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SDL_renderer_gl.c
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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 Sam Lantinga
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_video.h"
#include "SDL_opengl.h"
#include "SDL_sysvideo.h"
#include "SDL_pixels_c.h"
#include "SDL_rect_c.h"
#include "SDL_yuv_sw_c.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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/* !!! FIXME: this should go in a higher level than the GL renderer. */
static __inline__ int
bytes_per_pixel(const Uint32 format)
{
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if (!SDL_ISPIXELFORMAT_FOURCC(format)) {
return SDL_BYTESPERPIXEL(format);
}
/* FOURCC format */
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switch (format) {
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case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
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;
default:
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return 1; /* shouldn't ever hit this. */
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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,
SDL_Texture * texture, void **pixels,
int *pitch);
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static int GL_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int GL_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture, SDL_Color * colors,
int firstcolor, int ncolors);
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static int GL_SetTextureColorMod(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GL_SetTextureAlphaMod(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GL_SetTextureBlendMode(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GL_SetTextureScaleMode(SDL_Renderer * renderer,
SDL_Texture * texture);
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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, int markDirty, void **pixels,
int *pitch);
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static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects);
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static int GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
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);
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_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD |
SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
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(SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
SDL_TEXTUREMODULATE_ALPHA),
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(SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK |
SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD |
SDL_TEXTUREBLENDMODE_MOD),
(SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
SDL_TEXTURESCALEMODE_SLOW),
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{
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SDL_PIXELFORMAT_INDEX1LSB,
SDL_PIXELFORMAT_INDEX1MSB,
SDL_PIXELFORMAT_INDEX8,
SDL_PIXELFORMAT_RGB332,
SDL_PIXELFORMAT_RGB444,
SDL_PIXELFORMAT_RGB555,
SDL_PIXELFORMAT_ARGB4444,
SDL_PIXELFORMAT_ARGB1555,
SDL_PIXELFORMAT_RGB565,
SDL_PIXELFORMAT_RGB24,
SDL_PIXELFORMAT_BGR24,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888,
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
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SDL_PIXELFORMAT_ARGB2101010},
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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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SDL_bool GL_EXT_paletted_texture_supported;
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SDL_bool GL_APPLE_ycbcr_422_supported;
SDL_bool GL_MESA_ycbcr_texture_supported;
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SDL_bool GL_ARB_fragment_program_supported;
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int blendMode;
int scaleMode;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC
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PFNGLCOLORTABLEEXTPROC glColorTableEXT;
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void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
const GLvoid * pointer);
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PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
/* (optional) fragment programs */
GLuint fragment_program_UYVY;
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} GL_RenderData;
typedef struct
{
GLuint texture;
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GLuint shader;
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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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Uint8 *palette;
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void *pixels;
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
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)
{
#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
#define __SDL_NOGETPROCADDR__
#elif defined(__MINT__)
#define __SDL_NOGETPROCADDR__
#endif
#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__ */
#include "SDL_glfuncs.h"
#undef SDL_PROC
return 0;
}
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void
GL_AddRenderDriver(_THIS)
{
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if (_this->GL_CreateContext) {
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SDL_AddRenderDriver(0, &GL_RenderDriver);
}
}
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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int doublebuffer;
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/* Render directly to the window, unless we're compositing */
#ifndef __MACOSX__
if (flags & SDL_RENDERER_SINGLEBUFFER) {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
}
#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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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->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;
renderer->GetTexturePalette = GL_GetTexturePalette;
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renderer->SetTextureColorMod = GL_SetTextureColorMod;
renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod;
renderer->SetTextureBlendMode = GL_SetTextureBlendMode;
renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
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renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->DirtyTexture = GL_DirtyTexture;
renderer->RenderFill = GL_RenderFill;
renderer->RenderCopy = GL_RenderCopy;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->info = GL_RenderDriver.info;
renderer->window = window->id;
renderer->driverdata = data;
renderer->info.flags =
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(SDL_RENDERER_PRESENTDISCARD | 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->id);
if (!data->context) {
GL_DestroyRenderer(renderer);
return NULL;
}
if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
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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if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) {
if (!doublebuffer) {
renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
}
}
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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_EXT_paletted_texture")) {
data->GL_EXT_paletted_texture_supported = SDL_TRUE;
data->glColorTableEXT =
(PFNGLCOLORTABLEEXTPROC) SDL_GL_GetProcAddress("glColorTableEXT");
} else {
/* Don't advertise support for 8-bit indexed texture format */
Uint32 i, j;
SDL_RendererInfo *info = &renderer->info;
for (i = 0, j = 0; i < info->num_texture_formats; ++i) {
if (info->texture_formats[i] != SDL_PIXELFORMAT_INDEX8) {
info->texture_formats[j++] = info->texture_formats[i];
}
}
--info->num_texture_formats;
}
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/*
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if (SDL_GL_ExtensionSupported("GL_APPLE_ycbcr_422")) {
data->GL_APPLE_ycbcr_422_supported = SDL_TRUE;
}
if (SDL_GL_ExtensionSupported("GL_MESA_ycbcr_texture")) {
data->GL_MESA_ycbcr_texture_supported = SDL_TRUE;
}
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*/
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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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/* we might use fragment programs for YUV data, etc. */
if (SDL_GL_ExtensionSupported("GL_ARB_fragment_program")) {
/* !!! FIXME: this doesn't check for errors. */
/* !!! FIXME: this should really reuse the glfuncs.h stuff. */
data->glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)
SDL_GL_GetProcAddress("glGetProgramivARB");
data->glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)
SDL_GL_GetProcAddress("glGetProgramStringARB");
data->glProgramLocalParameter4fvARB =
(PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)
SDL_GL_GetProcAddress("glProgramLocalParameter4fvARB");
data->glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)
SDL_GL_GetProcAddress("glDeleteProgramsARB");
data->glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)
SDL_GL_GetProcAddress("glGenProgramsARB");
data->glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)
SDL_GL_GetProcAddress("glBindProgramARB");
data->glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)
SDL_GL_GetProcAddress("glProgramStringARB");
data->GL_ARB_fragment_program_supported = SDL_TRUE;
}
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/* Set up parameters for rendering */
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data->blendMode = -1;
data->scaleMode = -1;
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
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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 int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
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if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
return -1;
}
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if (data->updateSize) {
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data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glViewport(0, 0, window->w, window->h);
data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0,
0.0, 1.0);
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data->updateSize = SDL_FALSE;
}
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return 0;
}
static int
GL_DisplayModeChanged(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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/* Rebind the context to the window area and update matrices */
data->updateSize = SDL_TRUE;
return GL_ActivateRenderer(renderer);
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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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#define DEBUG_PROGRAM_COMPILE 1
static GLuint
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compile_shader(GL_RenderData *data, GLenum shader_type, const char *_code)
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{
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const int have_texture_rects = data->GL_ARB_texture_rectangle_supported;
const char *replacement = have_texture_rects ? "RECT" : "2D";
const size_t replacementlen = strlen(replacement);
const char *token = "%TEXTURETARGET%";
const size_t tokenlen = strlen(token);
char *code = NULL;
char *ptr = NULL;
GLuint program = 0;
/*
* The TEX instruction needs a different target depending on what we use.
* To handle this, we use "%TEXTURETARGET%" and replace the string before
* compiling the shader.
*/
code = SDL_strdup(_code);
if (code == NULL)
return 0;
for (ptr = SDL_strstr(code, token); ptr; ptr = SDL_strstr(ptr+1, token)) {
memcpy(ptr, replacement, replacementlen);
memmove(ptr+replacementlen, ptr+tokenlen, strlen(ptr+tokenlen)+1);
}
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#if DEBUG_PROGRAM_COMPILE
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printf("compiling shader:\n%s\n\n", code);
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#endif
data->glGetError(); /* flush any existing error state. */
data->glGenProgramsARB(1, &program);
data->glBindProgramARB(shader_type, program);
data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
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SDL_strlen(code), code);
SDL_free(code);
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if (data->glGetError() == GL_INVALID_OPERATION)
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{
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#if DEBUG_PROGRAM_COMPILE
GLint pos = 0;
const GLubyte *errstr;
data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
printf("program compile error at position %d: %s\n\n",
(int) pos, (const char *) errstr);
#endif
data->glBindProgramARB(shader_type, 0);
data->glDeleteProgramsARB(1, &program);
return 0;
} // if
return program;
}
// UYVY to RGB equasion...
// R = 1.164(Y-16) + 1.596(Cr-128)
// G = 1.164(Y-16) - 0.813(Cr-128) - 0.391(Cb-128)
// B = 1.164(Y-16) + 2.018(Cb-128)
// Byte layout is Cb, Y1, Cr, Y2.
// 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr
// !!! FIXME: this ignores blendmodes, etc.
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// !!! FIXME: this could be more efficient...use a dot product for green, etc.
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static const char *fragment_program_UYVY_source_code =
"!!ARBfp1.0\n"
// outputs...
"OUTPUT outcolor = result.color;\n"
// scratch registers...
"TEMP uyvy;\n"
"TEMP luminance;\n"
"TEMP work;\n"
// We need 32 bits to store the data, but each pixel is 16 bits in itself.
// halve the coordinates to grab the correct 32 bits for the fragment.
"MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n"
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// Sample the YUV texture. Cb, Y1, Cr, Y2, are stored x,y,z,w
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"TEX uyvy, work, texture[0], %TEXTURETARGET%;\n"
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// Do subtractions (128/255, 16/255, 128/255, 16/255)
"SUB uyvy, uyvy, { 0.501960784313726, 0.06274509803922, 0.501960784313726, 0.06274509803922 };\n"
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// Choose the luminance component by texcoord.
// !!! FIXME: laziness wins out for now... just average Y1 and Y2.
"ADD luminance, uyvy.yyyy, uyvy.wwww;\n"
"MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n"
// Multiply luminance by its magic value.
"MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n"
// uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications.
"MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n"
// Add luminance Cr and Cb, store to RGB channels.
"ADD work.rgb, luminance, uyvy;\n"
// Do final addition for Green channel. (!!! FIXME: this should be a DPH?)
"ADD work.g, work.g, uyvy.w;\n"
// Make sure alpha channel is fully opaque. (!!! FIXME: blend modes!)
"MOV work.a, { 1.0 };\n"
// Store out the final fragment color.
"MOV outcolor, work;\n"
// ...and we're done.
"END\n";
592
593
594
595
596
597
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
GL_TextureData *data;
598
599
GLint internalFormat;
GLenum format, type;
600
int texture_w, texture_h;
601
GLuint shader = 0;
602
GLenum result;
603
604
switch (texture->format) {
605
606
case SDL_PIXELFORMAT_INDEX1LSB:
case SDL_PIXELFORMAT_INDEX1MSB:
607
608
609
610
internalFormat = GL_RGB;
format = GL_COLOR_INDEX;
type = GL_BITMAP;
break;
611
case SDL_PIXELFORMAT_INDEX8:
612
613
614
615
616
if (!renderdata->GL_EXT_paletted_texture_supported) {
SDL_SetError("Unsupported texture format");
return -1;
}
internalFormat = GL_COLOR_INDEX8_EXT;
617
618
619
format = GL_COLOR_INDEX;
type = GL_UNSIGNED_BYTE;
break;
620
case SDL_PIXELFORMAT_RGB332:
621
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623
624
internalFormat = GL_R3_G3_B2;
format = GL_RGB;
type = GL_UNSIGNED_BYTE_3_3_2;
break;
625
case SDL_PIXELFORMAT_RGB444:
626
627
628
629
internalFormat = GL_RGB4;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
630
case SDL_PIXELFORMAT_RGB555:
631
632
633
634
internalFormat = GL_RGB5;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
635
case SDL_PIXELFORMAT_ARGB4444:
636
637
638
639
internalFormat = GL_RGBA4;
format = GL_BGRA;
type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
break;
640
case SDL_PIXELFORMAT_ARGB1555:
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642
643
644
internalFormat = GL_RGB5_A1;
format = GL_BGRA;
type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
645
case SDL_PIXELFORMAT_RGB565:
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647
648
649
internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
650
case SDL_PIXELFORMAT_RGB24:
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652
653
654
internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
655
case SDL_PIXELFORMAT_RGB888:
656
internalFormat = GL_RGB8;
657
658
format = GL_BGRA;
type = GL_UNSIGNED_BYTE;
659
break;
660
case SDL_PIXELFORMAT_BGR24:
661
662
663
664
internalFormat = GL_RGB8;
format = GL_BGR;
type = GL_UNSIGNED_BYTE;
break;
665
case SDL_PIXELFORMAT_BGR888:
666
internalFormat = GL_RGB8;
667
668
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
669
break;
670
case SDL_PIXELFORMAT_ARGB8888:
671
672
673
674
675
#ifdef __MACOSX__
internalFormat = GL_RGBA;
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
#else
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677
internalFormat = GL_RGBA8;
format = GL_BGRA;
678
type = GL_UNSIGNED_BYTE;
679
#endif
680
break;
681
case SDL_PIXELFORMAT_ABGR8888:
682
683
internalFormat = GL_RGBA8;
format = GL_RGBA;
684
type = GL_UNSIGNED_BYTE;
685
break;
686
case SDL_PIXELFORMAT_ARGB2101010:
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689
690
internalFormat = GL_RGB10_A2;
format = GL_BGRA;
type = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
691
case SDL_PIXELFORMAT_UYVY:
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708
if (renderdata->GL_APPLE_ycbcr_422_supported) {
internalFormat = GL_RGB;
format = GL_YCBCR_422_APPLE;
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
type = GL_UNSIGNED_SHORT_8_8_APPLE;
#else
type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
#endif
} else if (renderdata->GL_MESA_ycbcr_texture_supported) {
internalFormat = GL_RGB;
format = GL_YCBCR_MESA;
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
type = GL_UNSIGNED_SHORT_8_8_MESA;
#else
type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
#endif
} else if (renderdata->GL_ARB_fragment_program_supported) {
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711
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713
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715
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717
718
719
720
721
722
723
724
725
726
if (renderdata->fragment_program_UYVY == 0) {
renderdata->fragment_program_UYVY =
compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB,
fragment_program_UYVY_source_code);
if (renderdata->fragment_program_UYVY == 0) {
SDL_SetError("Fragment program compile error");
return -1;
}
}
shader = renderdata->fragment_program_UYVY;
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
} else {
SDL_SetError("Unsupported texture format");
return -1;
}
break;
727
728
729
730
731
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733
734
735
736
737
738
739
740
741
742
case SDL_PIXELFORMAT_YUY2:
if (renderdata->GL_APPLE_ycbcr_422_supported) {
internalFormat = GL_RGB;
format = GL_YCBCR_422_APPLE;
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
#else
type = GL_UNSIGNED_SHORT_8_8_APPLE;
#endif
} else if (renderdata->GL_MESA_ycbcr_texture_supported) {
internalFormat = GL_RGB;
format = GL_YCBCR_MESA;
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
#else
type = GL_UNSIGNED_SHORT_8_8_MESA;
743
#endif
744
745
746
747
748
} else {
SDL_SetError("Unsupported texture format");
return -1;
}
break;
749
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751
752
default:
SDL_SetError("Unsupported texture format");
return -1;
}
753
754
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
755
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757
758
759
if (!data) {
SDL_OutOfMemory();
return -1;
}
760
761
data->shader = shader;
762
763
764
765
766
767
768
769
770
771
if (texture->format == SDL_PIXELFORMAT_INDEX8) {
data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8));
if (!data->palette) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
SDL_memset(data->palette, 0xFF, 3 * 256 * sizeof(Uint8));
}
772
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
773
data->pitch = texture->w * bytes_per_pixel(texture->format);
774
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781
data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
}
782
783
texture->driverdata = data;
784
785
renderdata->glGetError();
renderdata->glGenTextures(1, &data->texture);
786
787
788
789
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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791
data->texw = (GLfloat) texture_w;
data->texh = (GLfloat) texture_h;
792
793
794
795
} else {
data->type = GL_TEXTURE_2D;
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
796
data->texw = (GLfloat) (texture->w) / texture_w;
797
798
data->texh = (GLfloat) texture->h / texture_h;
}
799
800
801
/* YUV formats use RGBA but are really two bytes per pixel */
if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
802
803
804
data->HACK_RYAN_FIXME = 2;
} else {
data->HACK_RYAN_FIXME = 1;
805
}
806
texture_w /= data->HACK_RYAN_FIXME;
807
808
809
data->format = format;
data->formattype = type;
810
renderdata->glBindTexture(data->type, data->texture);
811
812
813
814
815
816
817
818
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
819
#ifdef __MACOSX__
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
#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);
}
836
837
/* This causes a crash in testoverlay for some reason. Apple bug? */
#if 0
838
839
if (texture->access == SDL_TEXTUREACCESS_STREAMING
&& texture->format == SDL_PIXELFORMAT_ARGB8888) {
840
/*
841
842
843
844
845
846
if (renderdata->glTextureRangeAPPLE) {
renderdata->glTextureRangeAPPLE(data->type,
texture->h * data->pitch,
data->pixels);
}
*/
847
848
849
850
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, data->pixels);
} else
851
#endif
852
853
#endif
{
854
printf("teximage2d(%d,%d)\n", (int) texture_w, (int) texture_h);
855
856
857
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
}
858
result = renderdata->glGetError();
859
860
861
862
if (result != GL_NO_ERROR) {
GL_SetError("glTexImage2D()", result);
return -1;
}
863
864
865
return 0;
}
866
867
868
869
870
871
872
873
874
875
876
static int
GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
*pixels = data->pixels;
*pitch = data->pitch;
return 0;
}
877
878
879
880
881
882
static int
GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor, int ncolors)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
883
Uint8 *palette;
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
if (!data->palette) {
SDL_SetError("Texture doesn't have a palette");
return -1;
}
palette = data->palette + firstcolor * 3;
while (ncolors--) {
*palette++ = colors->r;
*palette++ = colors->g;
*palette++ = colors->b;
++colors;
}
renderdata->glBindTexture(data->type, data->texture);
renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB,
GL_UNSIGNED_BYTE, data->palette);
899
900
901
902
903
904
905
return 0;
}
static int
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
{
906
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
907
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
908
Uint8 *palette;
909
910
911
912
913
914
915
916
917
918
919
920
921
if (!data->palette) {
SDL_SetError("Texture doesn't have a palette");
return -1;
}
palette = data->palette + firstcolor * 3;
while (ncolors--) {
colors->r = *palette++;
colors->g = *palette++;
colors->b = *palette++;
colors->unused = SDL_ALPHA_OPAQUE;
++colors;
}
922
923
924
return 0;
}
925
static void
926
927
SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
int pitch)
928
{
929
if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) {
930
renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
931
} else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) {
932
renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
933
}
934
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
935
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
936
(pitch / bytes_per_pixel(texture->format)) / ((GL_TextureData *)texture->driverdata)->HACK_RYAN_FIXME);
937
938
}
939
940
941
static int
GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
942
return 0;
943
944
945
946
947
}
static int
GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
948
return 0;
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
}
static int
GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
switch (texture->blendMode) {
case SDL_TEXTUREBLENDMODE_NONE:
case SDL_TEXTUREBLENDMODE_MASK:
case SDL_TEXTUREBLENDMODE_BLEND:
case SDL_TEXTUREBLENDMODE_ADD:
case SDL_TEXTUREBLENDMODE_MOD:
return 0;
default:
SDL_Unsupported();
texture->blendMode = SDL_TEXTUREBLENDMODE_NONE;
return -1;
}
}
static int
GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
switch (texture->scaleMode) {
case SDL_TEXTURESCALEMODE_NONE:
case SDL_TEXTURESCALEMODE_FAST:
case SDL_TEXTURESCALEMODE_SLOW:
return 0;
case SDL_TEXTURESCALEMODE_BEST:
SDL_Unsupported();
texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW;
return -1;
default:
SDL_Unsupported();
texture->scaleMode = SDL_TEXTURESCALEMODE_NONE;
return -1;
}
}
987
988
989
990
static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
991
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
992
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
993
GLenum result;
994
995
996
997
renderdata->glGetError();
SetupTextureUpdate(renderdata, texture, pitch);
renderdata->glBindTexture(data->type, data->texture);
998
printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
999
1000
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,