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SDL_renderer_gl.c
822 lines (704 loc) · 24.9 KB
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2010 Sam Lantinga
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This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL
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#include "SDL_opengl.h"
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#include "../SDL_sysrender.h"
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#ifdef __MACOSX__
#include <OpenGL/OpenGL.h>
#endif
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/* OpenGL renderer implementation */
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/* Details on optimizing the texture path on Mac OS X:
http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
*/
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/* Used to re-create the window with OpenGL capability */
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,
const SDL_WindowEvent *event);
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static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
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_RenderClear(SDL_Renderer * renderer);
static int GL_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GL_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GL_RenderFillRects(SDL_Renderer * renderer,
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);
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver GL_RenderDriver = {
GL_CreateRenderer,
{
"opengl",
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(SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
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1,
{SDL_PIXELFORMAT_ARGB8888},
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0,
0}
};
typedef struct
{
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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int blendMode;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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#include "../../video/SDL_glfuncs.h"
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#undef SDL_PROC
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void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
const GLvoid * pointer);
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} GL_RenderData;
typedef struct
{
GLuint texture;
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GLenum type;
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GLfloat texw;
GLfloat texh;
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GLenum format;
GLenum formattype;
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void *pixels;
int pitch;
} GL_TextureData;
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static void
GL_SetError(const char *prefix, GLenum result)
{
const char *error;
switch (result) {
case GL_NO_ERROR:
error = "GL_NO_ERROR";
break;
case GL_INVALID_ENUM:
error = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
error = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
error = "GL_INVALID_OPERATION";
break;
case GL_STACK_OVERFLOW:
error = "GL_STACK_OVERFLOW";
break;
case GL_STACK_UNDERFLOW:
error = "GL_STACK_UNDERFLOW";
break;
case GL_OUT_OF_MEMORY:
error = "GL_OUT_OF_MEMORY";
break;
case GL_TABLE_TOO_LARGE:
error = "GL_TABLE_TOO_LARGE";
break;
default:
error = "UNKNOWN";
break;
}
SDL_SetError("%s: %s", prefix, error);
}
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static int
GL_LoadFunctions(GL_RenderData * data)
{
#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
return -1; \
} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
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#include "../../video/SDL_glfuncs.h"
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#undef SDL_PROC
return 0;
}
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SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
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GLint value;
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Uint32 window_flags;
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window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL)) {
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
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return NULL;
}
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}
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
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data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
GL_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
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renderer->WindowEvent = GL_WindowEvent;
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renderer->CreateTexture = GL_CreateTexture;
renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
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renderer->RenderClear = GL_RenderClear;
renderer->RenderDrawPoints = GL_RenderDrawPoints;
renderer->RenderDrawLines = GL_RenderDrawLines;
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;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->info = GL_RenderDriver.info;
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renderer->window = window;
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renderer->driverdata = data;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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if (GL_LoadFunctions(data) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
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data->context = SDL_GL_CreateContext(window);
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if (!data->context) {
GL_DestroyRenderer(renderer);
return NULL;
}
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if (SDL_GL_MakeCurrent(window, data->context) < 0) {
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GL_DestroyRenderer(renderer);
return NULL;
}
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#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
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CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
*/
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#endif
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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}
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data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_height = value;
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if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
}
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if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
data->glTextureRangeAPPLE =
(void (*)(GLenum, GLsizei, const GLvoid *))
SDL_GL_GetProcAddress("glTextureRangeAPPLE");
}
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/* Set up parameters for rendering */
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data->blendMode = -1;
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
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/* This ended up causing video discrepancies between OpenGL and Direct3D */
/*data->glEnable(GL_LINE_SMOOTH);*/
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if (data->GL_ARB_texture_rectangle_supported) {
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data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
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} else {
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data->glEnable(GL_TEXTURE_2D);
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}
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data->updateSize = SDL_TRUE;
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return renderer;
}
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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SDL_Window *window = renderer->window;
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if (SDL_CurrentContext != data->context) {
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
return -1;
}
SDL_CurrentContext = data->context;
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}
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if (data->updateSize) {
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int w, h;
SDL_GetWindowSize(window, &w, &h);
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data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
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data->glViewport(0, 0, w, h);
data->glOrtho(0.0, (GLdouble) w, (GLdouble) h, 0.0, 0.0, 1.0);
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data->updateSize = SDL_FALSE;
}
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return 0;
}
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static void
GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_RESIZED) {
/* Rebind the context to the window area and update matrices */
SDL_CurrentContext = NULL;
data->updateSize = SDL_TRUE;
}
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}
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static __inline__ int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
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static __inline__ SDL_bool
convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
GLint* internalFormat, GLenum* format, GLenum* type)
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{
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switch (pixel_format) {
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case SDL_PIXELFORMAT_RGB888:
case SDL_PIXELFORMAT_ARGB8888:
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*internalFormat = GL_RGBA8;
*format = GL_BGRA;
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*type = GL_UNSIGNED_INT_8_8_8_8_REV;
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break;
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default:
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return SDL_FALSE;
}
return SDL_TRUE;
}
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum result;
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GL_ActivateRenderer(renderer);
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if (!convert_format(renderdata, texture->format, &internalFormat,
&format, &type)) {
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SDL_SetError("Texture format %s not supported by OpenGL",
SDL_GetPixelFormatName(texture->format));
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return -1;
}
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data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
SDL_OutOfMemory();
return -1;
}
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
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data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
}
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texture->driverdata = data;
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renderdata->glGetError();
renderdata->glGenTextures(1, &data->texture);
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if (renderdata->GL_ARB_texture_rectangle_supported) {
data->type = GL_TEXTURE_RECTANGLE_ARB;
texture_w = texture->w;
texture_h = texture->h;
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data->texw = (GLfloat) texture_w;
data->texh = (GLfloat) texture_h;
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} else {
data->type = GL_TEXTURE_2D;
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
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data->texw = (GLfloat) (texture->w) / texture_w;
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data->texh = (GLfloat) texture->h / texture_h;
}
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data->format = format;
data->formattype = type;
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renderdata->glEnable(data->type);
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renderdata->glBindTexture(data->type, data->texture);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
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#ifdef __MACOSX__
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#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#endif
#ifndef STORAGE_CACHED_APPLE
#define STORAGE_CACHED_APPLE 0x85BE
#endif
#ifndef STORAGE_SHARED_APPLE
#define STORAGE_SHARED_APPLE 0x85BF
#endif
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE);
} else {
renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE);
}
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if (texture->access == SDL_TEXTUREACCESS_STREAMING
&& texture->format == SDL_PIXELFORMAT_ARGB8888) {
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renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, data->pixels);
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}
else
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#endif
{
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
}
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renderdata->glDisable(data->type);
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result = renderdata->glGetError();
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if (result != GL_NO_ERROR) {
GL_SetError("glTexImage2D()", result);
return -1;
}
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return 0;
}
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static void
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SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
int pitch)
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{
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
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(pitch / SDL_BYTESPERPIXEL(texture->format)));
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}
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static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
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GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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GLenum result;
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GL_ActivateRenderer(renderer);
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renderdata->glGetError();
SetupTextureUpdate(renderdata, texture, pitch);
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renderdata->glEnable(data->type);
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renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
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renderdata->glDisable(data->type);
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result = renderdata->glGetError();
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if (result != GL_NO_ERROR) {
GL_SetError("glTexSubImage2D()", result);
return -1;
}
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return 0;
}
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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{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
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rect->x * SDL_BYTESPERPIXEL(texture->format));
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*pitch = data->pitch;
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return 0;
}
static void
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
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GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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GL_ActivateRenderer(renderer);
SetupTextureUpdate(renderdata, texture, data->pitch);
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexSubImage2D(data->type, 0, 0, 0, texture->w, texture->h,
data->format, data->formattype, data->pixels);
renderdata->glDisable(data->type);
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}
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static void
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GL_SetBlendMode(GL_RenderData * data, int blendMode)
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{
if (blendMode != data->blendMode) {
switch (blendMode) {
case SDL_BLENDMODE_NONE:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
data->glDisable(GL_BLEND);
break;
case SDL_BLENDMODE_BLEND:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case SDL_BLENDMODE_ADD:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
}
data->blendMode = blendMode;
}
}
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static int
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GL_RenderClear(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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GL_ActivateRenderer(renderer);
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data->glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
data->glClear(GL_COLOR_BUFFER_BIT);
return 0;
}
static int
GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
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{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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int i;
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GL_ActivateRenderer(renderer);
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GL_SetBlendMode(data, renderer->blendMode);
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data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
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data->glBegin(GL_POINTS);
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for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
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data->glEnd();
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return 0;
}
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static int
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GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
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{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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int i;
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GL_ActivateRenderer(renderer);
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GL_SetBlendMode(data, renderer->blendMode);
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data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
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if (count > 2 &&
points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
data->glBegin(GL_LINE_LOOP);
/* GL_LINE_LOOP takes care of the final segment */
--count;
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
data->glEnd();
} else {
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#if defined(__APPLE__) || defined(__WIN32__)
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#else
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int x1, y1, x2, y2;
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#endif
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data->glBegin(GL_LINE_STRIP);
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
data->glEnd();
/* The line is half open, so we need one more point to complete it.
* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
* If we have to, we can use vertical line and horizontal line textures
* for vertical and horizontal lines, and then create custom textures
* for diagonal lines and software render those. It's terrible, but at
* least it would be pixel perfect.
*/
data->glBegin(GL_POINTS);
625
#if defined(__APPLE__) || defined(__WIN32__)
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/* Mac OS X and Windows seem to always leave the second point open */
data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y);
628
#else
629
/* Linux seems to leave the right-most or bottom-most point open */
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x1 = points[0].x;
y1 = points[0].y;
x2 = points[count-1].x;
y2 = points[count-1].y;
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if (x1 > x2) {
data->glVertex2f(0.5f + x1, 0.5f + y1);
} else if (x2 > x1) {
data->glVertex2f(0.5f + x2, 0.5f + y2);
} else if (y1 > y2) {
data->glVertex2f(0.5f + x1, 0.5f + y1);
} else if (y2 > y1) {
data->glVertex2f(0.5f + x2, 0.5f + y2);
}
644
#endif
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646
data->glEnd();
}
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650
return 0;
}
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652
static int
GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
653
654
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
655
int i;
656
657
658
GL_ActivateRenderer(renderer);
659
GL_SetBlendMode(data, renderer->blendMode);
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664
data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
665
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667
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669
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for (i = 0; i < count; ++i) {
const SDL_Rect *rect = rects[i];
data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h);
}
671
672
673
674
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676
return 0;
}
static int
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
677
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
678
679
680
681
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683
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
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685
GL_ActivateRenderer(renderer);
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691
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
692
minu *= texturedata->texw;
693
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
694
maxu *= texturedata->texw;
695
minv = (GLfloat) srcrect->y / texture->h;
696
minv *= texturedata->texh;
697
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
698
maxv *= texturedata->texh;
699
700
data->glEnable(texturedata->type);
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702
data->glBindTexture(texturedata->type, texturedata->texture);
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704
705
706
707
708
709
710
711
if (texture->modMode) {
data->glColor4f((GLfloat) texture->r * inv255f,
(GLfloat) texture->g * inv255f,
(GLfloat) texture->b * inv255f,
(GLfloat) texture->a * inv255f);
} else {
data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
712
GL_SetBlendMode(data, texture->blendMode);
713
714
715
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
716
data->glVertex2f((GLfloat) minx, (GLfloat) miny);
717
data->glTexCoord2f(maxu, minv);
718
data->glVertex2f((GLfloat) maxx, (GLfloat) miny);
719
data->glTexCoord2f(minu, maxv);
720
data->glVertex2f((GLfloat) minx, (GLfloat) maxy);
721
data->glTexCoord2f(maxu, maxv);
722
data->glVertex2f((GLfloat) maxx, (GLfloat) maxy);
723
data->glEnd();
724
725
726
data->glDisable(texturedata->type);
727
728
729
return 0;
}
730
731
static int
GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
732
Uint32 pixel_format, void * pixels, int pitch)
733
{
734
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
735
SDL_Window *window = renderer->window;
736
737
GLint internalFormat;
GLenum format, type;
738
Uint8 *src, *dst, *tmp;
739
int w, h, length, rows;
740
741
742
GL_ActivateRenderer(renderer);
743
if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) {
744
/* FIXME: Do a temp copy to a format that is supported */
745
746
747
748
SDL_SetError("Unsupported pixel format");
return -1;
}
749
750
SDL_GetWindowSize(window, &w, &h);
751
752
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
data->glPixelStorei(GL_PACK_ROW_LENGTH,
753
(pitch / SDL_BYTESPERPIXEL(pixel_format)));
754
755
data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
756
757
758
format, type, pixels);
/* Flip the rows to be top-down */
759
length = rect->w * SDL_BYTESPERPIXEL(pixel_format);
760
761
762
763
764
765
766
767
src = (Uint8*)pixels + (rect->h-1)*pitch;
dst = (Uint8*)pixels;
tmp = SDL_stack_alloc(Uint8, length);
rows = rect->h / 2;
while (rows--) {
SDL_memcpy(tmp, dst, length);
SDL_memcpy(dst, src, length);
SDL_memcpy(src, tmp, length);
768
769
dst += pitch;
src -= pitch;
770
771
}
SDL_stack_free(tmp);
772
773
return 0;
774
775
}
776
777
778
static void
GL_RenderPresent(SDL_Renderer * renderer)
{
779
780
GL_ActivateRenderer(renderer);
781
782
783
784
785
786
SDL_GL_SwapWindow(renderer->window);
}
static void
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
787
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
788
789
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
790
791
GL_ActivateRenderer(renderer);
792
793
794
795
if (!data) {
return;
}
if (data->texture) {
796
renderdata->glDeleteTextures(1, &data->texture);
797
798
799
}
if (data->pixels) {
SDL_free(data->pixels);
800
801
802
803
804
}
SDL_free(data);
texture->driverdata = NULL;
}
805
static void
806
807
808
809
810
GL_DestroyRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (data) {
811
if (data->context) {
812
/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
813
SDL_GL_DeleteContext(data->context);
814
815
816
817
818
819
}
SDL_free(data);
}
SDL_free(renderer);
}
820
#endif /* SDL_VIDEO_RENDER_OGL */
821
822
/* vi: set ts=4 sw=4 expandtab: */