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SDL_render_gles2.c
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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2020 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_ES2 && !SDL_RENDER_DISABLED
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#include "SDL_assert.h"
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#include "SDL_hints.h"
#include "SDL_opengles2.h"
#include "../SDL_sysrender.h"
#include "../../video/SDL_blit.h"
#include "SDL_shaders_gles2.h"
/* To prevent unnecessary window recreation,
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* these should match the defaults selected in SDL_GL_ResetAttributes
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*/
#define RENDERER_CONTEXT_MAJOR 2
#define RENDERER_CONTEXT_MINOR 0
/* Used to re-create the window with OpenGL ES capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
/*************************************************************************************************
* Context structures *
*************************************************************************************************/
typedef struct GLES2_FBOList GLES2_FBOList;
struct GLES2_FBOList
{
Uint32 w, h;
GLuint FBO;
GLES2_FBOList *next;
};
typedef struct GLES2_TextureData
{
GLenum texture;
GLenum texture_type;
GLenum pixel_format;
GLenum pixel_type;
void *pixel_data;
int pitch;
/* YUV texture support */
SDL_bool yuv;
SDL_bool nv12;
GLenum texture_v;
GLenum texture_u;
GLES2_FBOList *fbo;
} GLES2_TextureData;
typedef struct GLES2_ShaderCacheEntry
{
GLuint id;
GLES2_ShaderType type;
const GLES2_ShaderInstance *instance;
int references;
struct GLES2_ShaderCacheEntry *prev;
struct GLES2_ShaderCacheEntry *next;
} GLES2_ShaderCacheEntry;
typedef struct GLES2_ShaderCache
{
int count;
GLES2_ShaderCacheEntry *head;
} GLES2_ShaderCache;
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
GLES2_ShaderCacheEntry *vertex_shader;
GLES2_ShaderCacheEntry *fragment_shader;
GLuint uniform_locations[16];
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Uint32 color;
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GLfloat projection[4][4];
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
} GLES2_ProgramCacheEntry;
typedef struct GLES2_ProgramCache
{
int count;
GLES2_ProgramCacheEntry *head;
GLES2_ProgramCacheEntry *tail;
} GLES2_ProgramCache;
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
GLES2_ATTRIBUTE_TEXCOORD = 1,
GLES2_ATTRIBUTE_ANGLE = 2,
GLES2_ATTRIBUTE_CENTER = 3,
} GLES2_Attribute;
typedef enum
{
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_COLOR,
GLES2_UNIFORM_TEXTURE_U,
GLES2_UNIFORM_TEXTURE_V
} GLES2_Uniform;
typedef enum
{
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GLES2_IMAGESOURCE_INVALID,
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GLES2_IMAGESOURCE_SOLID,
GLES2_IMAGESOURCE_TEXTURE_ABGR,
GLES2_IMAGESOURCE_TEXTURE_ARGB,
GLES2_IMAGESOURCE_TEXTURE_RGB,
GLES2_IMAGESOURCE_TEXTURE_BGR,
GLES2_IMAGESOURCE_TEXTURE_YUV,
GLES2_IMAGESOURCE_TEXTURE_NV12,
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GLES2_IMAGESOURCE_TEXTURE_NV21,
GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
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} GLES2_ImageSource;
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typedef struct
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{
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SDL_Rect viewport;
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SDL_bool viewport_dirty;
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SDL_Texture *texture;
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SDL_Texture *target;
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SDL_BlendMode blend;
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SDL_bool cliprect_enabled_dirty;
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SDL_bool cliprect_enabled;
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SDL_bool cliprect_dirty;
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SDL_Rect cliprect;
SDL_bool texturing;
SDL_bool is_copy_ex;
Uint32 color;
Uint32 clear_color;
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int drawablew;
int drawableh;
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GLES2_ProgramCacheEntry *program;
GLfloat projection[4][4];
} GLES2_DrawStateCache;
typedef struct GLES2_RenderData
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{
SDL_GLContext *context;
SDL_bool debug_enabled;
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_gles2funcs.h"
#undef SDL_PROC
GLES2_FBOList *framebuffers;
GLuint window_framebuffer;
int shader_format_count;
GLenum *shader_formats;
GLES2_ShaderCache shader_cache;
GLES2_ProgramCache program_cache;
Uint8 clear_r, clear_g, clear_b, clear_a;
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GLuint vertex_buffers[8];
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size_t vertex_buffer_size[8];
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int current_vertex_buffer;
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GLES2_DrawStateCache drawstate;
} GLES2_RenderData;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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static const float inv255f = 1.0f / 255.0f;
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SDL_FORCE_INLINE const char*
GL_TranslateError (GLenum error)
{
#define GL_ERROR_TRANSLATE(e) case e: return #e;
switch (error) {
GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
GL_ERROR_TRANSLATE(GL_NO_ERROR)
default:
return "UNKNOWN";
}
#undef GL_ERROR_TRANSLATE
}
SDL_FORCE_INLINE void
GL_ClearErrors(SDL_Renderer *renderer)
{
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GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
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if (!data->debug_enabled) {
return;
}
while (data->glGetError() != GL_NO_ERROR) {
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/* continue; */
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}
}
SDL_FORCE_INLINE int
GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
{
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GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
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int ret = 0;
if (!data->debug_enabled) {
return 0;
}
/* check gl errors (can return multiple errors) */
for (;;) {
GLenum error = data->glGetError();
if (error != GL_NO_ERROR) {
if (prefix == NULL || prefix[0] == '\0') {
prefix = "generic";
}
SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
ret = -1;
} else {
break;
}
}
return ret;
}
#if 0
#define GL_CheckError(prefix, renderer)
#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
/*************************************************************************************************
* Renderer state APIs *
*************************************************************************************************/
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static int GLES2_LoadFunctions(GLES2_RenderData * data)
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{
#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_ANDROID
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_PANDORA
#define __SDL_NOGETPROCADDR__
#endif
#if defined __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#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 GLES2 function %s: %s", #func, SDL_GetError()); \
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} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "SDL_gles2funcs.h"
#undef SDL_PROC
return 0;
}
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static GLES2_FBOList *
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GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h)
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{
GLES2_FBOList *result = data->framebuffers;
while ((result) && ((result->w != w) || (result->h != h)) ) {
result = result->next;
}
if (result == NULL) {
result = SDL_malloc(sizeof(GLES2_FBOList));
result->w = w;
result->h = h;
data->glGenFramebuffers(1, &result->FBO);
result->next = data->framebuffers;
data->framebuffers = result;
}
return result;
}
static int
GLES2_ActivateRenderer(SDL_Renderer * renderer)
{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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if (SDL_GL_GetCurrentContext() != data->context) {
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/* Null out the current program to ensure we set it again */
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data->drawstate.program = NULL;
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if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
}
GL_ClearErrors(renderer);
return 0;
}
static void
GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
/* According to Apple documentation, we need to finish drawing NOW! */
data->glFinish();
}
}
static int
GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
SDL_GL_GetDrawableSize(renderer->window, w, h);
return 0;
}
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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
GLES2_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;
}
return SDL_TRUE;
}
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static void
GLES2_EvictShader(GLES2_RenderData *data, GLES2_ShaderCacheEntry *entry)
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{
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/* Unlink the shader from the cache */
if (entry->next) {
entry->next->prev = entry->prev;
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}
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if (entry->prev) {
entry->prev->next = entry->next;
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}
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if (data->shader_cache.head == entry) {
data->shader_cache.head = entry->next;
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}
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--data->shader_cache.count;
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/* Deallocate the shader */
data->glDeleteShader(entry->id);
SDL_free(entry);
}
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static GLES2_ProgramCacheEntry *
GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
GLES2_ShaderCacheEntry *fragment)
{
GLES2_ProgramCacheEntry *entry;
GLES2_ShaderCacheEntry *shaderEntry;
GLint linkSuccessful;
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/* Check if we've already cached this program */
entry = data->program_cache.head;
while (entry) {
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
break;
}
entry = entry->next;
}
if (entry) {
if (data->program_cache.head != entry) {
if (entry->next) {
entry->next->prev = entry->prev;
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}
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if (entry->prev) {
entry->prev->next = entry->next;
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}
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entry->prev = NULL;
entry->next = data->program_cache.head;
data->program_cache.head->prev = entry;
data->program_cache.head = entry;
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}
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return entry;
}
/* Create a program cache entry */
entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
if (!entry) {
SDL_OutOfMemory();
return NULL;
}
entry->vertex_shader = vertex;
entry->fragment_shader = fragment;
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/* Create the program and link it */
entry->id = data->glCreateProgram();
data->glAttachShader(entry->id, vertex->id);
data->glAttachShader(entry->id, fragment->id);
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
data->glLinkProgram(entry->id);
data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
if (!linkSuccessful) {
data->glDeleteProgram(entry->id);
SDL_free(entry);
SDL_SetError("Failed to link shader program");
return NULL;
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}
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/* Predetermine locations of uniform variables */
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
data->glGetUniformLocation(entry->id, "u_projection");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
data->glGetUniformLocation(entry->id, "u_texture_v");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
data->glGetUniformLocation(entry->id, "u_texture_u");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
data->glGetUniformLocation(entry->id, "u_texture");
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
data->glGetUniformLocation(entry->id, "u_color");
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entry->color = 0;
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data->glUseProgram(entry->id);
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
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}
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if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
}
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
}
if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
}
if (entry->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f);
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}
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/* Cache the linked program */
if (data->program_cache.head) {
entry->next = data->program_cache.head;
data->program_cache.head->prev = entry;
} else {
data->program_cache.tail = entry;
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}
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data->program_cache.head = entry;
++data->program_cache.count;
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/* Increment the refcount of the shaders we're using */
++vertex->references;
++fragment->references;
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/* Evict the last entry from the cache if we exceed the limit */
if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
shaderEntry = data->program_cache.tail->vertex_shader;
if (--shaderEntry->references <= 0) {
GLES2_EvictShader(data, shaderEntry);
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}
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shaderEntry = data->program_cache.tail->fragment_shader;
if (--shaderEntry->references <= 0) {
GLES2_EvictShader(data, shaderEntry);
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}
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data->glDeleteProgram(data->program_cache.tail->id);
data->program_cache.tail = data->program_cache.tail->prev;
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if (data->program_cache.tail != NULL) {
SDL_free(data->program_cache.tail->next);
data->program_cache.tail->next = NULL;
}
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--data->program_cache.count;
}
return entry;
}
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static GLES2_ShaderCacheEntry *
GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type)
{
const GLES2_Shader *shader;
const GLES2_ShaderInstance *instance = NULL;
GLES2_ShaderCacheEntry *entry = NULL;
GLint compileSuccessful = GL_FALSE;
int i, j;
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/* Find the corresponding shader */
shader = GLES2_GetShader(type);
if (!shader) {
SDL_SetError("No shader matching the requested characteristics was found");
return NULL;
}
/* Find a matching shader instance that's supported on this hardware */
for (i = 0; i < shader->instance_count && !instance; ++i) {
for (j = 0; j < data->shader_format_count && !instance; ++j) {
if (!shader->instances[i]) {
continue;
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}
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if (shader->instances[i]->format != data->shader_formats[j]) {
continue;
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}
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instance = shader->instances[i];
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}
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}
if (!instance) {
SDL_SetError("The specified shader cannot be loaded on the current platform");
return NULL;
}
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/* Check if we've already cached this shader */
entry = data->shader_cache.head;
while (entry) {
if (entry->instance == instance) {
break;
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}
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entry = entry->next;
}
if (entry) {
return entry;
}
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/* Create a shader cache entry */
entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
if (!entry) {
SDL_OutOfMemory();
return NULL;
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}
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entry->type = type;
entry->instance = instance;
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/* Compile or load the selected shader instance */
entry->id = data->glCreateShader(instance->type);
if (instance->format == (GLenum)-1) {
data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL);
data->glCompileShader(entry->id);
data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
} else {
data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
compileSuccessful = GL_TRUE;
}
if (!compileSuccessful) {
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SDL_bool isstack = SDL_FALSE;
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char *info = NULL;
int length = 0;
data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
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info = SDL_small_alloc(char, length, &isstack);
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if (info) {
data->glGetShaderInfoLog(entry->id, length, &length, info);
}
}
if (info) {
SDL_SetError("Failed to load the shader: %s", info);
619
SDL_small_free(info, isstack);
620
621
622
623
624
625
626
} else {
SDL_SetError("Failed to load the shader");
}
data->glDeleteShader(entry->id);
SDL_free(entry);
return NULL;
}
627
628
629
630
631
632
633
634
635
636
/* Link the shader entry in at the front of the cache */
if (data->shader_cache.head) {
entry->next = data->shader_cache.head;
data->shader_cache.head->prev = entry;
}
data->shader_cache.head = entry;
++data->shader_cache.count;
return entry;
}
637
638
static int
639
GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h)
640
{
641
642
643
644
GLES2_ShaderCacheEntry *vertex = NULL;
GLES2_ShaderCacheEntry *fragment = NULL;
GLES2_ShaderType vtype, ftype;
GLES2_ProgramCacheEntry *program;
645
646
647
648
649
650
/* Select an appropriate shader pair for the specified modes */
vtype = GLES2_SHADER_VERTEX_DEFAULT;
switch (source) {
case GLES2_IMAGESOURCE_SOLID:
ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
651
break;
652
653
case GLES2_IMAGESOURCE_TEXTURE_ABGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
654
break;
655
656
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664
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672
673
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692
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713
case GLES2_IMAGESOURCE_TEXTURE_ARGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_RGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_BGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_YUV:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
break;
case SDL_YUV_CONVERSION_BT601:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
break;
case SDL_YUV_CONVERSION_BT709:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
goto fault;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_NV12:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
break;
case SDL_YUV_CONVERSION_BT601:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
break;
case SDL_YUV_CONVERSION_BT709:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
goto fault;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_NV21:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
break;
case SDL_YUV_CONVERSION_BT601:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
break;
case SDL_YUV_CONVERSION_BT709:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
goto fault;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
714
break;
715
default:
716
goto fault;
717
718
}
719
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721
722
723
724
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726
/* Load the requested shaders */
vertex = GLES2_CacheShader(data, vtype);
if (!vertex) {
goto fault;
}
fragment = GLES2_CacheShader(data, ftype);
if (!fragment) {
goto fault;
727
728
}
729
730
731
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733
/* Check if we need to change programs at all */
if (data->drawstate.program &&
data->drawstate.program->vertex_shader == vertex &&
data->drawstate.program->fragment_shader == fragment) {
return 0;
734
735
}
736
737
738
739
/* Generate a matching program */
program = GLES2_CacheProgram(data, vertex, fragment);
if (!program) {
goto fault;
740
741
}
742
743
/* Select that program in OpenGL */
data->glUseProgram(program->id);
744
745
746
/* Set the current program */
data->drawstate.program = program;
747
748
749
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751
752
/* Clean up and return */
return 0;
fault:
if (vertex && vertex->references <= 0) {
GLES2_EvictShader(data, vertex);
753
}
754
755
if (fragment && fragment->references <= 0) {
GLES2_EvictShader(data, fragment);
756
}
757
758
759
data->drawstate.program = NULL;
return -1;
}
760
761
762
763
764
765
766
767
768
769
770
static int
GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0; /* nothing to do in this backend. */
}
static int
GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
771
int i;
772
773
if (!verts) {
774
775
776
return -1;
}
777
778
779
780
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
781
782
}
783
return 0;
784
785
786
}
static int
787
GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
788
{
789
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
790
int i;
791
792
793
if (!verts) {
return -1;
794
795
}
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
const SDL_FRect *rect = &rects[i];
const GLfloat minx = rect->x;
const GLfloat maxx = rect->x + rect->w;
const GLfloat miny = rect->y;
const GLfloat maxy = rect->y + rect->h;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
812
813
}
814
815
816
817
818
819
820
821
822
823
824
825
826
return 0;
}
static int
GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
827
}
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
cmd->data.draw.count = 1;
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
minv = (GLfloat) srcrect->y / texture->h;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxu;
*(verts++) = maxv;
859
860
861
862
return 0;
}
static int
863
864
865
GLES2_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)
866
{
867
868
869
870
871
872
873
874
875
876
877
878
879
/* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
const GLfloat s = (GLfloat) SDL_sin(radian_angle);
const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
const GLfloat centerx = center->x + dstrect->x;
const GLfloat centery = center->y + dstrect->y;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 32 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
880
881
882
883
if (flip & SDL_FLIP_HORIZONTAL) {
minx = dstrect->x + dstrect->w;
maxx = dstrect->x;
884
} else {
885
886
887
888
889
890
891
minx = dstrect->x;
maxx = dstrect->x + dstrect->w;
}
if (flip & SDL_FLIP_VERTICAL) {
miny = dstrect->y + dstrect->h;
maxy = dstrect->y;
892
} else {
893
894
895
896
miny = dstrect->y;
maxy = dstrect->y + dstrect->h;
}
897
898
899
900
901
minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w);
maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w);
minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
cmd->data.draw.count = 1;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxu;
*(verts++) = maxv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
return 0;
}
943
944
945
946
947
948
949
static int
SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc)
{
const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
SDL_Texture *texture = cmd->data.draw.texture;
950
const SDL_BlendMode blend = cmd->data.draw.blend;
951
GLES2_ProgramCacheEntry *program;
952
953
954
SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
if (data->drawstate.viewport_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
data->glViewport(viewport->x,
data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
viewport->w, viewport->h);
if (viewport->w && viewport->h) {
data->drawstate.projection[0][0] = 2.0f / viewport->w;
data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h;
data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f;
}
data->drawstate.viewport_dirty = SDL_FALSE;
}
if (data->drawstate.cliprect_enabled_dirty) {
if (!data->drawstate.cliprect_enabled) {
data->glDisable(GL_SCISSOR_TEST);
} else {
data->glEnable(GL_SCISSOR_TEST);
}
974
data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
975
976
977
978
979
980
981
982
}
if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
const SDL_Rect *rect = &data->drawstate.cliprect;
data->glScissor(viewport->x + rect->x,
data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
rect->w, rect->h);
983
data->drawstate.cliprect_dirty = SDL_FALSE;
984
985
}
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
if (texture != data->drawstate.texture) {
if ((texture != NULL) != data->drawstate.texturing) {
if (texture == NULL) {
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = SDL_FALSE;
} else {
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = SDL_TRUE;
}
}
if (texture) {
GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);