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SDL_render_gles2.c

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1190 lines (1041 loc) · 36.9 KB
 
Apr 8, 2011
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Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
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#include "SDL_hints.h"
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#include "SDL_opengles2.h"
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#include "../SDL_sysrender.h"
#include "SDL_shaders_gles2.h"
/*************************************************************************************************
* Bootstrap data *
*************************************************************************************************/
static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags);
SDL_RenderDriver GLES2_RenderDriver = {
GLES2_CreateRenderer,
{
"opengles2",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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1,
{SDL_PIXELFORMAT_ABGR8888},
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0,
0
}
};
/*************************************************************************************************
* Context structures *
*************************************************************************************************/
typedef struct GLES2_TextureData
{
GLenum texture;
GLenum texture_type;
GLenum pixel_format;
GLenum pixel_type;
void *pixel_data;
size_t pitch;
} GLES2_TextureData;
typedef struct GLES2_ShaderCacheEntry
{
GLuint id;
GLES2_ShaderType type;
const GLES2_ShaderInstance *instance;
int references;
struct GLES2_ShaderCacheEntry *prev;
struct GLES2_ShaderCacheEntry *next;
} GLES2_ShaderCacheEntry;
typedef struct GLES2_ShaderCache
{
int count;
GLES2_ShaderCacheEntry *head;
} GLES2_ShaderCache;
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
SDL_BlendMode blend_mode;
GLES2_ShaderCacheEntry *vertex_shader;
GLES2_ShaderCacheEntry *fragment_shader;
GLuint uniform_locations[16];
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
} GLES2_ProgramCacheEntry;
typedef struct GLES2_ProgramCache
{
int count;
GLES2_ProgramCacheEntry *head;
GLES2_ProgramCacheEntry *tail;
} GLES2_ProgramCache;
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
GLES2_ATTRIBUTE_TEXCOORD = 1
} GLES2_Attribute;
typedef enum
{
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_MODULATION,
GLES2_UNIFORM_COLOR,
GLES2_UNIFORM_COLORTABLE
} GLES2_Uniform;
typedef enum
{
GLES2_IMAGESOURCE_SOLID,
GLES2_IMAGESOURCE_TEXTURE
} GLES2_ImageSource;
typedef struct GLES2_DriverContext
{
SDL_GLContext *context;
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struct {
int blendMode;
SDL_bool tex_coords;
} current;
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int shader_format_count;
GLenum *shader_formats;
GLES2_ShaderCache shader_cache;
GLES2_ProgramCache program_cache;
GLES2_ProgramCacheEntry *current_program;
} GLES2_DriverContext;
#define GLES2_MAX_CACHED_PROGRAMS 8
/*************************************************************************************************
* Renderer state APIs *
*************************************************************************************************/
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static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
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static void GLES2_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
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static int GLES2_UpdateViewport(SDL_Renderer * renderer);
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static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
static SDL_GLContext SDL_CurrentContext = NULL;
static int
GLES2_ActivateRenderer(SDL_Renderer * renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
if (SDL_CurrentContext != rdata->context) {
/* Null out the current program to ensure we set it again */
rdata->current_program = NULL;
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if (SDL_GL_MakeCurrent(renderer->window, rdata->context) < 0) {
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return -1;
}
SDL_CurrentContext = rdata->context;
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GLES2_UpdateViewport(renderer);
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}
return 0;
}
static void
GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
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if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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/* Rebind the context to the window area */
SDL_CurrentContext = NULL;
}
}
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static int
GLES2_UpdateViewport(SDL_Renderer * renderer)
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{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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if (SDL_CurrentContext != rdata->context) {
/* We'll update the viewport after we rebind the context */
return 0;
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}
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glViewport(renderer->viewport.x, renderer->viewport.y,
renderer->viewport.w, renderer->viewport.h);
return 0;
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}
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static void
GLES2_DestroyRenderer(SDL_Renderer *renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLES2_ProgramCacheEntry *entry;
GLES2_ProgramCacheEntry *next;
/* Deallocate everything */
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if (rdata) {
GLES2_ActivateRenderer(renderer);
entry = rdata->program_cache.head;
while (entry) {
glDeleteShader(entry->vertex_shader->id);
glDeleteShader(entry->fragment_shader->id);
SDL_free(entry->vertex_shader);
SDL_free(entry->fragment_shader);
glDeleteProgram(entry->id);
next = entry->next;
SDL_free(entry);
entry = next;
}
if (rdata->context) {
SDL_GL_DeleteContext(rdata->context);
}
if (rdata->shader_formats) {
SDL_free(rdata->shader_formats);
}
SDL_free(rdata);
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}
SDL_free(renderer);
}
/*************************************************************************************************
* Texture APIs *
*************************************************************************************************/
static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch);
static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch);
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static GLenum
GetScaleQuality(void)
{
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
return GL_NEAREST;
} else {
return GL_LINEAR;
}
}
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static int
GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_TextureData *tdata;
GLenum format;
GLenum type;
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GLenum scaleMode;
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GLES2_ActivateRenderer(renderer);
/* Determine the corresponding GLES texture format params */
switch (texture->format)
{
case SDL_PIXELFORMAT_ABGR8888:
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
default:
SDL_SetError("Texture format not supported");
return -1;
}
/* Allocate a texture struct */
tdata = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
if (!tdata)
{
SDL_OutOfMemory();
return -1;
}
tdata->texture = 0;
tdata->texture_type = GL_TEXTURE_2D;
tdata->pixel_format = format;
tdata->pixel_type = type;
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scaleMode = GetScaleQuality();
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/* Allocate a blob for image data */
if (texture->access == SDL_TEXTUREACCESS_STREAMING)
{
tdata->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
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tdata->pixel_data = SDL_calloc(1, tdata->pitch * texture->h);
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if (!tdata->pixel_data)
{
SDL_OutOfMemory();
SDL_free(tdata);
return -1;
}
}
/* Allocate the texture */
glGetError();
glGenTextures(1, &tdata->texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(tdata->texture_type, tdata->texture);
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glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
if (glGetError() != GL_NO_ERROR)
{
SDL_SetError("Texture creation failed");
glDeleteTextures(1, &tdata->texture);
SDL_free(tdata);
return -1;
}
texture->driverdata = tdata;
return 0;
}
static void
GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
/* Destroy the texture */
if (tdata)
{
glDeleteTextures(1, &tdata->texture);
SDL_free(tdata->pixel_data);
SDL_free(tdata);
texture->driverdata = NULL;
}
}
static int
GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
/* Retrieve the buffer/pitch for the specified region */
*pixels = (Uint8 *)tdata->pixel_data +
(tdata->pitch * rect->y) +
(rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = tdata->pitch;
return 0;
}
static void
GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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SDL_Rect rect;
/* We do whole texture updates, at least for now */
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
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}
static int
GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
Uint8 *blob = NULL;
Uint8 *src;
int srcPitch;
int y;
GLES2_ActivateRenderer(renderer);
/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0)
return 0;
/* Reformat the texture data into a tightly packed array */
srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
src = (Uint8 *)pixels;
if (pitch != srcPitch)
{
blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
if (!blob)
{
SDL_OutOfMemory();
return -1;
}
src = blob;
for (y = 0; y < rect->h; ++y)
{
SDL_memcpy(src, pixels, srcPitch);
src += srcPitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
/* Create a texture subimage with the supplied data */
glGetError();
glActiveTexture(GL_TEXTURE0);
glBindTexture(tdata->texture_type, tdata->texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(tdata->texture_type,
0,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
src);
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if (blob) {
SDL_free(blob);
}
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if (glGetError() != GL_NO_ERROR)
{
SDL_SetError("Failed to update texture");
return -1;
}
return 0;
}
/*************************************************************************************************
* Shader management functions *
*************************************************************************************************/
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
SDL_BlendMode blendMode);
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
GLES2_ShaderCacheEntry *vertex,
GLES2_ShaderCacheEntry *fragment,
SDL_BlendMode blendMode);
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
SDL_BlendMode blendMode);
static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer);
static GLES2_ProgramCacheEntry *
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLES2_ProgramCacheEntry *entry;
GLES2_ShaderCacheEntry *shaderEntry;
GLint linkSuccessful;
/* Check if we've already cached this program */
entry = rdata->program_cache.head;
while (entry)
{
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
break;
entry = entry->next;
}
if (entry)
{
if (rdata->program_cache.count > 1)
{
if (entry->next)
entry->next->prev = entry->prev;
if (entry->prev)
entry->prev->next = entry->next;
entry->prev = NULL;
entry->next = rdata->program_cache.head;
rdata->program_cache.head->prev = entry;
rdata->program_cache.head = entry;
}
return entry;
}
/* Create a program cache entry */
entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
if (!entry)
{
SDL_OutOfMemory();
return NULL;
}
entry->vertex_shader = vertex;
entry->fragment_shader = fragment;
entry->blend_mode = blendMode;
/* Create the program and link it */
glGetError();
entry->id = glCreateProgram();
glAttachShader(entry->id, vertex->id);
glAttachShader(entry->id, fragment->id);
glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
glLinkProgram(entry->id);
glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
if (glGetError() != GL_NO_ERROR || !linkSuccessful)
{
SDL_SetError("Failed to link shader program");
glDeleteProgram(entry->id);
SDL_free(entry);
return NULL;
}
/* Predetermine locations of uniform variables */
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
glGetUniformLocation(entry->id, "u_projection");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
glGetUniformLocation(entry->id, "u_texture");
entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
glGetUniformLocation(entry->id, "u_modulation");
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
glGetUniformLocation(entry->id, "u_color");
entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] =
glGetUniformLocation(entry->id, "u_colorTable");
/* Cache the linked program */
if (rdata->program_cache.head)
{
entry->next = rdata->program_cache.head;
rdata->program_cache.head->prev = entry;
}
else
{
rdata->program_cache.tail = entry;
}
rdata->program_cache.head = entry;
++rdata->program_cache.count;
/* Increment the refcount of the shaders we're using */
++vertex->references;
++fragment->references;
/* Evict the last entry from the cache if we exceed the limit */
if (rdata->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
{
shaderEntry = rdata->program_cache.tail->vertex_shader;
if (--shaderEntry->references <= 0)
GLES2_EvictShader(renderer, shaderEntry);
shaderEntry = rdata->program_cache.tail->fragment_shader;
if (--shaderEntry->references <= 0)
GLES2_EvictShader(renderer, shaderEntry);
glDeleteProgram(rdata->program_cache.tail->id);
rdata->program_cache.tail = rdata->program_cache.tail->prev;
SDL_free(rdata->program_cache.tail->next);
rdata->program_cache.tail->next = NULL;
--rdata->program_cache.count;
}
return entry;
}
static GLES2_ShaderCacheEntry *
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
const GLES2_Shader *shader;
const GLES2_ShaderInstance *instance = NULL;
GLES2_ShaderCacheEntry *entry = NULL;
GLint compileSuccessful = GL_FALSE;
int i, j;
/* Find the corresponding shader */
shader = GLES2_GetShader(type, blendMode);
if (!shader)
{
SDL_SetError("No shader matching the requested characteristics was found");
return NULL;
}
/* Find a matching shader instance that's supported on this hardware */
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for (i = 0; i < shader->instance_count && !instance; ++i)
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for (j = 0; j < rdata->shader_format_count && !instance; ++j)
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{
if (!shader->instances)
continue;
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if (!shader->instances[i])
continue;
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if (shader->instances[i]->format != rdata->shader_formats[j])
continue;
instance = shader->instances[i];
}
}
if (!instance)
{
SDL_SetError("The specified shader cannot be loaded on the current platform");
return NULL;
}
/* Check if we've already cached this shader */
entry = rdata->shader_cache.head;
while (entry)
{
if (entry->instance == instance)
break;
entry = entry->next;
}
if (entry)
return entry;
/* Create a shader cache entry */
entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
if (!entry)
{
SDL_OutOfMemory();
return NULL;
}
entry->type = type;
entry->instance = instance;
/* Compile or load the selected shader instance */
glGetError();
entry->id = glCreateShader(instance->type);
if (instance->format == (GLenum)-1)
{
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glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
612
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glCompileShader(entry->id);
glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
}
else
{
glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
compileSuccessful = GL_TRUE;
}
if (glGetError() != GL_NO_ERROR || !compileSuccessful)
{
Feb 6, 2011
Feb 6, 2011
622
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char *info = NULL;
int length;
glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
info = SDL_stack_alloc(char, length);
if (info) {
glGetShaderInfoLog(entry->id, length, &length, info);
}
}
if (info) {
SDL_SetError("Failed to load the shader: %s", info);
SDL_stack_free(info);
} else {
SDL_SetError("Failed to load the shader");
}
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glDeleteShader(entry->id);
SDL_free(entry);
return NULL;
}
/* Link the shader entry in at the front of the cache */
if (rdata->shader_cache.head)
{
entry->next = rdata->shader_cache.head;
rdata->shader_cache.head->prev = entry;
}
rdata->shader_cache.head = entry;
++rdata->shader_cache.count;
return entry;
}
static void
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
/* Unlink the shader from the cache */
if (entry->next)
entry->next->prev = entry->prev;
if (entry->prev)
entry->prev->next = entry->next;
if (rdata->shader_cache.head == entry)
rdata->shader_cache.head = entry->next;
--rdata->shader_cache.count;
/* Deallocate the shader */
glDeleteShader(entry->id);
SDL_free(entry);
}
static int
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLES2_ShaderCacheEntry *vertex = NULL;
GLES2_ShaderCacheEntry *fragment = NULL;
GLES2_ShaderType vtype, ftype;
GLES2_ProgramCacheEntry *program;
/* Select an appropriate shader pair for the specified modes */
vtype = GLES2_SHADER_VERTEX_DEFAULT;
switch (source)
{
case GLES2_IMAGESOURCE_SOLID:
ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_SRC;
break;
}
/* Load the requested shaders */
vertex = GLES2_CacheShader(renderer, vtype, blendMode);
if (!vertex)
goto fault;
fragment = GLES2_CacheShader(renderer, ftype, blendMode);
if (!fragment)
goto fault;
/* Check if we need to change programs at all */
if (rdata->current_program &&
rdata->current_program->vertex_shader == vertex &&
rdata->current_program->fragment_shader == fragment)
return 0;
/* Generate a matching program */
program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
if (!program)
goto fault;
/* Select that program in OpenGL */
glGetError();
glUseProgram(program->id);
if (glGetError() != GL_NO_ERROR)
{
SDL_SetError("Failed to select program");
goto fault;
}
/* Set the current program */
rdata->current_program = program;
/* Activate an orthographic projection */
if (GLES2_SetOrthographicProjection(renderer) < 0)
goto fault;
/* Clean up and return */
return 0;
fault:
if (vertex && vertex->references <= 0)
GLES2_EvictShader(renderer, vertex);
if (fragment && fragment->references <= 0)
GLES2_EvictShader(renderer, fragment);
rdata->current_program = NULL;
return -1;
}
static int
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLfloat projection[4][4];
GLuint locProjection;
/* Prepare an orthographic projection */
Feb 15, 2011
Feb 15, 2011
748
projection[0][0] = 2.0f / renderer->viewport.w;
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projection[0][1] = 0.0f;
projection[0][2] = 0.0f;
projection[0][3] = 0.0f;
projection[1][0] = 0.0f;
Feb 15, 2011
Feb 15, 2011
753
projection[1][1] = -2.0f / renderer->viewport.h;
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projection[1][2] = 0.0f;
projection[1][3] = 0.0f;
projection[2][0] = 0.0f;
projection[2][1] = 0.0f;
projection[2][2] = 1.0f;
projection[2][3] = 0.0f;
projection[3][0] = -1.0f;
projection[3][1] = 1.0f;
projection[3][2] = 0.0f;
projection[3][3] = 1.0f;
/* Set the projection matrix */
locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
glGetError();
glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
if (glGetError() != GL_NO_ERROR)
{
SDL_SetError("Failed to set orthographic projection");
return -1;
}
return 0;
}
/*************************************************************************************************
* Rendering functions *
*************************************************************************************************/
Feb 8, 2011
Feb 8, 2011
781
782
static const float inv255f = 1.0f / 255.0f;
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static int GLES2_RenderClear(SDL_Renderer *renderer);
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count);
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count);
Feb 15, 2011
Feb 15, 2011
786
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count);
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static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
const SDL_Rect *dstrect);
static void GLES2_RenderPresent(SDL_Renderer *renderer);
Feb 17, 2011
Feb 17, 2011
791
Feb 17, 2011
Feb 17, 2011
793
GLES2_RenderClear(SDL_Renderer * renderer)
794
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{
GLES2_ActivateRenderer(renderer);
Feb 17, 2011
Feb 17, 2011
797
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glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
802
glClear(GL_COLOR_BUFFER_BIT);
Feb 17, 2011
Feb 17, 2011
803
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return 0;
}
static void
Feb 20, 2011
Feb 20, 2011
808
GLES2_SetBlendMode(GLES2_DriverContext *rdata, int blendMode)
Feb 20, 2011
Feb 20, 2011
810
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if (blendMode != rdata->current.blendMode) {
switch (blendMode) {
default:
case SDL_BLENDMODE_NONE:
glDisable(GL_BLEND);
break;
case SDL_BLENDMODE_BLEND:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case SDL_BLENDMODE_ADD:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case SDL_BLENDMODE_MOD:
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
}
rdata->current.blendMode = blendMode;
}
}
static void
GLES2_SetTexCoords(GLES2_DriverContext * rdata, SDL_bool enabled)
{
if (enabled != rdata->current.tex_coords) {
if (enabled) {
glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
} else {
glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
}
rdata->current.tex_coords = enabled;
843
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}
}
static int
Feb 20, 2011
Feb 20, 2011
847
GLES2_SetDrawingState(SDL_Renderer * renderer)
848
849
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
Feb 20, 2011
Feb 20, 2011
850
int blendMode = renderer->blendMode;
851
GLuint locColor;
Feb 20, 2011
Feb 20, 2011
852
853
glGetError();
854
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856
GLES2_ActivateRenderer(renderer);
Feb 20, 2011
Feb 20, 2011
857
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859
GLES2_SetBlendMode(rdata, blendMode);
GLES2_SetTexCoords(rdata, SDL_FALSE);
860
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865
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867
/* Activate an appropriate shader and set the projection matrix */
if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
return -1;
/* Select the color to draw with */
locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
glUniform4f(locColor,
Feb 8, 2011
Feb 8, 2011
868
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870
renderer->r * inv255f,
renderer->g * inv255f,
renderer->b * inv255f,
Feb 20, 2011
Feb 20, 2011
871
872
873
renderer->a * inv255f);
return 0;
}
Feb 20, 2011
Feb 20, 2011
875
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884
static int
GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLfloat *vertices;
int idx;
if (GLES2_SetDrawingState(renderer) < 0) {
return -1;
}
885
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895
/* Emit the specified vertices as points */
vertices = SDL_stack_alloc(GLfloat, count * 2);
for (idx = 0; idx < count; ++idx)
{
GLfloat x = (GLfloat)points[idx].x + 0.5f;
GLfloat y = (GLfloat)points[idx].y + 0.5f;
vertices[idx * 2] = x;
vertices[(idx * 2) + 1] = y;
}
Feb 20, 2011
Feb 20, 2011
896
glGetError();
897
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914
glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_POINTS, 0, count);
SDL_stack_free(vertices);
if (glGetError() != GL_NO_ERROR)
{
SDL_SetError("Failed to render lines");
return -1;
}
return 0;
}
static int
GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLfloat *vertices;
int idx;
Feb 20, 2011
Feb 20, 2011
915
if (GLES2_SetDrawingState(renderer) < 0) {
Feb 20, 2011
Feb 20, 2011
917
}
918
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922
923
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926
927
928
/* Emit a line strip including the specified vertices */
vertices = SDL_stack_alloc(GLfloat, count * 2);
for (idx = 0; idx < count; ++idx)
{
GLfloat x = (GLfloat)points[idx].x + 0.5f;
GLfloat y = (GLfloat)points[idx].y + 0.5f;
vertices[idx * 2] = x;
vertices[(idx * 2) + 1] = y;
}
Feb 20, 2011
Feb 20, 2011
929
glGetError();
930
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932
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935
936
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938
939
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941
glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_LINE_STRIP, 0, count);
SDL_stack_free(vertices);
if (glGetError() != GL_NO_ERROR)
{
SDL_SetError("Failed to render lines");
return -1;
}
return 0;
}
static int
Feb 15, 2011
Feb 15, 2011
942
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count)
943
944
945
946
947
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLfloat vertices[8];
int idx;
Feb 20, 2011
Feb 20, 2011
948
if (GLES2_SetDrawingState(renderer) < 0) {
Feb 20, 2011
Feb 20, 2011
950
}
951
952
/* Emit a line loop for each rectangle */
Feb 20, 2011
Feb 20, 2011
953
glGetError();
Feb 15, 2011
Feb 15, 2011
954
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956
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960
for (idx = 0; idx < count; ++idx) {
const SDL_Rect *rect = &rects[idx];
GLfloat xMin = (GLfloat)rect->x;
GLfloat xMax = (GLfloat)(rect->x + rect->w);
GLfloat yMin = (GLfloat)rect->y;
GLfloat yMax = (GLfloat)(rect->y + rect->h);
961
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vertices[0] = xMin;
vertices[1] = yMin;
vertices[2] = xMax;
vertices[3] = yMin;
vertices[4] = xMin;
vertices[5] = yMax;
vertices[6] = xMax;
vertices[7] = yMax;
glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
if (glGetError() != GL_NO_ERROR)
{
SDL_SetError("Failed to render lines");
return -1;
}
return 0;
}
static int
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
const SDL_Rect *dstrect)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ImageSource sourceType;
SDL_BlendMode blendMode;
GLfloat vertices[8];
GLfloat texCoords[8];
GLuint locTexture;
GLuint locModulation;
GLES2_ActivateRenderer(renderer);
/* Activate an appropriate shader and set the projection matrix */
blendMode = texture->blendMode;
sourceType = GLES2_IMAGESOURCE_TEXTURE;
if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0)
return -1;