src/video/SDL_renderer_gl.c
author Sam Lantinga <slouken@libsdl.org>
Sat, 06 Dec 2008 17:43:10 +0000
changeset 2840 53ca0d758b0a
parent 2839 f89700cc9272
child 2843 e919f2e3700d
permissions -rw-r--r--
The previous checkin fixes the crash, so at least we're not overrunning
the texture pixel data anymore...
slouken@1918
     1
/*
slouken@1918
     2
    SDL - Simple DirectMedia Layer
slouken@1918
     3
    Copyright (C) 1997-2006 Sam Lantinga
slouken@1918
     4
slouken@1918
     5
    This library is free software; you can redistribute it and/or
slouken@1918
     6
    modify it under the terms of the GNU Lesser General Public
slouken@1918
     7
    License as published by the Free Software Foundation; either
slouken@1918
     8
    version 2.1 of the License, or (at your option) any later version.
slouken@1918
     9
slouken@1918
    10
    This library is distributed in the hope that it will be useful,
slouken@1918
    11
    but WITHOUT ANY WARRANTY; without even the implied warranty of
slouken@1918
    12
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
slouken@1918
    13
    Lesser General Public License for more details.
slouken@1918
    14
slouken@1918
    15
    You should have received a copy of the GNU Lesser General Public
slouken@1918
    16
    License along with this library; if not, write to the Free Software
slouken@1918
    17
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
slouken@1918
    18
slouken@1918
    19
    Sam Lantinga
slouken@1918
    20
    slouken@libsdl.org
slouken@1918
    21
*/
slouken@1918
    22
#include "SDL_config.h"
slouken@1918
    23
slouken@1952
    24
#if SDL_VIDEO_RENDER_OGL
slouken@1920
    25
slouken@1920
    26
#include "SDL_video.h"
slouken@1920
    27
#include "SDL_opengl.h"
slouken@1920
    28
#include "SDL_sysvideo.h"
slouken@1920
    29
#include "SDL_pixels_c.h"
slouken@1920
    30
#include "SDL_rect_c.h"
slouken@1920
    31
#include "SDL_yuv_sw_c.h"
slouken@1918
    32
slouken@2246
    33
#ifdef __MACOSX__
slouken@2246
    34
#include <OpenGL/OpenGL.h>
slouken@2246
    35
#endif
slouken@2246
    36
slouken@2778
    37
slouken@1918
    38
/* OpenGL renderer implementation */
slouken@1918
    39
slouken@2230
    40
/* Details on optimizing the texture path on Mac OS X:
slouken@2230
    41
   http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
slouken@2230
    42
*/
slouken@2230
    43
icculus@2835
    44
/* !!! FIXME: this should go in a higher level than the GL renderer. */
icculus@2835
    45
static __inline__ int
icculus@2835
    46
bytes_per_pixel(const Uint32 format)
icculus@2835
    47
{
slouken@2839
    48
    if (!SDL_ISPIXELFORMAT_FOURCC(format)) {
slouken@2839
    49
        return SDL_BYTESPERPIXEL(format);
slouken@2839
    50
    }
slouken@2839
    51
slouken@2839
    52
    /* FOURCC format */
icculus@2835
    53
    switch (format) {
slouken@2839
    54
        case SDL_PIXELFORMAT_YV12:
slouken@2839
    55
        case SDL_PIXELFORMAT_IYUV:
slouken@2839
    56
        case SDL_PIXELFORMAT_YUY2:
icculus@2835
    57
        case SDL_PIXELFORMAT_UYVY:
slouken@2839
    58
        case SDL_PIXELFORMAT_YVYU:
icculus@2835
    59
            return 2;
icculus@2835
    60
        default:
slouken@2839
    61
            return 1;  /* shouldn't ever hit this. */
icculus@2835
    62
    }
icculus@2835
    63
}
icculus@2835
    64
icculus@2835
    65
slouken@1985
    66
static const float inv255f = 1.0f / 255.0f;
slouken@1985
    67
slouken@1918
    68
static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
slouken@1923
    69
static int GL_ActivateRenderer(SDL_Renderer * renderer);
slouken@1970
    70
static int GL_DisplayModeChanged(SDL_Renderer * renderer);
slouken@1918
    71
static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
slouken@2222
    72
static int GL_QueryTexturePixels(SDL_Renderer * renderer,
slouken@2222
    73
                                 SDL_Texture * texture, void **pixels,
slouken@2222
    74
                                 int *pitch);
slouken@1918
    75
static int GL_SetTexturePalette(SDL_Renderer * renderer,
slouken@1918
    76
                                SDL_Texture * texture,
slouken@1918
    77
                                const SDL_Color * colors, int firstcolor,
slouken@1918
    78
                                int ncolors);
slouken@1918
    79
static int GL_GetTexturePalette(SDL_Renderer * renderer,
slouken@1918
    80
                                SDL_Texture * texture, SDL_Color * colors,
slouken@1918
    81
                                int firstcolor, int ncolors);
slouken@1985
    82
static int GL_SetTextureColorMod(SDL_Renderer * renderer,
slouken@1985
    83
                                 SDL_Texture * texture);
slouken@1985
    84
static int GL_SetTextureAlphaMod(SDL_Renderer * renderer,
slouken@1985
    85
                                 SDL_Texture * texture);
slouken@1985
    86
static int GL_SetTextureBlendMode(SDL_Renderer * renderer,
slouken@1985
    87
                                  SDL_Texture * texture);
slouken@1985
    88
static int GL_SetTextureScaleMode(SDL_Renderer * renderer,
slouken@1985
    89
                                  SDL_Texture * texture);
slouken@1918
    90
static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
    91
                            const SDL_Rect * rect, const void *pixels,
slouken@1918
    92
                            int pitch);
slouken@1918
    93
static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1985
    94
                          const SDL_Rect * rect, int markDirty, void **pixels,
slouken@1985
    95
                          int *pitch);
slouken@1918
    96
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
slouken@1918
    97
static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
    98
                            int numrects, const SDL_Rect * rects);
slouken@1985
    99
static int GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
slouken@1985
   100
                         Uint8 a, const SDL_Rect * rect);
slouken@1918
   101
static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1985
   102
                         const SDL_Rect * srcrect, const SDL_Rect * dstrect);
slouken@1918
   103
static void GL_RenderPresent(SDL_Renderer * renderer);
slouken@1918
   104
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
slouken@1918
   105
static void GL_DestroyRenderer(SDL_Renderer * renderer);
slouken@1918
   106
slouken@1918
   107
slouken@1918
   108
SDL_RenderDriver GL_RenderDriver = {
slouken@1918
   109
    GL_CreateRenderer,
slouken@1918
   110
    {
slouken@1918
   111
     "opengl",
slouken@1974
   112
     (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD |
slouken@1974
   113
      SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
slouken@1985
   114
     (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
slouken@1985
   115
      SDL_TEXTUREMODULATE_ALPHA),
slouken@1965
   116
     (SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK |
slouken@1965
   117
      SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD |
slouken@1965
   118
      SDL_TEXTUREBLENDMODE_MOD),
slouken@1965
   119
     (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
slouken@1965
   120
      SDL_TEXTURESCALEMODE_SLOW),
slouken@2813
   121
     15,
slouken@1918
   122
     {
slouken@1965
   123
      SDL_PIXELFORMAT_INDEX1LSB,
slouken@1965
   124
      SDL_PIXELFORMAT_INDEX1MSB,
slouken@1965
   125
      SDL_PIXELFORMAT_INDEX8,
slouken@1965
   126
      SDL_PIXELFORMAT_RGB332,
slouken@1965
   127
      SDL_PIXELFORMAT_RGB444,
slouken@1965
   128
      SDL_PIXELFORMAT_RGB555,
slouken@1965
   129
      SDL_PIXELFORMAT_ARGB4444,
slouken@1965
   130
      SDL_PIXELFORMAT_ARGB1555,
slouken@1965
   131
      SDL_PIXELFORMAT_RGB565,
slouken@1965
   132
      SDL_PIXELFORMAT_RGB24,
slouken@1965
   133
      SDL_PIXELFORMAT_BGR24,
slouken@1965
   134
      SDL_PIXELFORMAT_RGB888,
slouken@1965
   135
      SDL_PIXELFORMAT_BGR888,
slouken@1965
   136
      SDL_PIXELFORMAT_ARGB8888,
slouken@1965
   137
      SDL_PIXELFORMAT_ABGR8888,
slouken@2813
   138
      SDL_PIXELFORMAT_ARGB2101010},
slouken@1918
   139
     0,
slouken@1918
   140
     0}
slouken@1918
   141
};
slouken@1918
   142
slouken@1918
   143
typedef struct
slouken@1918
   144
{
slouken@1918
   145
    SDL_GLContext context;
slouken@2833
   146
    SDL_bool updateSize;
slouken@2233
   147
    SDL_bool GL_ARB_texture_rectangle_supported;
slouken@1974
   148
    SDL_bool GL_EXT_paletted_texture_supported;
icculus@2835
   149
    SDL_bool GL_ARB_fragment_program_supported;
slouken@1927
   150
    int blendMode;
slouken@1927
   151
    int scaleMode;
slouken@1927
   152
slouken@1927
   153
    /* OpenGL functions */
slouken@1927
   154
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
slouken@1927
   155
#include "SDL_glfuncs.h"
slouken@1927
   156
#undef SDL_PROC
slouken@1974
   157
slouken@1974
   158
    PFNGLCOLORTABLEEXTPROC glColorTableEXT;
slouken@2233
   159
    void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
slouken@2233
   160
                                 const GLvoid * pointer);
icculus@2835
   161
icculus@2835
   162
    PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
icculus@2835
   163
    PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
icculus@2835
   164
    PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
icculus@2835
   165
    PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
icculus@2835
   166
    PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
icculus@2835
   167
    PFNGLBINDPROGRAMARBPROC glBindProgramARB;
icculus@2835
   168
    PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
icculus@2835
   169
icculus@2835
   170
    /* (optional) fragment programs */
icculus@2835
   171
    GLuint fragment_program_UYVY;
slouken@1918
   172
} GL_RenderData;
slouken@1918
   173
slouken@1918
   174
typedef struct
slouken@1918
   175
{
slouken@1918
   176
    GLuint texture;
icculus@2835
   177
    GLuint shader;
slouken@1920
   178
    GLenum type;
slouken@1918
   179
    GLfloat texw;
slouken@1918
   180
    GLfloat texh;
slouken@1920
   181
    GLenum format;
slouken@1920
   182
    GLenum formattype;
slouken@1974
   183
    Uint8 *palette;
slouken@1918
   184
    void *pixels;
slouken@1918
   185
    int pitch;
slouken@1920
   186
    SDL_DirtyRectList dirty;
slouken@1918
   187
} GL_TextureData;
slouken@1918
   188
slouken@1918
   189
slouken@1924
   190
static void
slouken@1924
   191
GL_SetError(const char *prefix, GLenum result)
slouken@1924
   192
{
slouken@1924
   193
    const char *error;
slouken@1924
   194
slouken@1924
   195
    switch (result) {
slouken@1924
   196
    case GL_NO_ERROR:
slouken@1924
   197
        error = "GL_NO_ERROR";
slouken@1924
   198
        break;
slouken@1924
   199
    case GL_INVALID_ENUM:
slouken@1924
   200
        error = "GL_INVALID_ENUM";
slouken@1924
   201
        break;
slouken@1924
   202
    case GL_INVALID_VALUE:
slouken@1924
   203
        error = "GL_INVALID_VALUE";
slouken@1924
   204
        break;
slouken@1924
   205
    case GL_INVALID_OPERATION:
slouken@1924
   206
        error = "GL_INVALID_OPERATION";
slouken@1924
   207
        break;
slouken@1924
   208
    case GL_STACK_OVERFLOW:
slouken@1924
   209
        error = "GL_STACK_OVERFLOW";
slouken@1924
   210
        break;
slouken@1924
   211
    case GL_STACK_UNDERFLOW:
slouken@1924
   212
        error = "GL_STACK_UNDERFLOW";
slouken@1924
   213
        break;
slouken@1924
   214
    case GL_OUT_OF_MEMORY:
slouken@1924
   215
        error = "GL_OUT_OF_MEMORY";
slouken@1924
   216
        break;
slouken@1924
   217
    case GL_TABLE_TOO_LARGE:
slouken@1924
   218
        error = "GL_TABLE_TOO_LARGE";
slouken@1924
   219
        break;
slouken@1924
   220
    default:
slouken@1924
   221
        error = "UNKNOWN";
slouken@1924
   222
        break;
slouken@1924
   223
    }
slouken@1924
   224
    SDL_SetError("%s: %s", prefix, error);
slouken@1924
   225
}
slouken@1924
   226
slouken@1927
   227
static int
slouken@1927
   228
GL_LoadFunctions(GL_RenderData * data)
slouken@1927
   229
{
slouken@1927
   230
#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
slouken@1927
   231
#define __SDL_NOGETPROCADDR__
slouken@1927
   232
#elif defined(__MINT__)
slouken@1927
   233
#define __SDL_NOGETPROCADDR__
slouken@1927
   234
#endif
slouken@1927
   235
#ifdef __SDL_NOGETPROCADDR__
slouken@1927
   236
#define SDL_PROC(ret,func,params) data->func=func;
slouken@1927
   237
#else
slouken@1927
   238
#define SDL_PROC(ret,func,params) \
slouken@1927
   239
    do { \
slouken@1927
   240
        data->func = SDL_GL_GetProcAddress(#func); \
slouken@1927
   241
        if ( ! data->func ) { \
slouken@1927
   242
            SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
slouken@1927
   243
            return -1; \
slouken@1927
   244
        } \
slouken@1927
   245
    } while ( 0 );
slouken@1927
   246
#endif /* __SDL_NOGETPROCADDR__ */
slouken@1927
   247
slouken@1927
   248
#include "SDL_glfuncs.h"
slouken@1927
   249
#undef SDL_PROC
slouken@1927
   250
    return 0;
slouken@1927
   251
}
slouken@1927
   252
slouken@1918
   253
void
slouken@1918
   254
GL_AddRenderDriver(_THIS)
slouken@1918
   255
{
slouken@1920
   256
    if (_this->GL_CreateContext) {
slouken@1918
   257
        SDL_AddRenderDriver(0, &GL_RenderDriver);
slouken@1918
   258
    }
slouken@1918
   259
}
slouken@1918
   260
slouken@1918
   261
SDL_Renderer *
slouken@1918
   262
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
slouken@1918
   263
{
slouken@1918
   264
    SDL_Renderer *renderer;
slouken@1918
   265
    GL_RenderData *data;
slouken@1952
   266
    GLint value;
slouken@1974
   267
    int doublebuffer;
slouken@1918
   268
slouken@1974
   269
    /* Render directly to the window, unless we're compositing */
slouken@1974
   270
#ifndef __MACOSX__
slouken@1974
   271
    if (flags & SDL_RENDERER_SINGLEBUFFER) {
slouken@1974
   272
        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
slouken@1974
   273
    }
slouken@1974
   274
#endif
slouken@1918
   275
    if (!(window->flags & SDL_WINDOW_OPENGL)) {
slouken@1928
   276
        if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) {
slouken@1924
   277
            return NULL;
slouken@1924
   278
        }
slouken@1918
   279
    }
slouken@1918
   280
slouken@1920
   281
    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
slouken@1918
   282
    if (!renderer) {
slouken@1918
   283
        SDL_OutOfMemory();
slouken@1918
   284
        return NULL;
slouken@1918
   285
    }
slouken@1918
   286
slouken@1920
   287
    data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
slouken@1918
   288
    if (!data) {
slouken@1918
   289
        GL_DestroyRenderer(renderer);
slouken@1918
   290
        SDL_OutOfMemory();
slouken@1918
   291
        return NULL;
slouken@1918
   292
    }
slouken@1918
   293
slouken@1923
   294
    renderer->ActivateRenderer = GL_ActivateRenderer;
slouken@1970
   295
    renderer->DisplayModeChanged = GL_DisplayModeChanged;
slouken@1918
   296
    renderer->CreateTexture = GL_CreateTexture;
slouken@2222
   297
    renderer->QueryTexturePixels = GL_QueryTexturePixels;
slouken@1918
   298
    renderer->SetTexturePalette = GL_SetTexturePalette;
slouken@1918
   299
    renderer->GetTexturePalette = GL_GetTexturePalette;
slouken@1985
   300
    renderer->SetTextureColorMod = GL_SetTextureColorMod;
slouken@1985
   301
    renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod;
slouken@1985
   302
    renderer->SetTextureBlendMode = GL_SetTextureBlendMode;
slouken@1985
   303
    renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
slouken@1918
   304
    renderer->UpdateTexture = GL_UpdateTexture;
slouken@1918
   305
    renderer->LockTexture = GL_LockTexture;
slouken@1918
   306
    renderer->UnlockTexture = GL_UnlockTexture;
slouken@1918
   307
    renderer->DirtyTexture = GL_DirtyTexture;
slouken@1918
   308
    renderer->RenderFill = GL_RenderFill;
slouken@1918
   309
    renderer->RenderCopy = GL_RenderCopy;
slouken@1918
   310
    renderer->RenderPresent = GL_RenderPresent;
slouken@1918
   311
    renderer->DestroyTexture = GL_DestroyTexture;
slouken@1918
   312
    renderer->DestroyRenderer = GL_DestroyRenderer;
slouken@1918
   313
    renderer->info = GL_RenderDriver.info;
slouken@1918
   314
    renderer->window = window->id;
slouken@1918
   315
    renderer->driverdata = data;
slouken@1918
   316
slouken@1918
   317
    renderer->info.flags =
slouken@1965
   318
        (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
slouken@1918
   319
slouken@1927
   320
    if (GL_LoadFunctions(data) < 0) {
slouken@1927
   321
        GL_DestroyRenderer(renderer);
slouken@1927
   322
        return NULL;
slouken@1927
   323
    }
slouken@1927
   324
slouken@1918
   325
    data->context = SDL_GL_CreateContext(window->id);
slouken@1918
   326
    if (!data->context) {
slouken@1918
   327
        GL_DestroyRenderer(renderer);
slouken@1918
   328
        return NULL;
slouken@1918
   329
    }
slouken@1918
   330
    if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
slouken@1918
   331
        GL_DestroyRenderer(renderer);
slouken@1918
   332
        return NULL;
slouken@1918
   333
    }
slouken@2246
   334
#ifdef __MACOSX__
slouken@2246
   335
    /* Enable multi-threaded rendering */
slouken@2246
   336
    /* Disabled until Ryan finishes his VBO/PBO code...
bob@2295
   337
       CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
bob@2295
   338
     */
slouken@2246
   339
#endif
slouken@2246
   340
slouken@1965
   341
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
slouken@1918
   342
        SDL_GL_SetSwapInterval(1);
slouken@1918
   343
    } else {
slouken@1918
   344
        SDL_GL_SetSwapInterval(0);
slouken@1918
   345
    }
slouken@1918
   346
    if (SDL_GL_GetSwapInterval() > 0) {
slouken@1965
   347
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
slouken@1918
   348
    }
slouken@1918
   349
slouken@1974
   350
    if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) {
slouken@1974
   351
        if (!doublebuffer) {
slouken@1974
   352
            renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
slouken@1974
   353
        }
slouken@1974
   354
    }
slouken@1974
   355
slouken@1952
   356
    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
slouken@1952
   357
    renderer->info.max_texture_width = value;
slouken@1952
   358
    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
slouken@1952
   359
    renderer->info.max_texture_height = value;
slouken@1920
   360
slouken@1926
   361
    if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
slouken@1926
   362
        || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
slouken@1926
   363
        data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
slouken@1926
   364
    }
slouken@1974
   365
    if (SDL_GL_ExtensionSupported("GL_EXT_paletted_texture")) {
slouken@1974
   366
        data->GL_EXT_paletted_texture_supported = SDL_TRUE;
slouken@1974
   367
        data->glColorTableEXT =
slouken@1974
   368
            (PFNGLCOLORTABLEEXTPROC) SDL_GL_GetProcAddress("glColorTableEXT");
slouken@1974
   369
    } else {
slouken@1974
   370
        /* Don't advertise support for 8-bit indexed texture format */
slouken@1974
   371
        Uint32 i, j;
slouken@1974
   372
        SDL_RendererInfo *info = &renderer->info;
slouken@1974
   373
        for (i = 0, j = 0; i < info->num_texture_formats; ++i) {
slouken@1974
   374
            if (info->texture_formats[i] != SDL_PIXELFORMAT_INDEX8) {
slouken@1974
   375
                info->texture_formats[j++] = info->texture_formats[i];
slouken@1974
   376
            }
slouken@1974
   377
        }
slouken@1974
   378
        --info->num_texture_formats;
slouken@1974
   379
    }
slouken@2233
   380
    if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
slouken@2233
   381
        data->glTextureRangeAPPLE =
slouken@2233
   382
            (void (*)(GLenum, GLsizei, const GLvoid *))
slouken@2233
   383
            SDL_GL_GetProcAddress("glTextureRangeAPPLE");
slouken@2233
   384
    }
slouken@1920
   385
icculus@2835
   386
    /* we might use fragment programs for YUV data, etc. */
icculus@2835
   387
    if (SDL_GL_ExtensionSupported("GL_ARB_fragment_program")) {
icculus@2835
   388
        /* !!! FIXME: this doesn't check for errors. */
icculus@2835
   389
        /* !!! FIXME: this should really reuse the glfuncs.h stuff. */
icculus@2835
   390
        data->glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)
icculus@2835
   391
            SDL_GL_GetProcAddress("glGetProgramivARB");
icculus@2835
   392
        data->glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)
icculus@2835
   393
            SDL_GL_GetProcAddress("glGetProgramStringARB");
icculus@2835
   394
        data->glProgramLocalParameter4fvARB =
icculus@2835
   395
            (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)
icculus@2835
   396
            SDL_GL_GetProcAddress("glProgramLocalParameter4fvARB");
icculus@2835
   397
        data->glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)
icculus@2835
   398
            SDL_GL_GetProcAddress("glDeleteProgramsARB");
icculus@2835
   399
        data->glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)
icculus@2835
   400
            SDL_GL_GetProcAddress("glGenProgramsARB");
icculus@2835
   401
        data->glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)
icculus@2835
   402
            SDL_GL_GetProcAddress("glBindProgramARB");
icculus@2835
   403
        data->glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)
icculus@2835
   404
            SDL_GL_GetProcAddress("glProgramStringARB");
icculus@2835
   405
        data->GL_ARB_fragment_program_supported = SDL_TRUE;
icculus@2835
   406
    }
icculus@2835
   407
slouken@1918
   408
    /* Set up parameters for rendering */
slouken@1927
   409
    data->blendMode = -1;
slouken@1927
   410
    data->scaleMode = -1;
slouken@1927
   411
    data->glDisable(GL_DEPTH_TEST);
slouken@1927
   412
    data->glDisable(GL_CULL_FACE);
slouken@1926
   413
    if (data->GL_ARB_texture_rectangle_supported) {
slouken@1927
   414
        data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
slouken@1926
   415
    } else {
slouken@1927
   416
        data->glEnable(GL_TEXTURE_2D);
slouken@1926
   417
    }
slouken@2833
   418
    data->updateSize = SDL_TRUE;
slouken@1918
   419
slouken@1918
   420
    return renderer;
slouken@1918
   421
}
slouken@1918
   422
slouken@1923
   423
static int
slouken@1923
   424
GL_ActivateRenderer(SDL_Renderer * renderer)
slouken@1923
   425
{
slouken@1923
   426
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1923
   427
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
slouken@1923
   428
slouken@1970
   429
    if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
slouken@1970
   430
        return -1;
slouken@1970
   431
    }
slouken@2833
   432
    if (data->updateSize) {
slouken@2836
   433
        data->glMatrixMode(GL_PROJECTION);
slouken@2836
   434
        data->glLoadIdentity();
slouken@2836
   435
        data->glMatrixMode(GL_MODELVIEW);
slouken@2836
   436
        data->glLoadIdentity();
slouken@2836
   437
        data->glViewport(0, 0, window->w, window->h);
slouken@2836
   438
        data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0,
slouken@2836
   439
                      0.0, 1.0);
slouken@2833
   440
        data->updateSize = SDL_FALSE;
slouken@2833
   441
    }
slouken@1970
   442
    return 0;
slouken@1970
   443
}
slouken@1970
   444
slouken@1970
   445
static int
slouken@1970
   446
GL_DisplayModeChanged(SDL_Renderer * renderer)
slouken@1970
   447
{
slouken@1970
   448
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1970
   449
slouken@2836
   450
    /* Rebind the context to the window area and update matrices */
slouken@2836
   451
    data->updateSize = SDL_TRUE;
slouken@2836
   452
    return GL_ActivateRenderer(renderer);
slouken@1923
   453
}
slouken@1923
   454
slouken@1922
   455
static __inline__ int
slouken@1922
   456
power_of_2(int input)
slouken@1922
   457
{
slouken@1922
   458
    int value = 1;
slouken@1922
   459
slouken@1922
   460
    while (value < input) {
slouken@1922
   461
        value <<= 1;
slouken@1922
   462
    }
slouken@1922
   463
    return value;
slouken@1922
   464
}
slouken@1922
   465
icculus@2835
   466
icculus@2835
   467
#define DEBUG_PROGRAM_COMPILE 1
icculus@2835
   468
icculus@2835
   469
static GLuint
icculus@2835
   470
compile_shader(GL_RenderData *data, GLenum shader_type, const char *source)
icculus@2835
   471
{
icculus@2835
   472
#if DEBUG_PROGRAM_COMPILE
icculus@2835
   473
    printf("compiling shader:\n%s\n\n", source);
icculus@2835
   474
#endif
icculus@2835
   475
icculus@2835
   476
    GLuint program = 0;
icculus@2835
   477
icculus@2835
   478
    data->glGetError();  /* flush any existing error state. */
icculus@2835
   479
    data->glGenProgramsARB(1, &program);
icculus@2835
   480
    data->glBindProgramARB(shader_type, program);
icculus@2835
   481
    data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
icculus@2835
   482
                             SDL_strlen(source), source);
icculus@2835
   483
icculus@2835
   484
    if (data->glGetError() == GL_INVALID_OPERATION)
icculus@2835
   485
    { 
icculus@2835
   486
#if DEBUG_PROGRAM_COMPILE
icculus@2835
   487
        GLint pos = 0;
icculus@2835
   488
        const GLubyte *errstr;
icculus@2835
   489
        data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
icculus@2835
   490
        errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
icculus@2835
   491
        printf("program compile error at position %d: %s\n\n",
icculus@2835
   492
                  (int) pos, (const char *) errstr);
icculus@2835
   493
#endif
icculus@2835
   494
        data->glBindProgramARB(shader_type, 0);
icculus@2835
   495
        data->glDeleteProgramsARB(1, &program);
icculus@2835
   496
        return 0;
icculus@2835
   497
    } // if
icculus@2835
   498
icculus@2835
   499
    return program;
icculus@2835
   500
}
icculus@2835
   501
icculus@2835
   502
// UYVY to RGB equasion...
icculus@2835
   503
//  R = 1.164(Y-16) + 1.596(Cr-128)
icculus@2835
   504
//  G = 1.164(Y-16) - 0.813(Cr-128) - 0.391(Cb-128)
icculus@2835
   505
//  B = 1.164(Y-16) + 2.018(Cb-128)
icculus@2835
   506
// Byte layout is Cb, Y1, Cr, Y2.
icculus@2835
   507
// 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr
icculus@2835
   508
// !!! FIXME: this ignores blendmodes, etc.
icculus@2835
   509
// !!! FIXME: this could be more efficient...use a dot product for green, not convert to 255.0 range, etc.
icculus@2835
   510
static const char *fragment_program_UYVY_source_code =
icculus@2835
   511
    "!!ARBfp1.0\n"
icculus@2835
   512
icculus@2835
   513
    // outputs...
icculus@2835
   514
    "OUTPUT outcolor = result.color;\n"
icculus@2835
   515
icculus@2835
   516
    // scratch registers...
icculus@2835
   517
    "TEMP uyvy;\n"
icculus@2835
   518
    "TEMP luminance;\n"
icculus@2835
   519
    "TEMP work;\n"
icculus@2835
   520
icculus@2835
   521
    // We need 32 bits to store the data, but each pixel is 16 bits in itself.
icculus@2835
   522
    //  halve the coordinates to grab the correct 32 bits for the fragment.
icculus@2835
   523
    "MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n"
icculus@2835
   524
icculus@2835
   525
    // Sample the YUV texture. Cb, Y1, Cr, Y2, are stored in r,g,b,a.
icculus@2835
   526
    // !!! FIXME: "RECT" needs to be "2D" if we're not using texture_rectangle extension.  :/
icculus@2835
   527
    "TEX uyvy, work, texture[0], RECT;\n"
icculus@2835
   528
icculus@2835
   529
    // Scale from 0.0/1.0 to 0.0/255.0 and do subtractions.  (!!! FIXME: optimize!)
icculus@2835
   530
    "MUL uyvy, uyvy, { 255.0, 255.0, 255.0, 255.0 };\n"
icculus@2835
   531
    "SUB uyvy, uyvy, { 128.0, 16.0, 128.0, 16.0 };\n"
icculus@2835
   532
icculus@2835
   533
    // Choose the luminance component by texcoord.
icculus@2835
   534
    // !!! FIXME: laziness wins out for now... just average Y1 and Y2.
icculus@2835
   535
    "ADD luminance, uyvy.yyyy, uyvy.wwww;\n"
icculus@2835
   536
    "MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n"
icculus@2835
   537
icculus@2835
   538
    // Multiply luminance by its magic value.
icculus@2835
   539
    "MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n"
icculus@2835
   540
icculus@2835
   541
    // uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications.
icculus@2835
   542
    "MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n"
icculus@2835
   543
icculus@2835
   544
    // Add luminance Cr and Cb, store to RGB channels.
icculus@2835
   545
    "ADD work.rgb, luminance, uyvy;\n"
icculus@2835
   546
icculus@2835
   547
    // Do final addition for Green channel.  (!!! FIXME: this should be a DPH?)
icculus@2835
   548
    "ADD work.g, work.g, uyvy.w;\n"
icculus@2835
   549
icculus@2835
   550
    // Scale back to 0.0/1.0. (this number is 1.0/255.0).
icculus@2835
   551
    "MUL work, work, { 0.0039215686274509803, 0.0039215686274509803, 0.0039215686274509803, 0.0039215686274509803 };\n"
icculus@2835
   552
icculus@2835
   553
    // Make sure alpha channel is fully opaque.  (!!! FIXME: blend modes!)
icculus@2835
   554
    "MOV work.a, { 1.0 };\n"
icculus@2835
   555
icculus@2835
   556
    // Store out the final fragment color.
icculus@2835
   557
    "MOV outcolor, work;\n"
icculus@2835
   558
icculus@2835
   559
    // ...and we're done.
icculus@2835
   560
    "END\n";
icculus@2835
   561
icculus@2835
   562
slouken@1918
   563
static int
slouken@1918
   564
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
   565
{
slouken@1918
   566
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   567
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
slouken@1918
   568
    GL_TextureData *data;
slouken@1920
   569
    GLint internalFormat;
slouken@1920
   570
    GLenum format, type;
slouken@1922
   571
    int texture_w, texture_h;
icculus@2835
   572
    GLuint shader = 0;
slouken@1924
   573
    GLenum result;
slouken@1918
   574
slouken@1920
   575
    switch (texture->format) {
slouken@1965
   576
    case SDL_PIXELFORMAT_INDEX1LSB:
slouken@1965
   577
    case SDL_PIXELFORMAT_INDEX1MSB:
slouken@1920
   578
        internalFormat = GL_RGB;
slouken@1920
   579
        format = GL_COLOR_INDEX;
slouken@1920
   580
        type = GL_BITMAP;
slouken@1920
   581
        break;
slouken@1965
   582
    case SDL_PIXELFORMAT_INDEX8:
slouken@1974
   583
        if (!renderdata->GL_EXT_paletted_texture_supported) {
slouken@1974
   584
            SDL_SetError("Unsupported texture format");
slouken@1974
   585
            return -1;
slouken@1974
   586
        }
slouken@1974
   587
        internalFormat = GL_COLOR_INDEX8_EXT;
slouken@1920
   588
        format = GL_COLOR_INDEX;
slouken@1920
   589
        type = GL_UNSIGNED_BYTE;
slouken@1920
   590
        break;
slouken@1965
   591
    case SDL_PIXELFORMAT_RGB332:
slouken@1920
   592
        internalFormat = GL_R3_G3_B2;
slouken@1920
   593
        format = GL_RGB;
slouken@1920
   594
        type = GL_UNSIGNED_BYTE_3_3_2;
slouken@1920
   595
        break;
slouken@1965
   596
    case SDL_PIXELFORMAT_RGB444:
slouken@1920
   597
        internalFormat = GL_RGB4;
slouken@1920
   598
        format = GL_RGB;
slouken@1920
   599
        type = GL_UNSIGNED_SHORT_4_4_4_4;
slouken@1920
   600
        break;
slouken@1965
   601
    case SDL_PIXELFORMAT_RGB555:
slouken@1920
   602
        internalFormat = GL_RGB5;
slouken@1920
   603
        format = GL_RGB;
slouken@1920
   604
        type = GL_UNSIGNED_SHORT_5_5_5_1;
slouken@1920
   605
        break;
slouken@1965
   606
    case SDL_PIXELFORMAT_ARGB4444:
slouken@1920
   607
        internalFormat = GL_RGBA4;
slouken@1920
   608
        format = GL_BGRA;
slouken@1920
   609
        type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
slouken@1920
   610
        break;
slouken@1965
   611
    case SDL_PIXELFORMAT_ARGB1555:
slouken@1920
   612
        internalFormat = GL_RGB5_A1;
slouken@1920
   613
        format = GL_BGRA;
slouken@1920
   614
        type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
slouken@1920
   615
        break;
slouken@1965
   616
    case SDL_PIXELFORMAT_RGB565:
slouken@1920
   617
        internalFormat = GL_RGB8;
slouken@1920
   618
        format = GL_RGB;
slouken@1920
   619
        type = GL_UNSIGNED_SHORT_5_6_5;
slouken@1920
   620
        break;
slouken@1965
   621
    case SDL_PIXELFORMAT_RGB24:
slouken@1920
   622
        internalFormat = GL_RGB8;
slouken@1920
   623
        format = GL_RGB;
slouken@1920
   624
        type = GL_UNSIGNED_BYTE;
slouken@1920
   625
        break;
slouken@1965
   626
    case SDL_PIXELFORMAT_RGB888:
slouken@1920
   627
        internalFormat = GL_RGB8;
slouken@1924
   628
        format = GL_BGRA;
slouken@1924
   629
        type = GL_UNSIGNED_BYTE;
slouken@1920
   630
        break;
slouken@1965
   631
    case SDL_PIXELFORMAT_BGR24:
slouken@1920
   632
        internalFormat = GL_RGB8;
slouken@1920
   633
        format = GL_BGR;
slouken@1920
   634
        type = GL_UNSIGNED_BYTE;
slouken@1920
   635
        break;
slouken@1965
   636
    case SDL_PIXELFORMAT_BGR888:
slouken@1920
   637
        internalFormat = GL_RGB8;
slouken@1924
   638
        format = GL_RGBA;
slouken@1924
   639
        type = GL_UNSIGNED_BYTE;
slouken@1920
   640
        break;
slouken@1965
   641
    case SDL_PIXELFORMAT_ARGB8888:
slouken@2230
   642
#ifdef __MACOSX__
slouken@2230
   643
        internalFormat = GL_RGBA;
slouken@2230
   644
        format = GL_BGRA;
slouken@2230
   645
        type = GL_UNSIGNED_INT_8_8_8_8_REV;
slouken@2230
   646
#else
slouken@1920
   647
        internalFormat = GL_RGBA8;
slouken@1920
   648
        format = GL_BGRA;
slouken@1924
   649
        type = GL_UNSIGNED_BYTE;
slouken@2230
   650
#endif
slouken@1920
   651
        break;
slouken@1965
   652
    case SDL_PIXELFORMAT_ABGR8888:
slouken@1920
   653
        internalFormat = GL_RGBA8;
slouken@1920
   654
        format = GL_RGBA;
slouken@1924
   655
        type = GL_UNSIGNED_BYTE;
slouken@1920
   656
        break;
slouken@1965
   657
    case SDL_PIXELFORMAT_ARGB2101010:
slouken@1920
   658
        internalFormat = GL_RGB10_A2;
slouken@1920
   659
        format = GL_BGRA;
slouken@1920
   660
        type = GL_UNSIGNED_INT_2_10_10_10_REV;
slouken@1920
   661
        break;
icculus@2835
   662
    case SDL_PIXELFORMAT_UYVY:
icculus@2835
   663
        if (renderdata->GL_ARB_fragment_program_supported) {
icculus@2835
   664
            if (renderdata->fragment_program_UYVY == 0) {
icculus@2835
   665
                renderdata->fragment_program_UYVY =
icculus@2835
   666
                    compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB,
icculus@2835
   667
                                   fragment_program_UYVY_source_code);
icculus@2835
   668
                if (renderdata->fragment_program_UYVY == 0) {
icculus@2835
   669
                    SDL_SetError("Fragment program compile error");
icculus@2835
   670
                    return -1;
icculus@2835
   671
                }
icculus@2835
   672
            }
icculus@2835
   673
            shader = renderdata->fragment_program_UYVY;
icculus@2835
   674
            internalFormat = GL_RGBA;
icculus@2835
   675
            format = GL_RGBA;
icculus@2835
   676
            type = GL_UNSIGNED_BYTE;
icculus@2835
   677
        } else {
icculus@2835
   678
            SDL_SetError("Unsupported texture format");
icculus@2835
   679
            return -1;
icculus@2835
   680
        }
icculus@2835
   681
        break;
slouken@1920
   682
    default:
slouken@1920
   683
        SDL_SetError("Unsupported texture format");
slouken@1920
   684
        return -1;
slouken@1920
   685
    }
slouken@1920
   686
slouken@1920
   687
    data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
slouken@1918
   688
    if (!data) {
slouken@1918
   689
        SDL_OutOfMemory();
slouken@1918
   690
        return -1;
slouken@1918
   691
    }
slouken@1918
   692
icculus@2835
   693
    data->shader = shader;
icculus@2835
   694
slouken@1974
   695
    if (texture->format == SDL_PIXELFORMAT_INDEX8) {
slouken@1974
   696
        data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8));
slouken@1974
   697
        if (!data->palette) {
slouken@1974
   698
            SDL_OutOfMemory();
slouken@1974
   699
            SDL_free(data);
slouken@1974
   700
            return -1;
slouken@1974
   701
        }
slouken@1974
   702
        SDL_memset(data->palette, 0xFF, 3 * 256 * sizeof(Uint8));
slouken@1974
   703
    }
slouken@1974
   704
slouken@2222
   705
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
icculus@2835
   706
        data->pitch = texture->w * bytes_per_pixel(texture->format);
slouken@2222
   707
        data->pixels = SDL_malloc(texture->h * data->pitch);
slouken@2222
   708
        if (!data->pixels) {
slouken@2222
   709
            SDL_OutOfMemory();
slouken@2222
   710
            SDL_free(data);
slouken@2222
   711
            return -1;
slouken@2222
   712
        }
slouken@2222
   713
    }
slouken@2222
   714
slouken@1918
   715
    texture->driverdata = data;
slouken@1918
   716
slouken@1927
   717
    renderdata->glGetError();
slouken@1927
   718
    renderdata->glGenTextures(1, &data->texture);
slouken@1926
   719
    if (renderdata->GL_ARB_texture_rectangle_supported) {
slouken@1926
   720
        data->type = GL_TEXTURE_RECTANGLE_ARB;
slouken@1926
   721
        texture_w = texture->w;
slouken@1926
   722
        texture_h = texture->h;
icculus@2835
   723
        data->texw = (GLfloat) texture_w;
icculus@2835
   724
        data->texh = (GLfloat) texture_h;
slouken@1926
   725
    } else {
slouken@1926
   726
        data->type = GL_TEXTURE_2D;
slouken@1926
   727
        texture_w = power_of_2(texture->w);
slouken@1926
   728
        texture_h = power_of_2(texture->h);
icculus@2835
   729
        data->texw = (GLfloat) (texture->w) / texture_w;
slouken@1926
   730
        data->texh = (GLfloat) texture->h / texture_h;
slouken@1926
   731
    }
icculus@2835
   732
slouken@2839
   733
    /* YUV formats use RGBA but are really two bytes per pixel */
slouken@2839
   734
    if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
slouken@2839
   735
        texture_w = (texture_w * bytes_per_pixel(texture->format)) / 4;
slouken@2839
   736
    }
slouken@2839
   737
slouken@1920
   738
    data->format = format;
slouken@1920
   739
    data->formattype = type;
slouken@1927
   740
    renderdata->glBindTexture(data->type, data->texture);
slouken@2230
   741
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
slouken@2230
   742
                                GL_NEAREST);
slouken@2230
   743
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
slouken@2230
   744
                                GL_NEAREST);
slouken@2230
   745
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
slouken@2230
   746
                                GL_CLAMP_TO_EDGE);
slouken@2230
   747
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
slouken@2230
   748
                                GL_CLAMP_TO_EDGE);
slouken@2840
   749
#ifdef __MACOSX__
slouken@2230
   750
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
slouken@2230
   751
#define GL_TEXTURE_STORAGE_HINT_APPLE       0x85BC
slouken@2230
   752
#endif
slouken@2230
   753
#ifndef STORAGE_CACHED_APPLE
slouken@2230
   754
#define STORAGE_CACHED_APPLE                0x85BE
slouken@2230
   755
#endif
slouken@2230
   756
#ifndef STORAGE_SHARED_APPLE
slouken@2230
   757
#define STORAGE_SHARED_APPLE                0x85BF
slouken@2230
   758
#endif
slouken@2230
   759
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@2230
   760
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   761
                                    GL_STORAGE_SHARED_APPLE);
slouken@2230
   762
    } else {
slouken@2230
   763
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   764
                                    GL_STORAGE_CACHED_APPLE);
slouken@2230
   765
    }
slouken@2809
   766
/* This causes a crash in testoverlay for some reason.  Apple bug? */
slouken@2809
   767
#if 0
bob@2295
   768
    if (texture->access == SDL_TEXTUREACCESS_STREAMING
bob@2295
   769
        && texture->format == SDL_PIXELFORMAT_ARGB8888) {
slouken@2237
   770
        /*
bob@2295
   771
           if (renderdata->glTextureRangeAPPLE) {
bob@2295
   772
           renderdata->glTextureRangeAPPLE(data->type,
bob@2295
   773
           texture->h * data->pitch,
bob@2295
   774
           data->pixels);
bob@2295
   775
           }
bob@2295
   776
         */
slouken@2230
   777
        renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
slouken@2230
   778
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   779
                                 texture_h, 0, format, type, data->pixels);
slouken@2230
   780
    } else
slouken@2230
   781
#endif
slouken@2809
   782
#endif
slouken@2230
   783
    {
slouken@2840
   784
printf("teximage2d(%d,%d)\n", (int) texture_w, (int) texture_h);
slouken@2230
   785
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   786
                                 texture_h, 0, format, type, NULL);
slouken@2230
   787
    }
slouken@1927
   788
    result = renderdata->glGetError();
slouken@1924
   789
    if (result != GL_NO_ERROR) {
slouken@1924
   790
        GL_SetError("glTexImage2D()", result);
slouken@1924
   791
        return -1;
slouken@1924
   792
    }
slouken@1918
   793
    return 0;
slouken@1918
   794
}
slouken@1918
   795
slouken@1918
   796
static int
slouken@2222
   797
GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@2222
   798
                      void **pixels, int *pitch)
slouken@2222
   799
{
slouken@2222
   800
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@2222
   801
slouken@2222
   802
    *pixels = data->pixels;
slouken@2222
   803
    *pitch = data->pitch;
slouken@2222
   804
    return 0;
slouken@2222
   805
}
slouken@2222
   806
slouken@2222
   807
static int
slouken@1918
   808
GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   809
                     const SDL_Color * colors, int firstcolor, int ncolors)
slouken@1918
   810
{
slouken@1918
   811
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   812
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1974
   813
    Uint8 *palette;
slouken@1918
   814
slouken@1974
   815
    if (!data->palette) {
slouken@1974
   816
        SDL_SetError("Texture doesn't have a palette");
slouken@1974
   817
        return -1;
slouken@1974
   818
    }
slouken@1974
   819
    palette = data->palette + firstcolor * 3;
slouken@1974
   820
    while (ncolors--) {
slouken@1974
   821
        *palette++ = colors->r;
slouken@1974
   822
        *palette++ = colors->g;
slouken@1974
   823
        *palette++ = colors->b;
slouken@1974
   824
        ++colors;
slouken@1974
   825
    }
slouken@1974
   826
    renderdata->glBindTexture(data->type, data->texture);
slouken@1974
   827
    renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB,
slouken@1974
   828
                                GL_UNSIGNED_BYTE, data->palette);
slouken@1918
   829
    return 0;
slouken@1918
   830
}
slouken@1918
   831
slouken@1918
   832
static int
slouken@1918
   833
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   834
                     SDL_Color * colors, int firstcolor, int ncolors)
slouken@1918
   835
{
slouken@1974
   836
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   837
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1974
   838
    Uint8 *palette;
slouken@1918
   839
slouken@1974
   840
    if (!data->palette) {
slouken@1974
   841
        SDL_SetError("Texture doesn't have a palette");
slouken@1974
   842
        return -1;
slouken@1974
   843
    }
slouken@1974
   844
    palette = data->palette + firstcolor * 3;
slouken@1974
   845
    while (ncolors--) {
slouken@1974
   846
        colors->r = *palette++;
slouken@1974
   847
        colors->g = *palette++;
slouken@1974
   848
        colors->b = *palette++;
slouken@1974
   849
        colors->unused = SDL_ALPHA_OPAQUE;
slouken@1974
   850
        ++colors;
slouken@1974
   851
    }
slouken@1918
   852
    return 0;
slouken@1918
   853
}
slouken@1918
   854
slouken@1924
   855
static void
slouken@1927
   856
SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
slouken@1927
   857
                   int pitch)
slouken@1924
   858
{
slouken@1965
   859
    if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) {
slouken@1927
   860
        renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
slouken@1965
   861
    } else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) {
slouken@1927
   862
        renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
slouken@1924
   863
    }
slouken@1927
   864
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@2808
   865
    renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
icculus@2835
   866
                              pitch / bytes_per_pixel(texture->format));
slouken@1924
   867
}
slouken@1924
   868
slouken@1918
   869
static int
slouken@1985
   870
GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   871
{
slouken@1986
   872
    return 0;
slouken@1985
   873
}
slouken@1985
   874
slouken@1985
   875
static int
slouken@1985
   876
GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   877
{
slouken@1986
   878
    return 0;
slouken@1985
   879
}
slouken@1985
   880
slouken@1985
   881
static int
slouken@1985
   882
GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   883
{
slouken@1985
   884
    switch (texture->blendMode) {
slouken@1985
   885
    case SDL_TEXTUREBLENDMODE_NONE:
slouken@1985
   886
    case SDL_TEXTUREBLENDMODE_MASK:
slouken@1985
   887
    case SDL_TEXTUREBLENDMODE_BLEND:
slouken@1985
   888
    case SDL_TEXTUREBLENDMODE_ADD:
slouken@1985
   889
    case SDL_TEXTUREBLENDMODE_MOD:
slouken@1985
   890
        return 0;
slouken@1985
   891
    default:
slouken@1985
   892
        SDL_Unsupported();
slouken@1985
   893
        texture->blendMode = SDL_TEXTUREBLENDMODE_NONE;
slouken@1985
   894
        return -1;
slouken@1985
   895
    }
slouken@1985
   896
}
slouken@1985
   897
slouken@1985
   898
static int
slouken@1985
   899
GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   900
{
slouken@1985
   901
    switch (texture->scaleMode) {
slouken@1985
   902
    case SDL_TEXTURESCALEMODE_NONE:
slouken@1985
   903
    case SDL_TEXTURESCALEMODE_FAST:
slouken@1985
   904
    case SDL_TEXTURESCALEMODE_SLOW:
slouken@1985
   905
        return 0;
slouken@1985
   906
    case SDL_TEXTURESCALEMODE_BEST:
slouken@1985
   907
        SDL_Unsupported();
slouken@1985
   908
        texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW;
slouken@1985
   909
        return -1;
slouken@1985
   910
    default:
slouken@1985
   911
        SDL_Unsupported();
slouken@1985
   912
        texture->scaleMode = SDL_TEXTURESCALEMODE_NONE;
slouken@1985
   913
        return -1;
slouken@1985
   914
    }
slouken@1985
   915
}
slouken@1985
   916
slouken@1985
   917
static int
slouken@1918
   918
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   919
                 const SDL_Rect * rect, const void *pixels, int pitch)
slouken@1918
   920
{
slouken@1927
   921
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   922
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1924
   923
    GLenum result;
slouken@1918
   924
slouken@1927
   925
    renderdata->glGetError();
slouken@1927
   926
    SetupTextureUpdate(renderdata, texture, pitch);
slouken@1927
   927
    renderdata->glBindTexture(data->type, data->texture);
icculus@2835
   928
printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
slouken@1927
   929
    renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
slouken@1927
   930
                                rect->h, data->format, data->formattype,
slouken@1927
   931
                                pixels);
slouken@1927
   932
    result = renderdata->glGetError();
slouken@1924
   933
    if (result != GL_NO_ERROR) {
slouken@1924
   934
        GL_SetError("glTexSubImage2D()", result);
slouken@1924
   935
        return -1;
slouken@1924
   936
    }
slouken@1918
   937
    return 0;
slouken@1918
   938
}
slouken@1918
   939
slouken@1918
   940
static int
slouken@1918
   941
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   942
               const SDL_Rect * rect, int markDirty, void **pixels,
slouken@1918
   943
               int *pitch)
slouken@1918
   944
{
slouken@1918
   945
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
   946
slouken@1920
   947
    if (markDirty) {
slouken@1920
   948
        SDL_AddDirtyRect(&data->dirty, rect);
slouken@1920
   949
    }
slouken@1918
   950
slouken@1920
   951
    *pixels =
slouken@1920
   952
        (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
icculus@2835
   953
                  rect->x * bytes_per_pixel(texture->format));
slouken@1920
   954
    *pitch = data->pitch;
slouken@1918
   955
    return 0;
slouken@1918
   956
}
slouken@1918
   957
slouken@1918
   958
static void
slouken@1918
   959
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
   960
{
slouken@1918
   961
}
slouken@1918
   962
slouken@1918
   963
static void
slouken@1918
   964
GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
slouken@1918
   965
                const SDL_Rect * rects)
slouken@1918
   966
{
slouken@1918
   967
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
   968
    int i;
slouken@1918
   969
slouken@1918
   970
    for (i = 0; i < numrects; ++i) {
slouken@1920
   971
        SDL_AddDirtyRect(&data->dirty, &rects[i]);
slouken@1918
   972
    }
slouken@1918
   973
}
slouken@1918
   974
slouken@1918
   975
static int
slouken@1985
   976
GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
slouken@1985
   977
              const SDL_Rect * rect)
slouken@1918
   978
{
slouken@1918
   979
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
   980
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
slouken@1918
   981
slouken@1985
   982
    data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f,
slouken@1985
   983
                       (GLclampf) b * inv255f, (GLclampf) a * inv255f);
slouken@1927
   984
    data->glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
slouken@1927
   985
    data->glClear(GL_COLOR_BUFFER_BIT);
slouken@1927
   986
    data->glViewport(0, 0, window->w, window->h);
slouken@1918
   987
    return 0;
slouken@1918
   988
}
slouken@1918
   989
slouken@1918
   990
static int
slouken@1918
   991
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1985
   992
              const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@1918
   993
{
slouken@1918
   994
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
   995
    GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
slouken@1918
   996
    int minx, miny, maxx, maxy;
slouken@1918
   997
    GLfloat minu, maxu, minv, maxv;
slouken@1918
   998
slouken@2275
   999
    if (texturedata->dirty.list) {
slouken@1920
  1000
        SDL_DirtyRect *dirty;
slouken@1920
  1001
        void *pixels;
icculus@2835
  1002
        int bpp = bytes_per_pixel(texture->format);
slouken@1920
  1003
        int pitch = texturedata->pitch;
slouken@1920
  1004
slouken@1927
  1005
        SetupTextureUpdate(data, texture, pitch);
slouken@1927
  1006
        data->glBindTexture(texturedata->type, texturedata->texture);
slouken@1920
  1007
        for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
slouken@1920
  1008
            SDL_Rect *rect = &dirty->rect;
slouken@1920
  1009
            pixels =
slouken@1920
  1010
                (void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
slouken@1920
  1011
                          rect->x * bpp);
icculus@2835
  1012
printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
slouken@1927
  1013
            data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
slouken@1927
  1014
                                  rect->w, rect->h, texturedata->format,
slouken@1927
  1015
                                  texturedata->formattype, pixels);
slouken@1920
  1016
        }
slouken@1920
  1017
        SDL_ClearDirtyRects(&texturedata->dirty);
slouken@1920
  1018
    }
slouken@1920
  1019
slouken@1918
  1020
    minx = dstrect->x;
slouken@1918
  1021
    miny = dstrect->y;
slouken@1918
  1022
    maxx = dstrect->x + dstrect->w;
slouken@1918
  1023
    maxy = dstrect->y + dstrect->h;
slouken@1918
  1024
slouken@1918
  1025
    minu = (GLfloat) srcrect->x / texture->w;
slouken@1920
  1026
    minu *= texturedata->texw;
slouken@1918
  1027
    maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
slouken@1920
  1028
    maxu *= texturedata->texw;
slouken@1918
  1029
    minv = (GLfloat) srcrect->y / texture->h;
slouken@1920
  1030
    minv *= texturedata->texh;
slouken@1918
  1031
    maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
slouken@1920
  1032
    maxv *= texturedata->texh;
slouken@1918
  1033
slouken@1927
  1034
    data->glBindTexture(texturedata->type, texturedata->texture);
slouken@1918
  1035
slouken@1985
  1036
    if (texture->modMode) {
slouken@1985
  1037
        data->glColor4f((GLfloat) texture->r * inv255f,
slouken@1985
  1038
                        (GLfloat) texture->g * inv255f,
slouken@1985
  1039
                        (GLfloat) texture->b * inv255f,
slouken@1985
  1040
                        (GLfloat) texture->a * inv255f);
slouken@1985
  1041
    } else {
slouken@1985
  1042
        data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
slouken@1985
  1043
    }
slouken@1985
  1044
slouken@1985
  1045
    if (texture->blendMode != data->blendMode) {
slouken@1985
  1046
        switch (texture->blendMode) {
slouken@1965
  1047
        case SDL_TEXTUREBLENDMODE_NONE:
slouken@1927
  1048
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
slouken@1927
  1049
            data->glDisable(GL_BLEND);
slouken@1927
  1050
            break;
slouken@1965
  1051
        case SDL_TEXTUREBLENDMODE_MASK:
slouken@1965
  1052
        case SDL_TEXTUREBLENDMODE_BLEND:
slouken@1927
  1053
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@1927
  1054
            data->glEnable(GL_BLEND);
slouken@1927
  1055
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@1927
  1056
            break;
slouken@1965
  1057
        case SDL_TEXTUREBLENDMODE_ADD:
slouken@1927
  1058
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@1927
  1059
            data->glEnable(GL_BLEND);
slouken@1927
  1060
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
slouken@1927
  1061
            break;
slouken@1965
  1062
        case SDL_TEXTUREBLENDMODE_MOD:
slouken@1927
  1063
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@1927
  1064
            data->glEnable(GL_BLEND);
slouken@1927
  1065
            data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
slouken@1927
  1066
            break;
slouken@1927
  1067
        }
slouken@1985
  1068
        data->blendMode = texture->blendMode;
slouken@1918
  1069
    }
slouken@1918
  1070
slouken@1985
  1071
    if (texture->scaleMode != data->scaleMode) {
slouken@1985
  1072
        switch (texture->scaleMode) {
slouken@1965
  1073
        case SDL_TEXTURESCALEMODE_NONE:
slouken@1965
  1074
        case SDL_TEXTURESCALEMODE_FAST:
slouken@1927
  1075
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
slouken@1927
  1076
                                  GL_NEAREST);
slouken@1927
  1077
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
slouken@1927
  1078
                                  GL_NEAREST);
slouken@1927
  1079
            break;
slouken@1965
  1080
        case SDL_TEXTURESCALEMODE_SLOW:
slouken@1965
  1081
        case SDL_TEXTURESCALEMODE_BEST:
slouken@1927
  1082
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
slouken@1927
  1083
                                  GL_LINEAR);
slouken@1927
  1084
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
slouken@1927
  1085
                                  GL_LINEAR);
slouken@1927
  1086
            break;
slouken@1927
  1087
        }
slouken@1985
  1088
        data->scaleMode = texture->scaleMode;
slouken@1918
  1089
    }
slouken@1918
  1090
icculus@2835
  1091
    if (texturedata->shader != 0) {
icculus@2835
  1092
        data->glEnable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1093
        data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, texturedata->shader);
icculus@2835
  1094
    }
icculus@2835
  1095
slouken@1927
  1096
    data->glBegin(GL_TRIANGLE_STRIP);
slouken@1927
  1097
    data->glTexCoord2f(minu, minv);
slouken@1927
  1098
    data->glVertex2i(minx, miny);
slouken@1927
  1099
    data->glTexCoord2f(maxu, minv);
slouken@1927
  1100
    data->glVertex2i(maxx, miny);
slouken@1927
  1101
    data->glTexCoord2f(minu, maxv);
slouken@1927
  1102
    data->glVertex2i(minx, maxy);
slouken@1927
  1103
    data->glTexCoord2f(maxu, maxv);
slouken@1927
  1104
    data->glVertex2i(maxx, maxy);
slouken@1927
  1105
    data->glEnd();
slouken@1918
  1106
icculus@2835
  1107
    if (texturedata->shader != 0) {
icculus@2835
  1108
        data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1109
    }
slouken@1918
  1110
    return 0;
slouken@1918
  1111
}
slouken@1918
  1112
slouken@1918
  1113
static void
slouken@1918
  1114
GL_RenderPresent(SDL_Renderer * renderer)
slouken@1918
  1115
{
slouken@1918
  1116
    SDL_GL_SwapWindow(renderer->window);
slouken@1918
  1117
}
slouken@1918
  1118
slouken@1918
  1119
static void
slouken@1918
  1120
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
  1121
{
slouken@1927
  1122
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1123
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
  1124
slouken@1918
  1125
    if (!data) {
slouken@1918
  1126
        return;
slouken@1918
  1127
    }
slouken@1918
  1128
    if (data->texture) {
slouken@1927
  1129
        renderdata->glDeleteTextures(1, &data->texture);
slouken@1918
  1130
    }
slouken@1974
  1131
    if (data->palette) {
slouken@1974
  1132
        SDL_free(data->palette);
slouken@1974
  1133
    }
slouken@1920
  1134
    if (data->pixels) {
slouken@1920
  1135
        SDL_free(data->pixels);
slouken@1920
  1136
    }
slouken@1920
  1137
    SDL_FreeDirtyRects(&data->dirty);
slouken@1918
  1138
    SDL_free(data);
slouken@1918
  1139
    texture->driverdata = NULL;
slouken@1918
  1140
}
slouken@1918
  1141
slouken@1975
  1142
static void
slouken@1918
  1143
GL_DestroyRenderer(SDL_Renderer * renderer)
slouken@1918
  1144
{
slouken@1918
  1145
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1146
slouken@1918
  1147
    if (data) {
slouken@1920
  1148
        if (data->context) {
icculus@2835
  1149
            if (data->GL_ARB_fragment_program_supported) {
icculus@2835
  1150
                data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1151
                data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
icculus@2835
  1152
                if (data->fragment_program_UYVY != 0) {
icculus@2835
  1153
                    data->glDeleteProgramsARB(1, &data->fragment_program_UYVY);
icculus@2835
  1154
                }
icculus@2835
  1155
            }
icculus@2835
  1156
bob@2328
  1157
            /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
slouken@1920
  1158
            SDL_GL_DeleteContext(data->context);
slouken@1918
  1159
        }
slouken@1918
  1160
        SDL_free(data);
slouken@1918
  1161
    }
slouken@1918
  1162
    SDL_free(renderer);
slouken@1918
  1163
}
slouken@1918
  1164
slouken@1952
  1165
#endif /* SDL_VIDEO_RENDER_OGL */
slouken@1918
  1166
slouken@1918
  1167
/* vi: set ts=4 sw=4 expandtab: */