slouken@1927
   912
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@2808
   913
    renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
slouken@2844
   914
                              (pitch / bytes_per_pixel(texture->format)) / ((GL_TextureData *)texture->driverdata)->HACK_RYAN_FIXME);
slouken@1924
   915
}
slouken@1924
   916
slouken@1918
   917
static int
slouken@1985
   918
GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   919
{
slouken@1986
   920
    return 0;
slouken@1985
   921
}
slouken@1985
   922
slouken@1985
   923
static int
slouken@1985
   924
GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   925
{
slouken@1986
   926
    return 0;
slouken@1985
   927
}
slouken@1985
   928
slouken@1985
   929
static int
slouken@1985
   930
GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   931
{
slouken@1985
   932
    switch (texture->blendMode) {
slouken@1985
   933
    case SDL_TEXTUREBLENDMODE_NONE:
slouken@1985
   934
    case SDL_TEXTUREBLENDMODE_MASK:
slouken@1985
   935
    case SDL_TEXTUREBLENDMODE_BLEND:
slouken@1985
   936
    case SDL_TEXTUREBLENDMODE_ADD:
slouken@1985
   937
    case SDL_TEXTUREBLENDMODE_MOD:
slouken@1985
   938
        return 0;
slouken@1985
   939
    default:
slouken@1985
   940
        SDL_Unsupported();
slouken@1985
   941
        texture->blendMode = SDL_TEXTUREBLENDMODE_NONE;
slouken@1985
   942
        return -1;
slouken@1985
   943
    }
slouken@1985
   944
}
slouken@1985
   945
slouken@1985
   946
static int
slouken@1985
   947
GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   948
{
slouken@1985
   949
    switch (texture->scaleMode) {
slouken@1985
   950
    case SDL_TEXTURESCALEMODE_NONE:
slouken@1985
   951
    case SDL_TEXTURESCALEMODE_FAST:
slouken@1985
   952
    case SDL_TEXTURESCALEMODE_SLOW:
slouken@1985
   953
        return 0;
slouken@1985
   954
    case SDL_TEXTURESCALEMODE_BEST:
slouken@1985
   955
        SDL_Unsupported();
slouken@1985
   956
        texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW;
slouken@1985
   957
        return -1;
slouken@1985
   958
    default:
slouken@1985
   959
        SDL_Unsupported();
slouken@1985
   960
        texture->scaleMode = SDL_TEXTURESCALEMODE_NONE;
slouken@1985
   961
        return -1;
slouken@1985
   962
    }
slouken@1985
   963
}
slouken@1985
   964
slouken@1985
   965
static int
slouken@1918
   966
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   967
                 const SDL_Rect * rect, const void *pixels, int pitch)
slouken@1918
   968
{
slouken@1927
   969
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   970
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1924
   971
    GLenum result;
slouken@1918
   972
slouken@1927
   973
    renderdata->glGetError();
slouken@1927
   974
    SetupTextureUpdate(renderdata, texture, pitch);
slouken@1927
   975
    renderdata->glBindTexture(data->type, data->texture);
icculus@2835
   976
printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
slouken@1927
   977
    renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
slouken@1927
   978
                                rect->h, data->format, data->formattype,
slouken@1927
   979
                                pixels);
slouken@1927
   980
    result = renderdata->glGetError();
slouken@1924
   981
    if (result != GL_NO_ERROR) {
slouken@1924
   982
        GL_SetError("glTexSubImage2D()", result);
slouken@1924
   983
        return -1;
slouken@1924
   984
    }
slouken@1918
   985
    return 0;
slouken@1918
   986
}
slouken@1918
   987
slouken@1918
   988
static int
slouken@1918
   989
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   990
               const SDL_Rect * rect, int markDirty, void **pixels,
slouken@1918
   991
               int *pitch)
slouken@1918
   992
{
slouken@1918
   993
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
   994
slouken@1920
   995
    if (markDirty) {
slouken@1920
   996
        SDL_AddDirtyRect(&data->dirty, rect);
slouken@1920
   997
    }
slouken@1918
   998
slouken@1920
   999
    *pixels =
slouken@1920
  1000
        (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
icculus@2835
  1001
                  rect->x * bytes_per_pixel(texture->format));
slouken@1920
  1002
    *pitch = data->pitch;
slouken@1918
  1003
    return 0;
slouken@1918
  1004
}
slouken@1918
  1005
slouken@1918
  1006
static void
slouken@1918
  1007
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
  1008
{
slouken@1918
  1009
}
slouken@1918
  1010
slouken@1918
  1011
static void
slouken@1918
  1012
GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
slouken@1918
  1013
                const SDL_Rect * rects)
slouken@1918
  1014
{
slouken@1918
  1015
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
  1016
    int i;
slouken@1918
  1017
slouken@1918
  1018
    for (i = 0; i < numrects; ++i) {
slouken@1920
  1019
        SDL_AddDirtyRect(&data->dirty, &rects[i]);
slouken@1918
  1020
    }
slouken@1918
  1021
}
slouken@1918
  1022
slouken@1918
  1023
static int
slouken@1985
  1024
GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
slouken@1985
  1025
              const SDL_Rect * rect)
slouken@1918
  1026
{
slouken@1918
  1027
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1028
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
slouken@1918
  1029
slouken@1985
  1030
    data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f,
slouken@1985
  1031
                       (GLclampf) b * inv255f, (GLclampf) a * inv255f);
slouken@1927
  1032
    data->glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
slouken@1927
  1033
    data->glClear(GL_COLOR_BUFFER_BIT);
slouken@1927
  1034
    data->glViewport(0, 0, window->w, window->h);
slouken@1918
  1035
    return 0;
slouken@1918
  1036
}
slouken@1918
  1037
slouken@1918
  1038
static int
slouken@1918
  1039
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1985
  1040
              const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@1918
  1041
{
slouken@1918
  1042
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1043
    GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
slouken@1918
  1044
    int minx, miny, maxx, maxy;
slouken@1918
  1045
    GLfloat minu, maxu, minv, maxv;
slouken@1918
  1046
slouken@2275
  1047
    if (texturedata->dirty.list) {
slouken@1920
  1048
        SDL_DirtyRect *dirty;
slouken@1920
  1049
        void *pixels;
icculus@2835
  1050
        int bpp = bytes_per_pixel(texture->format);
slouken@1920
  1051
        int pitch = texturedata->pitch;
slouken@1920
  1052
slouken@1927
  1053
        SetupTextureUpdate(data, texture, pitch);
slouken@1927
  1054
        data->glBindTexture(texturedata->type, texturedata->texture);
slouken@1920
  1055
        for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
slouken@1920
  1056
            SDL_Rect *rect = &dirty->rect;
slouken@1920
  1057
            pixels =
slouken@1920
  1058
                (void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
slouken@1920
  1059
                          rect->x * bpp);
icculus@2835
  1060
printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
slouken@1927
  1061
            data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
slouken@2843
  1062
                                  rect->w / texturedata->HACK_RYAN_FIXME, rect->h, texturedata->format,
slouken@1927
  1063
                                  texturedata->formattype, pixels);
slouken@1920
  1064
        }
slouken@1920
  1065
        SDL_ClearDirtyRects(&texturedata->dirty);
slouken@1920
  1066
    }
slouken@1920
  1067
slouken@1918
  1068
    minx = dstrect->x;
slouken@1918
  1069
    miny = dstrect->y;
slouken@1918
  1070
    maxx = dstrect->x + dstrect->w;
slouken@1918
  1071
    maxy = dstrect->y + dstrect->h;
slouken@1918
  1072
slouken@1918
  1073
    minu = (GLfloat) srcrect->x / texture->w;
slouken@1920
  1074
    minu *= texturedata->texw;
slouken@1918
  1075
    maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
slouken@1920
  1076
    maxu *= texturedata->texw;
slouken@1918
  1077
    minv = (GLfloat) srcrect->y / texture->h;
slouken@1920
  1078
    minv *= texturedata->texh;
slouken@1918
  1079
    maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
slouken@1920
  1080
    maxv *= texturedata->texh;
slouken@1918
  1081
slouken@1927
  1082
    data->glBindTexture(texturedata->type, texturedata->texture);
slouken@1918
  1083
slouken@1985
  1084
    if (texture->modMode) {
slouken@1985
  1085
        data->glColor4f((GLfloat) texture->r * inv255f,
slouken@1985
  1086
                        (GLfloat) texture->g * inv255f,
slouken@1985
  1087
                        (GLfloat) texture->b * inv255f,
slouken@1985
  1088
                        (GLfloat) texture->a * inv255f);
slouken@1985
  1089
    } else {
slouken@1985
  1090
        data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
slouken@1985
  1091
    }
slouken@1985
  1092
slouken@1985
  1093
    if (texture->blendMode != data->blendMode) {
slouken@1985
  1094
        switch (texture->blendMode) {
slouken@1965
  1095
        case SDL_TEXTUREBLENDMODE_NONE:
slouken@1927
  1096
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
slouken@1927
  1097
            data->glDisable(GL_BLEND);
slouken@1927
  1098
            break;
slouken@1965
  1099
        case SDL_TEXTUREBLENDMODE_MASK:
slouken@1965
  1100
        case SDL_TEXTUREBLENDMODE_BLEND:
slouken@1927
  1101
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@1927
  1102
            data->glEnable(GL_BLEND);
slouken@1927
  1103
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@1927
  1104
            break;
slouken@1965
  1105
        case SDL_TEXTUREBLENDMODE_ADD:
slouken@1927
  1106
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@1927
  1107
            data->glEnable(GL_BLEND);
slouken@1927
  1108
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
slouken@1927
  1109
            break;
slouken@1965
  1110
        case SDL_TEXTUREBLENDMODE_MOD:
slouken@1927
  1111
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@1927
  1112
            data->glEnable(GL_BLEND);
slouken@1927
  1113
            data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
slouken@1927
  1114
            break;
slouken@1927
  1115
        }
slouken@1985
  1116
        data->blendMode = texture->blendMode;
slouken@1918
  1117
    }
slouken@1918
  1118
slouken@1985
  1119
    if (texture->scaleMode != data->scaleMode) {
slouken@1985
  1120
        switch (texture->scaleMode) {
slouken@1965
  1121
        case SDL_TEXTURESCALEMODE_NONE:
slouken@1965
  1122
        case SDL_TEXTURESCALEMODE_FAST:
slouken@1927
  1123
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
slouken@1927
  1124
                                  GL_NEAREST);
slouken@1927
  1125
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
slouken@1927
  1126
                                  GL_NEAREST);
slouken@1927
  1127
            break;
slouken@1965
  1128
        case SDL_TEXTURESCALEMODE_SLOW:
slouken@1965
  1129
        case SDL_TEXTURESCALEMODE_BEST:
slouken@1927
  1130
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
slouken@1927
  1131
                                  GL_LINEAR);
slouken@1927
  1132
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
slouken@1927
  1133
                                  GL_LINEAR);
slouken@1927
  1134
            break;
slouken@1927
  1135
        }
slouken@1985
  1136
        data->scaleMode = texture->scaleMode;
slouken@1918
  1137
    }
slouken@1918
  1138
icculus@2835
  1139
    if (texturedata->shader != 0) {
icculus@2835
  1140
        data->glEnable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1141
        data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, texturedata->shader);
icculus@2835
  1142
    }
icculus@2835
  1143
slouken@1927
  1144
    data->glBegin(GL_TRIANGLE_STRIP);
slouken@1927
  1145
    data->glTexCoord2f(minu, minv);
slouken@1927
  1146
    data->glVertex2i(minx, miny);
slouken@1927
  1147
    data->glTexCoord2f(maxu, minv);
slouken@1927
  1148
    data->glVertex2i(maxx, miny);
slouken@1927
  1149
    data->glTexCoord2f(minu, maxv);
slouken@1927
  1150
    data->glVertex2i(minx, maxy);
slouken@1927
  1151
    data->glTexCoord2f(maxu, maxv);
slouken@1927
  1152
    data->glVertex2i(maxx, maxy);
slouken@1927
  1153
    data->glEnd();
slouken@1918
  1154
icculus@2835
  1155
    if (texturedata->shader != 0) {
icculus@2835
  1156
        data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1157
    }
slouken@1918
  1158
    return 0;
slouken@1918
  1159
}
slouken@1918
  1160
slouken@1918
  1161
static void
slouken@1918
  1162
GL_RenderPresent(SDL_Renderer * renderer)
slouken@1918
  1163
{
slouken@1918
  1164
    SDL_GL_SwapWindow(renderer->window);
slouken@1918
  1165
}
slouken@1918
  1166
slouken@1918
  1167
static void
slouken@1918
  1168
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
  1169
{
slouken@1927
  1170
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1171
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
  1172
slouken@1918
  1173
    if (!data) {
slouken@1918
  1174
        return;
slouken@1918
  1175
    }
slouken@1918
  1176
    if (data->texture) {
slouken@1927
  1177
        renderdata->glDeleteTextures(1, &data->texture);
slouken@1918
  1178
    }
slouken@1974
  1179
    if (data->palette) {
slouken@1974
  1180
        SDL_free(data->palette);
slouken@1974
  1181
    }
slouken@1920
  1182
    if (data->pixels) {
slouken@1920
  1183
        SDL_free(data->pixels);
slouken@1920
  1184
    }
slouken@1920
  1185
    SDL_FreeDirtyRects(&data->dirty);
slouken@1918
  1186
    SDL_free(data);
slouken@1918
  1187
    texture->driverdata = NULL;
slouken@1918
  1188
}
slouken@1918
  1189
slouken@1975
  1190
static void
slouken@1918
  1191
GL_DestroyRenderer(SDL_Renderer * renderer)
slouken@1918
  1192
{
slouken@1918
  1193
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1194
slouken@1918
  1195
    if (data) {
slouken@1920
  1196
        if (data->context) {
icculus@2835
  1197
            if (data->GL_ARB_fragment_program_supported) {
icculus@2835
  1198
                data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1199
                data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
icculus@2835
  1200
                if (data->fragment_program_UYVY != 0) {
icculus@2835
  1201
                    data->glDeleteProgramsARB(1, &data->fragment_program_UYVY);
icculus@2835
  1202
                }
icculus@2835
  1203
            }
icculus@2835
  1204
bob@2328
  1205
            /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
slouken@1920
  1206
            SDL_GL_DeleteContext(data->context);
slouken@1918
  1207
        }
slouken@1918
  1208
        SDL_free(data);
slouken@1918
  1209
    }
slouken@1918
  1210
    SDL_free(renderer);
slouken@1918
  1211
}
slouken@1918
  1212
slouken@1952
  1213
#endif /* SDL_VIDEO_RENDER_OGL */
slouken@1918
  1214
slouken@1918
  1215
/* vi: set ts=4 sw=4 expandtab: */