This repository has been archived by the owner on Feb 11, 2021. It is now read-only.
/
SDL_renderer_gl.c
1345 lines (1210 loc) · 43.5 KB
1
2
/*
SDL - Simple DirectMedia Layer
3
Copyright (C) 1997-2009 Sam Lantinga
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
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"
24
#if SDL_VIDEO_RENDER_OGL
25
26
27
28
29
30
31
#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"
32
33
34
35
36
#ifdef __MACOSX__
#include <OpenGL/OpenGL.h>
#endif
37
38
39
/* OpenGL renderer implementation */
40
41
42
43
/* 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
*/
44
45
46
47
/* !!! FIXME: this should go in a higher level than the GL renderer. */
static __inline__ int
bytes_per_pixel(const Uint32 format)
{
48
49
50
51
52
if (!SDL_ISPIXELFORMAT_FOURCC(format)) {
return SDL_BYTESPERPIXEL(format);
}
/* FOURCC format */
53
switch (format) {
54
55
56
57
58
59
60
61
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YUY2:
case SDL_PIXELFORMAT_UYVY:
case SDL_PIXELFORMAT_YVYU:
return 2;
default:
return 1; /* shouldn't ever hit this. */
62
63
64
65
}
}
66
67
static const float inv255f = 1.0f / 255.0f;
68
static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
69
static int GL_ActivateRenderer(SDL_Renderer * renderer);
70
static int GL_DisplayModeChanged(SDL_Renderer * renderer);
71
static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
72
73
74
static int GL_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
75
76
77
78
79
80
81
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);
82
83
84
85
86
87
88
89
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);
90
91
92
93
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,
94
95
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch);
96
97
98
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);
99
static int GL_RenderPoint(SDL_Renderer * renderer, int x, int y);
100
101
102
static int GL_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2,
int y2);
static int GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect);
103
static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
104
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
105
106
107
108
static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
void * pixels, int pitch);
static int GL_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
const void * pixels, int pitch);
109
110
111
112
113
114
115
116
117
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",
118
119
(SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD |
SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
120
121
(SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
SDL_TEXTUREMODULATE_ALPHA),
122
123
(SDL_BLENDMODE_NONE | SDL_BLENDMODE_MASK |
SDL_BLENDMODE_BLEND | SDL_BLENDMODE_ADD | SDL_BLENDMODE_MOD),
124
125
(SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
SDL_TEXTURESCALEMODE_SLOW),
126
15,
127
{
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
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,
143
SDL_PIXELFORMAT_ARGB2101010},
144
145
146
147
148
149
150
0,
0}
};
typedef struct
{
SDL_GLContext context;
151
SDL_bool updateSize;
152
SDL_bool GL_ARB_texture_rectangle_supported;
153
SDL_bool GL_EXT_paletted_texture_supported;
154
155
SDL_bool GL_APPLE_ycbcr_422_supported;
SDL_bool GL_MESA_ycbcr_texture_supported;
156
SDL_bool GL_ARB_fragment_program_supported;
157
158
159
160
161
162
163
int blendMode;
int scaleMode;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC
164
165
PFNGLCOLORTABLEEXTPROC glColorTableEXT;
166
167
void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
const GLvoid * pointer);
168
169
170
171
172
173
174
175
176
177
178
PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
/* (optional) fragment programs */
GLuint fragment_program_UYVY;
179
180
181
182
183
} GL_RenderData;
typedef struct
{
GLuint texture;
184
GLuint shader;
185
GLenum type;
186
187
GLfloat texw;
GLfloat texh;
188
189
GLenum format;
GLenum formattype;
190
Uint8 *palette;
191
192
void *pixels;
int pitch;
193
SDL_DirtyRectList dirty;
194
int HACK_RYAN_FIXME;
195
196
197
} GL_TextureData;
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
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);
}
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
static int
GL_LoadFunctions(GL_RenderData * data)
{
#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
#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;
}
259
260
261
void
GL_AddRenderDriver(_THIS)
{
262
if (_this->GL_CreateContext) {
263
264
265
266
267
268
269
270
271
SDL_AddRenderDriver(0, &GL_RenderDriver);
}
}
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
272
GLint value;
273
int doublebuffer;
274
275
276
277
278
279
280
/* Render directly to the window, unless we're compositing */
#ifndef __MACOSX__
if (flags & SDL_RENDERER_SINGLEBUFFER) {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
}
#endif
281
if (!(window->flags & SDL_WINDOW_OPENGL)) {
282
if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) {
283
284
return NULL;
}
285
286
}
287
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
288
289
290
291
292
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
293
data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
294
295
296
297
298
299
if (!data) {
GL_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
300
renderer->ActivateRenderer = GL_ActivateRenderer;
301
renderer->DisplayModeChanged = GL_DisplayModeChanged;
302
renderer->CreateTexture = GL_CreateTexture;
303
renderer->QueryTexturePixels = GL_QueryTexturePixels;
304
305
renderer->SetTexturePalette = GL_SetTexturePalette;
renderer->GetTexturePalette = GL_GetTexturePalette;
306
307
308
309
renderer->SetTextureColorMod = GL_SetTextureColorMod;
renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod;
renderer->SetTextureBlendMode = GL_SetTextureBlendMode;
renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
310
311
312
313
renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->DirtyTexture = GL_DirtyTexture;
314
renderer->RenderPoint = GL_RenderPoint;
315
renderer->RenderLine = GL_RenderLine;
316
317
renderer->RenderFill = GL_RenderFill;
renderer->RenderCopy = GL_RenderCopy;
318
319
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderWritePixels = GL_RenderWritePixels;
320
321
322
323
324
325
326
327
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 =
328
(SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
329
330
331
332
333
334
if (GL_LoadFunctions(data) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
335
336
337
338
339
340
341
342
343
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;
}
344
345
346
#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
347
348
CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
*/
349
350
#endif
351
if (flags & SDL_RENDERER_PRESENTVSYNC) {
352
353
354
355
356
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
357
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
358
359
}
360
361
362
363
364
365
if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) {
if (!doublebuffer) {
renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
}
}
366
367
368
369
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;
370
371
372
373
374
if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
}
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
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;
}
390
391
392
393
394
395
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;
}
396
397
398
399
400
if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
data->glTextureRangeAPPLE =
(void (*)(GLenum, GLsizei, const GLvoid *))
SDL_GL_GetProcAddress("glTextureRangeAPPLE");
}
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
/* 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;
}
424
/* Set up parameters for rendering */
425
426
427
428
data->blendMode = -1;
data->scaleMode = -1;
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
429
430
/* This ended up causing video discrepancies between OpenGL and Direct3D */
/*data->glEnable(GL_LINE_SMOOTH);*/
431
if (data->GL_ARB_texture_rectangle_supported) {
432
data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
433
} else {
434
data->glEnable(GL_TEXTURE_2D);
435
}
436
data->updateSize = SDL_TRUE;
437
438
439
440
return renderer;
}
441
442
443
444
445
446
static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
447
448
449
if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
return -1;
}
450
if (data->updateSize) {
451
452
453
454
455
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glViewport(0, 0, window->w, window->h);
456
457
data->glOrtho(0.0, (GLdouble) window->w,
(GLdouble) window->h, 0.0, 0.0, 1.0);
458
459
data->updateSize = SDL_FALSE;
}
460
461
462
463
464
465
466
467
return 0;
}
static int
GL_DisplayModeChanged(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
468
469
470
/* Rebind the context to the window area and update matrices */
data->updateSize = SDL_TRUE;
return GL_ActivateRenderer(renderer);
471
472
}
473
474
475
476
477
478
479
480
481
482
483
static __inline__ int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
484
485
//#define DEBUG_PROGRAM_COMPILE 1
486
487
static GLuint
488
compile_shader(GL_RenderData * data, GLenum shader_type, const char *_code)
489
{
490
491
const int have_texture_rects = data->GL_ARB_texture_rectangle_supported;
const char *replacement = have_texture_rects ? "RECT" : "2D";
492
const size_t replacementlen = SDL_strlen(replacement);
493
const char *token = "%TEXTURETARGET%";
494
const size_t tokenlen = SDL_strlen(token);
495
496
497
498
499
500
501
502
503
504
505
506
507
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;
508
for (ptr = SDL_strstr(code, token); ptr; ptr = SDL_strstr(ptr + 1, token)) {
509
510
511
SDL_memcpy(ptr, replacement, replacementlen);
SDL_memmove(ptr + replacementlen, ptr + tokenlen,
SDL_strlen(ptr + tokenlen) + 1);
512
513
}
514
#if DEBUG_PROGRAM_COMPILE
515
printf("compiling shader:\n%s\n\n", code);
516
517
#endif
518
data->glGetError(); /* flush any existing error state. */
519
520
521
data->glGenProgramsARB(1, &program);
data->glBindProgramARB(shader_type, program);
data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
522
(GLsizei)SDL_strlen(code), code);
523
524
SDL_free(code);
525
526
if (data->glGetError() == GL_INVALID_OPERATION) {
527
528
529
530
531
532
#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",
533
(int) pos, (const char *) errstr);
534
535
536
537
#endif
data->glBindProgramARB(shader_type, 0);
data->glDeleteProgramsARB(1, &program);
return 0;
538
}
539
540
541
542
return program;
}
543
544
545
546
547
548
549
550
551
552
553
554
555
/*
* Fragment program that renders from UYVY textures.
* The UYVY to RGB equasion is:
* 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, stored in the R, G, B, A channels.
* 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr
*
* !!! FIXME: this ignores blendmodes, etc.
* !!! FIXME: this could be more efficient...use a dot product for green, etc.
*/
556
static const char *fragment_program_UYVY_source_code = "!!ARBfp1.0\n"
557
/* outputs... */
558
"OUTPUT outcolor = result.color;\n"
559
/* scratch registers... */
560
"TEMP uyvy;\n" "TEMP luminance;\n" "TEMP work;\n"
561
/* Halve the coordinates to grab the correct 32 bits for the fragment. */
562
"MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n"
563
/* Sample the YUV texture. Cb, Y1, Cr, Y2, are stored in x, y, z, w. */
564
"TEX uyvy, work, texture[0], %TEXTURETARGET%;\n"
565
/* Do subtractions (128/255, 16/255, 128/255, 16/255) */
566
"SUB uyvy, uyvy, { 0.501960784313726, 0.06274509803922, 0.501960784313726, 0.06274509803922 };\n"
567
568
/* Choose the luminance component by texcoord. */
/* !!! FIXME: laziness wins out for now... just average Y1 and Y2. */
569
570
"ADD luminance, uyvy.yyyy, uyvy.wwww;\n"
"MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n"
571
/* Multiply luminance by its magic value. */
572
"MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n"
573
/* uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications. */
574
"MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n"
575
/* Add luminance to Cr and Cb, store to RGB channels. */
576
"ADD work.rgb, luminance, uyvy;\n"
577
/* Do final addition for Green channel. (!!! FIXME: this should be a DPH?) */
578
"ADD work.g, work.g, uyvy.w;\n"
579
/* Make sure alpha channel is fully opaque. (!!! FIXME: blend modes!) */
580
"MOV work.a, { 1.0 };\n"
581
/* Store out the final fragment color... */
582
"MOV outcolor, work;\n"
583
/* ...and we're done! */
584
585
"END\n";
586
587
588
static __inline__ SDL_bool
convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
GLint* internalFormat, GLenum* format, GLenum* type)
589
{
590
switch (pixel_format) {
591
592
case SDL_PIXELFORMAT_INDEX1LSB:
case SDL_PIXELFORMAT_INDEX1MSB:
593
594
595
*internalFormat = GL_RGB;
*format = GL_COLOR_INDEX;
*type = GL_BITMAP;
596
break;
597
case SDL_PIXELFORMAT_INDEX8:
598
if (!renderdata->GL_EXT_paletted_texture_supported) {
599
return SDL_FALSE;
600
}
601
602
603
*internalFormat = GL_COLOR_INDEX8_EXT;
*format = GL_COLOR_INDEX;
*type = GL_UNSIGNED_BYTE;
604
break;
605
case SDL_PIXELFORMAT_RGB332:
606
607
608
*internalFormat = GL_R3_G3_B2;
*format = GL_RGB;
*type = GL_UNSIGNED_BYTE_3_3_2;
609
break;
610
case SDL_PIXELFORMAT_RGB444:
611
612
613
*internalFormat = GL_RGB4;
*format = GL_RGB;
*type = GL_UNSIGNED_SHORT_4_4_4_4;
614
break;
615
case SDL_PIXELFORMAT_RGB555:
616
617
618
*internalFormat = GL_RGB5;
*format = GL_RGB;
*type = GL_UNSIGNED_SHORT_5_5_5_1;
619
break;
620
case SDL_PIXELFORMAT_ARGB4444:
621
622
623
*internalFormat = GL_RGBA4;
*format = GL_BGRA;
*type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
624
break;
625
case SDL_PIXELFORMAT_ARGB1555:
626
627
628
*internalFormat = GL_RGB5_A1;
*format = GL_BGRA;
*type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
629
break;
630
case SDL_PIXELFORMAT_RGB565:
631
632
633
*internalFormat = GL_RGB8;
*format = GL_RGB;
*type = GL_UNSIGNED_SHORT_5_6_5;
634
break;
635
case SDL_PIXELFORMAT_RGB24:
636
637
638
*internalFormat = GL_RGB8;
*format = GL_RGB;
*type = GL_UNSIGNED_BYTE;
639
break;
640
case SDL_PIXELFORMAT_RGB888:
641
642
643
*internalFormat = GL_RGB8;
*format = GL_BGRA;
*type = GL_UNSIGNED_BYTE;
644
break;
645
case SDL_PIXELFORMAT_BGR24:
646
647
648
*internalFormat = GL_RGB8;
*format = GL_BGR;
*type = GL_UNSIGNED_BYTE;
649
break;
650
case SDL_PIXELFORMAT_BGR888:
651
652
653
*internalFormat = GL_RGB8;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
654
break;
655
case SDL_PIXELFORMAT_ARGB8888:
656
#ifdef __MACOSX__
657
658
659
*internalFormat = GL_RGBA;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
660
#else
661
662
663
*internalFormat = GL_RGBA8;
*format = GL_BGRA;
*type = GL_UNSIGNED_BYTE;
664
#endif
665
break;
666
case SDL_PIXELFORMAT_ABGR8888:
667
668
669
*internalFormat = GL_RGBA8;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
670
break;
671
case SDL_PIXELFORMAT_ARGB2101010:
672
673
674
*internalFormat = GL_RGB10_A2;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_2_10_10_10_REV;
675
break;
676
case SDL_PIXELFORMAT_UYVY:
677
if (renderdata->GL_APPLE_ycbcr_422_supported) {
678
679
*internalFormat = GL_RGB;
*format = GL_YCBCR_422_APPLE;
680
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
681
*type = GL_UNSIGNED_SHORT_8_8_APPLE;
682
#else
683
*type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
684
685
#endif
} else if (renderdata->GL_MESA_ycbcr_texture_supported) {
686
687
*internalFormat = GL_RGB;
*format = GL_YCBCR_MESA;
688
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
689
*type = GL_UNSIGNED_SHORT_8_8_MESA;
690
#else
691
*type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
692
693
#endif
} else if (renderdata->GL_ARB_fragment_program_supported) {
694
695
696
*internalFormat = GL_RGBA;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
697
} else {
698
return SDL_FALSE;
699
700
}
break;
701
702
case SDL_PIXELFORMAT_YUY2:
if (renderdata->GL_APPLE_ycbcr_422_supported) {
703
704
*internalFormat = GL_RGB;
*format = GL_YCBCR_422_APPLE;
705
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
706
*type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
707
#else
708
*type = GL_UNSIGNED_SHORT_8_8_APPLE;
709
710
#endif
} else if (renderdata->GL_MESA_ycbcr_texture_supported) {
711
712
*internalFormat = GL_RGB;
*format = GL_YCBCR_MESA;
713
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
714
*type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
715
#else
716
*type = GL_UNSIGNED_SHORT_8_8_MESA;
717
#endif
718
} else {
719
return SDL_FALSE;
720
721
}
break;
722
default:
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
return SDL_FALSE;
}
return SDL_TRUE;
}
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;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLuint shader = 0;
GLenum result;
if (!convert_format(renderdata, texture->format, &internalFormat,
&format, &type)) {
742
743
744
SDL_SetError("Unsupported texture format");
return -1;
}
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
if (texture->format == SDL_PIXELFORMAT_UYVY &&
!renderdata->GL_APPLE_ycbcr_422_supported &&
!renderdata->GL_MESA_ycbcr_texture_supported &&
renderdata->GL_ARB_fragment_program_supported) {
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;
}
760
761
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
762
763
764
765
766
if (!data) {
SDL_OutOfMemory();
return -1;
}
767
768
data->shader = shader;
769
770
771
772
773
774
775
776
777
778
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));
}
779
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
780
data->pitch = texture->w * bytes_per_pixel(texture->format);
781
782
783
784
785
786
787
788
data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
}
789
790
texture->driverdata = data;
791
792
renderdata->glGetError();
renderdata->glGenTextures(1, &data->texture);
793
794
795
796
if (renderdata->GL_ARB_texture_rectangle_supported) {
data->type = GL_TEXTURE_RECTANGLE_ARB;
texture_w = texture->w;
texture_h = texture->h;
797
798
data->texw = (GLfloat) texture_w;
data->texh = (GLfloat) texture_h;
799
800
801
802
} else {
data->type = GL_TEXTURE_2D;
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
803
data->texw = (GLfloat) (texture->w) / texture_w;
804
805
data->texh = (GLfloat) texture->h / texture_h;
}
806
807
808
/* YUV formats use RGBA but are really two bytes per pixel */
if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
809
data->HACK_RYAN_FIXME = 2;
810
} else {
811
data->HACK_RYAN_FIXME = 1;
812
}
813
texture_w /= data->HACK_RYAN_FIXME;
814
815
816
data->format = format;
data->formattype = type;
817
renderdata->glEnable(data->type);
818
renderdata->glBindTexture(data->type, data->texture);
819
820
821
822
823
824
825
826
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);
827
#ifdef __MACOSX__
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
#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);
}
844
845
/* This causes a crash in testoverlay for some reason. Apple bug? */
#if 0
846
847
if (texture->access == SDL_TEXTUREACCESS_STREAMING
&& texture->format == SDL_PIXELFORMAT_ARGB8888) {
848
/*
849
850
851
852
853
854
if (renderdata->glTextureRangeAPPLE) {
renderdata->glTextureRangeAPPLE(data->type,
texture->h * data->pitch,
data->pixels);
}
*/
855
856
857
858
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
859
#endif
860
861
862
863
864
#endif
{
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
}
865
renderdata->glDisable(data->type);
866
result = renderdata->glGetError();
867
868
869
870
if (result != GL_NO_ERROR) {
GL_SetError("glTexImage2D()", result);
return -1;
}
871
872
873
return 0;
}
874
875
876
877
878
879
880
881
882
883
884
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;
}
885
886
887
888
889
890
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;
891
Uint8 *palette;
892
893
894
895
896
897
898
899
900
901
902
903
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;
}
904
renderdata->glEnable(data->type);
905
906
907
renderdata->glBindTexture(data->type, data->texture);
renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB,
GL_UNSIGNED_BYTE, data->palette);
908
909
910
911
912
913
914
return 0;
}
static int
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
{
915
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
916
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
917
Uint8 *palette;
918
919
920
921
922
923
924
925
926
927
928
929
930
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;
}
931
932
933
return 0;
}
934
static void
935
936
SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
int pitch)
937
{
938
if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) {
939
renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
940
} else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) {
941
renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
942
}
943
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
944
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
945
(pitch / bytes_per_pixel(texture->format)) /
946
947
((GL_TextureData *) texture->driverdata)->
HACK_RYAN_FIXME);
948
949
}
950
951
952
static int
GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
953
return 0;
954
955
956
957
958
}
static int
GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
959
return 0;
960
961
962
963
964
965
}
static int
GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
switch (texture->blendMode) {
966
967
968
969
970
case SDL_BLENDMODE_NONE:
case SDL_BLENDMODE_MASK:
case SDL_BLENDMODE_BLEND:
case SDL_BLENDMODE_ADD:
case SDL_BLENDMODE_MOD:
971
972
973
return 0;
default:
SDL_Unsupported();
974
texture->blendMode = SDL_BLENDMODE_NONE;
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
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;
}
}
998
999
1000
static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)