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SDL_render_gles2.c
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SDL_render_gles2.c
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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_opengles2.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gles2.h"
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/* Used to re-create the window with OpenGL ES capability */
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extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
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/*************************************************************************************************
* Bootstrap data *
*************************************************************************************************/
static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags);
SDL_RenderDriver GLES2_RenderDriver = {
GLES2_CreateRenderer,
{
"opengles2",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
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4,
{SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888},
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0,
0
}
};
/*************************************************************************************************
* Context structures *
*************************************************************************************************/
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typedef struct GLES2_FBOList GLES2_FBOList;
struct GLES2_FBOList
{
Uint32 w, h;
GLuint FBO;
GLES2_FBOList *next;
};
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typedef struct GLES2_TextureData
{
GLenum texture;
GLenum texture_type;
GLenum pixel_format;
GLenum pixel_type;
void *pixel_data;
size_t pitch;
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GLES2_FBOList *fbo;
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} GLES2_TextureData;
typedef struct GLES2_ShaderCacheEntry
{
GLuint id;
GLES2_ShaderType type;
const GLES2_ShaderInstance *instance;
int references;
struct GLES2_ShaderCacheEntry *prev;
struct GLES2_ShaderCacheEntry *next;
} GLES2_ShaderCacheEntry;
typedef struct GLES2_ShaderCache
{
int count;
GLES2_ShaderCacheEntry *head;
} GLES2_ShaderCache;
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
SDL_BlendMode blend_mode;
GLES2_ShaderCacheEntry *vertex_shader;
GLES2_ShaderCacheEntry *fragment_shader;
GLuint uniform_locations[16];
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
} GLES2_ProgramCacheEntry;
typedef struct GLES2_ProgramCache
{
int count;
GLES2_ProgramCacheEntry *head;
GLES2_ProgramCacheEntry *tail;
} GLES2_ProgramCache;
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
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GLES2_ATTRIBUTE_TEXCOORD = 1,
GLES2_ATTRIBUTE_ANGLE = 2,
GLES2_ATTRIBUTE_CENTER = 3,
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} GLES2_Attribute;
typedef enum
{
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_MODULATION,
GLES2_UNIFORM_COLOR,
GLES2_UNIFORM_COLORTABLE
} GLES2_Uniform;
typedef enum
{
GLES2_IMAGESOURCE_SOLID,
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GLES2_IMAGESOURCE_TEXTURE_ABGR,
GLES2_IMAGESOURCE_TEXTURE_ARGB,
GLES2_IMAGESOURCE_TEXTURE_RGB,
GLES2_IMAGESOURCE_TEXTURE_BGR
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} GLES2_ImageSource;
typedef struct GLES2_DriverContext
{
SDL_GLContext *context;
struct {
int blendMode;
SDL_bool tex_coords;
} current;
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_gles2funcs.h"
#undef SDL_PROC
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GLES2_FBOList *framebuffers;
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GLuint window_framebuffer;
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int shader_format_count;
GLenum *shader_formats;
GLES2_ShaderCache shader_cache;
GLES2_ProgramCache program_cache;
GLES2_ProgramCacheEntry *current_program;
} GLES2_DriverContext;
#define GLES2_MAX_CACHED_PROGRAMS 8
/*************************************************************************************************
* Renderer state APIs *
*************************************************************************************************/
static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
static void GLES2_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int GLES2_UpdateViewport(SDL_Renderer * renderer);
static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
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static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer);
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static SDL_GLContext SDL_CurrentContext = NULL;
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static int GLES2_LoadFunctions(GLES2_DriverContext * data)
{
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#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_ANDROID
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_PANDORA
#define __SDL_NOGETPROCADDR__
#endif
#if defined __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
SDL_SetError("Couldn't load GLES2 function %s: %s\n", #func, SDL_GetError()); \
return -1; \
} \
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} while ( 0 );
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#endif /* _SDL_NOGETPROCADDR_ */
#include "SDL_gles2funcs.h"
#undef SDL_PROC
return 0;
}
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GLES2_FBOList *
GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h)
{
GLES2_FBOList *result = data->framebuffers;
while ((result) && ((result->w != w) || (result->h != h)) )
{
result = result->next;
}
if (result == NULL)
{
result = SDL_malloc(sizeof(GLES2_FBOList));
result->w = w;
result->h = h;
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data->glGenFramebuffers(1, &result->FBO);
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result->next = data->framebuffers;
data->framebuffers = result;
}
return result;
}
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static int
GLES2_ActivateRenderer(SDL_Renderer * renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
if (SDL_CurrentContext != rdata->context) {
/* Null out the current program to ensure we set it again */
rdata->current_program = NULL;
if (SDL_GL_MakeCurrent(renderer->window, rdata->context) < 0) {
return -1;
}
SDL_CurrentContext = rdata->context;
GLES2_UpdateViewport(renderer);
}
return 0;
}
static void
GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
event->event == SDL_WINDOWEVENT_SHOWN ||
event->event == SDL_WINDOWEVENT_HIDDEN) {
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/* Rebind the context to the window area */
SDL_CurrentContext = NULL;
}
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if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
/* According to Apple documentation, we need to finish drawing NOW! */
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rdata->glFinish();
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}
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}
static int
GLES2_UpdateViewport(SDL_Renderer * renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
if (SDL_CurrentContext != rdata->context) {
/* We'll update the viewport after we rebind the context */
return 0;
}
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rdata->glViewport(renderer->viewport.x, renderer->viewport.y,
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renderer->viewport.w, renderer->viewport.h);
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if (rdata->current_program) {
GLES2_SetOrthographicProjection(renderer);
}
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return 0;
}
static void
GLES2_DestroyRenderer(SDL_Renderer *renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
/* Deallocate everything */
if (rdata) {
GLES2_ActivateRenderer(renderer);
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{
GLES2_ShaderCacheEntry *entry;
GLES2_ShaderCacheEntry *next;
entry = rdata->shader_cache.head;
while (entry)
{
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rdata->glDeleteShader(entry->id);
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next = entry->next;
SDL_free(entry);
entry = next;
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}
}
{
GLES2_ProgramCacheEntry *entry;
GLES2_ProgramCacheEntry *next;
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entry = rdata->program_cache.head;
while (entry) {
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rdata->glDeleteProgram(entry->id);
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next = entry->next;
SDL_free(entry);
entry = next;
}
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}
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if (rdata->context) {
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while (rdata->framebuffers) {
GLES2_FBOList *nextnode = rdata->framebuffers->next;
rdata->glDeleteFramebuffers(1, &rdata->framebuffers->FBO);
SDL_free(rdata->framebuffers);
rdata->framebuffers = nextnode;
}
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SDL_GL_DeleteContext(rdata->context);
}
if (rdata->shader_formats) {
SDL_free(rdata->shader_formats);
}
SDL_free(rdata);
}
SDL_free(renderer);
}
/*************************************************************************************************
* Texture APIs *
*************************************************************************************************/
static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch);
static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch);
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static int GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
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static GLenum
GetScaleQuality(void)
{
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
return GL_NEAREST;
} else {
return GL_LINEAR;
}
}
static int
GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata;
GLenum format;
GLenum type;
GLenum scaleMode;
GLES2_ActivateRenderer(renderer);
/* Determine the corresponding GLES texture format params */
switch (texture->format)
{
case SDL_PIXELFORMAT_ABGR8888:
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case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_BGR888:
case SDL_PIXELFORMAT_RGB888:
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format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
default:
SDL_SetError("Texture format not supported");
return -1;
}
/* Allocate a texture struct */
tdata = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
if (!tdata)
{
SDL_OutOfMemory();
return -1;
}
tdata->texture = 0;
tdata->texture_type = GL_TEXTURE_2D;
tdata->pixel_format = format;
tdata->pixel_type = type;
scaleMode = GetScaleQuality();
/* Allocate a blob for image data */
if (texture->access == SDL_TEXTUREACCESS_STREAMING)
{
tdata->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
tdata->pixel_data = SDL_calloc(1, tdata->pitch * texture->h);
if (!tdata->pixel_data)
{
SDL_OutOfMemory();
SDL_free(tdata);
return -1;
}
}
/* Allocate the texture */
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rdata->glGetError();
rdata->glGenTextures(1, &tdata->texture);
rdata->glActiveTexture(GL_TEXTURE0);
rdata->glBindTexture(tdata->texture_type, tdata->texture);
rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
rdata->glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
if (rdata->glGetError() != GL_NO_ERROR)
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{
SDL_SetError("Texture creation failed");
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rdata->glDeleteTextures(1, &tdata->texture);
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SDL_free(tdata);
return -1;
}
texture->driverdata = tdata;
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
tdata->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
} else {
tdata->fbo = NULL;
}
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return 0;
}
static void
GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
/* Destroy the texture */
if (tdata)
{
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rdata->glDeleteTextures(1, &tdata->texture);
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SDL_free(tdata->pixel_data);
SDL_free(tdata);
texture->driverdata = NULL;
}
}
static int
GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
/* Retrieve the buffer/pitch for the specified region */
*pixels = (Uint8 *)tdata->pixel_data +
(tdata->pitch * rect->y) +
(rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = tdata->pitch;
return 0;
}
static void
GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
SDL_Rect rect;
/* We do whole texture updates, at least for now */
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
}
static int
GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch)
{
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GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
Uint8 *blob = NULL;
Uint8 *src;
int srcPitch;
int y;
GLES2_ActivateRenderer(renderer);
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/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0)
return 0;
/* Reformat the texture data into a tightly packed array */
srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
src = (Uint8 *)pixels;
if (pitch != srcPitch)
{
blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
if (!blob)
{
SDL_OutOfMemory();
return -1;
}
src = blob;
for (y = 0; y < rect->h; ++y)
{
SDL_memcpy(src, pixels, srcPitch);
src += srcPitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
/* Create a texture subimage with the supplied data */
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rdata->glGetError();
rdata->glActiveTexture(GL_TEXTURE0);
rdata->glBindTexture(tdata->texture_type, tdata->texture);
rdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
rdata->glTexSubImage2D(tdata->texture_type,
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0,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
src);
if (blob) {
SDL_free(blob);
}
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if (rdata->glGetError() != GL_NO_ERROR)
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{
SDL_SetError("Failed to update texture");
return -1;
}
return 0;
}
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static int
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GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{
GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
GLES2_TextureData *texturedata = NULL;
GLenum status;
if (texture == NULL) {
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data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
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} else {
texturedata = (GLES2_TextureData *) texture->driverdata;
data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
/* TODO: check if texture pixel format allows this operation */
data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
/* Check FBO status */
status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
SDL_SetError("glFramebufferTexture2D() failed");
return -1;
}
}
return 0;
}
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/*************************************************************************************************
* Shader management functions *
*************************************************************************************************/
static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
SDL_BlendMode blendMode);
static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
GLES2_ShaderCacheEntry *vertex,
GLES2_ShaderCacheEntry *fragment,
SDL_BlendMode blendMode);
static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
SDL_BlendMode blendMode);
static GLES2_ProgramCacheEntry *
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLES2_ProgramCacheEntry *entry;
GLES2_ShaderCacheEntry *shaderEntry;
GLint linkSuccessful;
/* Check if we've already cached this program */
entry = rdata->program_cache.head;
while (entry)
{
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
break;
entry = entry->next;
}
if (entry)
{
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if (rdata->program_cache.head != entry)
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{
if (entry->next)
entry->next->prev = entry->prev;
if (entry->prev)
entry->prev->next = entry->next;
entry->prev = NULL;
entry->next = rdata->program_cache.head;
rdata->program_cache.head->prev = entry;
rdata->program_cache.head = entry;
}
return entry;
}
/* Create a program cache entry */
entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
if (!entry)
{
SDL_OutOfMemory();
return NULL;
}
entry->vertex_shader = vertex;
entry->fragment_shader = fragment;
entry->blend_mode = blendMode;
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/* Create the program and link it */
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rdata->glGetError();
entry->id = rdata->glCreateProgram();
rdata->glAttachShader(entry->id, vertex->id);
rdata->glAttachShader(entry->id, fragment->id);
rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
633
634
rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
635
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rdata->glLinkProgram(entry->id);
rdata->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
if (rdata->glGetError() != GL_NO_ERROR || !linkSuccessful)
638
639
{
SDL_SetError("Failed to link shader program");
640
rdata->glDeleteProgram(entry->id);
641
642
643
SDL_free(entry);
return NULL;
}
644
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/* Predetermine locations of uniform variables */
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
647
rdata->glGetUniformLocation(entry->id, "u_projection");
648
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
649
rdata->glGetUniformLocation(entry->id, "u_texture");
650
entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
651
rdata->glGetUniformLocation(entry->id, "u_modulation");
652
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
653
rdata->glGetUniformLocation(entry->id, "u_color");
654
entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] =
655
rdata->glGetUniformLocation(entry->id, "u_colorTable");
656
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664
665
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668
669
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671
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680
681
682
/* Cache the linked program */
if (rdata->program_cache.head)
{
entry->next = rdata->program_cache.head;
rdata->program_cache.head->prev = entry;
}
else
{
rdata->program_cache.tail = entry;
}
rdata->program_cache.head = entry;
++rdata->program_cache.count;
/* Increment the refcount of the shaders we're using */
++vertex->references;
++fragment->references;
/* Evict the last entry from the cache if we exceed the limit */
if (rdata->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
{
shaderEntry = rdata->program_cache.tail->vertex_shader;
if (--shaderEntry->references <= 0)
GLES2_EvictShader(renderer, shaderEntry);
shaderEntry = rdata->program_cache.tail->fragment_shader;
if (--shaderEntry->references <= 0)
GLES2_EvictShader(renderer, shaderEntry);
683
rdata->glDeleteProgram(rdata->program_cache.tail->id);
684
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703
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rdata->program_cache.tail = rdata->program_cache.tail->prev;
SDL_free(rdata->program_cache.tail->next);
rdata->program_cache.tail->next = NULL;
--rdata->program_cache.count;
}
return entry;
}
static GLES2_ShaderCacheEntry *
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
const GLES2_Shader *shader;
const GLES2_ShaderInstance *instance = NULL;
GLES2_ShaderCacheEntry *entry = NULL;
GLint compileSuccessful = GL_FALSE;
int i, j;
/* Find the corresponding shader */
shader = GLES2_GetShader(type, blendMode);
if (!shader)
{
SDL_SetError("No shader matching the requested characteristics was found");
return NULL;
}
709
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718
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723
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751
/* Find a matching shader instance that's supported on this hardware */
for (i = 0; i < shader->instance_count && !instance; ++i)
{
for (j = 0; j < rdata->shader_format_count && !instance; ++j)
{
if (!shader->instances)
continue;
if (!shader->instances[i])
continue;
if (shader->instances[i]->format != rdata->shader_formats[j])
continue;
instance = shader->instances[i];
}
}
if (!instance)
{
SDL_SetError("The specified shader cannot be loaded on the current platform");
return NULL;
}
/* Check if we've already cached this shader */
entry = rdata->shader_cache.head;
while (entry)
{
if (entry->instance == instance)
break;
entry = entry->next;
}
if (entry)
return entry;
/* Create a shader cache entry */
entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
if (!entry)
{
SDL_OutOfMemory();
return NULL;
}
entry->type = type;
entry->instance = instance;
/* Compile or load the selected shader instance */
752
753
rdata->glGetError();
entry->id = rdata->glCreateShader(instance->type);
754
755
if (instance->format == (GLenum)-1)
{
756
757
758
rdata->glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
rdata->glCompileShader(entry->id);
rdata->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
759
760
761
}
else
{
762
rdata->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
763
764
compileSuccessful = GL_TRUE;
}
765
if (rdata->glGetError() != GL_NO_ERROR || !compileSuccessful)
766
767
{
char *info = NULL;
768
int length = 0;
769
770
rdata->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
771
772
773
if (length > 0) {
info = SDL_stack_alloc(char, length);
if (info) {
774
rdata->glGetShaderInfoLog(entry->id, length, &length, info);
775
776
777
778
779
780
781
782
}
}
if (info) {
SDL_SetError("Failed to load the shader: %s", info);
SDL_stack_free(info);
} else {
SDL_SetError("Failed to load the shader");
}
783
rdata->glDeleteShader(entry->id);
784
785
786
787
788
789
790
791
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794
795
796
797
798
799
800
801
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804
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806
807
808
809
810
811
812
813
SDL_free(entry);
return NULL;
}
/* Link the shader entry in at the front of the cache */
if (rdata->shader_cache.head)
{
entry->next = rdata->shader_cache.head;
rdata->shader_cache.head->prev = entry;
}
rdata->shader_cache.head = entry;
++rdata->shader_cache.count;
return entry;
}
static void
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
/* Unlink the shader from the cache */
if (entry->next)
entry->next->prev = entry->prev;
if (entry->prev)
entry->prev->next = entry->next;
if (rdata->shader_cache.head == entry)
rdata->shader_cache.head = entry->next;
--rdata->shader_cache.count;
/* Deallocate the shader */
814
rdata->glDeleteShader(entry->id);
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
SDL_free(entry);
}
static int
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLES2_ShaderCacheEntry *vertex = NULL;
GLES2_ShaderCacheEntry *fragment = NULL;
GLES2_ShaderType vtype, ftype;
GLES2_ProgramCacheEntry *program;
/* Select an appropriate shader pair for the specified modes */
vtype = GLES2_SHADER_VERTEX_DEFAULT;
switch (source)
{
case GLES2_IMAGESOURCE_SOLID:
ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
break;
834
835
case GLES2_IMAGESOURCE_TEXTURE_ABGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
836
break;
837
838
839
840
841
842
843
844
case GLES2_IMAGESOURCE_TEXTURE_ARGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_RGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_BGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
845
break;
846
847
default:
goto fault;
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
}
/* Load the requested shaders */
vertex = GLES2_CacheShader(renderer, vtype, blendMode);
if (!vertex)
goto fault;
fragment = GLES2_CacheShader(renderer, ftype, blendMode);
if (!fragment)
goto fault;
/* Check if we need to change programs at all */
if (rdata->current_program &&
rdata->current_program->vertex_shader == vertex &&
rdata->current_program->fragment_shader == fragment)
return 0;
/* Generate a matching program */
program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
if (!program)
goto fault;
/* Select that program in OpenGL */
870
871
872
rdata->glGetError();
rdata->glUseProgram(program->id);
if (rdata->glGetError() != GL_NO_ERROR)
873
874
875
876
877
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879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
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897
898
899
900
901
902
903
904
905
906
907
908
{
SDL_SetError("Failed to select program");
goto fault;
}
/* Set the current program */
rdata->current_program = program;
/* Activate an orthographic projection */
if (GLES2_SetOrthographicProjection(renderer) < 0)
goto fault;
/* Clean up and return */
return 0;
fault:
if (vertex && vertex->references <= 0)
GLES2_EvictShader(renderer, vertex);
if (fragment && fragment->references <= 0)
GLES2_EvictShader(renderer, fragment);
rdata->current_program = NULL;
return -1;
}
static int
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLfloat projection[4][4];
GLuint locProjection;
/* Prepare an orthographic projection */
projection[0][0] = 2.0f / renderer->viewport.w;
projection[0][1] = 0.0f;
projection[0][2] = 0.0f;
projection[0][3] = 0.0f;
projection[1][0] = 0.0f;
909
910
911
912
913
if (renderer->target) {
projection[1][1] = 2.0f / renderer->viewport.h;
} else {
projection[1][1] = -2.0f / renderer->viewport.h;
}
914
915
916
917
projection[1][2] = 0.0f;
projection[1][3] = 0.0f;
projection[2][0] = 0.0f;
projection[2][1] = 0.0f;
918
projection[2][2] = 0.0f;
919
920
projection[2][3] = 0.0f;
projection[3][0] = -1.0f;
921
922
923
924
925
if (renderer->target) {
projection[3][1] = -1.0f;
} else {
projection[3][1] = 1.0f;
}
926
927
928
929
930
projection[3][2] = 0.0f;
projection[3][3] = 1.0f;
/* Set the projection matrix */
locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
931
932
933
rdata->glGetError();
rdata->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
if (rdata->glGetError() != GL_NO_ERROR)
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
{
SDL_SetError("Failed to set orthographic projection");
return -1;
}
return 0;
}
/*************************************************************************************************
* Rendering functions *
*************************************************************************************************/
static const float inv255f = 1.0f / 255.0f;
static int GLES2_RenderClear(SDL_Renderer *renderer);
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count);
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count);
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count);
static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
const SDL_Rect *dstrect);
953
954
static int GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch);
955
956
957
static int GLES2_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
const double angle, const SDL_Point *center, const SDL_RendererFlip flip);
958
959
960
961
962
963
static void GLES2_RenderPresent(SDL_Renderer *renderer);
static int
GLES2_RenderClear(SDL_Renderer * renderer)
{
964
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
965
966
GLES2_ActivateRenderer(renderer);
967
968
rdata->glClearColor((GLfloat) renderer->r * inv255f,
969
970
971
972
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
973
rdata->glClear(GL_COLOR_BUFFER_BIT);
974
975
976
977
978
979
980
981
982
983
984
return 0;
}
static void
GLES2_SetBlendMode(GLES2_DriverContext *rdata, int blendMode)
{
if (blendMode != rdata->current.blendMode) {
switch (blendMode) {
default:
case SDL_BLENDMODE_NONE:
985
rdata->glDisable(GL_BLEND);
986
987
break;
case SDL_BLENDMODE_BLEND:
988
989
rdata->glEnable(GL_BLEND);
rdata->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
990
991
break;
case SDL_BLENDMODE_ADD:
992
993
rdata->glEnable(GL_BLEND);
rdata->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
994
995
break;
case SDL_BLENDMODE_MOD:
996
997
rdata->glEnable(GL_BLEND);
rdata->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
998
999
1000
break;
}
rdata->current.blendMode = blendMode;