src/render/opengl/SDL_render_gl.c
author Sam Lantinga <slouken@libsdl.org>
Mon, 21 Mar 2011 17:15:49 -0700
changeset 5503 be88d105e91c
parent 5484 e20c93bc9122
child 5535 96594ac5fd1a
permissions -rw-r--r--
The scale mode is per texture, not per texture unit.
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2011 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
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#include "SDL_hints.h"
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#include "SDL_log.h"
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#include "SDL_opengl.h"
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#include "../SDL_sysrender.h"
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#include "SDL_shaders_gl.h"
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#ifdef __MACOSX__
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#include <OpenGL/OpenGL.h>
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#endif
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/* OpenGL renderer implementation */
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/* Details on optimizing the texture path on Mac OS X:
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   http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
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*/
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/* Used to re-create the window with OpenGL capability */
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extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
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static const float inv255f = 1.0f / 255.0f;
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
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static void GL_WindowEvent(SDL_Renderer * renderer,
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                           const SDL_WindowEvent *event);
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static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                            const SDL_Rect * rect, const void *pixels,
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                            int pitch);
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static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                          const SDL_Rect * rect, void **pixels, int *pitch);
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static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_UpdateViewport(SDL_Renderer * renderer);
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static int GL_RenderClear(SDL_Renderer * renderer);
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static int GL_RenderDrawPoints(SDL_Renderer * renderer,
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                               const SDL_Point * points, int count);
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static int GL_RenderDrawLines(SDL_Renderer * renderer,
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                              const SDL_Point * points, int count);
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static int GL_RenderFillRects(SDL_Renderer * renderer,
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                              const SDL_Rect * rects, int count);
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static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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                         const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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                               Uint32 pixel_format, void * pixels, int pitch);
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static void GL_RenderPresent(SDL_Renderer * renderer);
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static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_DestroyRenderer(SDL_Renderer * renderer);
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SDL_RenderDriver GL_RenderDriver = {
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    GL_CreateRenderer,
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    {
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     "opengl",
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     (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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     1,
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     {SDL_PIXELFORMAT_ARGB8888},
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     0,
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     0}
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};
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typedef struct
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{
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    SDL_GLContext context;
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    SDL_bool GL_ARB_texture_rectangle_supported;
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    struct {
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        GL_Shader shader;
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        Uint32 color;
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        int blendMode;
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    } current;
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    /* OpenGL functions */
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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    /* Multitexture support */
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    SDL_bool GL_ARB_multitexture_supported;
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    PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
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    GLint num_texture_units;
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    /* Shader support */
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    GL_ShaderContext *shaders;
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} GL_RenderData;
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typedef struct
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{
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    GLuint texture;
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    GLenum type;
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    GLfloat texw;
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    GLfloat texh;
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    GLenum format;
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    GLenum formattype;
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    void *pixels;
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    int pitch;
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    SDL_Rect locked_rect;
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    /* YV12 texture support */
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    SDL_bool yuv;
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    GLuint utexture;
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    GLuint vtexture;
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} GL_TextureData;
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static void
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GL_SetError(const char *prefix, GLenum result)
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{
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    const char *error;
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    switch (result) {
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    case GL_NO_ERROR:
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        error = "GL_NO_ERROR";
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        break;
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    case GL_INVALID_ENUM:
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        error = "GL_INVALID_ENUM";
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        break;
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    case GL_INVALID_VALUE:
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        error = "GL_INVALID_VALUE";
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        break;
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    case GL_INVALID_OPERATION:
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        error = "GL_INVALID_OPERATION";
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        break;
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    case GL_STACK_OVERFLOW:
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        error = "GL_STACK_OVERFLOW";
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        break;
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    case GL_STACK_UNDERFLOW:
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        error = "GL_STACK_UNDERFLOW";
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        break;
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    case GL_OUT_OF_MEMORY:
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        error = "GL_OUT_OF_MEMORY";
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        break;
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    case GL_TABLE_TOO_LARGE:
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        error = "GL_TABLE_TOO_LARGE";
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        break;
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    default:
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        error = "UNKNOWN";
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        break;
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    }
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    SDL_SetError("%s: %s", prefix, error);
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}
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static int
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GL_LoadFunctions(GL_RenderData * data)
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{
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#ifdef __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#else
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#define SDL_PROC(ret,func,params) \
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    do { \
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        data->func = SDL_GL_GetProcAddress(#func); \
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        if ( ! data->func ) { \
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            SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
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            return -1; \
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        } \
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    } while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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    return 0;
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}
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int
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GL_ActivateRenderer(SDL_Renderer * renderer)
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{
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    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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    if (SDL_CurrentContext != data->context) {
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        if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
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            return -1;
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        }
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        SDL_CurrentContext = data->context;
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        GL_UpdateViewport(renderer);
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    }
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    return 0;
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}
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/* This is called if we need to invalidate all of the SDL OpenGL state */
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static void
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GL_ResetState(SDL_Renderer *renderer)
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{
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    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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    if (SDL_CurrentContext == data->context) {
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        GL_UpdateViewport(renderer);
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    } else {
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        GL_ActivateRenderer(renderer);
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    }
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    data->current.shader = SHADER_NONE;
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    data->current.color = 0;
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    data->current.blendMode = -1;
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    data->glDisable(GL_DEPTH_TEST);
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    data->glDisable(GL_CULL_FACE);
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    /* This ended up causing video discrepancies between OpenGL and Direct3D */
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    /*data->glEnable(GL_LINE_SMOOTH);*/
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    data->glMatrixMode(GL_MODELVIEW);
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    data->glLoadIdentity();
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}
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SDL_Renderer *
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GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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    SDL_Renderer *renderer;
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    GL_RenderData *data;
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    const char *hint;
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    GLint value;
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    Uint32 window_flags;
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    window_flags = SDL_GetWindowFlags(window);
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    if (!(window_flags & SDL_WINDOW_OPENGL)) {
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        if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
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            return NULL;
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        }
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    }
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    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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    if (!renderer) {
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        SDL_OutOfMemory();
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        return NULL;
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    }
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    data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
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    if (!data) {
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        GL_DestroyRenderer(renderer);
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        SDL_OutOfMemory();
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        return NULL;
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    }
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    renderer->WindowEvent = GL_WindowEvent;
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    renderer->CreateTexture = GL_CreateTexture;
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    renderer->UpdateTexture = GL_UpdateTexture;
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    renderer->LockTexture = GL_LockTexture;
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    renderer->UnlockTexture = GL_UnlockTexture;
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    renderer->UpdateViewport = GL_UpdateViewport;
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    renderer->RenderClear = GL_RenderClear;
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    renderer->RenderDrawPoints = GL_RenderDrawPoints;
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    renderer->RenderDrawLines = GL_RenderDrawLines;
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    renderer->RenderFillRects = GL_RenderFillRects;
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    renderer->RenderCopy = GL_RenderCopy;
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    renderer->RenderReadPixels = GL_RenderReadPixels;
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    renderer->RenderPresent = GL_RenderPresent;
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    renderer->DestroyTexture = GL_DestroyTexture;
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    renderer->DestroyRenderer = GL_DestroyRenderer;
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    renderer->info = GL_RenderDriver.info;
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    renderer->info.flags = SDL_RENDERER_ACCELERATED;
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    renderer->driverdata = data;
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    data->context = SDL_GL_CreateContext(window);
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    if (!data->context) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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    if (SDL_GL_MakeCurrent(window, data->context) < 0) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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    if (GL_LoadFunctions(data) < 0) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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#ifdef __MACOSX__
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    /* Enable multi-threaded rendering */
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    /* Disabled until Ryan finishes his VBO/PBO code...
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       CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
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     */
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#endif
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    if (flags & SDL_RENDERER_PRESENTVSYNC) {
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        SDL_GL_SetSwapInterval(1);
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    } else {
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        SDL_GL_SetSwapInterval(0);
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    }
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    if (SDL_GL_GetSwapInterval() > 0) {
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        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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    }
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    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
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    renderer->info.max_texture_width = value;
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    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
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    renderer->info.max_texture_height = value;
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    if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
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        || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
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        data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
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    }
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    /* Check for multitexture support */
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    if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
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        data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
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        if (data->glActiveTextureARB) {
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            data->GL_ARB_multitexture_supported = SDL_TRUE;
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            data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
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        }
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    }
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    /* Check for shader support */
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    hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS);
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    if (!hint || *hint != '0') {
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        data->shaders = GL_CreateShaderContext();
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    }
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    SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
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                data->shaders ? "ENABLED" : "DISABLED");
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    /* We support YV12 textures using 3 textures and a shader */
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    if (data->shaders && data->num_texture_units >= 3) {
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        renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
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        renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
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    }
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    /* Set up parameters for rendering */
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    GL_ResetState(renderer);
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    return renderer;
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   347
}
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   348
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static void
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   350
GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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   353
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    if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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        /* Rebind the context to the window area and update matrices */
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        SDL_CurrentContext = NULL;
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    }
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}
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   360
static __inline__ int
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power_of_2(int input)
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{
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    int value = 1;
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   364
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    while (value < input) {
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        value <<= 1;
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   367
    }
slouken@1922
   368
    return value;
slouken@1922
   369
}
slouken@1922
   370
slouken@3433
   371
static __inline__ SDL_bool
slouken@3433
   372
convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
slouken@3433
   373
               GLint* internalFormat, GLenum* format, GLenum* type)
slouken@3433
   374
{
slouken@3433
   375
    switch (pixel_format) {
slouken@3433
   376
    case SDL_PIXELFORMAT_ARGB8888:
slouken@5156
   377
        *internalFormat = GL_RGBA8;
slouken@3433
   378
        *format = GL_BGRA;
slouken@3433
   379
        *type = GL_UNSIGNED_INT_8_8_8_8_REV;
slouken@3433
   380
        break;
slouken@5264
   381
    case SDL_PIXELFORMAT_YV12:
slouken@5264
   382
    case SDL_PIXELFORMAT_IYUV:
slouken@5264
   383
        *internalFormat = GL_LUMINANCE;
slouken@5264
   384
        *format = GL_LUMINANCE;
slouken@5264
   385
        *type = GL_UNSIGNED_BYTE;
slouken@5264
   386
        break;
slouken@3433
   387
    default:
slouken@3433
   388
        return SDL_FALSE;
slouken@3433
   389
    }
slouken@3433
   390
    return SDL_TRUE;
slouken@3433
   391
}
icculus@2835
   392
slouken@5484
   393
static GLenum
slouken@5484
   394
GetScaleQuality(void)
slouken@5484
   395
{
slouken@5484
   396
    const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
slouken@5484
   397
slouken@5484
   398
    if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
slouken@5484
   399
        return GL_NEAREST;
slouken@5484
   400
    } else {
slouken@5484
   401
        return GL_LINEAR;
slouken@5484
   402
    }
slouken@5484
   403
}
slouken@5484
   404
slouken@1918
   405
static int
slouken@1918
   406
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
   407
{
slouken@1918
   408
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   409
    GL_TextureData *data;
slouken@1920
   410
    GLint internalFormat;
slouken@1920
   411
    GLenum format, type;
slouken@1922
   412
    int texture_w, texture_h;
slouken@5503
   413
    GLenum scaleMode;
slouken@1924
   414
    GLenum result;
slouken@1918
   415
slouken@5147
   416
    GL_ActivateRenderer(renderer);
slouken@5147
   417
slouken@3433
   418
    if (!convert_format(renderdata, texture->format, &internalFormat,
slouken@3433
   419
                        &format, &type)) {
slouken@4990
   420
        SDL_SetError("Texture format %s not supported by OpenGL",
slouken@4990
   421
                     SDL_GetPixelFormatName(texture->format));
slouken@1920
   422
        return -1;
slouken@1920
   423
    }
slouken@1920
   424
slouken@1920
   425
    data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
slouken@1918
   426
    if (!data) {
slouken@1918
   427
        SDL_OutOfMemory();
slouken@1918
   428
        return -1;
slouken@1918
   429
    }
slouken@1918
   430
slouken@2222
   431
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5264
   432
        size_t size;
slouken@5156
   433
        data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
slouken@5264
   434
        size = texture->h * data->pitch;
slouken@5264
   435
        if (texture->format == SDL_PIXELFORMAT_YV12 ||
slouken@5264
   436
            texture->format == SDL_PIXELFORMAT_IYUV) {
slouken@5264
   437
            /* Need to add size for the U and V planes */
slouken@5264
   438
            size += (2 * (texture->h * data->pitch) / 4);
slouken@5264
   439
        }
slouken@5402
   440
        data->pixels = SDL_calloc(1, size);
slouken@2222
   441
        if (!data->pixels) {
slouken@2222
   442
            SDL_OutOfMemory();
slouken@2222
   443
            SDL_free(data);
slouken@2222
   444
            return -1;
slouken@2222
   445
        }
slouken@2222
   446
    }
slouken@2222
   447
slouken@1918
   448
    texture->driverdata = data;
slouken@1918
   449
slouken@1927
   450
    renderdata->glGetError();
slouken@1927
   451
    renderdata->glGenTextures(1, &data->texture);
slouken@1926
   452
    if (renderdata->GL_ARB_texture_rectangle_supported) {
slouken@1926
   453
        data->type = GL_TEXTURE_RECTANGLE_ARB;
slouken@1926
   454
        texture_w = texture->w;
slouken@1926
   455
        texture_h = texture->h;
icculus@2835
   456
        data->texw = (GLfloat) texture_w;
icculus@2835
   457
        data->texh = (GLfloat) texture_h;
slouken@1926
   458
    } else {
slouken@1926
   459
        data->type = GL_TEXTURE_2D;
slouken@1926
   460
        texture_w = power_of_2(texture->w);
slouken@1926
   461
        texture_h = power_of_2(texture->h);
icculus@2835
   462
        data->texw = (GLfloat) (texture->w) / texture_w;
slouken@1926
   463
        data->texh = (GLfloat) texture->h / texture_h;
slouken@1926
   464
    }
icculus@2835
   465
slouken@1920
   466
    data->format = format;
slouken@1920
   467
    data->formattype = type;
slouken@5503
   468
    scaleMode = GetScaleQuality();
slouken@2884
   469
    renderdata->glEnable(data->type);
slouken@1927
   470
    renderdata->glBindTexture(data->type, data->texture);
slouken@5503
   471
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode);
slouken@5503
   472
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode);
slouken@2230
   473
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
slouken@2230
   474
                                GL_CLAMP_TO_EDGE);
slouken@2230
   475
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
slouken@2230
   476
                                GL_CLAMP_TO_EDGE);
slouken@2840
   477
#ifdef __MACOSX__
slouken@2230
   478
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
slouken@2230
   479
#define GL_TEXTURE_STORAGE_HINT_APPLE       0x85BC
slouken@2230
   480
#endif
slouken@2230
   481
#ifndef STORAGE_CACHED_APPLE
slouken@2230
   482
#define STORAGE_CACHED_APPLE                0x85BE
slouken@2230
   483
#endif
slouken@2230
   484
#ifndef STORAGE_SHARED_APPLE
slouken@2230
   485
#define STORAGE_SHARED_APPLE                0x85BF
slouken@2230
   486
#endif
slouken@2230
   487
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@2230
   488
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   489
                                    GL_STORAGE_SHARED_APPLE);
slouken@2230
   490
    } else {
slouken@2230
   491
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   492
                                    GL_STORAGE_CACHED_APPLE);
slouken@2230
   493
    }
bob@2295
   494
    if (texture->access == SDL_TEXTUREACCESS_STREAMING
slouken@5397
   495
        && texture->format == SDL_PIXELFORMAT_ARGB8888
slouken@5397
   496
        && (texture->w % 8) == 0) {
slouken@2230
   497
        renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
slouken@5397
   498
        renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@5397
   499
        renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
slouken@5397
   500
                          (data->pitch / SDL_BYTESPERPIXEL(texture->format)));
slouken@2230
   501
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   502
                                 texture_h, 0, format, type, data->pixels);
slouken@5397
   503
        renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
slouken@5156
   504
    }
slouken@5156
   505
    else
slouken@2809
   506
#endif
slouken@2230
   507
    {
slouken@2230
   508
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   509
                                 texture_h, 0, format, type, NULL);
slouken@2230
   510
    }
slouken@3041
   511
    renderdata->glDisable(data->type);
slouken@1927
   512
    result = renderdata->glGetError();
slouken@1924
   513
    if (result != GL_NO_ERROR) {
slouken@1924
   514
        GL_SetError("glTexImage2D()", result);
slouken@1924
   515
        return -1;
slouken@1924
   516
    }
slouken@5264
   517
slouken@5264
   518
    if (texture->format == SDL_PIXELFORMAT_YV12 ||
slouken@5264
   519
        texture->format == SDL_PIXELFORMAT_IYUV) {
slouken@5264
   520
        data->yuv = SDL_TRUE;
slouken@5264
   521
slouken@5264
   522
        renderdata->glGenTextures(1, &data->utexture);
slouken@5264
   523
        renderdata->glGenTextures(1, &data->vtexture);
slouken@5264
   524
        renderdata->glEnable(data->type);
slouken@5264
   525
slouken@5264
   526
        renderdata->glBindTexture(data->type, data->utexture);
slouken@5503
   527
        renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
slouken@5503
   528
                                    scaleMode);
slouken@5503
   529
        renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
slouken@5503
   530
                                    scaleMode);
slouken@5264
   531
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
slouken@5264
   532
                                    GL_CLAMP_TO_EDGE);
slouken@5264
   533
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
slouken@5264
   534
                                    GL_CLAMP_TO_EDGE);
slouken@5264
   535
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
slouken@5264
   536
                                 texture_h/2, 0, format, type, NULL);
slouken@5264
   537
slouken@5264
   538
        renderdata->glBindTexture(data->type, data->vtexture);
slouken@5503
   539
        renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
slouken@5503
   540
                                    scaleMode);
slouken@5503
   541
        renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
slouken@5503
   542
                                    scaleMode);
slouken@5264
   543
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
slouken@5264
   544
                                    GL_CLAMP_TO_EDGE);
slouken@5264
   545
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
slouken@5264
   546
                                    GL_CLAMP_TO_EDGE);
slouken@5264
   547
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
slouken@5264
   548
                                 texture_h/2, 0, format, type, NULL);
slouken@5264
   549
slouken@5264
   550
        renderdata->glDisable(data->type);
slouken@5264
   551
    }
slouken@1918
   552
    return 0;
slouken@1918
   553
}
slouken@1918
   554
slouken@1918
   555
static int
slouken@1918
   556
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   557
                 const SDL_Rect * rect, const void *pixels, int pitch)
slouken@1918
   558
{
slouken@1927
   559
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   560
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1924
   561
    GLenum result;
slouken@1918
   562
slouken@5147
   563
    GL_ActivateRenderer(renderer);
slouken@5147
   564
slouken@1927
   565
    renderdata->glGetError();
slouken@5397
   566
    renderdata->glEnable(data->type);
slouken@5397
   567
    renderdata->glBindTexture(data->type, data->texture);
slouken@5227
   568
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@5227
   569
    renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
slouken@5227
   570
                              (pitch / SDL_BYTESPERPIXEL(texture->format)));
slouken@1927
   571
    renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
slouken@1927
   572
                                rect->h, data->format, data->formattype,
slouken@1927
   573
                                pixels);
slouken@5264
   574
    if (data->yuv) {
slouken@5265
   575
        const void *top;
slouken@5265
   576
slouken@5265
   577
        renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2));
slouken@5265
   578
slouken@5264
   579
        /* Skip to the top of the next texture */
slouken@5265
   580
        top = (const void*)((const Uint8*)pixels + (texture->h-rect->y) * pitch - rect->x);
slouken@5264
   581
slouken@5264
   582
        /* Skip to the correct offset into the next texture */
slouken@5264
   583
        pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
slouken@5264
   584
        if (texture->format == SDL_PIXELFORMAT_YV12) {
slouken@5264
   585
            renderdata->glBindTexture(data->type, data->vtexture);
slouken@5264
   586
        } else {
slouken@5264
   587
            renderdata->glBindTexture(data->type, data->utexture);
slouken@5264
   588
        }
slouken@5264
   589
        renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
slouken@5264
   590
                                    rect->w/2, rect->h/2,
slouken@5264
   591
                                    data->format, data->formattype, pixels);
slouken@5264
   592
slouken@5264
   593
        /* Skip to the top of the next texture */
slouken@5264
   594
        top = (const void*)((const Uint8*)top + (texture->h * pitch)/4);
slouken@5264
   595
slouken@5264
   596
        /* Skip to the correct offset into the next texture */
slouken@5264
   597
        pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
slouken@5264
   598
        if (texture->format == SDL_PIXELFORMAT_YV12) {
slouken@5264
   599
            renderdata->glBindTexture(data->type, data->utexture);
slouken@5264
   600
        } else {
slouken@5264
   601
            renderdata->glBindTexture(data->type, data->vtexture);
slouken@5264
   602
        }
slouken@5264
   603
        renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
slouken@5264
   604
                                    rect->w/2, rect->h/2,
slouken@5264
   605
                                    data->format, data->formattype, pixels);
slouken@5264
   606
    }
slouken@3041
   607
    renderdata->glDisable(data->type);
slouken@1927
   608
    result = renderdata->glGetError();
slouken@1924
   609
    if (result != GL_NO_ERROR) {
slouken@1924
   610
        GL_SetError("glTexSubImage2D()", result);
slouken@1924
   611
        return -1;
slouken@1924
   612
    }
slouken@1918
   613
    return 0;
slouken@1918
   614
}
slouken@1918
   615
slouken@1918
   616
static int
slouken@1918
   617
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5156
   618
               const SDL_Rect * rect, void **pixels, int *pitch)
slouken@1918
   619
{
slouken@1918
   620
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
   621
slouken@5227
   622
    data->locked_rect = *rect;
slouken@5227
   623
    *pixels = 
slouken@1920
   624
        (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
slouken@5156
   625
                  rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@1920
   626
    *pitch = data->pitch;
slouken@1918
   627
    return 0;
slouken@1918
   628
}
slouken@1918
   629
slouken@1918
   630
static void
slouken@1918
   631
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
   632
{
slouken@5156
   633
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@5227
   634
    const SDL_Rect *rect;
slouken@5227
   635
    void *pixels;
slouken@1918
   636
slouken@5227
   637
    rect = &data->locked_rect;
slouken@5227
   638
    pixels = 
slouken@5227
   639
        (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
slouken@5227
   640
                  rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5227
   641
    GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
slouken@1918
   642
}
slouken@1918
   643
slouken@5297
   644
static int
slouken@5297
   645
GL_UpdateViewport(SDL_Renderer * renderer)
slouken@5224
   646
{
slouken@5224
   647
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@5224
   648
slouken@5297
   649
    if (SDL_CurrentContext != data->context) {
slouken@5297
   650
        /* We'll update the viewport after we rebind the context */
slouken@5297
   651
        return 0;
slouken@5297
   652
    }
slouken@5224
   653
slouken@5297
   654
    data->glViewport(renderer->viewport.x, renderer->viewport.y,
slouken@5297
   655
                     renderer->viewport.w, renderer->viewport.h);
slouken@5224
   656
slouken@5297
   657
    data->glMatrixMode(GL_PROJECTION);
slouken@5297
   658
    data->glLoadIdentity();
slouken@5297
   659
    data->glOrtho((GLdouble) 0,
slouken@5297
   660
                  (GLdouble) renderer->viewport.w,
slouken@5297
   661
                  (GLdouble) renderer->viewport.h,
slouken@5297
   662
                  (GLdouble) 0, 0.0, 1.0);
slouken@5297
   663
    return 0;
slouken@5224
   664
}
slouken@5224
   665
slouken@5224
   666
static void
slouken@5355
   667
GL_SetShader(GL_RenderData * data, GL_Shader shader)
slouken@5355
   668
{
slouken@5355
   669
    if (data->shaders && shader != data->current.shader) {
slouken@5355
   670
        GL_SelectShader(data->shaders, shader);
slouken@5355
   671
        data->current.shader = shader;
slouken@5355
   672
    }
slouken@5355
   673
}
slouken@5355
   674
slouken@5355
   675
static void
slouken@5355
   676
GL_SetColor(GL_RenderData * data, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
slouken@5355
   677
{
slouken@5355
   678
    Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
slouken@5355
   679
slouken@5355
   680
    if (color != data->current.color) {
slouken@5355
   681
        data->glColor4f((GLfloat) r * inv255f,
slouken@5355
   682
                        (GLfloat) g * inv255f,
slouken@5355
   683
                        (GLfloat) b * inv255f,
slouken@5355
   684
                        (GLfloat) a * inv255f);
slouken@5355
   685
        data->current.color = color;
slouken@5355
   686
    }
slouken@5355
   687
}
slouken@5355
   688
slouken@5355
   689
static void
slouken@5140
   690
GL_SetBlendMode(GL_RenderData * data, int blendMode)
slouken@2936
   691
{
slouken@5355
   692
    if (blendMode != data->current.blendMode) {
slouken@2936
   693
        switch (blendMode) {
slouken@2936
   694
        case SDL_BLENDMODE_NONE:
slouken@2936
   695
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
slouken@2936
   696
            data->glDisable(GL_BLEND);
slouken@2936
   697
            break;
slouken@2936
   698
        case SDL_BLENDMODE_BLEND:
slouken@2936
   699
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@2936
   700
            data->glEnable(GL_BLEND);
slouken@2936
   701
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@2936
   702
            break;
slouken@2936
   703
        case SDL_BLENDMODE_ADD:
slouken@2936
   704
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@2936
   705
            data->glEnable(GL_BLEND);
slouken@2936
   706
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
slouken@2936
   707
            break;
slouken@5184
   708
        case SDL_BLENDMODE_MOD:
slouken@5184
   709
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@5184
   710
            data->glEnable(GL_BLEND);
slouken@5184
   711
            data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
slouken@5184
   712
            break;
slouken@2936
   713
        }
slouken@5355
   714
        data->current.blendMode = blendMode;
slouken@2936
   715
    }
slouken@2936
   716
}
slouken@2936
   717
slouken@5355
   718
static void
slouken@5355
   719
GL_SetDrawingState(SDL_Renderer * renderer)
slouken@5355
   720
{
slouken@5355
   721
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@5355
   722
slouken@5355
   723
    GL_ActivateRenderer(renderer);
slouken@5355
   724
slouken@5381
   725
    GL_SetColor(data, renderer->r,
slouken@5381
   726
                      renderer->g,
slouken@5381
   727
                      renderer->b,
slouken@5381
   728
                      renderer->a);
slouken@5355
   729
slouken@5355
   730
    GL_SetBlendMode(data, renderer->blendMode);
slouken@5355
   731
slouken@5355
   732
    GL_SetShader(data, SHADER_SOLID);
slouken@5355
   733
}
slouken@5355
   734
slouken@1918
   735
static int
slouken@3596
   736
GL_RenderClear(SDL_Renderer * renderer)
slouken@3596
   737
{
slouken@3596
   738
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@3596
   739
slouken@5147
   740
    GL_ActivateRenderer(renderer);
slouken@5147
   741
slouken@3596
   742
    data->glClearColor((GLfloat) renderer->r * inv255f,
slouken@3596
   743
                       (GLfloat) renderer->g * inv255f,
slouken@3596
   744
                       (GLfloat) renderer->b * inv255f,
slouken@3596
   745
                       (GLfloat) renderer->a * inv255f);
slouken@3596
   746
slouken@3596
   747
    data->glClear(GL_COLOR_BUFFER_BIT);
slouken@3596
   748
slouken@3596
   749
    return 0;
slouken@3596
   750
}
slouken@3596
   751
slouken@3596
   752
static int
slouken@3596
   753
GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
slouken@3596
   754
                    int count)
slouken@2884
   755
{
slouken@2884
   756
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@3536
   757
    int i;
slouken@2884
   758
slouken@5355
   759
    GL_SetDrawingState(renderer);
slouken@2884
   760
slouken@2901
   761
    data->glBegin(GL_POINTS);
slouken@3536
   762
    for (i = 0; i < count; ++i) {
slouken@3536
   763
        data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
slouken@3536
   764
    }
slouken@2901
   765
    data->glEnd();
slouken@2901
   766
slouken@2901
   767
    return 0;
slouken@2901
   768
}
slouken@2901
   769
slouken@2901
   770
static int
slouken@3596
   771
GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
slouken@3596
   772
                   int count)
slouken@2901
   773
{
slouken@2901
   774
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@3536
   775
    int i;
slouken@2901
   776
slouken@5355
   777
    GL_SetDrawingState(renderer);
slouken@2901
   778
slouken@3536
   779
    if (count > 2 && 
slouken@3536
   780
        points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
slouken@3536
   781
        data->glBegin(GL_LINE_LOOP);
slouken@3536
   782
        /* GL_LINE_LOOP takes care of the final segment */
slouken@3536
   783
        --count;
slouken@3536
   784
        for (i = 0; i < count; ++i) {
slouken@3536
   785
            data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
slouken@3536
   786
        }
slouken@3536
   787
        data->glEnd();
slouken@3536
   788
    } else {
slouken@5086
   789
#if defined(__APPLE__) || defined(__WIN32__)
aschiffler@4910
   790
#else
slouken@4905
   791
        int x1, y1, x2, y2;
aschiffler@4910
   792
#endif
slouken@4905
   793
slouken@3536
   794
        data->glBegin(GL_LINE_STRIP);
slouken@3536
   795
        for (i = 0; i < count; ++i) {
slouken@3536
   796
            data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
slouken@3536
   797
        }
slouken@3536
   798
        data->glEnd();
slouken@3474
   799
slouken@3536
   800
        /* The line is half open, so we need one more point to complete it.
slouken@3536
   801
         * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
slouken@3536
   802
         * If we have to, we can use vertical line and horizontal line textures
slouken@3536
   803
         * for vertical and horizontal lines, and then create custom textures
slouken@3536
   804
         * for diagonal lines and software render those.  It's terrible, but at
slouken@3536
   805
         * least it would be pixel perfect.
slouken@3536
   806
         */
slouken@3536
   807
        data->glBegin(GL_POINTS);
slouken@5086
   808
#if defined(__APPLE__) || defined(__WIN32__)
slouken@3536
   809
        /* Mac OS X and Windows seem to always leave the second point open */
slouken@3536
   810
        data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y);
slouken@3474
   811
#else
slouken@3536
   812
        /* Linux seems to leave the right-most or bottom-most point open */
slouken@4905
   813
        x1 = points[0].x;
slouken@4905
   814
        y1 = points[0].y;
slouken@4905
   815
        x2 = points[count-1].x;
slouken@4905
   816
        y2 = points[count-1].y;
slouken@3536
   817
slouken@3536
   818
        if (x1 > x2) {
slouken@3536
   819
            data->glVertex2f(0.5f + x1, 0.5f + y1);
slouken@3536
   820
        } else if (x2 > x1) {
slouken@3536
   821
            data->glVertex2f(0.5f + x2, 0.5f + y2);
slouken@3536
   822
        } else if (y1 > y2) {
slouken@3536
   823
            data->glVertex2f(0.5f + x1, 0.5f + y1);
slouken@3536
   824
        } else if (y2 > y1) {
slouken@3536
   825
            data->glVertex2f(0.5f + x2, 0.5f + y2);
slouken@3536
   826
        }
slouken@3536
   827
#endif
slouken@3536
   828
        data->glEnd();
slouken@3474
   829
    }
slouken@3455
   830
slouken@1918
   831
    return 0;
slouken@1918
   832
}
slouken@1918
   833
slouken@1918
   834
static int
slouken@5297
   835
GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count)
slouken@2925
   836
{
slouken@2925
   837
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@3536
   838
    int i;
slouken@2925
   839
slouken@5355
   840
    GL_SetDrawingState(renderer);
slouken@2936
   841
slouken@3536
   842
    for (i = 0; i < count; ++i) {
slouken@5297
   843
        const SDL_Rect *rect = &rects[i];
slouken@3536
   844
slouken@3536
   845
        data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h);
slouken@3536
   846
    }
slouken@2925
   847
slouken@2925
   848
    return 0;
slouken@2925
   849
}
slouken@2925
   850
slouken@2925
   851
static int
slouken@1918
   852
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1985
   853
              const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@1918
   854
{
slouken@1918
   855
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
   856
    GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
slouken@1918
   857
    int minx, miny, maxx, maxy;
slouken@1918
   858
    GLfloat minu, maxu, minv, maxv;
slouken@1918
   859
slouken@5147
   860
    GL_ActivateRenderer(renderer);
slouken@5147
   861
slouken@5355
   862
    data->glEnable(texturedata->type);
slouken@5355
   863
    if (texturedata->yuv) {
slouken@5355
   864
        data->glActiveTextureARB(GL_TEXTURE2_ARB);
slouken@5355
   865
        data->glBindTexture(texturedata->type, texturedata->vtexture);
slouken@5355
   866
slouken@5355
   867
        data->glActiveTextureARB(GL_TEXTURE1_ARB);
slouken@5355
   868
        data->glBindTexture(texturedata->type, texturedata->utexture);
slouken@5355
   869
slouken@5355
   870
        data->glActiveTextureARB(GL_TEXTURE0_ARB);
slouken@5355
   871
    }
slouken@5355
   872
    data->glBindTexture(texturedata->type, texturedata->texture);
slouken@5355
   873
slouken@5355
   874
    if (texture->modMode) {
slouken@5355
   875
        GL_SetColor(data, texture->r, texture->g, texture->b, texture->a);
slouken@5355
   876
    } else {
slouken@5355
   877
        GL_SetColor(data, 255, 255, 255, 255);
slouken@5355
   878
    }
slouken@5355
   879
slouken@5355
   880
    GL_SetBlendMode(data, texture->blendMode);
slouken@5355
   881
slouken@5355
   882
    if (texturedata->yuv) {
slouken@5355
   883
        GL_SetShader(data, SHADER_YV12);
slouken@5355
   884
    } else {
slouken@5355
   885
        GL_SetShader(data, SHADER_RGB);
slouken@5355
   886
    }
slouken@5355
   887
slouken@1918
   888
    minx = dstrect->x;
slouken@1918
   889
    miny = dstrect->y;
slouken@1918
   890
    maxx = dstrect->x + dstrect->w;
slouken@1918
   891
    maxy = dstrect->y + dstrect->h;
slouken@1918
   892
slouken@1918
   893
    minu = (GLfloat) srcrect->x / texture->w;
slouken@1920
   894
    minu *= texturedata->texw;
slouken@1918
   895
    maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
slouken@1920
   896
    maxu *= texturedata->texw;
slouken@1918
   897
    minv = (GLfloat) srcrect->y / texture->h;
slouken@1920
   898
    minv *= texturedata->texh;
slouken@1918
   899
    maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
slouken@1920
   900
    maxv *= texturedata->texh;
slouken@1918
   901
slouken@1927
   902
    data->glBegin(GL_TRIANGLE_STRIP);
slouken@1927
   903
    data->glTexCoord2f(minu, minv);
slouken@3472
   904
    data->glVertex2f((GLfloat) minx, (GLfloat) miny);
slouken@1927
   905
    data->glTexCoord2f(maxu, minv);
slouken@3472
   906
    data->glVertex2f((GLfloat) maxx, (GLfloat) miny);
slouken@1927
   907
    data->glTexCoord2f(minu, maxv);
slouken@3472
   908
    data->glVertex2f((GLfloat) minx, (GLfloat) maxy);
slouken@1927
   909
    data->glTexCoord2f(maxu, maxv);
slouken@3472
   910
    data->glVertex2f((GLfloat) maxx, (GLfloat) maxy);
slouken@1927
   911
    data->glEnd();
slouken@1918
   912
slouken@2884
   913
    data->glDisable(texturedata->type);
slouken@2884
   914
slouken@1918
   915
    return 0;
slouken@1918
   916
}
slouken@1918
   917
slouken@3431
   918
static int
slouken@3431
   919
GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@3435
   920
                    Uint32 pixel_format, void * pixels, int pitch)
slouken@3431
   921
{
slouken@3433
   922
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@3685
   923
    SDL_Window *window = renderer->window;
slouken@5465
   924
    Uint32 temp_format = SDL_PIXELFORMAT_ARGB8888;
slouken@5465
   925
    void *temp_pixels;
slouken@5465
   926
    int temp_pitch;
slouken@3433
   927
    GLint internalFormat;
slouken@3433
   928
    GLenum format, type;
slouken@3435
   929
    Uint8 *src, *dst, *tmp;
slouken@5154
   930
    int w, h, length, rows;
slouken@5465
   931
    int status;
slouken@3433
   932
slouken@5147
   933
    GL_ActivateRenderer(renderer);
slouken@5147
   934
slouken@5465
   935
    temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
slouken@5465
   936
    temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5465
   937
    if (!temp_pixels) {
slouken@5465
   938
        SDL_OutOfMemory();
slouken@3433
   939
        return -1;
slouken@3433
   940
    }
slouken@3433
   941
slouken@5465
   942
    convert_format(data, temp_format, &internalFormat, &format, &type);
slouken@5465
   943
slouken@5154
   944
    SDL_GetWindowSize(window, &w, &h);
slouken@5154
   945
slouken@3446
   946
    data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
slouken@3446
   947
    data->glPixelStorei(GL_PACK_ROW_LENGTH,
slouken@5465
   948
                        (temp_pitch / SDL_BYTESPERPIXEL(temp_format)));
slouken@3433
   949
slouken@5154
   950
    data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
slouken@5465
   951
                       format, type, temp_pixels);
slouken@3435
   952
slouken@3435
   953
    /* Flip the rows to be top-down */
slouken@5465
   954
    length = rect->w * SDL_BYTESPERPIXEL(temp_format);
slouken@5465
   955
    src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
slouken@5465
   956
    dst = (Uint8*)temp_pixels;
slouken@3435
   957
    tmp = SDL_stack_alloc(Uint8, length);
slouken@3435
   958
    rows = rect->h / 2;
slouken@3435
   959
    while (rows--) {
slouken@3435
   960
        SDL_memcpy(tmp, dst, length);
slouken@3435
   961
        SDL_memcpy(dst, src, length);
slouken@3435
   962
        SDL_memcpy(src, tmp, length);
slouken@5465
   963
        dst += temp_pitch;
slouken@5465
   964
        src -= temp_pitch;
slouken@3435
   965
    }
slouken@3435
   966
    SDL_stack_free(tmp);
slouken@3440
   967
slouken@5465
   968
    status = SDL_ConvertPixels(rect->w, rect->h,
slouken@5465
   969
                               temp_format, temp_pixels, temp_pitch,
slouken@5465
   970
                               pixel_format, pixels, pitch);
slouken@5465
   971
    SDL_free(temp_pixels);
slouken@5465
   972
slouken@5465
   973
    return status;
slouken@3431
   974
}
slouken@3431
   975
slouken@1918
   976
static void
slouken@1918
   977
GL_RenderPresent(SDL_Renderer * renderer)
slouken@1918
   978
{
slouken@5147
   979
    GL_ActivateRenderer(renderer);
slouken@5147
   980
slouken@1918
   981
    SDL_GL_SwapWindow(renderer->window);
slouken@1918
   982
}
slouken@1918
   983
slouken@1918
   984
static void
slouken@1918
   985
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
   986
{
slouken@1927
   987
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   988
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
   989
slouken@5147
   990
    GL_ActivateRenderer(renderer);
slouken@5147
   991
slouken@1918
   992
    if (!data) {
slouken@1918
   993
        return;
slouken@1918
   994
    }
slouken@1918
   995
    if (data->texture) {
slouken@1927
   996
        renderdata->glDeleteTextures(1, &data->texture);
slouken@1918
   997
    }
slouken@5264
   998
    if (data->yuv) {
slouken@5264
   999
        renderdata->glDeleteTextures(1, &data->utexture);
slouken@5264
  1000
        renderdata->glDeleteTextures(1, &data->vtexture);
slouken@5264
  1001
    }
slouken@1920
  1002
    if (data->pixels) {
slouken@1920
  1003
        SDL_free(data->pixels);
slouken@1920
  1004
    }
slouken@1918
  1005
    SDL_free(data);
slouken@1918
  1006
    texture->driverdata = NULL;
slouken@1918
  1007
}
slouken@1918
  1008
slouken@1975
  1009
static void
slouken@1918
  1010
GL_DestroyRenderer(SDL_Renderer * renderer)
slouken@1918
  1011
{
slouken@1918
  1012
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1013
slouken@1918
  1014
    if (data) {
slouken@1920
  1015
        if (data->context) {
bob@2328
  1016
            /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
slouken@1920
  1017
            SDL_GL_DeleteContext(data->context);
slouken@1918
  1018
        }
slouken@1918
  1019
        SDL_free(data);
slouken@1918
  1020
    }
slouken@1918
  1021
    SDL_free(renderer);
slouken@1918
  1022
}
slouken@1918
  1023
slouken@5226
  1024
#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
slouken@1918
  1025
slouken@1918
  1026
/* vi: set ts=4 sw=4 expandtab: */