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SDL_render_gl.c

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1410 lines (1207 loc) · 45.7 KB
 
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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2013 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.
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:
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.
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_log.h"
#include "SDL_opengl.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gl.h"
#ifdef __MACOSX__
#include <OpenGL/OpenGL.h>
#endif
/* OpenGL renderer implementation */
/* Details on optimizing the texture path on Mac OS X:
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
*/
/* Used to re-create the window with OpenGL capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
static const float inv255f = 1.0f / 255.0f;
static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
static void GL_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
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,
const SDL_Rect * rect, void **pixels, int *pitch);
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_UpdateViewport(SDL_Renderer * renderer);
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static int GL_UpdateClipRect(SDL_Renderer * renderer);
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static int GL_RenderClear(SDL_Renderer * renderer);
static int GL_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_FPoint * points, int count);
static int GL_RenderDrawLines(SDL_Renderer * renderer,
const SDL_FPoint * points, int count);
static int GL_RenderFillRects(SDL_Renderer * renderer,
const SDL_FRect * rects, int count);
static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect);
static int GL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch);
static void GL_RenderPresent(SDL_Renderer * renderer);
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DestroyRenderer(SDL_Renderer * renderer);
static int GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
static int GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
SDL_RenderDriver GL_RenderDriver = {
GL_CreateRenderer,
{
"opengl",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
1,
{SDL_PIXELFORMAT_ARGB8888},
0,
0}
};
typedef struct GL_FBOList GL_FBOList;
struct GL_FBOList
{
Uint32 w, h;
GLuint FBO;
GL_FBOList *next;
};
typedef struct
{
SDL_GLContext context;
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SDL_bool debug_enabled;
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SDL_bool GL_ARB_debug_output_supported;
int errors;
char **error_messages;
GLDEBUGPROCARB next_error_callback;
GLvoid *next_error_userparam;
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SDL_bool GL_ARB_texture_rectangle_supported;
struct {
GL_Shader shader;
Uint32 color;
int blendMode;
} current;
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SDL_bool GL_EXT_framebuffer_object_supported;
GL_FBOList *framebuffers;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC
/* Multitexture support */
SDL_bool GL_ARB_multitexture_supported;
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
GLint num_texture_units;
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PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
/* Shader support */
GL_ShaderContext *shaders;
} GL_RenderData;
typedef struct
{
GLuint texture;
GLenum type;
GLfloat texw;
GLfloat texh;
GLenum format;
GLenum formattype;
void *pixels;
int pitch;
SDL_Rect locked_rect;
/* YV12 texture support */
SDL_bool yuv;
GLuint utexture;
GLuint vtexture;
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GL_FBOList *fbo;
} GL_TextureData;
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SDL_FORCE_INLINE const char*
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GL_TranslateError (GLenum error)
{
#define GL_ERROR_TRANSLATE(e) case e: return #e;
switch (error) {
GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
GL_ERROR_TRANSLATE(GL_NO_ERROR)
GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW)
GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW)
GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE)
default:
return "UNKNOWN";
}
#undef GL_ERROR_TRANSLATE
}
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SDL_FORCE_INLINE void
GL_ClearErrors(SDL_Renderer *renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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if (!data->debug_enabled)
{
return;
}
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if (data->GL_ARB_debug_output_supported) {
if (data->errors) {
int i;
for (i = 0; i < data->errors; ++i) {
SDL_free(data->error_messages[i]);
}
SDL_free(data->error_messages);
data->errors = 0;
data->error_messages = NULL;
}
} else {
while (data->glGetError() != GL_NO_ERROR) {
continue;
}
}
}
SDL_FORCE_INLINE int
GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
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{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int ret = 0;
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if (!data->debug_enabled)
{
return 0;
}
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if (data->GL_ARB_debug_output_supported) {
if (data->errors) {
int i;
for (i = 0; i < data->errors; ++i) {
SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]);
ret = -1;
}
GL_ClearErrors(renderer);
}
} else {
/* check gl errors (can return multiple errors) */
for (;;) {
GLenum error = data->glGetError();
if (error != GL_NO_ERROR) {
if (prefix == NULL || prefix[0] == '\0') {
prefix = "generic";
}
SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
ret = -1;
} else {
break;
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}
}
}
return ret;
}
#if 0
#define GL_CheckError(prefix, renderer)
#elif defined(_MSC_VER)
#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __FUNCTION__)
#else
#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __PRETTY_FUNCTION__)
#endif
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 ) { \
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return SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
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} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "SDL_glfuncs.h"
#undef SDL_PROC
return 0;
}
static SDL_GLContext SDL_CurrentContext = NULL;
static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (SDL_CurrentContext != data->context) {
if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
SDL_CurrentContext = data->context;
GL_UpdateViewport(renderer);
}
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GL_ClearErrors(renderer);
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return 0;
}
/* This is called if we need to invalidate all of the SDL OpenGL state */
static void
GL_ResetState(SDL_Renderer *renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (SDL_CurrentContext == data->context) {
GL_UpdateViewport(renderer);
} else {
GL_ActivateRenderer(renderer);
}
data->current.shader = SHADER_NONE;
data->current.color = 0;
data->current.blendMode = -1;
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
/* This ended up causing video discrepancies between OpenGL and Direct3D */
/*data->glEnable(GL_LINE_SMOOTH);*/
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
GL_CheckError("", renderer);
}
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static void APIENTRY
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GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, void *userParam)
{
SDL_Renderer *renderer = (SDL_Renderer *) userParam;
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (type == GL_DEBUG_TYPE_ERROR_ARB) {
/* Record this error */
++data->errors;
data->error_messages = SDL_realloc(data->error_messages, data->errors * sizeof(*data->error_messages));
if (data->error_messages) {
data->error_messages[data->errors-1] = SDL_strdup(message);
}
}
/* If there's another error callback, pass it along, otherwise log it */
if (data->next_error_callback) {
data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam);
} else {
if (type == GL_DEBUG_TYPE_ERROR_ARB) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message);
} else {
SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message);
}
}
}
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static GL_FBOList *
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GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
{
GL_FBOList *result = data->framebuffers;
while (result && ((result->w != w) || (result->h != h))) {
result = result->next;
}
if (!result) {
result = SDL_malloc(sizeof(GL_FBOList));
if (result) {
result->w = w;
result->h = h;
data->glGenFramebuffersEXT(1, &result->FBO);
result->next = data->framebuffers;
data->framebuffers = result;
}
}
return result;
}
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
const char *hint;
GLint value;
Uint32 window_flags;
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL)) {
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
/* Uh oh, better try to put it back... */
SDL_RecreateWindow(window, window_flags);
return NULL;
}
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
GL_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
renderer->WindowEvent = GL_WindowEvent;
renderer->CreateTexture = GL_CreateTexture;
renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->SetRenderTarget = GL_SetRenderTarget;
renderer->UpdateViewport = GL_UpdateViewport;
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renderer->UpdateClipRect = GL_UpdateClipRect;
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renderer->RenderClear = GL_RenderClear;
renderer->RenderDrawPoints = GL_RenderDrawPoints;
renderer->RenderDrawLines = GL_RenderDrawLines;
renderer->RenderFillRects = GL_RenderFillRects;
renderer->RenderCopy = GL_RenderCopy;
renderer->RenderCopyEx = GL_RenderCopyEx;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->GL_BindTexture = GL_BindTexture;
renderer->GL_UnbindTexture = GL_UnbindTexture;
renderer->info = GL_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = data;
renderer->window = window;
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
GL_DestroyRenderer(renderer);
return NULL;
}
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
if (GL_LoadFunctions(data) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
*/
#endif
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
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/* Check for debug output support */
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if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
(value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
data->debug_enabled = SDL_TRUE;
}
if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) {
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PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
data->GL_ARB_debug_output_supported = SDL_TRUE;
data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)&data->next_error_callback);
data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam);
glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer);
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/* Make sure our callback is called when errors actually happen */
data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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}
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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;
data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
} else {
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
}
/* Check for multitexture support */
if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
if (data->glActiveTextureARB) {
data->GL_ARB_multitexture_supported = SDL_TRUE;
data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
}
}
/* Check for shader support */
hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS);
if (!hint || *hint != '0') {
data->shaders = GL_CreateShaderContext();
}
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
data->shaders ? "ENABLED" : "DISABLED");
/* We support YV12 textures using 3 textures and a shader */
if (data->shaders && data->num_texture_units >= 3) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
}
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if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) {
data->GL_EXT_framebuffer_object_supported = SDL_TRUE;
data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)
SDL_GL_GetProcAddress("glGenFramebuffersEXT");
data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
SDL_GL_GetProcAddress("glBindFramebufferEXT");
data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
}
data->framebuffers = NULL;
/* Set up parameters for rendering */
GL_ResetState(renderer);
return renderer;
}
static void
GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
event->event == SDL_WINDOWEVENT_SHOWN ||
event->event == SDL_WINDOWEVENT_HIDDEN) {
/* Rebind the context to the window area and update matrices */
SDL_CurrentContext = NULL;
}
}
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SDL_FORCE_INLINE int
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power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
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SDL_FORCE_INLINE SDL_bool
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convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
GLint* internalFormat, GLenum* format, GLenum* type)
{
switch (pixel_format) {
case SDL_PIXELFORMAT_ARGB8888:
*internalFormat = GL_RGBA8;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
*internalFormat = GL_LUMINANCE;
*format = GL_LUMINANCE;
*type = GL_UNSIGNED_BYTE;
break;
default:
return SDL_FALSE;
}
return SDL_TRUE;
}
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;
}
}
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 scaleMode;
GL_ActivateRenderer(renderer);
if (!convert_format(renderdata, texture->format, &internalFormat,
&format, &type)) {
Mar 31, 2013
Mar 31, 2013
601
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return SDL_SetError("Texture format %s not supported by OpenGL",
SDL_GetPixelFormatName(texture->format));
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}
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
Mar 31, 2013
Mar 31, 2013
607
return SDL_OutOfMemory();
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}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
size_t size;
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
size = texture->h * data->pitch;
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
/* Need to add size for the U and V planes */
size += (2 * (texture->h * data->pitch) / 4);
}
data->pixels = SDL_calloc(1, size);
if (!data->pixels) {
SDL_free(data);
Mar 31, 2013
Mar 31, 2013
622
return SDL_OutOfMemory();
623
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}
}
texture->driverdata = data;
May 18, 2013
May 18, 2013
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
data->fbo = GL_GetFBO(renderdata, texture->w, texture->h);
} else {
data->fbo = NULL;
}
GL_CheckError("", renderer);
renderdata->glGenTextures(1, &data->texture);
Aug 10, 2013
Aug 10, 2013
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if (GL_CheckError("glGenTexures()", renderer) < 0) {
SDL_free(data);
return -1;
}
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if ((renderdata->GL_ARB_texture_rectangle_supported)
/*&& texture->access != SDL_TEXTUREACCESS_TARGET*/){
data->type = GL_TEXTURE_RECTANGLE_ARB;
texture_w = texture->w;
texture_h = texture->h;
data->texw = (GLfloat) texture_w;
data->texh = (GLfloat) texture_h;
} else {
data->type = GL_TEXTURE_2D;
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) (texture->w) / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
}
data->format = format;
data->formattype = type;
scaleMode = GetScaleQuality();
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode);
/* According to the spec, CLAMP_TO_EDGE is the default for TEXTURE_RECTANGLE
and setting it causes an INVALID_ENUM error in the latest NVidia drivers.
*/
if (data->type != GL_TEXTURE_RECTANGLE_ARB) {
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
}
#ifdef __MACOSX__
#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);
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING
&& texture->format == SDL_PIXELFORMAT_ARGB8888
&& (texture->w % 8) == 0) {
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
(data->pitch / SDL_BYTESPERPIXEL(texture->format)));
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, data->pixels);
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
}
else
#endif
{
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
}
renderdata->glDisable(data->type);
May 20, 2013
May 20, 2013
706
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
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return -1;
}
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
data->yuv = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
renderdata->glGenTextures(1, &data->vtexture);
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->utexture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
texture_h/2, 0, format, type, NULL);
renderdata->glBindTexture(data->type, data->vtexture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
texture_h/2, 0, format, type, NULL);
renderdata->glDisable(data->type);
}
May 20, 2013
May 20, 2013
745
return GL_CheckError("", renderer);
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}
static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GL_ActivateRenderer(renderer);
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
(pitch / SDL_BYTESPERPIXEL(texture->format)));
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
if (data->yuv) {
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2));
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
if (texture->format == SDL_PIXELFORMAT_YV12) {
renderdata->glBindTexture(data->type, data->vtexture);
} else {
renderdata->glBindTexture(data->type, data->utexture);
}
renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
rect->w/2, rect->h/2,
data->format, data->formattype, pixels);
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + (rect->h * pitch)/4);
if (texture->format == SDL_PIXELFORMAT_YV12) {
renderdata->glBindTexture(data->type, data->utexture);
} else {
renderdata->glBindTexture(data->type, data->vtexture);
}
renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
rect->w/2, rect->h/2,
data->format, data->formattype, pixels);
}
renderdata->glDisable(data->type);
May 20, 2013
May 20, 2013
791
return GL_CheckError("glTexSubImage2D()", renderer);
792
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795
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799
800
}
static int
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
data->locked_rect = *rect;
May 18, 2013
May 18, 2013
801
*pixels =
802
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(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = data->pitch;
return 0;
}
static void
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
const SDL_Rect *rect;
void *pixels;
rect = &data->locked_rect;
May 18, 2013
May 18, 2013
816
pixels =
817
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(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
}
static int
GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
May 18, 2013
May 18, 2013
825
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
826
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829
GL_TextureData *texturedata;
GLenum status;
GL_ActivateRenderer(renderer);
May 18, 2013
May 18, 2013
830
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842
if (texture == NULL) {
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return 0;
}
texturedata = (GL_TextureData *) texture->driverdata;
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
/* TODO: check if texture pixel format allows this operation */
data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texturedata->type, texturedata->texture, 0);
/* Check FBO status */
status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
Mar 31, 2013
Mar 31, 2013
843
return SDL_SetError("glFramebufferTexture2DEXT() failed");
844
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849
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}
return 0;
}
static int
GL_UpdateViewport(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (SDL_CurrentContext != data->context) {
/* We'll update the viewport after we rebind the context */
return 0;
}
data->glViewport(renderer->viewport.x, renderer->viewport.y,
renderer->viewport.w, renderer->viewport.h);
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
May 29, 2013
May 29, 2013
863
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876
if (renderer->viewport.w && renderer->viewport.h) {
if (renderer->target) {
data->glOrtho((GLdouble) 0,
(GLdouble) renderer->viewport.w,
(GLdouble) 0,
(GLdouble) renderer->viewport.h,
0.0, 1.0);
} else {
data->glOrtho((GLdouble) 0,
(GLdouble) renderer->viewport.w,
(GLdouble) renderer->viewport.h,
(GLdouble) 0,
0.0, 1.0);
}
May 20, 2013
May 20, 2013
878
return GL_CheckError("", renderer);
May 4, 2013
May 4, 2013
881
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static int
GL_UpdateClipRect(SDL_Renderer * renderer)
{
const SDL_Rect *rect = &renderer->clip_rect;
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (!SDL_RectEmpty(rect)) {
data->glEnable(GL_SCISSOR_TEST);
May 12, 2013
May 12, 2013
889
data->glScissor(rect->x, renderer->viewport.h - rect->y - rect->h, rect->w, rect->h);
May 4, 2013
May 4, 2013
890
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895
} else {
data->glDisable(GL_SCISSOR_TEST);
}
return 0;
}
896
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928
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930
static void
GL_SetShader(GL_RenderData * data, GL_Shader shader)
{
if (data->shaders && shader != data->current.shader) {
GL_SelectShader(data->shaders, shader);
data->current.shader = shader;
}
}
static void
GL_SetColor(GL_RenderData * data, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != data->current.color) {
data->glColor4f((GLfloat) r * inv255f,
(GLfloat) g * inv255f,
(GLfloat) b * inv255f,
(GLfloat) a * inv255f);
data->current.color = color;
}
}
static void
GL_SetBlendMode(GL_RenderData * data, int blendMode)
{
if (blendMode != data->current.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);
Jul 23, 2013
Jul 23, 2013
931
data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
932
933
934
935
break;
case SDL_BLENDMODE_ADD:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
Jul 23, 2013
Jul 23, 2013
936
data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
937
938
939
940
break;
case SDL_BLENDMODE_MOD:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
Jul 23, 2013
Jul 23, 2013
941
data->glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
942
943
944
945
946
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948
949
950
951
952
953
954
955
956
957
958
959
960
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966
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968
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971
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973
974
975
976
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982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
break;
}
data->current.blendMode = blendMode;
}
}
static void
GL_SetDrawingState(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_ActivateRenderer(renderer);
GL_SetColor(data, renderer->r,
renderer->g,
renderer->b,
renderer->a);
GL_SetBlendMode(data, renderer->blendMode);
GL_SetShader(data, SHADER_SOLID);
}
static int
GL_RenderClear(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_ActivateRenderer(renderer);
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_FPoint * points,
int count)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
GL_SetDrawingState(renderer);
data->glBegin(GL_POINTS);
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
data->glEnd();
return 0;
}
static int