src/video/SDL_renderer_gl.c
author Sam Lantinga <slouken@libsdl.org>
Sun, 07 Dec 2008 22:37:40 +0000
changeset 2853 6258fa7cd300
parent 2848 8a3aa505ecba
child 2858 a38fcb093081
permissions -rw-r--r--
Fixed picking blit function when RLE fails
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2006 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL
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#include "SDL_video.h"
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#include "SDL_opengl.h"
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#include "SDL_sysvideo.h"
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#include "SDL_pixels_c.h"
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#include "SDL_rect_c.h"
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#include "SDL_yuv_sw_c.h"
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#ifdef __MACOSX__
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#include <OpenGL/OpenGL.h>
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#endif
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/* OpenGL renderer implementation */
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/* Details on optimizing the texture path on Mac OS X:
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   http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
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*/
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/* !!! FIXME: this should go in a higher level than the GL renderer. */
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static __inline__ int
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bytes_per_pixel(const Uint32 format)
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{
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    if (!SDL_ISPIXELFORMAT_FOURCC(format)) {
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        return SDL_BYTESPERPIXEL(format);
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    }
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    /* FOURCC format */
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    switch (format) {
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        case SDL_PIXELFORMAT_YV12:
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        case SDL_PIXELFORMAT_IYUV:
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        case SDL_PIXELFORMAT_YUY2:
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        case SDL_PIXELFORMAT_UYVY:
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        case SDL_PIXELFORMAT_YVYU:
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            return 2;
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        default:
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            return 1;  /* shouldn't ever hit this. */
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    }
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}
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static const float inv255f = 1.0f / 255.0f;
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
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static int GL_ActivateRenderer(SDL_Renderer * renderer);
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static int GL_DisplayModeChanged(SDL_Renderer * renderer);
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static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_QueryTexturePixels(SDL_Renderer * renderer,
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                                 SDL_Texture * texture, void **pixels,
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                                 int *pitch);
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static int GL_SetTexturePalette(SDL_Renderer * renderer,
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                                SDL_Texture * texture,
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                                const SDL_Color * colors, int firstcolor,
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                                int ncolors);
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static int GL_GetTexturePalette(SDL_Renderer * renderer,
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                                SDL_Texture * texture, SDL_Color * colors,
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                                int firstcolor, int ncolors);
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static int GL_SetTextureColorMod(SDL_Renderer * renderer,
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                                 SDL_Texture * texture);
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static int GL_SetTextureAlphaMod(SDL_Renderer * renderer,
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                                 SDL_Texture * texture);
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static int GL_SetTextureBlendMode(SDL_Renderer * renderer,
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                                  SDL_Texture * texture);
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static int GL_SetTextureScaleMode(SDL_Renderer * renderer,
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                                  SDL_Texture * texture);
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static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                            const SDL_Rect * rect, const void *pixels,
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                            int pitch);
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static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                          const SDL_Rect * rect, int markDirty, void **pixels,
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                          int *pitch);
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static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                            int numrects, const SDL_Rect * rects);
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static int GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
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                         Uint8 a, const SDL_Rect * rect);
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static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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                         const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static void GL_RenderPresent(SDL_Renderer * renderer);
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static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_DestroyRenderer(SDL_Renderer * renderer);
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SDL_RenderDriver GL_RenderDriver = {
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    GL_CreateRenderer,
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    {
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     "opengl",
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     (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD |
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      SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
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     (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
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      SDL_TEXTUREMODULATE_ALPHA),
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     (SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK |
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      SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD |
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      SDL_TEXTUREBLENDMODE_MOD),
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     (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
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      SDL_TEXTURESCALEMODE_SLOW),
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     15,
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     {
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      SDL_PIXELFORMAT_INDEX1LSB,
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      SDL_PIXELFORMAT_INDEX1MSB,
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      SDL_PIXELFORMAT_INDEX8,
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      SDL_PIXELFORMAT_RGB332,
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      SDL_PIXELFORMAT_RGB444,
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      SDL_PIXELFORMAT_RGB555,
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      SDL_PIXELFORMAT_ARGB4444,
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      SDL_PIXELFORMAT_ARGB1555,
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      SDL_PIXELFORMAT_RGB565,
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      SDL_PIXELFORMAT_RGB24,
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      SDL_PIXELFORMAT_BGR24,
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      SDL_PIXELFORMAT_RGB888,
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      SDL_PIXELFORMAT_BGR888,
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      SDL_PIXELFORMAT_ARGB8888,
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      SDL_PIXELFORMAT_ABGR8888,
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      SDL_PIXELFORMAT_ARGB2101010},
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     0,
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     0}
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};
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typedef struct
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{
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    SDL_GLContext context;
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    SDL_bool updateSize;
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    SDL_bool GL_ARB_texture_rectangle_supported;
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    SDL_bool GL_EXT_paletted_texture_supported;
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    SDL_bool GL_APPLE_ycbcr_422_supported;
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    SDL_bool GL_MESA_ycbcr_texture_supported;
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    SDL_bool GL_ARB_fragment_program_supported;
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    int blendMode;
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    int scaleMode;
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    /* OpenGL functions */
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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    PFNGLCOLORTABLEEXTPROC glColorTableEXT;
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    void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
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                                 const GLvoid * pointer);
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    PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
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    PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
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    PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
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    PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
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    PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
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    PFNGLBINDPROGRAMARBPROC glBindProgramARB;
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    PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
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    /* (optional) fragment programs */
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    GLuint fragment_program_UYVY;
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} GL_RenderData;
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typedef struct
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{
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    GLuint texture;
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    GLuint shader;
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    GLenum type;
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    GLfloat texw;
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    GLfloat texh;
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    GLenum format;
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    GLenum formattype;
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    Uint8 *palette;
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    void *pixels;
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    int pitch;
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    SDL_DirtyRectList dirty;
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int HACK_RYAN_FIXME;
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} GL_TextureData;
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static void
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GL_SetError(const char *prefix, GLenum result)
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{
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    const char *error;
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    switch (result) {
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    case GL_NO_ERROR:
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        error = "GL_NO_ERROR";
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        break;
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    case GL_INVALID_ENUM:
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        error = "GL_INVALID_ENUM";
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        break;
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    case GL_INVALID_VALUE:
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        error = "GL_INVALID_VALUE";
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        break;
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    case GL_INVALID_OPERATION:
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        error = "GL_INVALID_OPERATION";
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        break;
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    case GL_STACK_OVERFLOW:
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        error = "GL_STACK_OVERFLOW";
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        break;
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    case GL_STACK_UNDERFLOW:
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        error = "GL_STACK_UNDERFLOW";
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        break;
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    case GL_OUT_OF_MEMORY:
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        error = "GL_OUT_OF_MEMORY";
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        break;
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    case GL_TABLE_TOO_LARGE:
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        error = "GL_TABLE_TOO_LARGE";
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        break;
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    default:
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        error = "UNKNOWN";
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        break;
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    }
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    SDL_SetError("%s: %s", prefix, error);
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}
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static int
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GL_LoadFunctions(GL_RenderData * data)
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{
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#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
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#define __SDL_NOGETPROCADDR__
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#elif defined(__MINT__)
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#define __SDL_NOGETPROCADDR__
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#endif
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#ifdef __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#else
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#define SDL_PROC(ret,func,params) \
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    do { \
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        data->func = SDL_GL_GetProcAddress(#func); \
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        if ( ! data->func ) { \
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            SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
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            return -1; \
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        } \
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    } while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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    return 0;
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}
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void
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GL_AddRenderDriver(_THIS)
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{
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    if (_this->GL_CreateContext) {
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        SDL_AddRenderDriver(0, &GL_RenderDriver);
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    }
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}
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SDL_Renderer *
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GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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    SDL_Renderer *renderer;
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    GL_RenderData *data;
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    GLint value;
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    int doublebuffer;
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    /* Render directly to the window, unless we're compositing */
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#ifndef __MACOSX__
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    if (flags & SDL_RENDERER_SINGLEBUFFER) {
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        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
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    }
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#endif
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    if (!(window->flags & SDL_WINDOW_OPENGL)) {
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        if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) {
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            return NULL;
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        }
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    }
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    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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    if (!renderer) {
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        SDL_OutOfMemory();
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        return NULL;
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    }
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    data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
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    if (!data) {
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        GL_DestroyRenderer(renderer);
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        SDL_OutOfMemory();
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        return NULL;
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    }
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    renderer->ActivateRenderer = GL_ActivateRenderer;
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    renderer->DisplayModeChanged = GL_DisplayModeChanged;
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    renderer->CreateTexture = GL_CreateTexture;
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    renderer->QueryTexturePixels = GL_QueryTexturePixels;
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    renderer->SetTexturePalette = GL_SetTexturePalette;
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    renderer->GetTexturePalette = GL_GetTexturePalette;
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    renderer->SetTextureColorMod = GL_SetTextureColorMod;
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    renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod;
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    renderer->SetTextureBlendMode = GL_SetTextureBlendMode;
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    renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
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    renderer->UpdateTexture = GL_UpdateTexture;
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    renderer->LockTexture = GL_LockTexture;
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    renderer->UnlockTexture = GL_UnlockTexture;
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    renderer->DirtyTexture = GL_DirtyTexture;
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    renderer->RenderFill = GL_RenderFill;
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    renderer->RenderCopy = GL_RenderCopy;
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    renderer->RenderPresent = GL_RenderPresent;
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    renderer->DestroyTexture = GL_DestroyTexture;
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    renderer->DestroyRenderer = GL_DestroyRenderer;
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    renderer->info = GL_RenderDriver.info;
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    renderer->window = window->id;
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    renderer->driverdata = data;
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    renderer->info.flags =
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        (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
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    if (GL_LoadFunctions(data) < 0) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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    data->context = SDL_GL_CreateContext(window->id);
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    if (!data->context) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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    if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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#ifdef __MACOSX__
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    /* Enable multi-threaded rendering */
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    /* Disabled until Ryan finishes his VBO/PBO code...
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       CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
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     */
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#endif
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    if (flags & SDL_RENDERER_PRESENTVSYNC) {
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        SDL_GL_SetSwapInterval(1);
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    } else {
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        SDL_GL_SetSwapInterval(0);
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    }
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    if (SDL_GL_GetSwapInterval() > 0) {
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        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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    }
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    if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) {
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        if (!doublebuffer) {
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            renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
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        }
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    }
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    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
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   360
    renderer->info.max_texture_width = value;
slouken@1952
   361
    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
slouken@1952
   362
    renderer->info.max_texture_height = value;
slouken@1920
   363
slouken@1926
   364
    if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
slouken@1926
   365
        || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
slouken@1926
   366
        data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
slouken@1926
   367
    }
slouken@1974
   368
    if (SDL_GL_ExtensionSupported("GL_EXT_paletted_texture")) {
slouken@1974
   369
        data->GL_EXT_paletted_texture_supported = SDL_TRUE;
slouken@1974
   370
        data->glColorTableEXT =
slouken@1974
   371
            (PFNGLCOLORTABLEEXTPROC) SDL_GL_GetProcAddress("glColorTableEXT");
slouken@1974
   372
    } else {
slouken@1974
   373
        /* Don't advertise support for 8-bit indexed texture format */
slouken@1974
   374
        Uint32 i, j;
slouken@1974
   375
        SDL_RendererInfo *info = &renderer->info;
slouken@1974
   376
        for (i = 0, j = 0; i < info->num_texture_formats; ++i) {
slouken@1974
   377
            if (info->texture_formats[i] != SDL_PIXELFORMAT_INDEX8) {
slouken@1974
   378
                info->texture_formats[j++] = info->texture_formats[i];
slouken@1974
   379
            }
slouken@1974
   380
        }
slouken@1974
   381
        --info->num_texture_formats;
slouken@1974
   382
    }
slouken@2846
   383
/*
slouken@2845
   384
    if (SDL_GL_ExtensionSupported("GL_APPLE_ycbcr_422")) {
slouken@2845
   385
        data->GL_APPLE_ycbcr_422_supported = SDL_TRUE;
slouken@2845
   386
    }
slouken@2845
   387
    if (SDL_GL_ExtensionSupported("GL_MESA_ycbcr_texture")) {
slouken@2845
   388
        data->GL_MESA_ycbcr_texture_supported = SDL_TRUE;
slouken@2845
   389
    }
slouken@2846
   390
*/
slouken@2233
   391
    if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
slouken@2233
   392
        data->glTextureRangeAPPLE =
slouken@2233
   393
            (void (*)(GLenum, GLsizei, const GLvoid *))
slouken@2233
   394
            SDL_GL_GetProcAddress("glTextureRangeAPPLE");
slouken@2233
   395
    }
slouken@1920
   396
icculus@2835
   397
    /* we might use fragment programs for YUV data, etc. */
icculus@2835
   398
    if (SDL_GL_ExtensionSupported("GL_ARB_fragment_program")) {
icculus@2835
   399
        /* !!! FIXME: this doesn't check for errors. */
icculus@2835
   400
        /* !!! FIXME: this should really reuse the glfuncs.h stuff. */
icculus@2835
   401
        data->glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)
icculus@2835
   402
            SDL_GL_GetProcAddress("glGetProgramivARB");
icculus@2835
   403
        data->glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)
icculus@2835
   404
            SDL_GL_GetProcAddress("glGetProgramStringARB");
icculus@2835
   405
        data->glProgramLocalParameter4fvARB =
icculus@2835
   406
            (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)
icculus@2835
   407
            SDL_GL_GetProcAddress("glProgramLocalParameter4fvARB");
icculus@2835
   408
        data->glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)
icculus@2835
   409
            SDL_GL_GetProcAddress("glDeleteProgramsARB");
icculus@2835
   410
        data->glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)
icculus@2835
   411
            SDL_GL_GetProcAddress("glGenProgramsARB");
icculus@2835
   412
        data->glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)
icculus@2835
   413
            SDL_GL_GetProcAddress("glBindProgramARB");
icculus@2835
   414
        data->glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)
icculus@2835
   415
            SDL_GL_GetProcAddress("glProgramStringARB");
icculus@2835
   416
        data->GL_ARB_fragment_program_supported = SDL_TRUE;
icculus@2835
   417
    }
icculus@2835
   418
slouken@1918
   419
    /* Set up parameters for rendering */
slouken@1927
   420
    data->blendMode = -1;
slouken@1927
   421
    data->scaleMode = -1;
slouken@1927
   422
    data->glDisable(GL_DEPTH_TEST);
slouken@1927
   423
    data->glDisable(GL_CULL_FACE);
slouken@1926
   424
    if (data->GL_ARB_texture_rectangle_supported) {
slouken@1927
   425
        data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
slouken@1926
   426
    } else {
slouken@1927
   427
        data->glEnable(GL_TEXTURE_2D);
slouken@1926
   428
    }
slouken@2833
   429
    data->updateSize = SDL_TRUE;
slouken@1918
   430
slouken@1918
   431
    return renderer;
slouken@1918
   432
}
slouken@1918
   433
slouken@1923
   434
static int
slouken@1923
   435
GL_ActivateRenderer(SDL_Renderer * renderer)
slouken@1923
   436
{
slouken@1923
   437
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1923
   438
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
slouken@1923
   439
slouken@1970
   440
    if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
slouken@1970
   441
        return -1;
slouken@1970
   442
    }
slouken@2833
   443
    if (data->updateSize) {
slouken@2836
   444
        data->glMatrixMode(GL_PROJECTION);
slouken@2836
   445
        data->glLoadIdentity();
slouken@2836
   446
        data->glMatrixMode(GL_MODELVIEW);
slouken@2836
   447
        data->glLoadIdentity();
slouken@2836
   448
        data->glViewport(0, 0, window->w, window->h);
slouken@2836
   449
        data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0,
slouken@2836
   450
                      0.0, 1.0);
slouken@2833
   451
        data->updateSize = SDL_FALSE;
slouken@2833
   452
    }
slouken@1970
   453
    return 0;
slouken@1970
   454
}
slouken@1970
   455
slouken@1970
   456
static int
slouken@1970
   457
GL_DisplayModeChanged(SDL_Renderer * renderer)
slouken@1970
   458
{
slouken@1970
   459
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1970
   460
slouken@2836
   461
    /* Rebind the context to the window area and update matrices */
slouken@2836
   462
    data->updateSize = SDL_TRUE;
slouken@2836
   463
    return GL_ActivateRenderer(renderer);
slouken@1923
   464
}
slouken@1923
   465
slouken@1922
   466
static __inline__ int
slouken@1922
   467
power_of_2(int input)
slouken@1922
   468
{
slouken@1922
   469
    int value = 1;
slouken@1922
   470
slouken@1922
   471
    while (value < input) {
slouken@1922
   472
        value <<= 1;
slouken@1922
   473
    }
slouken@1922
   474
    return value;
slouken@1922
   475
}
slouken@1922
   476
icculus@2835
   477
icculus@2835
   478
#define DEBUG_PROGRAM_COMPILE 1
icculus@2835
   479
icculus@2835
   480
static GLuint
icculus@2847
   481
compile_shader(GL_RenderData *data, GLenum shader_type, const char *_code)
icculus@2835
   482
{
icculus@2847
   483
    const int have_texture_rects = data->GL_ARB_texture_rectangle_supported;
icculus@2847
   484
    const char *replacement = have_texture_rects ? "RECT" : "2D";
icculus@2847
   485
    const size_t replacementlen = strlen(replacement);
icculus@2847
   486
    const char *token = "%TEXTURETARGET%";
icculus@2847
   487
    const size_t tokenlen = strlen(token);
icculus@2847
   488
    char *code = NULL;
icculus@2847
   489
    char *ptr = NULL;
icculus@2847
   490
    GLuint program = 0;
icculus@2847
   491
icculus@2847
   492
    /*
icculus@2847
   493
     * The TEX instruction needs a different target depending on what we use.
icculus@2847
   494
     *  To handle this, we use "%TEXTURETARGET%" and replace the string before
icculus@2847
   495
     *  compiling the shader.
icculus@2847
   496
     */
icculus@2847
   497
    code = SDL_strdup(_code);
icculus@2847
   498
    if (code == NULL)
icculus@2847
   499
        return 0;
icculus@2847
   500
icculus@2847
   501
    for (ptr = SDL_strstr(code, token); ptr; ptr = SDL_strstr(ptr+1, token)) {
icculus@2847
   502
        memcpy(ptr, replacement, replacementlen);
icculus@2847
   503
        memmove(ptr+replacementlen, ptr+tokenlen, strlen(ptr+tokenlen)+1);
icculus@2847
   504
    }
icculus@2847
   505
icculus@2835
   506
#if DEBUG_PROGRAM_COMPILE
icculus@2847
   507
    printf("compiling shader:\n%s\n\n", code);
icculus@2835
   508
#endif
icculus@2835
   509
icculus@2835
   510
    data->glGetError();  /* flush any existing error state. */
icculus@2835
   511
    data->glGenProgramsARB(1, &program);
icculus@2835
   512
    data->glBindProgramARB(shader_type, program);
icculus@2835
   513
    data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
icculus@2847
   514
                             SDL_strlen(code), code);
icculus@2847
   515
icculus@2847
   516
    SDL_free(code);
icculus@2835
   517
icculus@2835
   518
    if (data->glGetError() == GL_INVALID_OPERATION)
slouken@2845
   519
    {
icculus@2835
   520
#if DEBUG_PROGRAM_COMPILE
icculus@2835
   521
        GLint pos = 0;
icculus@2835
   522
        const GLubyte *errstr;
icculus@2835
   523
        data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
icculus@2835
   524
        errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
icculus@2835
   525
        printf("program compile error at position %d: %s\n\n",
icculus@2835
   526
                  (int) pos, (const char *) errstr);
icculus@2835
   527
#endif
icculus@2835
   528
        data->glBindProgramARB(shader_type, 0);
icculus@2835
   529
        data->glDeleteProgramsARB(1, &program);
icculus@2835
   530
        return 0;
icculus@2848
   531
    }
icculus@2835
   532
icculus@2835
   533
    return program;
icculus@2835
   534
}
icculus@2835
   535
icculus@2848
   536
icculus@2848
   537
/*
icculus@2848
   538
 * Fragment program that renders from UYVY textures.
icculus@2848
   539
 * The UYVY to RGB equasion is:
icculus@2848
   540
 *   R = 1.164(Y-16) + 1.596(Cr-128)
icculus@2848
   541
 *   G = 1.164(Y-16) - 0.813(Cr-128) - 0.391(Cb-128)
icculus@2848
   542
 *   B = 1.164(Y-16) + 2.018(Cb-128)
icculus@2848
   543
 * Byte layout is Cb, Y1, Cr, Y2, stored in the R, G, B, A channels.
icculus@2848
   544
 * 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr
icculus@2848
   545
 *
icculus@2848
   546
 * !!! FIXME: this ignores blendmodes, etc.
icculus@2848
   547
 * !!! FIXME: this could be more efficient...use a dot product for green, etc.
icculus@2848
   548
 */
icculus@2835
   549
static const char *fragment_program_UYVY_source_code =
icculus@2835
   550
    "!!ARBfp1.0\n"
icculus@2835
   551
icculus@2848
   552
    /* outputs... */
icculus@2835
   553
    "OUTPUT outcolor = result.color;\n"
icculus@2835
   554
icculus@2848
   555
    /* scratch registers... */
icculus@2835
   556
    "TEMP uyvy;\n"
icculus@2835
   557
    "TEMP luminance;\n"
icculus@2835
   558
    "TEMP work;\n"
icculus@2835
   559
icculus@2848
   560
    /* Halve the coordinates to grab the correct 32 bits for the fragment. */
icculus@2835
   561
    "MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n"
icculus@2835
   562
icculus@2848
   563
    /* Sample the YUV texture. Cb, Y1, Cr, Y2, are stored in x, y, z, w. */
icculus@2847
   564
    "TEX uyvy, work, texture[0], %TEXTURETARGET%;\n"
icculus@2835
   565
icculus@2848
   566
    /* Do subtractions (128/255, 16/255, 128/255, 16/255) */
slouken@2846
   567
    "SUB uyvy, uyvy, { 0.501960784313726, 0.06274509803922, 0.501960784313726, 0.06274509803922 };\n"
icculus@2835
   568
icculus@2848
   569
    /* Choose the luminance component by texcoord. */
icculus@2848
   570
    /* !!! FIXME: laziness wins out for now... just average Y1 and Y2. */
icculus@2835
   571
    "ADD luminance, uyvy.yyyy, uyvy.wwww;\n"
icculus@2835
   572
    "MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n"
icculus@2835
   573
icculus@2848
   574
    /* Multiply luminance by its magic value. */
icculus@2835
   575
    "MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n"
icculus@2835
   576
icculus@2848
   577
    /* uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications. */
icculus@2835
   578
    "MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n"
icculus@2835
   579
icculus@2848
   580
    /* Add luminance to Cr and Cb, store to RGB channels. */
icculus@2835
   581
    "ADD work.rgb, luminance, uyvy;\n"
icculus@2835
   582
icculus@2848
   583
    /* Do final addition for Green channel.  (!!! FIXME: this should be a DPH?) */
icculus@2835
   584
    "ADD work.g, work.g, uyvy.w;\n"
icculus@2835
   585
icculus@2848
   586
    /* Make sure alpha channel is fully opaque.  (!!! FIXME: blend modes!) */
icculus@2835
   587
    "MOV work.a, { 1.0 };\n"
icculus@2835
   588
icculus@2848
   589
    /* Store out the final fragment color... */
icculus@2835
   590
    "MOV outcolor, work;\n"
icculus@2835
   591
icculus@2848
   592
    /* ...and we're done! */
icculus@2835
   593
    "END\n";
icculus@2835
   594
icculus@2835
   595
slouken@1918
   596
static int
slouken@1918
   597
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
   598
{
slouken@1918
   599
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   600
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
slouken@1918
   601
    GL_TextureData *data;
slouken@1920
   602
    GLint internalFormat;
slouken@1920
   603
    GLenum format, type;
slouken@1922
   604
    int texture_w, texture_h;
icculus@2835
   605
    GLuint shader = 0;
slouken@1924
   606
    GLenum result;
slouken@1918
   607
slouken@1920
   608
    switch (texture->format) {
slouken@1965
   609
    case SDL_PIXELFORMAT_INDEX1LSB:
slouken@1965
   610
    case SDL_PIXELFORMAT_INDEX1MSB:
slouken@1920
   611
        internalFormat = GL_RGB;
slouken@1920
   612
        format = GL_COLOR_INDEX;
slouken@1920
   613
        type = GL_BITMAP;
slouken@1920
   614
        break;
slouken@1965
   615
    case SDL_PIXELFORMAT_INDEX8:
slouken@1974
   616
        if (!renderdata->GL_EXT_paletted_texture_supported) {
slouken@1974
   617
            SDL_SetError("Unsupported texture format");
slouken@1974
   618
            return -1;
slouken@1974
   619
        }
slouken@1974
   620
        internalFormat = GL_COLOR_INDEX8_EXT;
slouken@1920
   621
        format = GL_COLOR_INDEX;
slouken@1920
   622
        type = GL_UNSIGNED_BYTE;
slouken@1920
   623
        break;
slouken@1965
   624
    case SDL_PIXELFORMAT_RGB332:
slouken@1920
   625
        internalFormat = GL_R3_G3_B2;
slouken@1920
   626
        format = GL_RGB;
slouken@1920
   627
        type = GL_UNSIGNED_BYTE_3_3_2;
slouken@1920
   628
        break;
slouken@1965
   629
    case SDL_PIXELFORMAT_RGB444:
slouken@1920
   630
        internalFormat = GL_RGB4;
slouken@1920
   631
        format = GL_RGB;
slouken@1920
   632
        type = GL_UNSIGNED_SHORT_4_4_4_4;
slouken@1920
   633
        break;
slouken@1965
   634
    case SDL_PIXELFORMAT_RGB555:
slouken@1920
   635
        internalFormat = GL_RGB5;
slouken@1920
   636
        format = GL_RGB;
slouken@1920
   637
        type = GL_UNSIGNED_SHORT_5_5_5_1;
slouken@1920
   638
        break;
slouken@1965
   639
    case SDL_PIXELFORMAT_ARGB4444:
slouken@1920
   640
        internalFormat = GL_RGBA4;
slouken@1920
   641
        format = GL_BGRA;
slouken@1920
   642
        type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
slouken@1920
   643
        break;
slouken@1965
   644
    case SDL_PIXELFORMAT_ARGB1555:
slouken@1920
   645
        internalFormat = GL_RGB5_A1;
slouken@1920
   646
        format = GL_BGRA;
slouken@1920
   647
        type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
slouken@1920
   648
        break;
slouken@1965
   649
    case SDL_PIXELFORMAT_RGB565:
slouken@1920
   650
        internalFormat = GL_RGB8;
slouken@1920
   651
        format = GL_RGB;
slouken@1920
   652
        type = GL_UNSIGNED_SHORT_5_6_5;
slouken@1920
   653
        break;
slouken@1965
   654
    case SDL_PIXELFORMAT_RGB24:
slouken@1920
   655
        internalFormat = GL_RGB8;
slouken@1920
   656
        format = GL_RGB;
slouken@1920
   657
        type = GL_UNSIGNED_BYTE;
slouken@1920
   658
        break;
slouken@1965
   659
    case SDL_PIXELFORMAT_RGB888:
slouken@1920
   660
        internalFormat = GL_RGB8;
slouken@1924
   661
        format = GL_BGRA;
slouken@1924
   662
        type = GL_UNSIGNED_BYTE;
slouken@1920
   663
        break;
slouken@1965
   664
    case SDL_PIXELFORMAT_BGR24:
slouken@1920
   665
        internalFormat = GL_RGB8;
slouken@1920
   666
        format = GL_BGR;
slouken@1920
   667
        type = GL_UNSIGNED_BYTE;
slouken@1920
   668
        break;
slouken@1965
   669
    case SDL_PIXELFORMAT_BGR888:
slouken@1920
   670
        internalFormat = GL_RGB8;
slouken@1924
   671
        format = GL_RGBA;
slouken@1924
   672
        type = GL_UNSIGNED_BYTE;
slouken@1920
   673
        break;
slouken@1965
   674
    case SDL_PIXELFORMAT_ARGB8888:
slouken@2230
   675
#ifdef __MACOSX__
slouken@2230
   676
        internalFormat = GL_RGBA;
slouken@2230
   677
        format = GL_BGRA;
slouken@2230
   678
        type = GL_UNSIGNED_INT_8_8_8_8_REV;
slouken@2230
   679
#else
slouken@1920
   680
        internalFormat = GL_RGBA8;
slouken@1920
   681
        format = GL_BGRA;
slouken@1924
   682
        type = GL_UNSIGNED_BYTE;
slouken@2230
   683
#endif
slouken@1920
   684
        break;
slouken@1965
   685
    case SDL_PIXELFORMAT_ABGR8888:
slouken@1920
   686
        internalFormat = GL_RGBA8;
slouken@1920
   687
        format = GL_RGBA;
slouken@1924
   688
        type = GL_UNSIGNED_BYTE;
slouken@1920
   689
        break;
slouken@1965
   690
    case SDL_PIXELFORMAT_ARGB2101010:
slouken@1920
   691
        internalFormat = GL_RGB10_A2;
slouken@1920
   692
        format = GL_BGRA;
slouken@1920
   693
        type = GL_UNSIGNED_INT_2_10_10_10_REV;
slouken@1920
   694
        break;
slouken@2845
   695
    case SDL_PIXELFORMAT_UYVY:
slouken@2845
   696
        if (renderdata->GL_APPLE_ycbcr_422_supported) {
slouken@2845
   697
            internalFormat = GL_RGB;
slouken@2845
   698
            format = GL_YCBCR_422_APPLE;
slouken@2845
   699
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   700
            type = GL_UNSIGNED_SHORT_8_8_APPLE;
slouken@2844
   701
#else
slouken@2845
   702
            type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
slouken@2845
   703
#endif
slouken@2845
   704
        } else if (renderdata->GL_MESA_ycbcr_texture_supported) {
slouken@2845
   705
            internalFormat = GL_RGB;
slouken@2845
   706
            format = GL_YCBCR_MESA;
slouken@2845
   707
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   708
            type = GL_UNSIGNED_SHORT_8_8_MESA;
slouken@2845
   709
#else
slouken@2845
   710
            type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
slouken@2845
   711
#endif
slouken@2845
   712
        } else if (renderdata->GL_ARB_fragment_program_supported) {
icculus@2835
   713
            if (renderdata->fragment_program_UYVY == 0) {
icculus@2835
   714
                renderdata->fragment_program_UYVY =
icculus@2835
   715
                    compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB,
icculus@2835
   716
                                   fragment_program_UYVY_source_code);
icculus@2835
   717
                if (renderdata->fragment_program_UYVY == 0) {
icculus@2835
   718
                    SDL_SetError("Fragment program compile error");
icculus@2835
   719
                    return -1;
icculus@2835
   720
                }
icculus@2835
   721
            }
icculus@2835
   722
            shader = renderdata->fragment_program_UYVY;
icculus@2835
   723
            internalFormat = GL_RGBA;
icculus@2835
   724
            format = GL_RGBA;
icculus@2835
   725
            type = GL_UNSIGNED_BYTE;
icculus@2835
   726
        } else {
icculus@2835
   727
            SDL_SetError("Unsupported texture format");
icculus@2835
   728
            return -1;
icculus@2835
   729
        }
icculus@2835
   730
        break;
slouken@2845
   731
    case SDL_PIXELFORMAT_YUY2:
slouken@2845
   732
        if (renderdata->GL_APPLE_ycbcr_422_supported) {
slouken@2845
   733
            internalFormat = GL_RGB;
slouken@2845
   734
            format = GL_YCBCR_422_APPLE;
slouken@2845
   735
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   736
            type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
slouken@2845
   737
#else
slouken@2845
   738
            type = GL_UNSIGNED_SHORT_8_8_APPLE;
slouken@2844
   739
#endif
slouken@2845
   740
        } else if (renderdata->GL_MESA_ycbcr_texture_supported) {
slouken@2845
   741
            internalFormat = GL_RGB;
slouken@2845
   742
            format = GL_YCBCR_MESA;
slouken@2845
   743
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   744
            type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
slouken@2845
   745
#else
slouken@2845
   746
            type = GL_UNSIGNED_SHORT_8_8_MESA;
slouken@2845
   747
#endif
slouken@2845
   748
        } else {
slouken@2845
   749
            SDL_SetError("Unsupported texture format");
slouken@2845
   750
            return -1;
slouken@2845
   751
        }
slouken@2845
   752
        break;
slouken@1920
   753
    default:
slouken@1920
   754
        SDL_SetError("Unsupported texture format");
slouken@1920
   755
        return -1;
slouken@1920
   756
    }
slouken@1920
   757
slouken@1920
   758
    data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
slouken@1918
   759
    if (!data) {
slouken@1918
   760
        SDL_OutOfMemory();
slouken@1918
   761
        return -1;
slouken@1918
   762
    }
slouken@1918
   763
icculus@2835
   764
    data->shader = shader;
icculus@2835
   765
slouken@1974
   766
    if (texture->format == SDL_PIXELFORMAT_INDEX8) {
slouken@1974
   767
        data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8));
slouken@1974
   768
        if (!data->palette) {
slouken@1974
   769
            SDL_OutOfMemory();
slouken@1974
   770
            SDL_free(data);
slouken@1974
   771
            return -1;
slouken@1974
   772
        }
slouken@1974
   773
        SDL_memset(data->palette, 0xFF, 3 * 256 * sizeof(Uint8));
slouken@1974
   774
    }
slouken@1974
   775
slouken@2222
   776
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
icculus@2835
   777
        data->pitch = texture->w * bytes_per_pixel(texture->format);
slouken@2222
   778
        data->pixels = SDL_malloc(texture->h * data->pitch);
slouken@2222
   779
        if (!data->pixels) {
slouken@2222
   780
            SDL_OutOfMemory();
slouken@2222
   781
            SDL_free(data);
slouken@2222
   782
            return -1;
slouken@2222
   783
        }
slouken@2222
   784
    }
slouken@2222
   785
slouken@1918
   786
    texture->driverdata = data;
slouken@1918
   787
slouken@1927
   788
    renderdata->glGetError();
slouken@1927
   789
    renderdata->glGenTextures(1, &data->texture);
slouken@1926
   790
    if (renderdata->GL_ARB_texture_rectangle_supported) {
slouken@1926
   791
        data->type = GL_TEXTURE_RECTANGLE_ARB;
slouken@1926
   792
        texture_w = texture->w;
slouken@1926
   793
        texture_h = texture->h;
icculus@2835
   794
        data->texw = (GLfloat) texture_w;
icculus@2835
   795
        data->texh = (GLfloat) texture_h;
slouken@1926
   796
    } else {
slouken@1926
   797
        data->type = GL_TEXTURE_2D;
slouken@1926
   798
        texture_w = power_of_2(texture->w);
slouken@1926
   799
        texture_h = power_of_2(texture->h);
icculus@2835
   800
        data->texw = (GLfloat) (texture->w) / texture_w;
slouken@1926
   801
        data->texh = (GLfloat) texture->h / texture_h;
slouken@1926
   802
    }
icculus@2835
   803
slouken@2839
   804
    /* YUV formats use RGBA but are really two bytes per pixel */
slouken@2839
   805
    if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
slouken@2843
   806
data->HACK_RYAN_FIXME = 2;
slouken@2843
   807
    } else {
slouken@2843
   808
data->HACK_RYAN_FIXME = 1;
slouken@2839
   809
    }
slouken@2843
   810
    texture_w /= data->HACK_RYAN_FIXME;
slouken@2839
   811
slouken@1920
   812
    data->format = format;
slouken@1920
   813
    data->formattype = type;
slouken@1927
   814
    renderdata->glBindTexture(data->type, data->texture);
slouken@2230
   815
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
slouken@2230
   816
                                GL_NEAREST);
slouken@2230
   817
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
slouken@2230
   818
                                GL_NEAREST);
slouken@2230
   819
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
slouken@2230
   820
                                GL_CLAMP_TO_EDGE);
slouken@2230
   821
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
slouken@2230
   822
                                GL_CLAMP_TO_EDGE);
slouken@2840
   823
#ifdef __MACOSX__
slouken@2230
   824
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
slouken@2230
   825
#define GL_TEXTURE_STORAGE_HINT_APPLE       0x85BC
slouken@2230
   826
#endif
slouken@2230
   827
#ifndef STORAGE_CACHED_APPLE
slouken@2230
   828
#define STORAGE_CACHED_APPLE                0x85BE
slouken@2230
   829
#endif
slouken@2230
   830
#ifndef STORAGE_SHARED_APPLE
slouken@2230
   831
#define STORAGE_SHARED_APPLE                0x85BF
slouken@2230
   832
#endif
slouken@2230
   833
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@2230
   834
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   835
                                    GL_STORAGE_SHARED_APPLE);
slouken@2230
   836
    } else {
slouken@2230
   837
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   838
                                    GL_STORAGE_CACHED_APPLE);
slouken@2230
   839
    }
slouken@2809
   840
/* This causes a crash in testoverlay for some reason.  Apple bug? */
slouken@2809
   841
#if 0
bob@2295
   842
    if (texture->access == SDL_TEXTUREACCESS_STREAMING
bob@2295
   843
        && texture->format == SDL_PIXELFORMAT_ARGB8888) {
slouken@2237
   844
        /*
bob@2295
   845
           if (renderdata->glTextureRangeAPPLE) {
bob@2295
   846
           renderdata->glTextureRangeAPPLE(data->type,
bob@2295
   847
           texture->h * data->pitch,
bob@2295
   848
           data->pixels);
bob@2295
   849
           }
bob@2295
   850
         */
slouken@2230
   851
        renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
slouken@2230
   852
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   853
                                 texture_h, 0, format, type, data->pixels);
slouken@2230
   854
    } else
slouken@2230
   855
#endif
slouken@2809
   856
#endif
slouken@2230
   857
    {
slouken@2840
   858
printf("teximage2d(%d,%d)\n", (int) texture_w, (int) texture_h);
slouken@2230
   859
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   860
                                 texture_h, 0, format, type, NULL);
slouken@2230
   861
    }
slouken@1927
   862
    result = renderdata->glGetError();
slouken@1924
   863
    if (result != GL_NO_ERROR) {
slouken@1924
   864
        GL_SetError("glTexImage2D()", result);
slouken@1924
   865
        return -1;
slouken@1924
   866
    }
slouken@1918
   867
    return 0;
slouken@1918
   868
}
slouken@1918
   869
slouken@1918
   870
static int
slouken@2222
   871
GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@2222
   872
                      void **pixels, int *pitch)
slouken@2222
   873
{
slouken@2222
   874
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@2222
   875
slouken@2222
   876
    *pixels = data->pixels;
slouken@2222
   877
    *pitch = data->pitch;
slouken@2222
   878
    return 0;
slouken@2222
   879
}
slouken@2222
   880
slouken@2222
   881
static int
slouken@1918
   882
GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   883
                     const SDL_Color * colors, int firstcolor, int ncolors)
slouken@1918
   884
{
slouken@1918
   885
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   886
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1974
   887
    Uint8 *palette;
slouken@1918
   888
slouken@1974
   889
    if (!data->palette) {
slouken@1974
   890
        SDL_SetError("Texture doesn't have a palette");
slouken@1974
   891
        return -1;
slouken@1974
   892
    }
slouken@1974
   893
    palette = data->palette + firstcolor * 3;
slouken@1974
   894
    while (ncolors--) {
slouken@1974
   895
        *palette++ = colors->r;
slouken@1974
   896
        *palette++ = colors->g;
slouken@1974
   897
        *palette++ = colors->b;
slouken@1974
   898
        ++colors;
slouken@1974
   899
    }
slouken@1974
   900
    renderdata->glBindTexture(data->type, data->texture);
slouken@1974
   901
    renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB,
slouken@1974
   902
                                GL_UNSIGNED_BYTE, data->palette);
slouken@1918
   903
    return 0;
slouken@1918
   904
}
slouken@1918
   905
slouken@1918
   906
static int
slouken@1918
   907
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   908
                     SDL_Color * colors, int firstcolor, int ncolors)
slouken@1918
   909
{
slouken@1974
   910
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   911
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1974
   912
    Uint8 *palette;
slouken@1918
   913
slouken@1974
   914
    if (!data->palette) {
slouken@1974
   915
        SDL_SetError("Texture doesn't have a palette");
slouken@1974
   916
        return -1;
slouken@1974
   917
    }
slouken@1974
   918
    palette = data->palette + firstcolor * 3;
slouken@1974
   919
    while (ncolors--) {
slouken@1974
   920
        colors->r = *palette++;
slouken@1974
   921
        colors->g = *palette++;
slouken@1974
   922
        colors->b = *palette++;
slouken@1974
   923
        colors->unused = SDL_ALPHA_OPAQUE;
slouken@1974
   924
        ++colors;
slouken@1974
   925
    }
slouken@1918
   926
    return 0;
slouken@1918
   927
}
slouken@1918
   928
slouken@1924
   929
static void
slouken@1927
   930
SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
slouken@1927
   931
                   int pitch)
slouken@1924
   932
{
slouken@1965
   933
    if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) {
slouken@1927
   934
        renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
slouken@1965
   935
    } else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) {
slouken@1927
   936
        renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
slouken@1924
   937
    }
slouken@1927
   938
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@2808
   939
    renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
slouken@2844
   940
                              (pitch / bytes_per_pixel(texture->format)) / ((GL_TextureData *)texture->driverdata)->HACK_RYAN_FIXME);
slouken@1924
   941
}
slouken@1924
   942
slouken@1918
   943
static int
slouken@1985
   944
GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   945
{
slouken@1986
   946
    return 0;
slouken@1985
   947
}
slouken@1985
   948
slouken@1985
   949
static int
slouken@1985
   950
GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   951
{
slouken@1986
   952
    return 0;
slouken@1985
   953
}
slouken@1985
   954
slouken@1985
   955
static int
slouken@1985
   956
GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   957
{
slouken@1985
   958
    switch (texture->blendMode) {
slouken@1985
   959
    case SDL_TEXTUREBLENDMODE_NONE:
slouken@1985
   960
    case SDL_TEXTUREBLENDMODE_MASK:
slouken@1985
   961
    case SDL_TEXTUREBLENDMODE_BLEND:
slouken@1985
   962
    case SDL_TEXTUREBLENDMODE_ADD:
slouken@1985
   963
    case SDL_TEXTUREBLENDMODE_MOD:
slouken@1985
   964
        return 0;
slouken@1985
   965
    default:
slouken@1985
   966
        SDL_Unsupported();
slouken@1985
   967
        texture->blendMode = SDL_TEXTUREBLENDMODE_NONE;
slouken@1985
   968
        return -1;
slouken@1985
   969
    }
slouken@1985
   970
}
slouken@1985
   971
slouken@1985
   972
static int
slouken@1985
   973
GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   974
{
slouken@1985
   975
    switch (texture->scaleMode) {
slouken@1985
   976
    case SDL_TEXTURESCALEMODE_NONE:
slouken@1985
   977
    case SDL_TEXTURESCALEMODE_FAST:
slouken@1985
   978
    case SDL_TEXTURESCALEMODE_SLOW:
slouken@1985
   979
        return 0;
slouken@1985
   980
    case SDL_TEXTURESCALEMODE_BEST:
slouken@1985
   981
        SDL_Unsupported();
slouken@1985
   982
        texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW;
slouken@1985
   983
        return -1;
slouken@1985
   984
    default:
slouken@1985
   985
        SDL_Unsupported();
slouken@1985
   986
        texture->scaleMode = SDL_TEXTURESCALEMODE_NONE;
slouken@1985
   987
        return -1;
slouken@1985
   988
    }
slouken@1985
   989
}
slouken@1985
   990
slouken@1985
   991
static int
slouken@1918
   992
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   993
                 const SDL_Rect * rect, const void *pixels, int pitch)
slouken@1918
   994
{
slouken@1927
   995
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   996
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1924
   997
    GLenum result;
slouken@1918
   998
slouken@1927
   999
    renderdata->glGetError();
slouken@1927
  1000
    SetupTextureUpdate(renderdata, texture, pitch);
slouken@1927
  1001
    renderdata->glBindTexture(data->type, data->texture);
icculus@2835
  1002
printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
slouken@1927
  1003
    renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
slouken@1927
  1004
                                rect->h, data->format, data->formattype,
slouken@1927
  1005
                                pixels);
slouken@1927
  1006
    result = renderdata->glGetError();
slouken@1924
  1007
    if (result != GL_NO_ERROR) {
slouken@1924
  1008
        GL_SetError("glTexSubImage2D()", result);
slouken@1924
  1009
        return -1;
slouken@1924
  1010
    }
slouken@1918
  1011
    return 0;
slouken@1918
  1012
}
slouken@1918
  1013
slouken@1918
  1014
static int
slouken@1918
  1015
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
  1016
               const SDL_Rect * rect, int markDirty, void **pixels,
slouken@1918
  1017
               int *pitch)
slouken@1918
  1018
{
slouken@1918
  1019
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
  1020
slouken@1920
  1021
    if (markDirty) {
slouken@1920
  1022
        SDL_AddDirtyRect(&data->dirty, rect);
slouken@1920
  1023
    }
slouken@1918
  1024
slouken@1920
  1025
    *pixels =
slouken@1920
  1026
        (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
icculus@2835
  1027
                  rect->x * bytes_per_pixel(texture->format));
slouken@1920
  1028
    *pitch = data->pitch;
slouken@1918
  1029
    return 0;
slouken@1918
  1030
}
slouken@1918
  1031
slouken@1918
  1032
static void
slouken@1918
  1033
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
  1034
{
slouken@1918
  1035
}
slouken@1918
  1036
slouken@1918
  1037
static void
slouken@1918
  1038
GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
slouken@1918
  1039
                const SDL_Rect * rects)
slouken@1918
  1040
{
slouken@1918
  1041
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
  1042
    int i;
slouken@1918
  1043
slouken@1918
  1044
    for (i = 0; i < numrects; ++i) {
slouken@1920
  1045
        SDL_AddDirtyRect(&data->dirty, &rects[i]);
slouken@1918
  1046
    }
slouken@1918
  1047
}
slouken@1918
  1048
slouken@1918
  1049
static int
slouken@1985
  1050
GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
slouken@1985
  1051
              const SDL_Rect * rect)
slouken@1918
  1052
{
slouken@1918
  1053
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1054
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
slouken@1918
  1055
slouken@1985
  1056
    data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f,
slouken@1985
  1057
                       (GLclampf) b * inv255f, (GLclampf) a * inv255f);
slouken@1927
  1058
    data->glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
slouken@1927
  1059
    data->glClear(GL_COLOR_BUFFER_BIT);
slouken@1927
  1060
    data->glViewport(0, 0, window->w, window->h);
slouken@1918
  1061
    return 0;
slouken@1918
  1062
}
slouken@1918
  1063
slouken@1918
  1064
static int
slouken@1918
  1065
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1985
  1066
              const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@1918
  1067
{
slouken@1918
  1068
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1069
    GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
slouken@1918
  1070
    int minx, miny, maxx, maxy;
slouken@1918
  1071
    GLfloat minu, maxu, minv, maxv;
slouken@1918
  1072
slouken@2275
  1073
    if (texturedata->dirty.list) {
slouken@1920
  1074
        SDL_DirtyRect *dirty;
slouken@1920
  1075
        void *pixels;
icculus@2835
  1076
        int bpp = bytes_per_pixel(texture->format);
slouken@1920
  1077
        int pitch = texturedata->pitch;
slouken@1920
  1078
slouken@1927
  1079
        SetupTextureUpdate(data, texture, pitch);
slouken@1927
  1080
        data->glBindTexture(texturedata->type, texturedata->texture);
slouken@1920
  1081
        for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
slouken@1920
  1082
            SDL_Rect *rect = &dirty->rect;
slouken@1920
  1083
            pixels =
slouken@1920
  1084
                (void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
slouken@1920
  1085
                          rect->x * bpp);
icculus@2835
  1086
printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
slouken@1927
  1087
            data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
slouken@2843
  1088
                                  rect->w / texturedata->HACK_RYAN_FIXME, rect->h, texturedata->format,
slouken@1927
  1089
                                  texturedata->formattype, pixels);
slouken@1920
  1090
        }
slouken@1920
  1091
        SDL_ClearDirtyRects(&texturedata->dirty);
slouken@1920
  1092
    }
slouken@1920
  1093
slouken@1918
  1094
    minx = dstrect->x;
slouken@1918
  1095
    miny = dstrect->y;
slouken@1918
  1096
    maxx = dstrect->x + dstrect->w;
slouken@1918
  1097
    maxy = dstrect->y + dstrect->h;
slouken@1918
  1098
slouken@1918
  1099
    minu = (GLfloat) srcrect->x / texture->w;
slouken@1920
  1100
    minu *= texturedata->texw;
slouken@1918
  1101
    maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
slouken@1920
  1102
    maxu *= texturedata->texw;
slouken@1918
  1103
    minv = (GLfloat) srcrect->y / texture->h;
slouken@1920
  1104
    minv *= texturedata->texh;
slouken@1918
  1105
    maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
slouken@1920
  1106
    maxv *= texturedata->texh;
slouken@1918
  1107
slouken@1927
  1108
    data->glBindTexture(texturedata->type, texturedata->texture);
slouken@1918
  1109
slouken@1985
  1110
    if (texture->modMode) {
slouken@1985
  1111
        data->glColor4f((GLfloat) texture->r * inv255f,
slouken@1985
  1112
                        (GLfloat) texture->g * inv255f,
slouken@1985
  1113
                        (GLfloat) texture->b * inv255f,
slouken@1985
  1114
                        (GLfloat) texture->a * inv255f);
slouken@1985
  1115
    } else {
slouken@1985
  1116
        data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
slouken@1985
  1117
    }
slouken@1985
  1118
slouken@1985
  1119
    if (texture->blendMode != data->blendMode) {
slouken@1985
  1120
        switch (texture->blendMode) {
slouken@1965
  1121
        case SDL_TEXTUREBLENDMODE_NONE:
slouken@1927
  1122
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
slouken@1927
  1123
            data->glDisable(GL_BLEND);
slouken@1927
  1124
            break;
slouken@1965
  1125
        case SDL_TEXTUREBLENDMODE_MASK:
slouken@1965
  1126
        case SDL_TEXTUREBLENDMODE_BLEND:
slouken@1927
  1127
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@1927
  1128
            data->glEnable(GL_BLEND);
slouken@1927
  1129
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@1927
  1130
            break;
slouken@1965
  1131
        case SDL_TEXTUREBLENDMODE_ADD:
slouken@1927
  1132
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@1927
  1133
            data->glEnable(GL_BLEND);
slouken@1927
  1134
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
slouken@1927
  1135
            break;
slouken@1965
  1136
        case SDL_TEXTUREBLENDMODE_MOD:
slouken@1927
  1137
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@1927
  1138
            data->glEnable(GL_BLEND);
slouken@1927
  1139
            data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
slouken@1927
  1140
            break;
slouken@1927
  1141
        }
slouken@1985
  1142
        data->blendMode = texture->blendMode;
slouken@1918
  1143
    }
slouken@1918
  1144
slouken@1985
  1145
    if (texture->scaleMode != data->scaleMode) {
slouken@1985
  1146
        switch (texture->scaleMode) {
slouken@1965
  1147
        case SDL_TEXTURESCALEMODE_NONE:
slouken@1965
  1148
        case SDL_TEXTURESCALEMODE_FAST:
slouken@1927
  1149
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
slouken@1927
  1150
                                  GL_NEAREST);
slouken@1927
  1151
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
slouken@1927
  1152
                                  GL_NEAREST);
slouken@1927
  1153
            break;
slouken@1965
  1154
        case SDL_TEXTURESCALEMODE_SLOW:
slouken@1965
  1155
        case SDL_TEXTURESCALEMODE_BEST:
slouken@1927
  1156
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
slouken@1927
  1157
                                  GL_LINEAR);
slouken@1927
  1158
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
slouken@1927
  1159
                                  GL_LINEAR);
slouken@1927
  1160
            break;
slouken@1927
  1161
        }
slouken@1985
  1162
        data->scaleMode = texture->scaleMode;
slouken@1918
  1163
    }
slouken@1918
  1164
icculus@2835
  1165
    if (texturedata->shader != 0) {
icculus@2835
  1166
        data->glEnable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1167
        data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, texturedata->shader);
icculus@2835
  1168
    }
icculus@2835
  1169
slouken@1927
  1170
    data->glBegin(GL_TRIANGLE_STRIP);
slouken@1927
  1171
    data->glTexCoord2f(minu, minv);
slouken@1927
  1172
    data->glVertex2i(minx, miny);
slouken@1927
  1173
    data->glTexCoord2f(maxu, minv);
slouken@1927
  1174
    data->glVertex2i(maxx, miny);
slouken@1927
  1175
    data->glTexCoord2f(minu, maxv);
slouken@1927
  1176
    data->glVertex2i(minx, maxy);
slouken@1927
  1177
    data->glTexCoord2f(maxu, maxv);
slouken@1927
  1178
    data->glVertex2i(maxx, maxy);
slouken@1927
  1179
    data->glEnd();
slouken@1918
  1180
icculus@2835
  1181
    if (texturedata->shader != 0) {
icculus@2835
  1182
        data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1183
    }
slouken@1918
  1184
    return 0;
slouken@1918
  1185
}
slouken@1918
  1186
slouken@1918
  1187
static void
slouken@1918
  1188
GL_RenderPresent(SDL_Renderer * renderer)
slouken@1918
  1189
{
slouken@1918
  1190
    SDL_GL_SwapWindow(renderer->window);
slouken@1918
  1191
}
slouken@1918
  1192
slouken@1918
  1193
static void
slouken@1918
  1194
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
  1195
{
slouken@1927
  1196
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1197
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
  1198
slouken@1918
  1199
    if (!data) {
slouken@1918
  1200
        return;
slouken@1918
  1201
    }
slouken@1918
  1202
    if (data->texture) {
slouken@1927
  1203
        renderdata->glDeleteTextures(1, &data->texture);
slouken@1918
  1204
    }
slouken@1974
  1205
    if (data->palette) {
slouken@1974
  1206
        SDL_free(data->palette);
slouken@1974
  1207
    }
slouken@1920
  1208
    if (data->pixels) {
slouken@1920
  1209
        SDL_free(data->pixels);
slouken@1920
  1210
    }
slouken@1920
  1211
    SDL_FreeDirtyRects(&data->dirty);
slouken@1918
  1212
    SDL_free(data);
slouken@1918
  1213
    texture->driverdata = NULL;
slouken@1918
  1214
}
slouken@1918
  1215
slouken@1975
  1216
static void
slouken@1918
  1217
GL_DestroyRenderer(SDL_Renderer * renderer)
slouken@1918
  1218
{
slouken@1918
  1219
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1220
slouken@1918
  1221
    if (data) {
slouken@1920
  1222
        if (data->context) {
icculus@2835
  1223
            if (data->GL_ARB_fragment_program_supported) {
icculus@2835
  1224
                data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1225
                data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
icculus@2835
  1226
                if (data->fragment_program_UYVY != 0) {
icculus@2835
  1227
                    data->glDeleteProgramsARB(1, &data->fragment_program_UYVY);
icculus@2835
  1228
                }
icculus@2835
  1229
            }
icculus@2835
  1230
bob@2328
  1231
            /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
slouken@1920
  1232
            SDL_GL_DeleteContext(data->context);
slouken@1918
  1233
        }
slouken@1918
  1234
        SDL_free(data);
slouken@1918
  1235
    }
slouken@1918
  1236
    SDL_free(renderer);
slouken@1918
  1237
}
slouken@1918
  1238
slouken@1952
  1239
#endif /* SDL_VIDEO_RENDER_OGL */
slouken@1918
  1240
slouken@1918
  1241
/* vi: set ts=4 sw=4 expandtab: */