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SDL_render_gl.c
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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_log.h"
#include "SDL_assert.h"
#include "SDL_opengl.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gl.h"
#ifdef __MACOSX__
#include <OpenGL/OpenGL.h>
#endif
/* To prevent unnecessary window recreation,
* these should match the defaults selected in SDL_GL_ResetAttributes
*/
#define RENDERER_CONTEXT_MAJOR 2
#define RENDERER_CONTEXT_MINOR 1
/* OpenGL renderer implementation */
/* Details on optimizing the texture path on Mac OS X:
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
*/
/* Used to re-create the window with OpenGL capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
static const float inv255f = 1.0f / 255.0f;
typedef struct GL_FBOList GL_FBOList;
struct GL_FBOList
{
Uint32 w, h;
GLuint FBO;
GL_FBOList *next;
};
typedef struct
{
SDL_GLContext context;
SDL_bool debug_enabled;
SDL_bool GL_ARB_debug_output_supported;
int errors;
char **error_messages;
GLDEBUGPROCARB next_error_callback;
GLvoid *next_error_userparam;
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GLenum textype;
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SDL_bool GL_ARB_texture_non_power_of_two_supported;
SDL_bool GL_ARB_texture_rectangle_supported;
SDL_bool GL_EXT_framebuffer_object_supported;
GL_FBOList *framebuffers;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC
/* Multitexture support */
SDL_bool GL_ARB_multitexture_supported;
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
GLint num_texture_units;
PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
/* Shader support */
GL_ShaderContext *shaders;
} GL_RenderData;
typedef struct
{
GLuint texture;
GLfloat texw;
GLfloat texh;
GLenum format;
GLenum formattype;
void *pixels;
int pitch;
SDL_Rect locked_rect;
/* YUV texture support */
SDL_bool yuv;
SDL_bool nv12;
GLuint utexture;
GLuint vtexture;
GL_FBOList *fbo;
} GL_TextureData;
SDL_FORCE_INLINE const char*
GL_TranslateError (GLenum error)
{
#define GL_ERROR_TRANSLATE(e) case e: return #e;
switch (error) {
GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
GL_ERROR_TRANSLATE(GL_NO_ERROR)
GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW)
GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW)
GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE)
default:
return "UNKNOWN";
}
#undef GL_ERROR_TRANSLATE
}
SDL_FORCE_INLINE void
GL_ClearErrors(SDL_Renderer *renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (!data->debug_enabled)
{
return;
}
if (data->GL_ARB_debug_output_supported) {
if (data->errors) {
int i;
for (i = 0; i < data->errors; ++i) {
SDL_free(data->error_messages[i]);
}
SDL_free(data->error_messages);
data->errors = 0;
data->error_messages = NULL;
}
} else {
while (data->glGetError() != GL_NO_ERROR) {
continue;
}
}
}
SDL_FORCE_INLINE int
GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int ret = 0;
if (!data->debug_enabled)
{
return 0;
}
if (data->GL_ARB_debug_output_supported) {
if (data->errors) {
int i;
for (i = 0; i < data->errors; ++i) {
SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]);
ret = -1;
}
GL_ClearErrors(renderer);
}
} else {
/* check gl errors (can return multiple errors) */
for (;;) {
GLenum error = data->glGetError();
if (error != GL_NO_ERROR) {
if (prefix == NULL || prefix[0] == '\0') {
prefix = "generic";
}
SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
ret = -1;
} else {
break;
}
}
}
return ret;
}
#if 0
#define GL_CheckError(prefix, renderer)
#else
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#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
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#endif
static int
GL_LoadFunctions(GL_RenderData * data)
{
#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
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data->func = SDL_GL_GetProcAddress(#func); \
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if ( ! data->func ) { \
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return SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
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} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "SDL_glfuncs.h"
#undef SDL_PROC
return 0;
}
static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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if (SDL_GL_GetCurrentContext() != data->context) {
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if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
}
GL_ClearErrors(renderer);
return 0;
}
static void APIENTRY
GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam)
{
SDL_Renderer *renderer = (SDL_Renderer *) userParam;
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (type == GL_DEBUG_TYPE_ERROR_ARB) {
/* Record this error */
int errors = data->errors + 1;
char **error_messages = SDL_realloc(data->error_messages, errors * sizeof(*data->error_messages));
if (error_messages) {
data->errors = errors;
data->error_messages = error_messages;
data->error_messages[data->errors-1] = SDL_strdup(message);
}
}
/* If there's another error callback, pass it along, otherwise log it */
if (data->next_error_callback) {
data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam);
} else {
if (type == GL_DEBUG_TYPE_ERROR_ARB) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message);
} else {
SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message);
}
}
}
static GL_FBOList *
GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
{
GL_FBOList *result = data->framebuffers;
while (result && ((result->w != w) || (result->h != h))) {
result = result->next;
}
if (!result) {
result = SDL_malloc(sizeof(GL_FBOList));
if (result) {
result->w = w;
result->h = h;
data->glGenFramebuffersEXT(1, &result->FBO);
result->next = data->framebuffers;
data->framebuffers = result;
}
}
return result;
}
static int
GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
SDL_GL_GetDrawableSize(renderer->window, w, h);
return 0;
}
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static GLenum GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return GL_ZERO;
case SDL_BLENDFACTOR_ONE:
return GL_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return GL_SRC_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return GL_ONE_MINUS_SRC_COLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return GL_SRC_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return GL_DST_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return GL_ONE_MINUS_DST_COLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return GL_DST_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return GL_ONE_MINUS_DST_ALPHA;
default:
return GL_INVALID_ENUM;
}
}
static GLenum GetBlendEquation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD:
return GL_FUNC_ADD;
case SDL_BLENDOPERATION_SUBTRACT:
return GL_FUNC_SUBTRACT;
case SDL_BLENDOPERATION_REV_SUBTRACT:
return GL_FUNC_REVERSE_SUBTRACT;
default:
return GL_INVALID_ENUM;
}
}
static SDL_bool
GL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
return SDL_FALSE;
}
if (colorOperation != alphaOperation) {
return SDL_FALSE;
}
return SDL_TRUE;
}
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SDL_FORCE_INLINE int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
SDL_FORCE_INLINE SDL_bool
convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
GLint* internalFormat, GLenum* format, GLenum* type)
{
switch (pixel_format) {
case SDL_PIXELFORMAT_ARGB8888:
*internalFormat = GL_RGBA8;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
*internalFormat = GL_LUMINANCE;
*format = GL_LUMINANCE;
*type = GL_UNSIGNED_BYTE;
break;
#ifdef __MACOSX__
case SDL_PIXELFORMAT_UYVY:
*internalFormat = GL_RGB8;
*format = GL_YCBCR_422_APPLE;
*type = GL_UNSIGNED_SHORT_8_8_APPLE;
break;
#endif
default:
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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const GLenum textype = renderdata->textype;
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GL_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum scaleMode;
GL_ActivateRenderer(renderer);
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if (texture->access == SDL_TEXTUREACCESS_TARGET &&
!renderdata->GL_EXT_framebuffer_object_supported) {
return SDL_SetError("Render targets not supported by OpenGL");
}
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if (!convert_format(renderdata, texture->format, &internalFormat,
&format, &type)) {
return SDL_SetError("Texture format %s not supported by OpenGL",
SDL_GetPixelFormatName(texture->format));
}
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
return SDL_OutOfMemory();
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
size_t size;
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
size = texture->h * data->pitch;
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
/* Need to add size for the U and V planes */
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size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
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}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
/* Need to add size for the U/V plane */
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size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
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}
data->pixels = SDL_calloc(1, size);
if (!data->pixels) {
SDL_free(data);
return SDL_OutOfMemory();
}
}
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
data->fbo = GL_GetFBO(renderdata, texture->w, texture->h);
} else {
data->fbo = NULL;
}
GL_CheckError("", renderer);
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTextures()", renderer) < 0) {
if (data->pixels) {
SDL_free(data->pixels);
}
SDL_free(data);
return -1;
}
texture->driverdata = data;
if (renderdata->GL_ARB_texture_non_power_of_two_supported) {
texture_w = texture->w;
texture_h = texture->h;
data->texw = 1.0f;
data->texh = 1.0f;
} else if (renderdata->GL_ARB_texture_rectangle_supported) {
texture_w = texture->w;
texture_h = texture->h;
data->texw = (GLfloat) texture_w;
data->texh = (GLfloat) texture_h;
} else {
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) (texture->w) / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
}
data->format = format;
data->formattype = type;
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scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
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renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, scaleMode);
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/* According to the spec, CLAMP_TO_EDGE is the default for TEXTURE_RECTANGLE
and setting it causes an INVALID_ENUM error in the latest NVidia drivers.
*/
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if (textype != GL_TEXTURE_RECTANGLE_ARB) {
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
}
#ifdef __MACOSX__
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#endif
#ifndef STORAGE_CACHED_APPLE
#define STORAGE_CACHED_APPLE 0x85BE
#endif
#ifndef STORAGE_SHARED_APPLE
#define STORAGE_SHARED_APPLE 0x85BF
#endif
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
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GL_STORAGE_SHARED_APPLE);
} else {
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renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
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GL_STORAGE_CACHED_APPLE);
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING
&& texture->format == SDL_PIXELFORMAT_ARGB8888
&& (texture->w % 8) == 0) {
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
(data->pitch / SDL_BYTESPERPIXEL(texture->format)));
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renderdata->glTexImage2D(textype, 0, internalFormat, texture_w,
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texture_h, 0, format, type, data->pixels);
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
}
else
#endif
{
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renderdata->glTexImage2D(textype, 0, internalFormat, texture_w,
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texture_h, 0, format, type, NULL);
}
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renderdata->glDisable(textype);
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if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
data->yuv = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
renderdata->glGenTextures(1, &data->vtexture);
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
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scaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
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scaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
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(texture_h+1)/2, 0, format, type, NULL);
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renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
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scaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
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scaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
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(texture_h+1)/2, 0, format, type, NULL);
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renderdata->glDisable(textype);
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}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
data->nv12 = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
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scaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
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scaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w+1)/2,
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(texture_h+1)/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
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renderdata->glDisable(textype);
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}
return GL_CheckError("", renderer);
}
static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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const GLenum textype = renderdata->textype;
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
const int texturebpp = SDL_BYTESPERPIXEL(texture->format);
SDL_assert(texturebpp != 0); /* otherwise, division by zero later. */
GL_ActivateRenderer(renderer);
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renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp));
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renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
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rect->h, data->format, data->formattype,
pixels);
if (data->yuv) {
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
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/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
if (texture->format == SDL_PIXELFORMAT_YV12) {
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renderdata->glBindTexture(textype, data->vtexture);
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} else {
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renderdata->glBindTexture(textype, data->utexture);
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}
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renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
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(rect->w+1)/2, (rect->h+1)/2,
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data->format, data->formattype, pixels);
/* Skip to the correct offset into the next texture */
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pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
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if (texture->format == SDL_PIXELFORMAT_YV12) {
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renderdata->glBindTexture(textype, data->utexture);
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} else {
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renderdata->glBindTexture(textype, data->vtexture);
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}
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renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
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(rect->w+1)/2, (rect->h+1)/2,
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data->format, data->formattype, pixels);
}
if (data->nv12) {
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
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/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
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renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
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(rect->w + 1)/2, (rect->h + 1)/2,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
}
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renderdata->glDisable(textype);
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return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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const GLenum textype = renderdata->textype;
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GL_ActivateRenderer(renderer);
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renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
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renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
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rect->h, data->format, data->formattype,
Yplane);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Upitch);
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renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
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(rect->w + 1)/2, (rect->h + 1)/2,
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data->format, data->formattype, Uplane);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Vpitch);
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renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
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(rect->w + 1)/2, (rect->h + 1)/2,
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data->format, data->formattype, Vplane);
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renderdata->glDisable(textype);
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return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
data->locked_rect = *rect;
*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = data->pitch;
return 0;
}
static void
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
const SDL_Rect *rect;
void *pixels;
rect = &data->locked_rect;
pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
}
static int
GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata;
GLenum status;
GL_ActivateRenderer(renderer);
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if (!data->GL_EXT_framebuffer_object_supported) {
return SDL_SetError("Render targets not supported by OpenGL");
}
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if (texture == NULL) {
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return 0;
}
texturedata = (GL_TextureData *) texture->driverdata;
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
/* TODO: check if texture pixel format allows this operation */
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data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, data->textype, texturedata->texture, 0);
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/* Check FBO status */
status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
return SDL_SetError("glFramebufferTexture2DEXT() failed");
}
return 0;
}
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/* !!! FIXME: all these Queue* calls set up the vertex buffer the way the immediate mode
!!! FIXME: renderer wants it, but this might want to operate differently if we move to
!!! FIXME: VBOs at some point. */
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static int
GL_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0; /* nothing to do in this backend. */
}
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static int
777
GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
778
{
779
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
780
size_t i;
781
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783
if (!verts) {
return -1;
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}
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cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
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}
return 0;
}
static int
796
GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
797
{
798
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
799
size_t i;
800
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802
if (!verts) {
return -1;
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}
805
806
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
807
const SDL_FRect *rect = &rects[i];
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*(verts++) = rect->x;
*(verts++) = rect->y;
*(verts++) = rect->x + rect->w;
*(verts++) = rect->y + rect->h;
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}
return 0;
}
static int
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GL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
820
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{
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
824
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
825
826
if (!verts) {
827
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829
return -1;
}
830
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cmd->data.draw.count = 1;
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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;
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cmd->data.draw.count = 1;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = maxv;
return 0;
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858
}
static int
859
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861
GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
862
863
864
865
866
{
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat centerx, centery;
GLfloat minu, maxu, minv, maxv;
867
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 11 * sizeof (GLfloat), 0, &cmd->data.draw.first);
868
869
if (!verts) {
870
871
872
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876
877
878
879
880
881
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883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
return -1;
}
centerx = center->x;
centery = center->y;
if (flip & SDL_FLIP_HORIZONTAL) {
minx = dstrect->w - centerx;
maxx = -centerx;
}
else {
minx = -centerx;
maxx = dstrect->w - centerx;
}
if (flip & SDL_FLIP_VERTICAL) {
miny = dstrect->h - centery;
maxy = -centery;
}
else {
miny = -centery;
maxy = dstrect->h - centery;
}
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;
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
cmd->data.draw.count = 1;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = maxv;
*(verts++) = (GLfloat) dstrect->x + centerx;
*(verts++) = (GLfloat) dstrect->y + centery;
*(verts++) = (GLfloat) angle;
return 0;
}
static void
919
920
921
SetDrawState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
const GL_Shader shader, SDL_BlendMode *current_blend,
GL_Shader *current_shader, SDL_bool *current_texturing)
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
{
const SDL_BlendMode blend = cmd->data.draw.blend;
if (blend != *current_blend) {
if (blend == SDL_BLENDMODE_NONE) {
data->glDisable(GL_BLEND);
} else {
data->glEnable(GL_BLEND);
data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
data->glBlendEquation(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
}
*current_blend = blend;
}
if (data->shaders && (shader != *current_shader)) {
GL_SelectShader(data->shaders, shader);
*current_shader = shader;
}
if ((cmd->data.draw.texture != NULL) != *current_texturing) {
if (cmd->data.draw.texture == NULL) {
data->glDisable(data->textype);
*current_texturing = SDL_FALSE;
} else {
data->glEnable(data->textype);
*current_texturing = SDL_FALSE;
}
}
}
static void
SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
957
SDL_BlendMode *current_blend, GL_Shader *current_shader,
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
SDL_bool *current_texturing, SDL_Texture **current_texture)
{
SDL_Texture *texture = cmd->data.draw.texture;
const GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GL_Shader shader = SHADER_RGB;
if (data->shaders) {
if (texturedata->yuv || texturedata->nv12) {
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
case SDL_YUV_CONVERSION_JPEG:
if (texturedata->yuv) {
shader = SHADER_YUV_JPEG;
} else if (texture->format == SDL_PIXELFORMAT_NV12) {
shader = SHADER_NV12_JPEG;
} else {
shader = SHADER_NV21_JPEG;
}
break;
case SDL_YUV_CONVERSION_BT601:
if (texturedata->yuv) {
shader = SHADER_YUV_BT601;
} else if (texture->format == SDL_PIXELFORMAT_NV12) {
shader = SHADER_NV12_BT601;
} else {
shader = SHADER_NV21_BT601;
}
break;
case SDL_YUV_CONVERSION_BT709:
if (texturedata->yuv) {
shader = SHADER_YUV_BT709;
} else if (texture->format == SDL_PIXELFORMAT_NV12) {
shader = SHADER_NV12_BT709;
} else {
shader = SHADER_NV21_BT709;
}
break;
default:
SDL_assert(!"unsupported YUV conversion mode");
break;
}
}
}