src/render/opengl/SDL_render_gl.c
author Sam Lantinga <slouken@libsdl.org>
Sat, 26 Feb 2011 21:39:34 -0800
changeset 5402 5d102cd8aef3
parent 5397 88ff1f463134
child 5465 46bd121b04a2
permissions -rwxr-xr-x
Zero streaming textures at the driver level
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2011 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
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#include "SDL_hints.h"
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#include "SDL_log.h"
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#include "SDL_opengl.h"
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#include "../SDL_sysrender.h"
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#include "SDL_shaders_gl.h"
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#ifdef __MACOSX__
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#include <OpenGL/OpenGL.h>
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#endif
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/* OpenGL renderer implementation */
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/* Details on optimizing the texture path on Mac OS X:
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   http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
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*/
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/* Used to re-create the window with OpenGL capability */
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extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
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static const float inv255f = 1.0f / 255.0f;
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
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static void GL_WindowEvent(SDL_Renderer * renderer,
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                           const SDL_WindowEvent *event);
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static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                            const SDL_Rect * rect, const void *pixels,
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                            int pitch);
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static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                          const SDL_Rect * rect, void **pixels, int *pitch);
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static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_UpdateViewport(SDL_Renderer * renderer);
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static int GL_RenderClear(SDL_Renderer * renderer);
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static int GL_RenderDrawPoints(SDL_Renderer * renderer,
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                               const SDL_Point * points, int count);
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static int GL_RenderDrawLines(SDL_Renderer * renderer,
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                              const SDL_Point * points, int count);
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static int GL_RenderFillRects(SDL_Renderer * renderer,
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                              const SDL_Rect * rects, int count);
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static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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                         const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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                               Uint32 pixel_format, void * pixels, int pitch);
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static void GL_RenderPresent(SDL_Renderer * renderer);
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static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_DestroyRenderer(SDL_Renderer * renderer);
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SDL_RenderDriver GL_RenderDriver = {
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    GL_CreateRenderer,
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    {
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     "opengl",
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     (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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     1,
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     {SDL_PIXELFORMAT_ARGB8888},
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     0,
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     0}
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};
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typedef struct
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{
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    SDL_GLContext context;
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    SDL_bool GL_ARB_texture_rectangle_supported;
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    struct {
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        GL_Shader shader;
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        Uint32 color;
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        int blendMode;
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        GLenum scaleMode;
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    } current;
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    /* OpenGL functions */
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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    /* Multitexture support */
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    SDL_bool GL_ARB_multitexture_supported;
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    PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
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    GLint num_texture_units;
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    /* Shader support */
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    GL_ShaderContext *shaders;
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} GL_RenderData;
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typedef struct
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{
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    GLuint texture;
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    GLenum type;
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    GLfloat texw;
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    GLfloat texh;
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    GLenum format;
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    GLenum formattype;
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    void *pixels;
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    int pitch;
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    int scaleMode;
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    SDL_Rect locked_rect;
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    /* YV12 texture support */
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    SDL_bool yuv;
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    GLuint utexture;
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    GLuint vtexture;
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} GL_TextureData;
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static void
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GL_SetError(const char *prefix, GLenum result)
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{
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    const char *error;
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    switch (result) {
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    case GL_NO_ERROR:
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        error = "GL_NO_ERROR";
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        break;
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    case GL_INVALID_ENUM:
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        error = "GL_INVALID_ENUM";
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        break;
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    case GL_INVALID_VALUE:
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        error = "GL_INVALID_VALUE";
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        break;
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    case GL_INVALID_OPERATION:
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        error = "GL_INVALID_OPERATION";
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        break;
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    case GL_STACK_OVERFLOW:
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        error = "GL_STACK_OVERFLOW";
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        break;
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    case GL_STACK_UNDERFLOW:
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        error = "GL_STACK_UNDERFLOW";
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        break;
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    case GL_OUT_OF_MEMORY:
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        error = "GL_OUT_OF_MEMORY";
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        break;
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    case GL_TABLE_TOO_LARGE:
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        error = "GL_TABLE_TOO_LARGE";
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        break;
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    default:
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        error = "UNKNOWN";
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        break;
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    }
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    SDL_SetError("%s: %s", prefix, error);
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}
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static int
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GL_LoadFunctions(GL_RenderData * data)
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{
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#ifdef __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#else
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#define SDL_PROC(ret,func,params) \
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    do { \
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        data->func = SDL_GL_GetProcAddress(#func); \
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        if ( ! data->func ) { \
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            SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
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            return -1; \
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        } \
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    } while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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    return 0;
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}
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int
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GL_ActivateRenderer(SDL_Renderer * renderer)
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{
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    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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    if (SDL_CurrentContext != data->context) {
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        if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
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            return -1;
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        }
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        SDL_CurrentContext = data->context;
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        GL_UpdateViewport(renderer);
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    }
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    return 0;
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}
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/* This is called if we need to invalidate all of the SDL OpenGL state */
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static void
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GL_ResetState(SDL_Renderer *renderer)
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{
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    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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    if (SDL_CurrentContext == data->context) {
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        GL_UpdateViewport(renderer);
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    } else {
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        GL_ActivateRenderer(renderer);
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    }
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    data->current.shader = SHADER_NONE;
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    data->current.color = 0;
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    data->current.blendMode = -1;
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    data->current.scaleMode = 0;
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    data->glDisable(GL_DEPTH_TEST);
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    data->glDisable(GL_CULL_FACE);
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    /* This ended up causing video discrepancies between OpenGL and Direct3D */
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    /*data->glEnable(GL_LINE_SMOOTH);*/
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    data->glMatrixMode(GL_MODELVIEW);
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    data->glLoadIdentity();
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}
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SDL_Renderer *
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GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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    SDL_Renderer *renderer;
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    GL_RenderData *data;
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    const char *hint;
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    GLint value;
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    Uint32 window_flags;
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    window_flags = SDL_GetWindowFlags(window);
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    if (!(window_flags & SDL_WINDOW_OPENGL)) {
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        if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
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            return NULL;
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        }
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    }
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    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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    if (!renderer) {
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        SDL_OutOfMemory();
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        return NULL;
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    }
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    data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
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    if (!data) {
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        GL_DestroyRenderer(renderer);
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        SDL_OutOfMemory();
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        return NULL;
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    }
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    renderer->WindowEvent = GL_WindowEvent;
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    renderer->CreateTexture = GL_CreateTexture;
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    renderer->UpdateTexture = GL_UpdateTexture;
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    renderer->LockTexture = GL_LockTexture;
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    renderer->UnlockTexture = GL_UnlockTexture;
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    renderer->UpdateViewport = GL_UpdateViewport;
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    renderer->RenderClear = GL_RenderClear;
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    renderer->RenderDrawPoints = GL_RenderDrawPoints;
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    renderer->RenderDrawLines = GL_RenderDrawLines;
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    renderer->RenderFillRects = GL_RenderFillRects;
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    renderer->RenderCopy = GL_RenderCopy;
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    renderer->RenderReadPixels = GL_RenderReadPixels;
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    renderer->RenderPresent = GL_RenderPresent;
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    renderer->DestroyTexture = GL_DestroyTexture;
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    renderer->DestroyRenderer = GL_DestroyRenderer;
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    renderer->info = GL_RenderDriver.info;
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    renderer->info.flags = SDL_RENDERER_ACCELERATED;
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    renderer->driverdata = data;
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    data->context = SDL_GL_CreateContext(window);
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    if (!data->context) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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    if (SDL_GL_MakeCurrent(window, data->context) < 0) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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    if (GL_LoadFunctions(data) < 0) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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#ifdef __MACOSX__
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    /* Enable multi-threaded rendering */
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    /* Disabled until Ryan finishes his VBO/PBO code...
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       CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
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     */
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#endif
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    if (flags & SDL_RENDERER_PRESENTVSYNC) {
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        SDL_GL_SetSwapInterval(1);
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    } else {
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        SDL_GL_SetSwapInterval(0);
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   308
    }
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   309
    if (SDL_GL_GetSwapInterval() > 0) {
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        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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   311
    }
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   312
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    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
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    renderer->info.max_texture_width = value;
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    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
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    renderer->info.max_texture_height = value;
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   318
    if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
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        || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
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        data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
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    }
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   322
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   323
    /* Check for multitexture support */
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   324
    if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
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        data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
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   326
        if (data->glActiveTextureARB) {
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            data->GL_ARB_multitexture_supported = SDL_TRUE;
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            data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
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   329
        }
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   330
    }
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   331
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   332
    /* Check for shader support */
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   333
    hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS);
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   334
    if (!hint || *hint != '0') {
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        data->shaders = GL_CreateShaderContext();
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   336
    }
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   337
    SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
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                data->shaders ? "ENABLED" : "DISABLED");
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   339
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   340
    /* We support YV12 textures using 3 textures and a shader */
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    if (data->shaders && data->num_texture_units >= 3) {
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        renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
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        renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
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   344
    }
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   345
slouken@1918
   346
    /* Set up parameters for rendering */
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    GL_ResetState(renderer);
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   348
slouken@1918
   349
    return renderer;
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   350
}
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   351
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   352
static void
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   353
GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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   354
{
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   355
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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   356
slouken@5276
   357
    if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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   358
        /* Rebind the context to the window area and update matrices */
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   359
        SDL_CurrentContext = NULL;
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   360
    }
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   361
}
slouken@1923
   362
slouken@1922
   363
static __inline__ int
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   364
power_of_2(int input)
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   365
{
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   366
    int value = 1;
slouken@1922
   367
slouken@1922
   368
    while (value < input) {
slouken@1922
   369
        value <<= 1;
slouken@1922
   370
    }
slouken@1922
   371
    return value;
slouken@1922
   372
}
slouken@1922
   373
slouken@3433
   374
static __inline__ SDL_bool
slouken@3433
   375
convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
slouken@3433
   376
               GLint* internalFormat, GLenum* format, GLenum* type)
slouken@3433
   377
{
slouken@3433
   378
    switch (pixel_format) {
slouken@3433
   379
    case SDL_PIXELFORMAT_ARGB8888:
slouken@5156
   380
        *internalFormat = GL_RGBA8;
slouken@3433
   381
        *format = GL_BGRA;
slouken@3433
   382
        *type = GL_UNSIGNED_INT_8_8_8_8_REV;
slouken@3433
   383
        break;
slouken@5264
   384
    case SDL_PIXELFORMAT_YV12:
slouken@5264
   385
    case SDL_PIXELFORMAT_IYUV:
slouken@5264
   386
        *internalFormat = GL_LUMINANCE;
slouken@5264
   387
        *format = GL_LUMINANCE;
slouken@5264
   388
        *type = GL_UNSIGNED_BYTE;
slouken@5264
   389
        break;
slouken@3433
   390
    default:
slouken@3433
   391
        return SDL_FALSE;
slouken@3433
   392
    }
slouken@3433
   393
    return SDL_TRUE;
slouken@3433
   394
}
icculus@2835
   395
slouken@1918
   396
static int
slouken@1918
   397
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
   398
{
slouken@1918
   399
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   400
    GL_TextureData *data;
slouken@1920
   401
    GLint internalFormat;
slouken@1920
   402
    GLenum format, type;
slouken@1922
   403
    int texture_w, texture_h;
slouken@1924
   404
    GLenum result;
slouken@1918
   405
slouken@5147
   406
    GL_ActivateRenderer(renderer);
slouken@5147
   407
slouken@3433
   408
    if (!convert_format(renderdata, texture->format, &internalFormat,
slouken@3433
   409
                        &format, &type)) {
slouken@4990
   410
        SDL_SetError("Texture format %s not supported by OpenGL",
slouken@4990
   411
                     SDL_GetPixelFormatName(texture->format));
slouken@1920
   412
        return -1;
slouken@1920
   413
    }
slouken@1920
   414
slouken@1920
   415
    data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
slouken@1918
   416
    if (!data) {
slouken@1918
   417
        SDL_OutOfMemory();
slouken@1918
   418
        return -1;
slouken@1918
   419
    }
slouken@1918
   420
slouken@2222
   421
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5264
   422
        size_t size;
slouken@5156
   423
        data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
slouken@5264
   424
        size = texture->h * data->pitch;
slouken@5264
   425
        if (texture->format == SDL_PIXELFORMAT_YV12 ||
slouken@5264
   426
            texture->format == SDL_PIXELFORMAT_IYUV) {
slouken@5264
   427
            /* Need to add size for the U and V planes */
slouken@5264
   428
            size += (2 * (texture->h * data->pitch) / 4);
slouken@5264
   429
        }
slouken@5402
   430
        data->pixels = SDL_calloc(1, size);
slouken@2222
   431
        if (!data->pixels) {
slouken@2222
   432
            SDL_OutOfMemory();
slouken@2222
   433
            SDL_free(data);
slouken@2222
   434
            return -1;
slouken@2222
   435
        }
slouken@2222
   436
    }
slouken@2222
   437
slouken@1918
   438
    texture->driverdata = data;
slouken@1918
   439
slouken@1927
   440
    renderdata->glGetError();
slouken@1927
   441
    renderdata->glGenTextures(1, &data->texture);
slouken@1926
   442
    if (renderdata->GL_ARB_texture_rectangle_supported) {
slouken@1926
   443
        data->type = GL_TEXTURE_RECTANGLE_ARB;
slouken@1926
   444
        texture_w = texture->w;
slouken@1926
   445
        texture_h = texture->h;
icculus@2835
   446
        data->texw = (GLfloat) texture_w;
icculus@2835
   447
        data->texh = (GLfloat) texture_h;
slouken@1926
   448
    } else {
slouken@1926
   449
        data->type = GL_TEXTURE_2D;
slouken@1926
   450
        texture_w = power_of_2(texture->w);
slouken@1926
   451
        texture_h = power_of_2(texture->h);
icculus@2835
   452
        data->texw = (GLfloat) (texture->w) / texture_w;
slouken@1926
   453
        data->texh = (GLfloat) texture->h / texture_h;
slouken@1926
   454
    }
icculus@2835
   455
slouken@1920
   456
    data->format = format;
slouken@1920
   457
    data->formattype = type;
slouken@5355
   458
    data->scaleMode = GL_LINEAR;
slouken@2884
   459
    renderdata->glEnable(data->type);
slouken@1927
   460
    renderdata->glBindTexture(data->type, data->texture);
slouken@2230
   461
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
slouken@2230
   462
                                GL_CLAMP_TO_EDGE);
slouken@2230
   463
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
slouken@2230
   464
                                GL_CLAMP_TO_EDGE);
slouken@2840
   465
#ifdef __MACOSX__
slouken@2230
   466
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
slouken@2230
   467
#define GL_TEXTURE_STORAGE_HINT_APPLE       0x85BC
slouken@2230
   468
#endif
slouken@2230
   469
#ifndef STORAGE_CACHED_APPLE
slouken@2230
   470
#define STORAGE_CACHED_APPLE                0x85BE
slouken@2230
   471
#endif
slouken@2230
   472
#ifndef STORAGE_SHARED_APPLE
slouken@2230
   473
#define STORAGE_SHARED_APPLE                0x85BF
slouken@2230
   474
#endif
slouken@2230
   475
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@2230
   476
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   477
                                    GL_STORAGE_SHARED_APPLE);
slouken@2230
   478
    } else {
slouken@2230
   479
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   480
                                    GL_STORAGE_CACHED_APPLE);
slouken@2230
   481
    }
bob@2295
   482
    if (texture->access == SDL_TEXTUREACCESS_STREAMING
slouken@5397
   483
        && texture->format == SDL_PIXELFORMAT_ARGB8888
slouken@5397
   484
        && (texture->w % 8) == 0) {
slouken@2230
   485
        renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
slouken@5397
   486
        renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@5397
   487
        renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
slouken@5397
   488
                          (data->pitch / SDL_BYTESPERPIXEL(texture->format)));
slouken@2230
   489
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   490
                                 texture_h, 0, format, type, data->pixels);
slouken@5397
   491
        renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
slouken@5156
   492
    }
slouken@5156
   493
    else
slouken@2809
   494
#endif
slouken@2230
   495
    {
slouken@2230
   496
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   497
                                 texture_h, 0, format, type, NULL);
slouken@2230
   498
    }
slouken@3041
   499
    renderdata->glDisable(data->type);
slouken@1927
   500
    result = renderdata->glGetError();
slouken@1924
   501
    if (result != GL_NO_ERROR) {
slouken@1924
   502
        GL_SetError("glTexImage2D()", result);
slouken@1924
   503
        return -1;
slouken@1924
   504
    }
slouken@5264
   505
slouken@5264
   506
    if (texture->format == SDL_PIXELFORMAT_YV12 ||
slouken@5264
   507
        texture->format == SDL_PIXELFORMAT_IYUV) {
slouken@5264
   508
        data->yuv = SDL_TRUE;
slouken@5264
   509
slouken@5264
   510
        renderdata->glGenTextures(1, &data->utexture);
slouken@5264
   511
        renderdata->glGenTextures(1, &data->vtexture);
slouken@5264
   512
        renderdata->glEnable(data->type);
slouken@5264
   513
slouken@5264
   514
        renderdata->glBindTexture(data->type, data->utexture);
slouken@5264
   515
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
slouken@5264
   516
                                    GL_CLAMP_TO_EDGE);
slouken@5264
   517
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
slouken@5264
   518
                                    GL_CLAMP_TO_EDGE);
slouken@5264
   519
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
slouken@5264
   520
                                 texture_h/2, 0, format, type, NULL);
slouken@5264
   521
slouken@5264
   522
        renderdata->glBindTexture(data->type, data->vtexture);
slouken@5264
   523
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
slouken@5264
   524
                                    GL_CLAMP_TO_EDGE);
slouken@5264
   525
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
slouken@5264
   526
                                    GL_CLAMP_TO_EDGE);
slouken@5264
   527
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
slouken@5264
   528
                                 texture_h/2, 0, format, type, NULL);
slouken@5264
   529
slouken@5264
   530
        renderdata->glDisable(data->type);
slouken@5264
   531
    }
slouken@1918
   532
    return 0;
slouken@1918
   533
}
slouken@1918
   534
slouken@1918
   535
static int
slouken@1918
   536
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   537
                 const SDL_Rect * rect, const void *pixels, int pitch)
slouken@1918
   538
{
slouken@1927
   539
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   540
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1924
   541
    GLenum result;
slouken@1918
   542
slouken@5147
   543
    GL_ActivateRenderer(renderer);
slouken@5147
   544
slouken@1927
   545
    renderdata->glGetError();
slouken@5397
   546
    renderdata->glEnable(data->type);
slouken@5397
   547
    renderdata->glBindTexture(data->type, data->texture);
slouken@5227
   548
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@5227
   549
    renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
slouken@5227
   550
                              (pitch / SDL_BYTESPERPIXEL(texture->format)));
slouken@1927
   551
    renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
slouken@1927
   552
                                rect->h, data->format, data->formattype,
slouken@1927
   553
                                pixels);
slouken@5264
   554
    if (data->yuv) {
slouken@5265
   555
        const void *top;
slouken@5265
   556
slouken@5265
   557
        renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2));
slouken@5265
   558
slouken@5264
   559
        /* Skip to the top of the next texture */
slouken@5265
   560
        top = (const void*)((const Uint8*)pixels + (texture->h-rect->y) * pitch - rect->x);
slouken@5264
   561
slouken@5264
   562
        /* Skip to the correct offset into the next texture */
slouken@5264
   563
        pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
slouken@5264
   564
        if (texture->format == SDL_PIXELFORMAT_YV12) {
slouken@5264
   565
            renderdata->glBindTexture(data->type, data->vtexture);
slouken@5264
   566
        } else {
slouken@5264
   567
            renderdata->glBindTexture(data->type, data->utexture);
slouken@5264
   568
        }
slouken@5264
   569
        renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
slouken@5264
   570
                                    rect->w/2, rect->h/2,
slouken@5264
   571
                                    data->format, data->formattype, pixels);
slouken@5264
   572
slouken@5264
   573
        /* Skip to the top of the next texture */
slouken@5264
   574
        top = (const void*)((const Uint8*)top + (texture->h * pitch)/4);
slouken@5264
   575
slouken@5264
   576
        /* Skip to the correct offset into the next texture */
slouken@5264
   577
        pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
slouken@5264
   578
        if (texture->format == SDL_PIXELFORMAT_YV12) {
slouken@5264
   579
            renderdata->glBindTexture(data->type, data->utexture);
slouken@5264
   580
        } else {
slouken@5264
   581
            renderdata->glBindTexture(data->type, data->vtexture);
slouken@5264
   582
        }
slouken@5264
   583
        renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
slouken@5264
   584
                                    rect->w/2, rect->h/2,
slouken@5264
   585
                                    data->format, data->formattype, pixels);
slouken@5264
   586
    }
slouken@3041
   587
    renderdata->glDisable(data->type);
slouken@1927
   588
    result = renderdata->glGetError();
slouken@1924
   589
    if (result != GL_NO_ERROR) {
slouken@1924
   590
        GL_SetError("glTexSubImage2D()", result);
slouken@1924
   591
        return -1;
slouken@1924
   592
    }
slouken@1918
   593
    return 0;
slouken@1918
   594
}
slouken@1918
   595
slouken@1918
   596
static int
slouken@1918
   597
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5156
   598
               const SDL_Rect * rect, void **pixels, int *pitch)
slouken@1918
   599
{
slouken@1918
   600
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
   601
slouken@5227
   602
    data->locked_rect = *rect;
slouken@5227
   603
    *pixels = 
slouken@1920
   604
        (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
slouken@5156
   605
                  rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@1920
   606
    *pitch = data->pitch;
slouken@1918
   607
    return 0;
slouken@1918
   608
}
slouken@1918
   609
slouken@1918
   610
static void
slouken@1918
   611
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
   612
{
slouken@5156
   613
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@5227
   614
    const SDL_Rect *rect;
slouken@5227
   615
    void *pixels;
slouken@1918
   616
slouken@5227
   617
    rect = &data->locked_rect;
slouken@5227
   618
    pixels = 
slouken@5227
   619
        (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
slouken@5227
   620
                  rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5227
   621
    GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
slouken@1918
   622
}
slouken@1918
   623
slouken@5297
   624
static int
slouken@5297
   625
GL_UpdateViewport(SDL_Renderer * renderer)
slouken@5224
   626
{
slouken@5224
   627
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@5224
   628
slouken@5297
   629
    if (SDL_CurrentContext != data->context) {
slouken@5297
   630
        /* We'll update the viewport after we rebind the context */
slouken@5297
   631
        return 0;
slouken@5297
   632
    }
slouken@5224
   633
slouken@5297
   634
    data->glViewport(renderer->viewport.x, renderer->viewport.y,
slouken@5297
   635
                     renderer->viewport.w, renderer->viewport.h);
slouken@5224
   636
slouken@5297
   637
    data->glMatrixMode(GL_PROJECTION);
slouken@5297
   638
    data->glLoadIdentity();
slouken@5297
   639
    data->glOrtho((GLdouble) 0,
slouken@5297
   640
                  (GLdouble) renderer->viewport.w,
slouken@5297
   641
                  (GLdouble) renderer->viewport.h,
slouken@5297
   642
                  (GLdouble) 0, 0.0, 1.0);
slouken@5297
   643
    return 0;
slouken@5224
   644
}
slouken@5224
   645
slouken@5224
   646
static void
slouken@5355
   647
GL_SetShader(GL_RenderData * data, GL_Shader shader)
slouken@5355
   648
{
slouken@5355
   649
    if (data->shaders && shader != data->current.shader) {
slouken@5355
   650
        GL_SelectShader(data->shaders, shader);
slouken@5355
   651
        data->current.shader = shader;
slouken@5355
   652
    }
slouken@5355
   653
}
slouken@5355
   654
slouken@5355
   655
static void
slouken@5355
   656
GL_SetColor(GL_RenderData * data, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
slouken@5355
   657
{
slouken@5355
   658
    Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
slouken@5355
   659
slouken@5355
   660
    if (color != data->current.color) {
slouken@5355
   661
        data->glColor4f((GLfloat) r * inv255f,
slouken@5355
   662
                        (GLfloat) g * inv255f,
slouken@5355
   663
                        (GLfloat) b * inv255f,
slouken@5355
   664
                        (GLfloat) a * inv255f);
slouken@5355
   665
        data->current.color = color;
slouken@5355
   666
    }
slouken@5355
   667
}
slouken@5355
   668
slouken@5355
   669
static void
slouken@5140
   670
GL_SetBlendMode(GL_RenderData * data, int blendMode)
slouken@2936
   671
{
slouken@5355
   672
    if (blendMode != data->current.blendMode) {
slouken@2936
   673
        switch (blendMode) {
slouken@2936
   674
        case SDL_BLENDMODE_NONE:
slouken@2936
   675
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
slouken@2936
   676
            data->glDisable(GL_BLEND);
slouken@2936
   677
            break;
slouken@2936
   678
        case SDL_BLENDMODE_BLEND:
slouken@2936
   679
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@2936
   680
            data->glEnable(GL_BLEND);
slouken@2936
   681
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@2936
   682
            break;
slouken@2936
   683
        case SDL_BLENDMODE_ADD:
slouken@2936
   684
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@2936
   685
            data->glEnable(GL_BLEND);
slouken@2936
   686
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
slouken@2936
   687
            break;
slouken@5184
   688
        case SDL_BLENDMODE_MOD:
slouken@5184
   689
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@5184
   690
            data->glEnable(GL_BLEND);
slouken@5184
   691
            data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
slouken@5184
   692
            break;
slouken@2936
   693
        }
slouken@5355
   694
        data->current.blendMode = blendMode;
slouken@2936
   695
    }
slouken@2936
   696
}
slouken@2936
   697
slouken@5355
   698
static void
slouken@5355
   699
GL_SetDrawingState(SDL_Renderer * renderer)
slouken@5355
   700
{
slouken@5355
   701
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@5355
   702
slouken@5355
   703
    GL_ActivateRenderer(renderer);
slouken@5355
   704
slouken@5381
   705
    GL_SetColor(data, renderer->r,
slouken@5381
   706
                      renderer->g,
slouken@5381
   707
                      renderer->b,
slouken@5381
   708
                      renderer->a);
slouken@5355
   709
slouken@5355
   710
    GL_SetBlendMode(data, renderer->blendMode);
slouken@5355
   711
slouken@5355
   712
    GL_SetShader(data, SHADER_SOLID);
slouken@5355
   713
}
slouken@5355
   714
slouken@1918
   715
static int
slouken@3596
   716
GL_RenderClear(SDL_Renderer * renderer)
slouken@3596
   717
{
slouken@3596
   718
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@3596
   719
slouken@5147
   720
    GL_ActivateRenderer(renderer);
slouken@5147
   721
slouken@3596
   722
    data->glClearColor((GLfloat) renderer->r * inv255f,
slouken@3596
   723
                       (GLfloat) renderer->g * inv255f,
slouken@3596
   724
                       (GLfloat) renderer->b * inv255f,
slouken@3596
   725
                       (GLfloat) renderer->a * inv255f);
slouken@3596
   726
slouken@3596
   727
    data->glClear(GL_COLOR_BUFFER_BIT);
slouken@3596
   728
slouken@3596
   729
    return 0;
slouken@3596
   730
}
slouken@3596
   731
slouken@3596
   732
static int
slouken@3596
   733
GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
slouken@3596
   734
                    int count)
slouken@2884
   735
{
slouken@2884
   736
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@3536
   737
    int i;
slouken@2884
   738
slouken@5355
   739
    GL_SetDrawingState(renderer);
slouken@2884
   740
slouken@2901
   741
    data->glBegin(GL_POINTS);
slouken@3536
   742
    for (i = 0; i < count; ++i) {
slouken@3536
   743
        data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
slouken@3536
   744
    }
slouken@2901
   745
    data->glEnd();
slouken@2901
   746
slouken@2901
   747
    return 0;
slouken@2901
   748
}
slouken@2901
   749
slouken@2901
   750
static int
slouken@3596
   751
GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
slouken@3596
   752
                   int count)
slouken@2901
   753
{
slouken@2901
   754
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@3536
   755
    int i;
slouken@2901
   756
slouken@5355
   757
    GL_SetDrawingState(renderer);
slouken@2901
   758
slouken@3536
   759
    if (count > 2 && 
slouken@3536
   760
        points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
slouken@3536
   761
        data->glBegin(GL_LINE_LOOP);
slouken@3536
   762
        /* GL_LINE_LOOP takes care of the final segment */
slouken@3536
   763
        --count;
slouken@3536
   764
        for (i = 0; i < count; ++i) {
slouken@3536
   765
            data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
slouken@3536
   766
        }
slouken@3536
   767
        data->glEnd();
slouken@3536
   768
    } else {
slouken@5086
   769
#if defined(__APPLE__) || defined(__WIN32__)
aschiffler@4910
   770
#else
slouken@4905
   771
        int x1, y1, x2, y2;
aschiffler@4910
   772
#endif
slouken@4905
   773
slouken@3536
   774
        data->glBegin(GL_LINE_STRIP);
slouken@3536
   775
        for (i = 0; i < count; ++i) {
slouken@3536
   776
            data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
slouken@3536
   777
        }
slouken@3536
   778
        data->glEnd();
slouken@3474
   779
slouken@3536
   780
        /* The line is half open, so we need one more point to complete it.
slouken@3536
   781
         * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
slouken@3536
   782
         * If we have to, we can use vertical line and horizontal line textures
slouken@3536
   783
         * for vertical and horizontal lines, and then create custom textures
slouken@3536
   784
         * for diagonal lines and software render those.  It's terrible, but at
slouken@3536
   785
         * least it would be pixel perfect.
slouken@3536
   786
         */
slouken@3536
   787
        data->glBegin(GL_POINTS);
slouken@5086
   788
#if defined(__APPLE__) || defined(__WIN32__)
slouken@3536
   789
        /* Mac OS X and Windows seem to always leave the second point open */
slouken@3536
   790
        data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y);
slouken@3474
   791
#else
slouken@3536
   792
        /* Linux seems to leave the right-most or bottom-most point open */
slouken@4905
   793
        x1 = points[0].x;
slouken@4905
   794
        y1 = points[0].y;
slouken@4905
   795
        x2 = points[count-1].x;
slouken@4905
   796
        y2 = points[count-1].y;
slouken@3536
   797
slouken@3536
   798
        if (x1 > x2) {
slouken@3536
   799
            data->glVertex2f(0.5f + x1, 0.5f + y1);
slouken@3536
   800
        } else if (x2 > x1) {
slouken@3536
   801
            data->glVertex2f(0.5f + x2, 0.5f + y2);
slouken@3536
   802
        } else if (y1 > y2) {
slouken@3536
   803
            data->glVertex2f(0.5f + x1, 0.5f + y1);
slouken@3536
   804
        } else if (y2 > y1) {
slouken@3536
   805
            data->glVertex2f(0.5f + x2, 0.5f + y2);
slouken@3536
   806
        }
slouken@3536
   807
#endif
slouken@3536
   808
        data->glEnd();
slouken@3474
   809
    }
slouken@3455
   810
slouken@1918
   811
    return 0;
slouken@1918
   812
}
slouken@1918
   813
slouken@1918
   814
static int
slouken@5297
   815
GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count)
slouken@2925
   816
{
slouken@2925
   817
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@3536
   818
    int i;
slouken@2925
   819
slouken@5355
   820
    GL_SetDrawingState(renderer);
slouken@2936
   821
slouken@3536
   822
    for (i = 0; i < count; ++i) {
slouken@5297
   823
        const SDL_Rect *rect = &rects[i];
slouken@3536
   824
slouken@3536
   825
        data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h);
slouken@3536
   826
    }
slouken@2925
   827
slouken@2925
   828
    return 0;
slouken@2925
   829
}
slouken@2925
   830
slouken@2925
   831
static int
slouken@1918
   832
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1985
   833
              const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@1918
   834
{
slouken@1918
   835
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
   836
    GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
slouken@1918
   837
    int minx, miny, maxx, maxy;
slouken@1918
   838
    GLfloat minu, maxu, minv, maxv;
slouken@1918
   839
slouken@5147
   840
    GL_ActivateRenderer(renderer);
slouken@5147
   841
slouken@5355
   842
    data->glEnable(texturedata->type);
slouken@5355
   843
    if (texturedata->yuv) {
slouken@5355
   844
        data->glActiveTextureARB(GL_TEXTURE2_ARB);
slouken@5355
   845
        data->glBindTexture(texturedata->type, texturedata->vtexture);
slouken@5355
   846
        if (texturedata->scaleMode != data->current.scaleMode) {
slouken@5355
   847
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
slouken@5355
   848
                                  texturedata->scaleMode);
slouken@5355
   849
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
slouken@5355
   850
                                  texturedata->scaleMode);
slouken@5355
   851
        }
slouken@5355
   852
slouken@5355
   853
        data->glActiveTextureARB(GL_TEXTURE1_ARB);
slouken@5355
   854
        data->glBindTexture(texturedata->type, texturedata->utexture);
slouken@5355
   855
        if (texturedata->scaleMode != data->current.scaleMode) {
slouken@5355
   856
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
slouken@5355
   857
                                  texturedata->scaleMode);
slouken@5355
   858
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
slouken@5355
   859
                                  texturedata->scaleMode);
slouken@5355
   860
        }
slouken@5355
   861
slouken@5355
   862
        data->glActiveTextureARB(GL_TEXTURE0_ARB);
slouken@5355
   863
    }
slouken@5355
   864
    data->glBindTexture(texturedata->type, texturedata->texture);
slouken@5355
   865
slouken@5355
   866
    if (texturedata->scaleMode != data->current.scaleMode) {
slouken@5355
   867
        data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
slouken@5355
   868
                              texturedata->scaleMode);
slouken@5355
   869
        data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
slouken@5355
   870
                              texturedata->scaleMode);
slouken@5355
   871
        data->current.scaleMode = texturedata->scaleMode;
slouken@5355
   872
    }
slouken@5355
   873
slouken@5355
   874
    if (texture->modMode) {
slouken@5355
   875
        GL_SetColor(data, texture->r, texture->g, texture->b, texture->a);
slouken@5355
   876
    } else {
slouken@5355
   877
        GL_SetColor(data, 255, 255, 255, 255);
slouken@5355
   878
    }
slouken@5355
   879
slouken@5355
   880
    GL_SetBlendMode(data, texture->blendMode);
slouken@5355
   881
slouken@5355
   882
    if (texturedata->yuv) {
slouken@5355
   883
        GL_SetShader(data, SHADER_YV12);
slouken@5355
   884
    } else {
slouken@5355
   885
        GL_SetShader(data, SHADER_RGB);
slouken@5355
   886
    }
slouken@5355
   887
slouken@1918
   888
    minx = dstrect->x;
slouken@1918
   889
    miny = dstrect->y;
slouken@1918
   890
    maxx = dstrect->x + dstrect->w;
slouken@1918
   891
    maxy = dstrect->y + dstrect->h;
slouken@1918
   892
slouken@1918
   893
    minu = (GLfloat) srcrect->x / texture->w;
slouken@1920
   894
    minu *= texturedata->texw;
slouken@1918
   895
    maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
slouken@1920
   896
    maxu *= texturedata->texw;
slouken@1918
   897
    minv = (GLfloat) srcrect->y / texture->h;
slouken@1920
   898
    minv *= texturedata->texh;
slouken@1918
   899
    maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
slouken@1920
   900
    maxv *= texturedata->texh;
slouken@1918
   901
slouken@1927
   902
    data->glBegin(GL_TRIANGLE_STRIP);
slouken@1927
   903
    data->glTexCoord2f(minu, minv);
slouken@3472
   904
    data->glVertex2f((GLfloat) minx, (GLfloat) miny);
slouken@1927
   905
    data->glTexCoord2f(maxu, minv);
slouken@3472
   906
    data->glVertex2f((GLfloat) maxx, (GLfloat) miny);
slouken@1927
   907
    data->glTexCoord2f(minu, maxv);
slouken@3472
   908
    data->glVertex2f((GLfloat) minx, (GLfloat) maxy);
slouken@1927
   909
    data->glTexCoord2f(maxu, maxv);
slouken@3472
   910
    data->glVertex2f((GLfloat) maxx, (GLfloat) maxy);
slouken@1927
   911
    data->glEnd();
slouken@1918
   912
slouken@2884
   913
    data->glDisable(texturedata->type);
slouken@2884
   914
slouken@1918
   915
    return 0;
slouken@1918
   916
}
slouken@1918
   917
slouken@3431
   918
static int
slouken@3431
   919
GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@3435
   920
                    Uint32 pixel_format, void * pixels, int pitch)
slouken@3431
   921
{
slouken@3433
   922
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@3685
   923
    SDL_Window *window = renderer->window;
slouken@3433
   924
    GLint internalFormat;
slouken@3433
   925
    GLenum format, type;
slouken@3435
   926
    Uint8 *src, *dst, *tmp;
slouken@5154
   927
    int w, h, length, rows;
slouken@3433
   928
slouken@5147
   929
    GL_ActivateRenderer(renderer);
slouken@5147
   930
slouken@3433
   931
    if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) {
slouken@3435
   932
        /* FIXME: Do a temp copy to a format that is supported */
slouken@3433
   933
        SDL_SetError("Unsupported pixel format");
slouken@3433
   934
        return -1;
slouken@3433
   935
    }
slouken@3433
   936
slouken@5154
   937
    SDL_GetWindowSize(window, &w, &h);
slouken@5154
   938
slouken@3446
   939
    data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
slouken@3446
   940
    data->glPixelStorei(GL_PACK_ROW_LENGTH,
slouken@5156
   941
                        (pitch / SDL_BYTESPERPIXEL(pixel_format)));
slouken@3433
   942
slouken@5154
   943
    data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
slouken@3435
   944
                       format, type, pixels);
slouken@3435
   945
slouken@3435
   946
    /* Flip the rows to be top-down */
slouken@5156
   947
    length = rect->w * SDL_BYTESPERPIXEL(pixel_format);
slouken@3435
   948
    src = (Uint8*)pixels + (rect->h-1)*pitch;
slouken@3435
   949
    dst = (Uint8*)pixels;
slouken@3435
   950
    tmp = SDL_stack_alloc(Uint8, length);
slouken@3435
   951
    rows = rect->h / 2;
slouken@3435
   952
    while (rows--) {
slouken@3435
   953
        SDL_memcpy(tmp, dst, length);
slouken@3435
   954
        SDL_memcpy(dst, src, length);
slouken@3435
   955
        SDL_memcpy(src, tmp, length);
slouken@3447
   956
        dst += pitch;
slouken@3447
   957
        src -= pitch;
slouken@3435
   958
    }
slouken@3435
   959
    SDL_stack_free(tmp);
slouken@3440
   960
slouken@3440
   961
    return 0;
slouken@3431
   962
}
slouken@3431
   963
slouken@1918
   964
static void
slouken@1918
   965
GL_RenderPresent(SDL_Renderer * renderer)
slouken@1918
   966
{
slouken@5147
   967
    GL_ActivateRenderer(renderer);
slouken@5147
   968
slouken@1918
   969
    SDL_GL_SwapWindow(renderer->window);
slouken@1918
   970
}
slouken@1918
   971
slouken@1918
   972
static void
slouken@1918
   973
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
   974
{
slouken@1927
   975
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   976
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
   977
slouken@5147
   978
    GL_ActivateRenderer(renderer);
slouken@5147
   979
slouken@1918
   980
    if (!data) {
slouken@1918
   981
        return;
slouken@1918
   982
    }
slouken@1918
   983
    if (data->texture) {
slouken@1927
   984
        renderdata->glDeleteTextures(1, &data->texture);
slouken@1918
   985
    }
slouken@5264
   986
    if (data->yuv) {
slouken@5264
   987
        renderdata->glDeleteTextures(1, &data->utexture);
slouken@5264
   988
        renderdata->glDeleteTextures(1, &data->vtexture);
slouken@5264
   989
    }
slouken@1920
   990
    if (data->pixels) {
slouken@1920
   991
        SDL_free(data->pixels);
slouken@1920
   992
    }
slouken@1918
   993
    SDL_free(data);
slouken@1918
   994
    texture->driverdata = NULL;
slouken@1918
   995
}
slouken@1918
   996
slouken@1975
   997
static void
slouken@1918
   998
GL_DestroyRenderer(SDL_Renderer * renderer)
slouken@1918
   999
{
slouken@1918
  1000
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1001
slouken@1918
  1002
    if (data) {
slouken@1920
  1003
        if (data->context) {
bob@2328
  1004
            /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
slouken@1920
  1005
            SDL_GL_DeleteContext(data->context);
slouken@1918
  1006
        }
slouken@1918
  1007
        SDL_free(data);
slouken@1918
  1008
    }
slouken@1918
  1009
    SDL_free(renderer);
slouken@1918
  1010
}
slouken@1918
  1011
slouken@5226
  1012
#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
slouken@1918
  1013
slouken@1918
  1014
/* vi: set ts=4 sw=4 expandtab: */