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SDL_render_gles.c
712 lines (601 loc) · 20.5 KB
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2010 Sam Lantinga
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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"
#if SDL_VIDEO_RENDER_OGL_ES
#include "SDL_opengles.h"
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#include "../SDL_sysrender.h"
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#if defined(SDL_VIDEO_DRIVER_PANDORA)
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/* Empty function stub to get OpenGL ES 1.x support without */
/* OpenGL ES extension GL_OES_draw_texture supported */
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GL_API void GL_APIENTRY
glDrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height)
{
return;
}
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#endif /* PANDORA */
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/* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */
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/* Used to re-create the window with OpenGL capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
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static const float inv255f = 1.0f / 255.0f;
static SDL_Renderer *GLES_CreateRenderer(SDL_Window * window, Uint32 flags);
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static void GLES_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
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static int GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, const void *pixels,
int pitch);
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static int GLES_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 GLES_UnlockTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
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static int GLES_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GLES_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GLES_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
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static int GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect,
const SDL_Rect * dstrect);
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static void GLES_RenderPresent(SDL_Renderer * renderer);
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static void GLES_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
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static void GLES_DestroyRenderer(SDL_Renderer * renderer);
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SDL_RenderDriver GLES_RenderDriver = {
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GLES_CreateRenderer,
{
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"opengles",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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1,
{SDL_PIXELFORMAT_ABGR8888},
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0,
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0}
};
typedef struct
{
SDL_GLContext context;
SDL_bool updateSize;
int blendMode;
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SDL_bool useDrawTexture;
SDL_bool GL_OES_draw_texture_supported;
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} GLES_RenderData;
typedef struct
{
GLuint texture;
GLenum type;
GLfloat texw;
GLfloat texh;
GLenum format;
GLenum formattype;
void *pixels;
int pitch;
} GLES_TextureData;
static void
GLES_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;
default:
error = "UNKNOWN";
break;
}
SDL_SetError("%s: %s", prefix, error);
}
SDL_Renderer *
GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
{
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SDL_Renderer *renderer;
GLES_RenderData *data;
GLint value;
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Uint32 window_flags;
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window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL)) {
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
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return NULL;
}
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (GLES_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
GLES_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
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renderer->WindowEvent = GLES_WindowEvent;
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renderer->CreateTexture = GLES_CreateTexture;
renderer->UpdateTexture = GLES_UpdateTexture;
renderer->LockTexture = GLES_LockTexture;
renderer->UnlockTexture = GLES_UnlockTexture;
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renderer->RenderDrawPoints = GLES_RenderDrawPoints;
renderer->RenderDrawLines = GLES_RenderDrawLines;
renderer->RenderFillRects = GLES_RenderFillRects;
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renderer->RenderCopy = GLES_RenderCopy;
renderer->RenderPresent = GLES_RenderPresent;
renderer->DestroyTexture = GLES_DestroyTexture;
renderer->DestroyRenderer = GLES_DestroyRenderer;
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renderer->info = GLES_RenderDriver.info;
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renderer->driverdata = data;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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data->context = SDL_GL_CreateContext(window);
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if (!data->context) {
GLES_DestroyRenderer(renderer);
return NULL;
}
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if (SDL_GL_MakeCurrent(window, data->context) < 0) {
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GLES_DestroyRenderer(renderer);
return NULL;
}
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
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#if SDL_VIDEO_DRIVER_PANDORA
data->GL_OES_draw_texture_supported = SDL_FALSE;
data->useDrawTexture = SDL_FALSE;
#else
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if (SDL_GL_ExtensionSupported("GL_OES_draw_texture")) {
data->GL_OES_draw_texture_supported = SDL_TRUE;
data->useDrawTexture = SDL_TRUE;
} else {
data->GL_OES_draw_texture_supported = SDL_FALSE;
data->useDrawTexture = SDL_FALSE;
}
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#endif
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
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renderer->info.max_texture_width = value;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
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renderer->info.max_texture_height = value;
/* Set up parameters for rendering */
data->blendMode = -1;
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glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
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data->updateSize = SDL_TRUE;
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glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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return renderer;
}
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int
GLES_ActivateRenderer(SDL_Renderer * renderer)
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{
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GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
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SDL_Window *window = renderer->window;
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if (SDL_CurrentContext != data->context) {
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
return -1;
}
SDL_CurrentContext = data->context;
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}
if (data->updateSize) {
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int w, h;
SDL_GetWindowSize(window, &w, &h);
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glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, w, h);
glOrthof(0.0, (GLfloat) w, (GLfloat) h, 0.0, 0.0, 1.0);
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data->updateSize = SDL_FALSE;
}
return 0;
}
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static void
GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_RESIZED) {
/* Rebind the context to the window area and update matrices */
SDL_CurrentContext = NULL;
data->updateSize = SDL_TRUE;
}
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}
static __inline__ int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
static int
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GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum result;
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GLES_ActivateRenderer(renderer);
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switch (texture->format) {
case SDL_PIXELFORMAT_ABGR8888:
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internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
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default:
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SDL_SetError("Texture format not supported");
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return -1;
}
data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
SDL_OutOfMemory();
return -1;
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
}
texture->driverdata = data;
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glGetError();
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &data->texture);
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data->type = GL_TEXTURE_2D;
/* no NPOV textures allowed in OpenGL ES (yet) */
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) texture->w / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
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data->format = format;
data->formattype = type;
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glBindTexture(data->type, data->texture);
glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR);
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glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR);
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glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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glTexImage2D(data->type, 0, internalFormat, texture_w,
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texture_h, 0, format, type, NULL);
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glDisable(GL_TEXTURE_2D);
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result = glGetError();
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if (result != GL_NO_ERROR) {
GLES_SetError("glTexImage2D()", result);
return -1;
}
return 0;
}
static int
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GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
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{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
GLenum result;
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int bpp = SDL_BYTESPERPIXEL(texture->format);
void * temp_buffer;
void * temp_ptr;
int i;
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GLES_ActivateRenderer(renderer);
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glGetError();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(data->type);
glBindTexture(data->type, data->texture);
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if( rect->w * bpp == pitch ) {
temp_buffer = (void *)pixels; /* No need to reformat */
} else {
/* Reformatting of mem area required */
temp_buffer = SDL_malloc(rect->w * rect->h * bpp);
temp_ptr = temp_buffer;
for (i = 0; i < rect->h; i++) {
SDL_memcpy(temp_ptr, pixels, rect->w * bpp);
temp_ptr += rect->w * bpp;
pixels += pitch;
}
}
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glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
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rect->h, data->format, data->formattype,
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temp_buffer);
if( temp_buffer != pixels ) {
SDL_free(temp_buffer);
}
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glDisable(data->type);
result = glGetError();
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if (result != GL_NO_ERROR) {
GLES_SetError("glTexSubImage2D()", result);
return -1;
}
return 0;
}
static int
GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch)
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{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = data->pitch;
return 0;
}
static void
GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
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GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
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GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
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GLES_ActivateRenderer(renderer);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(data->type);
glBindTexture(data->type, data->texture);
glTexSubImage2D(data->type, 0, 0, 0, texture->w,
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texture->h, data->format, data->formattype,
data->pixels);
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glDisable(data->type);
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}
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static void
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GLES_SetBlendMode(GLES_RenderData * data, int blendMode)
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{
if (blendMode != data->blendMode) {
switch (blendMode) {
case SDL_BLENDMODE_NONE:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
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break;
case SDL_BLENDMODE_BLEND:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
case SDL_BLENDMODE_ADD:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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case SDL_BLENDMODE_MOD:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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break;
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}
data->blendMode = blendMode;
}
}
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static int
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GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
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{
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GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
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int i;
GLshort *vertices;
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GLES_ActivateRenderer(renderer);
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GLES_SetBlendMode(data, renderer->blendMode);
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glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
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vertices = SDL_stack_alloc(GLshort, count*2);
for (i = 0; i < count; ++i) {
vertices[2*i+0] = (GLshort)points[i].x;
vertices[2*i+1] = (GLshort)points[i].y;
}
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glVertexPointer(2, GL_SHORT, 0, vertices);
glDrawArrays(GL_POINTS, 0, count);
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SDL_stack_free(vertices);
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return 0;
}
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static int
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GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
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{
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GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
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int i;
GLshort *vertices;
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GLES_ActivateRenderer(renderer);
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GLES_SetBlendMode(data, renderer->blendMode);
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glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
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vertices = SDL_stack_alloc(GLshort, count*2);
for (i = 0; i < count; ++i) {
vertices[2*i+0] = (GLshort)points[i].x;
vertices[2*i+1] = (GLshort)points[i].y;
}
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glVertexPointer(2, GL_SHORT, 0, vertices);
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if (count > 2 &&
points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
/* GL_LINE_LOOP takes care of the final segment */
--count;
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glDrawArrays(GL_LINE_LOOP, 0, count);
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} else {
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glDrawArrays(GL_LINE_STRIP, 0, count);
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}
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SDL_stack_free(vertices);
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return 0;
}
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static int
GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
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{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
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int i;
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GLES_ActivateRenderer(renderer);
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GLES_SetBlendMode(data, renderer->blendMode);
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glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
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for (i = 0; i < count; ++i) {
const SDL_Rect *rect = rects[i];
GLshort minx = rect->x;
GLshort maxx = rect->x + rect->w;
GLshort miny = rect->y;
GLshort maxy = rect->y + rect->h;
GLshort vertices[8];
vertices[0] = minx;
vertices[1] = miny;
vertices[2] = maxx;
vertices[3] = miny;
vertices[4] = minx;
vertices[5] = maxy;
vertices[6] = maxx;
vertices[7] = maxy;
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glVertexPointer(2, GL_SHORT, 0, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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return 0;
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}
static int
GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_Rect * dstrect)
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{
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GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
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int i;
void *temp_buffer; /* used for reformatting dirty rect pixels */
void *temp_ptr;
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GLES_ActivateRenderer(renderer);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(texturedata->type, texturedata->texture);
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if (texture->modMode) {
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glColor4f((GLfloat) texture->r * inv255f,
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(GLfloat) texture->g * inv255f,
(GLfloat) texture->b * inv255f,
(GLfloat) texture->a * inv255f);
} else {
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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GLES_SetBlendMode(data, texture->blendMode);
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if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
/* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
GLint cropRect[4];
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int w, h;
SDL_Window *window = renderer->window;
SDL_GetWindowSize(window, &w, &h);
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cropRect[0] = srcrect->x;
cropRect[1] = srcrect->y + srcrect->h;
cropRect[2] = srcrect->w;
cropRect[3] = -srcrect->h;
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
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cropRect);
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glDrawTexiOES(dstrect->x, h - dstrect->y - dstrect->h, 0,
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dstrect->w, dstrect->h);
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} else {
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
GLshort vertices[8];
GLfloat texCoords[8];
vertices[0] = minx;
vertices[1] = miny;
vertices[2] = maxx;
vertices[3] = miny;
vertices[4] = minx;
vertices[5] = maxy;
vertices[6] = maxx;
vertices[7] = maxy;
texCoords[0] = minu;
texCoords[1] = minv;
texCoords[2] = maxu;
texCoords[3] = minv;
texCoords[4] = minu;
texCoords[5] = maxv;
texCoords[6] = maxu;
texCoords[7] = maxv;
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glVertexPointer(2, GL_SHORT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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glDisable(GL_TEXTURE_2D);
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return 0;
}
static void
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GLES_RenderPresent(SDL_Renderer * renderer)
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{
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GLES_ActivateRenderer(renderer);
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SDL_GL_SwapWindow(renderer->window);
}
static void
GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
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GLES_ActivateRenderer(renderer);
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if (!data) {
return;
}
if (data->texture) {
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glDeleteTextures(1, &data->texture);
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}
if (data->pixels) {
SDL_free(data->pixels);
}
SDL_free(data);
texture->driverdata = NULL;
}
static void
GLES_DestroyRenderer(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
if (data) {
if (data->context) {
SDL_GL_DeleteContext(data->context);
}
SDL_free(data);
}
SDL_free(renderer);
}
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#endif /* SDL_VIDEO_RENDER_OGL_ES */
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/* vi: set ts=4 sw=4 expandtab: */