src/video/SDL_renderer_gl.c
author Mike Gorchak <lestat@i.com.ua>
Tue, 13 Oct 2009 06:51:20 +0000
changeset 3393 fe2f10481878
parent 3324 0f19b2fa4125
child 3431 c8fbb27627d9
permissions -rw-r--r--
Fixed SDL_BLENDMODE_MASK for GL and GLES renderers, now blending works like in software renderer.
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2009 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL
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#include "SDL_video.h"
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#include "SDL_opengl.h"
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#include "SDL_sysvideo.h"
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#include "SDL_pixels_c.h"
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#include "SDL_rect_c.h"
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#include "SDL_yuv_sw_c.h"
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#ifdef __MACOSX__
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#include <OpenGL/OpenGL.h>
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#endif
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/* OpenGL renderer implementation */
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/* Details on optimizing the texture path on Mac OS X:
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   http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
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*/
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/* !!! FIXME: this should go in a higher level than the GL renderer. */
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static __inline__ int
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bytes_per_pixel(const Uint32 format)
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{
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    if (!SDL_ISPIXELFORMAT_FOURCC(format)) {
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        return SDL_BYTESPERPIXEL(format);
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    }
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    /* FOURCC format */
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    switch (format) {
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    case SDL_PIXELFORMAT_YV12:
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    case SDL_PIXELFORMAT_IYUV:
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    case SDL_PIXELFORMAT_YUY2:
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    case SDL_PIXELFORMAT_UYVY:
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    case SDL_PIXELFORMAT_YVYU:
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        return 2;
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    default:
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        return 1;               /* shouldn't ever hit this. */
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    }
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}
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static const float inv255f = 1.0f / 255.0f;
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
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static int GL_ActivateRenderer(SDL_Renderer * renderer);
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static int GL_DisplayModeChanged(SDL_Renderer * renderer);
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static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_QueryTexturePixels(SDL_Renderer * renderer,
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                                 SDL_Texture * texture, void **pixels,
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                                 int *pitch);
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static int GL_SetTexturePalette(SDL_Renderer * renderer,
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                                SDL_Texture * texture,
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                                const SDL_Color * colors, int firstcolor,
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                                int ncolors);
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static int GL_GetTexturePalette(SDL_Renderer * renderer,
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                                SDL_Texture * texture, SDL_Color * colors,
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                                int firstcolor, int ncolors);
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static int GL_SetTextureColorMod(SDL_Renderer * renderer,
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                                 SDL_Texture * texture);
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static int GL_SetTextureAlphaMod(SDL_Renderer * renderer,
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                                 SDL_Texture * texture);
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static int GL_SetTextureBlendMode(SDL_Renderer * renderer,
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                                  SDL_Texture * texture);
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static int GL_SetTextureScaleMode(SDL_Renderer * renderer,
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                                  SDL_Texture * texture);
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static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                            const SDL_Rect * rect, const void *pixels,
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                            int pitch);
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static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                          const SDL_Rect * rect, int markDirty, void **pixels,
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                          int *pitch);
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static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                            int numrects, const SDL_Rect * rects);
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static int GL_RenderPoint(SDL_Renderer * renderer, int x, int y);
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static int GL_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2,
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                         int y2);
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static int GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect);
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static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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                         const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static void GL_RenderPresent(SDL_Renderer * renderer);
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static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_DestroyRenderer(SDL_Renderer * renderer);
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SDL_RenderDriver GL_RenderDriver = {
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    GL_CreateRenderer,
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    {
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     "opengl",
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     (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD |
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      SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
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     (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
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      SDL_TEXTUREMODULATE_ALPHA),
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     (SDL_BLENDMODE_NONE | SDL_BLENDMODE_MASK |
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      SDL_BLENDMODE_BLEND | SDL_BLENDMODE_ADD | SDL_BLENDMODE_MOD),
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     (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
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      SDL_TEXTURESCALEMODE_SLOW),
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     15,
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     {
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      SDL_PIXELFORMAT_INDEX1LSB,
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      SDL_PIXELFORMAT_INDEX1MSB,
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      SDL_PIXELFORMAT_INDEX8,
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      SDL_PIXELFORMAT_RGB332,
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      SDL_PIXELFORMAT_RGB444,
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      SDL_PIXELFORMAT_RGB555,
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      SDL_PIXELFORMAT_ARGB4444,
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      SDL_PIXELFORMAT_ARGB1555,
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      SDL_PIXELFORMAT_RGB565,
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      SDL_PIXELFORMAT_RGB24,
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      SDL_PIXELFORMAT_BGR24,
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      SDL_PIXELFORMAT_RGB888,
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      SDL_PIXELFORMAT_BGR888,
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      SDL_PIXELFORMAT_ARGB8888,
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      SDL_PIXELFORMAT_ABGR8888,
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      SDL_PIXELFORMAT_ARGB2101010},
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     0,
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     0}
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};
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typedef struct
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{
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    SDL_GLContext context;
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    SDL_bool updateSize;
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    SDL_bool GL_ARB_texture_rectangle_supported;
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    SDL_bool GL_EXT_paletted_texture_supported;
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    SDL_bool GL_APPLE_ycbcr_422_supported;
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    SDL_bool GL_MESA_ycbcr_texture_supported;
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    SDL_bool GL_ARB_fragment_program_supported;
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    int blendMode;
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    int scaleMode;
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    /* OpenGL functions */
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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    PFNGLCOLORTABLEEXTPROC glColorTableEXT;
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    void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
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                                 const GLvoid * pointer);
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    PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
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    PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
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    PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
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    PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
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    PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
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    PFNGLBINDPROGRAMARBPROC glBindProgramARB;
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    PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
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    /* (optional) fragment programs */
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    GLuint fragment_program_UYVY;
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} GL_RenderData;
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typedef struct
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{
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    GLuint texture;
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    GLuint shader;
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    GLenum type;
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    GLfloat texw;
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    GLfloat texh;
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    GLenum format;
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    GLenum formattype;
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    Uint8 *palette;
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    void *pixels;
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    int pitch;
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    SDL_DirtyRectList dirty;
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    int HACK_RYAN_FIXME;
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} GL_TextureData;
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static void
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GL_SetError(const char *prefix, GLenum result)
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{
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    const char *error;
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    switch (result) {
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    case GL_NO_ERROR:
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        error = "GL_NO_ERROR";
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        break;
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    case GL_INVALID_ENUM:
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        error = "GL_INVALID_ENUM";
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        break;
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    case GL_INVALID_VALUE:
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        error = "GL_INVALID_VALUE";
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        break;
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    case GL_INVALID_OPERATION:
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        error = "GL_INVALID_OPERATION";
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        break;
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    case GL_STACK_OVERFLOW:
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        error = "GL_STACK_OVERFLOW";
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        break;
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    case GL_STACK_UNDERFLOW:
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        error = "GL_STACK_UNDERFLOW";
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        break;
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    case GL_OUT_OF_MEMORY:
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        error = "GL_OUT_OF_MEMORY";
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        break;
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    case GL_TABLE_TOO_LARGE:
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        error = "GL_TABLE_TOO_LARGE";
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        break;
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    default:
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        error = "UNKNOWN";
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        break;
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    }
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    SDL_SetError("%s: %s", prefix, error);
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}
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static int
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GL_LoadFunctions(GL_RenderData * data)
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{
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#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
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#define __SDL_NOGETPROCADDR__
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#endif
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#ifdef __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#else
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#define SDL_PROC(ret,func,params) \
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    do { \
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        data->func = SDL_GL_GetProcAddress(#func); \
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        if ( ! data->func ) { \
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            SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
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            return -1; \
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        } \
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    } while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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    return 0;
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}
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void
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GL_AddRenderDriver(_THIS)
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{
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    if (_this->GL_CreateContext) {
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        SDL_AddRenderDriver(0, &GL_RenderDriver);
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    }
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}
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SDL_Renderer *
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GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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    SDL_Renderer *renderer;
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    GL_RenderData *data;
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    GLint value;
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    int doublebuffer;
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    /* Render directly to the window, unless we're compositing */
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#ifndef __MACOSX__
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    if (flags & SDL_RENDERER_SINGLEBUFFER) {
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        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
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    }
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#endif
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    if (!(window->flags & SDL_WINDOW_OPENGL)) {
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        if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) {
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            return NULL;
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        }
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    }
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    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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    if (!renderer) {
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        SDL_OutOfMemory();
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        return NULL;
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    }
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    data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
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    if (!data) {
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        GL_DestroyRenderer(renderer);
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        SDL_OutOfMemory();
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        return NULL;
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    }
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    renderer->ActivateRenderer = GL_ActivateRenderer;
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    renderer->DisplayModeChanged = GL_DisplayModeChanged;
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    renderer->CreateTexture = GL_CreateTexture;
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    renderer->QueryTexturePixels = GL_QueryTexturePixels;
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    renderer->SetTexturePalette = GL_SetTexturePalette;
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    renderer->GetTexturePalette = GL_GetTexturePalette;
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    renderer->SetTextureColorMod = GL_SetTextureColorMod;
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    renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod;
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    renderer->SetTextureBlendMode = GL_SetTextureBlendMode;
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    renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
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    renderer->UpdateTexture = GL_UpdateTexture;
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    renderer->LockTexture = GL_LockTexture;
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    renderer->UnlockTexture = GL_UnlockTexture;
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    renderer->DirtyTexture = GL_DirtyTexture;
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    renderer->RenderPoint = GL_RenderPoint;
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    renderer->RenderLine = GL_RenderLine;
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    renderer->RenderFill = GL_RenderFill;
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    renderer->RenderCopy = GL_RenderCopy;
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    renderer->RenderPresent = GL_RenderPresent;
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    renderer->DestroyTexture = GL_DestroyTexture;
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    renderer->DestroyRenderer = GL_DestroyRenderer;
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    renderer->info = GL_RenderDriver.info;
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    renderer->window = window->id;
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    renderer->driverdata = data;
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    renderer->info.flags =
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        (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
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    if (GL_LoadFunctions(data) < 0) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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    data->context = SDL_GL_CreateContext(window->id);
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    if (!data->context) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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    if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
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        GL_DestroyRenderer(renderer);
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        return NULL;
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    }
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#ifdef __MACOSX__
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    /* Enable multi-threaded rendering */
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    /* Disabled until Ryan finishes his VBO/PBO code...
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       CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
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     */
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#endif
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    if (flags & SDL_RENDERER_PRESENTVSYNC) {
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        SDL_GL_SetSwapInterval(1);
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    } else {
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        SDL_GL_SetSwapInterval(0);
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    }
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    if (SDL_GL_GetSwapInterval() > 0) {
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        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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    }
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    if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) {
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        if (!doublebuffer) {
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            renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
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   358
        }
slouken@1974
   359
    }
slouken@1974
   360
slouken@1952
   361
    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
slouken@1952
   362
    renderer->info.max_texture_width = value;
slouken@1952
   363
    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
slouken@1952
   364
    renderer->info.max_texture_height = value;
slouken@1920
   365
slouken@1926
   366
    if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
slouken@1926
   367
        || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
slouken@1926
   368
        data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
slouken@1926
   369
    }
slouken@1974
   370
    if (SDL_GL_ExtensionSupported("GL_EXT_paletted_texture")) {
slouken@1974
   371
        data->GL_EXT_paletted_texture_supported = SDL_TRUE;
slouken@1974
   372
        data->glColorTableEXT =
slouken@1974
   373
            (PFNGLCOLORTABLEEXTPROC) SDL_GL_GetProcAddress("glColorTableEXT");
slouken@1974
   374
    } else {
slouken@1974
   375
        /* Don't advertise support for 8-bit indexed texture format */
slouken@1974
   376
        Uint32 i, j;
slouken@1974
   377
        SDL_RendererInfo *info = &renderer->info;
slouken@1974
   378
        for (i = 0, j = 0; i < info->num_texture_formats; ++i) {
slouken@1974
   379
            if (info->texture_formats[i] != SDL_PIXELFORMAT_INDEX8) {
slouken@1974
   380
                info->texture_formats[j++] = info->texture_formats[i];
slouken@1974
   381
            }
slouken@1974
   382
        }
slouken@1974
   383
        --info->num_texture_formats;
slouken@1974
   384
    }
slouken@2845
   385
    if (SDL_GL_ExtensionSupported("GL_APPLE_ycbcr_422")) {
slouken@2845
   386
        data->GL_APPLE_ycbcr_422_supported = SDL_TRUE;
slouken@2845
   387
    }
slouken@2845
   388
    if (SDL_GL_ExtensionSupported("GL_MESA_ycbcr_texture")) {
slouken@2845
   389
        data->GL_MESA_ycbcr_texture_supported = SDL_TRUE;
slouken@2845
   390
    }
slouken@2233
   391
    if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
slouken@2233
   392
        data->glTextureRangeAPPLE =
slouken@2233
   393
            (void (*)(GLenum, GLsizei, const GLvoid *))
slouken@2233
   394
            SDL_GL_GetProcAddress("glTextureRangeAPPLE");
slouken@2233
   395
    }
slouken@1920
   396
icculus@2835
   397
    /* we might use fragment programs for YUV data, etc. */
icculus@2835
   398
    if (SDL_GL_ExtensionSupported("GL_ARB_fragment_program")) {
icculus@2835
   399
        /* !!! FIXME: this doesn't check for errors. */
icculus@2835
   400
        /* !!! FIXME: this should really reuse the glfuncs.h stuff. */
icculus@2835
   401
        data->glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)
icculus@2835
   402
            SDL_GL_GetProcAddress("glGetProgramivARB");
icculus@2835
   403
        data->glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)
icculus@2835
   404
            SDL_GL_GetProcAddress("glGetProgramStringARB");
icculus@2835
   405
        data->glProgramLocalParameter4fvARB =
icculus@2835
   406
            (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)
icculus@2835
   407
            SDL_GL_GetProcAddress("glProgramLocalParameter4fvARB");
icculus@2835
   408
        data->glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)
icculus@2835
   409
            SDL_GL_GetProcAddress("glDeleteProgramsARB");
icculus@2835
   410
        data->glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)
icculus@2835
   411
            SDL_GL_GetProcAddress("glGenProgramsARB");
icculus@2835
   412
        data->glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)
icculus@2835
   413
            SDL_GL_GetProcAddress("glBindProgramARB");
icculus@2835
   414
        data->glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)
icculus@2835
   415
            SDL_GL_GetProcAddress("glProgramStringARB");
icculus@2835
   416
        data->GL_ARB_fragment_program_supported = SDL_TRUE;
icculus@2835
   417
    }
icculus@2835
   418
slouken@1918
   419
    /* Set up parameters for rendering */
slouken@1927
   420
    data->blendMode = -1;
slouken@1927
   421
    data->scaleMode = -1;
slouken@1927
   422
    data->glDisable(GL_DEPTH_TEST);
slouken@1927
   423
    data->glDisable(GL_CULL_FACE);
slouken@3262
   424
    /* This ended up causing video discrepancies between OpenGL and Direct3D */
slouken@3262
   425
    /*data->glEnable(GL_LINE_SMOOTH);*/
slouken@1926
   426
    if (data->GL_ARB_texture_rectangle_supported) {
slouken@1927
   427
        data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
slouken@1926
   428
    } else {
slouken@1927
   429
        data->glEnable(GL_TEXTURE_2D);
slouken@1926
   430
    }
slouken@2833
   431
    data->updateSize = SDL_TRUE;
slouken@1918
   432
slouken@1918
   433
    return renderer;
slouken@1918
   434
}
slouken@1918
   435
slouken@1923
   436
static int
slouken@1923
   437
GL_ActivateRenderer(SDL_Renderer * renderer)
slouken@1923
   438
{
slouken@1923
   439
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1923
   440
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
slouken@1923
   441
slouken@1970
   442
    if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
slouken@1970
   443
        return -1;
slouken@1970
   444
    }
slouken@2833
   445
    if (data->updateSize) {
slouken@2836
   446
        data->glMatrixMode(GL_PROJECTION);
slouken@2836
   447
        data->glLoadIdentity();
slouken@2836
   448
        data->glMatrixMode(GL_MODELVIEW);
slouken@2836
   449
        data->glLoadIdentity();
slouken@2836
   450
        data->glViewport(0, 0, window->w, window->h);
slouken@3324
   451
        data->glOrtho(0.0, (GLdouble) window->w,
slouken@3324
   452
                      (GLdouble) window->h, 0.0, 0.0, 1.0);
slouken@2833
   453
        data->updateSize = SDL_FALSE;
slouken@2833
   454
    }
slouken@1970
   455
    return 0;
slouken@1970
   456
}
slouken@1970
   457
slouken@1970
   458
static int
slouken@1970
   459
GL_DisplayModeChanged(SDL_Renderer * renderer)
slouken@1970
   460
{
slouken@1970
   461
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1970
   462
slouken@2836
   463
    /* Rebind the context to the window area and update matrices */
slouken@2836
   464
    data->updateSize = SDL_TRUE;
slouken@2836
   465
    return GL_ActivateRenderer(renderer);
slouken@1923
   466
}
slouken@1923
   467
slouken@1922
   468
static __inline__ int
slouken@1922
   469
power_of_2(int input)
slouken@1922
   470
{
slouken@1922
   471
    int value = 1;
slouken@1922
   472
slouken@1922
   473
    while (value < input) {
slouken@1922
   474
        value <<= 1;
slouken@1922
   475
    }
slouken@1922
   476
    return value;
slouken@1922
   477
}
slouken@1922
   478
icculus@2835
   479
slouken@2858
   480
//#define DEBUG_PROGRAM_COMPILE 1
icculus@2835
   481
icculus@2835
   482
static GLuint
slouken@2884
   483
compile_shader(GL_RenderData * data, GLenum shader_type, const char *_code)
icculus@2835
   484
{
icculus@2847
   485
    const int have_texture_rects = data->GL_ARB_texture_rectangle_supported;
icculus@2847
   486
    const char *replacement = have_texture_rects ? "RECT" : "2D";
slouken@2918
   487
    const size_t replacementlen = SDL_strlen(replacement);
icculus@2847
   488
    const char *token = "%TEXTURETARGET%";
slouken@2918
   489
    const size_t tokenlen = SDL_strlen(token);
icculus@2847
   490
    char *code = NULL;
icculus@2847
   491
    char *ptr = NULL;
icculus@2847
   492
    GLuint program = 0;
icculus@2847
   493
icculus@2847
   494
    /*
icculus@2847
   495
     * The TEX instruction needs a different target depending on what we use.
icculus@2847
   496
     *  To handle this, we use "%TEXTURETARGET%" and replace the string before
icculus@2847
   497
     *  compiling the shader.
icculus@2847
   498
     */
icculus@2847
   499
    code = SDL_strdup(_code);
icculus@2847
   500
    if (code == NULL)
icculus@2847
   501
        return 0;
icculus@2847
   502
slouken@2884
   503
    for (ptr = SDL_strstr(code, token); ptr; ptr = SDL_strstr(ptr + 1, token)) {
slouken@2918
   504
        SDL_memcpy(ptr, replacement, replacementlen);
slouken@2918
   505
        SDL_memmove(ptr + replacementlen, ptr + tokenlen,
slouken@2918
   506
                    SDL_strlen(ptr + tokenlen) + 1);
icculus@2847
   507
    }
icculus@2847
   508
icculus@2835
   509
#if DEBUG_PROGRAM_COMPILE
icculus@2847
   510
    printf("compiling shader:\n%s\n\n", code);
icculus@2835
   511
#endif
icculus@2835
   512
slouken@2884
   513
    data->glGetError();         /* flush any existing error state. */
icculus@2835
   514
    data->glGenProgramsARB(1, &program);
icculus@2835
   515
    data->glBindProgramARB(shader_type, program);
icculus@2835
   516
    data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
slouken@3253
   517
                             (GLsizei)SDL_strlen(code), code);
icculus@2847
   518
icculus@2847
   519
    SDL_free(code);
icculus@2835
   520
slouken@2884
   521
    if (data->glGetError() == GL_INVALID_OPERATION) {
icculus@2835
   522
#if DEBUG_PROGRAM_COMPILE
icculus@2835
   523
        GLint pos = 0;
icculus@2835
   524
        const GLubyte *errstr;
icculus@2835
   525
        data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
icculus@2835
   526
        errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
icculus@2835
   527
        printf("program compile error at position %d: %s\n\n",
slouken@2884
   528
               (int) pos, (const char *) errstr);
icculus@2835
   529
#endif
icculus@2835
   530
        data->glBindProgramARB(shader_type, 0);
icculus@2835
   531
        data->glDeleteProgramsARB(1, &program);
icculus@2835
   532
        return 0;
icculus@2848
   533
    }
icculus@2835
   534
icculus@2835
   535
    return program;
icculus@2835
   536
}
icculus@2835
   537
icculus@2848
   538
icculus@2848
   539
/*
icculus@2848
   540
 * Fragment program that renders from UYVY textures.
icculus@2848
   541
 * The UYVY to RGB equasion is:
icculus@2848
   542
 *   R = 1.164(Y-16) + 1.596(Cr-128)
icculus@2848
   543
 *   G = 1.164(Y-16) - 0.813(Cr-128) - 0.391(Cb-128)
icculus@2848
   544
 *   B = 1.164(Y-16) + 2.018(Cb-128)
icculus@2848
   545
 * Byte layout is Cb, Y1, Cr, Y2, stored in the R, G, B, A channels.
icculus@2848
   546
 * 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr
icculus@2848
   547
 *
icculus@2848
   548
 * !!! FIXME: this ignores blendmodes, etc.
icculus@2848
   549
 * !!! FIXME: this could be more efficient...use a dot product for green, etc.
icculus@2848
   550
 */
slouken@2884
   551
static const char *fragment_program_UYVY_source_code = "!!ARBfp1.0\n"
icculus@2848
   552
    /* outputs... */
icculus@2835
   553
    "OUTPUT outcolor = result.color;\n"
icculus@2848
   554
    /* scratch registers... */
slouken@2884
   555
    "TEMP uyvy;\n" "TEMP luminance;\n" "TEMP work;\n"
icculus@2848
   556
    /* Halve the coordinates to grab the correct 32 bits for the fragment. */
icculus@2835
   557
    "MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n"
icculus@2848
   558
    /* Sample the YUV texture. Cb, Y1, Cr, Y2, are stored in x, y, z, w. */
icculus@2847
   559
    "TEX uyvy, work, texture[0], %TEXTURETARGET%;\n"
icculus@2848
   560
    /* Do subtractions (128/255, 16/255, 128/255, 16/255) */
slouken@2846
   561
    "SUB uyvy, uyvy, { 0.501960784313726, 0.06274509803922, 0.501960784313726, 0.06274509803922 };\n"
icculus@2848
   562
    /* Choose the luminance component by texcoord. */
icculus@2848
   563
    /* !!! FIXME: laziness wins out for now... just average Y1 and Y2. */
icculus@2835
   564
    "ADD luminance, uyvy.yyyy, uyvy.wwww;\n"
icculus@2835
   565
    "MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n"
icculus@2848
   566
    /* Multiply luminance by its magic value. */
icculus@2835
   567
    "MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n"
icculus@2848
   568
    /* uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications. */
icculus@2835
   569
    "MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n"
icculus@2848
   570
    /* Add luminance to Cr and Cb, store to RGB channels. */
icculus@2835
   571
    "ADD work.rgb, luminance, uyvy;\n"
icculus@2848
   572
    /* Do final addition for Green channel.  (!!! FIXME: this should be a DPH?) */
icculus@2835
   573
    "ADD work.g, work.g, uyvy.w;\n"
icculus@2848
   574
    /* Make sure alpha channel is fully opaque.  (!!! FIXME: blend modes!) */
icculus@2835
   575
    "MOV work.a, { 1.0 };\n"
icculus@2848
   576
    /* Store out the final fragment color... */
icculus@2835
   577
    "MOV outcolor, work;\n"
icculus@2848
   578
    /* ...and we're done! */
icculus@2835
   579
    "END\n";
icculus@2835
   580
icculus@2835
   581
slouken@1918
   582
static int
slouken@1918
   583
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
   584
{
slouken@1918
   585
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   586
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
slouken@1918
   587
    GL_TextureData *data;
slouken@1920
   588
    GLint internalFormat;
slouken@1920
   589
    GLenum format, type;
slouken@1922
   590
    int texture_w, texture_h;
icculus@2835
   591
    GLuint shader = 0;
slouken@1924
   592
    GLenum result;
slouken@1918
   593
slouken@1920
   594
    switch (texture->format) {
slouken@1965
   595
    case SDL_PIXELFORMAT_INDEX1LSB:
slouken@1965
   596
    case SDL_PIXELFORMAT_INDEX1MSB:
slouken@1920
   597
        internalFormat = GL_RGB;
slouken@1920
   598
        format = GL_COLOR_INDEX;
slouken@1920
   599
        type = GL_BITMAP;
slouken@1920
   600
        break;
slouken@1965
   601
    case SDL_PIXELFORMAT_INDEX8:
slouken@1974
   602
        if (!renderdata->GL_EXT_paletted_texture_supported) {
slouken@1974
   603
            SDL_SetError("Unsupported texture format");
slouken@1974
   604
            return -1;
slouken@1974
   605
        }
slouken@1974
   606
        internalFormat = GL_COLOR_INDEX8_EXT;
slouken@1920
   607
        format = GL_COLOR_INDEX;
slouken@1920
   608
        type = GL_UNSIGNED_BYTE;
slouken@1920
   609
        break;
slouken@1965
   610
    case SDL_PIXELFORMAT_RGB332:
slouken@1920
   611
        internalFormat = GL_R3_G3_B2;
slouken@1920
   612
        format = GL_RGB;
slouken@1920
   613
        type = GL_UNSIGNED_BYTE_3_3_2;
slouken@1920
   614
        break;
slouken@1965
   615
    case SDL_PIXELFORMAT_RGB444:
slouken@1920
   616
        internalFormat = GL_RGB4;
slouken@1920
   617
        format = GL_RGB;
slouken@1920
   618
        type = GL_UNSIGNED_SHORT_4_4_4_4;
slouken@1920
   619
        break;
slouken@1965
   620
    case SDL_PIXELFORMAT_RGB555:
slouken@1920
   621
        internalFormat = GL_RGB5;
slouken@1920
   622
        format = GL_RGB;
slouken@1920
   623
        type = GL_UNSIGNED_SHORT_5_5_5_1;
slouken@1920
   624
        break;
slouken@1965
   625
    case SDL_PIXELFORMAT_ARGB4444:
slouken@1920
   626
        internalFormat = GL_RGBA4;
slouken@1920
   627
        format = GL_BGRA;
slouken@1920
   628
        type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
slouken@1920
   629
        break;
slouken@1965
   630
    case SDL_PIXELFORMAT_ARGB1555:
slouken@1920
   631
        internalFormat = GL_RGB5_A1;
slouken@1920
   632
        format = GL_BGRA;
slouken@1920
   633
        type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
slouken@1920
   634
        break;
slouken@1965
   635
    case SDL_PIXELFORMAT_RGB565:
slouken@1920
   636
        internalFormat = GL_RGB8;
slouken@1920
   637
        format = GL_RGB;
slouken@1920
   638
        type = GL_UNSIGNED_SHORT_5_6_5;
slouken@1920
   639
        break;
slouken@1965
   640
    case SDL_PIXELFORMAT_RGB24:
slouken@1920
   641
        internalFormat = GL_RGB8;
slouken@1920
   642
        format = GL_RGB;
slouken@1920
   643
        type = GL_UNSIGNED_BYTE;
slouken@1920
   644
        break;
slouken@1965
   645
    case SDL_PIXELFORMAT_RGB888:
slouken@1920
   646
        internalFormat = GL_RGB8;
slouken@1924
   647
        format = GL_BGRA;
slouken@1924
   648
        type = GL_UNSIGNED_BYTE;
slouken@1920
   649
        break;
slouken@1965
   650
    case SDL_PIXELFORMAT_BGR24:
slouken@1920
   651
        internalFormat = GL_RGB8;
slouken@1920
   652
        format = GL_BGR;
slouken@1920
   653
        type = GL_UNSIGNED_BYTE;
slouken@1920
   654
        break;
slouken@1965
   655
    case SDL_PIXELFORMAT_BGR888:
slouken@1920
   656
        internalFormat = GL_RGB8;
slouken@1924
   657
        format = GL_RGBA;
slouken@1924
   658
        type = GL_UNSIGNED_BYTE;
slouken@1920
   659
        break;
slouken@1965
   660
    case SDL_PIXELFORMAT_ARGB8888:
slouken@2230
   661
#ifdef __MACOSX__
slouken@2230
   662
        internalFormat = GL_RGBA;
slouken@2230
   663
        format = GL_BGRA;
slouken@2230
   664
        type = GL_UNSIGNED_INT_8_8_8_8_REV;
slouken@2230
   665
#else
slouken@1920
   666
        internalFormat = GL_RGBA8;
slouken@1920
   667
        format = GL_BGRA;
slouken@1924
   668
        type = GL_UNSIGNED_BYTE;
slouken@2230
   669
#endif
slouken@1920
   670
        break;
slouken@1965
   671
    case SDL_PIXELFORMAT_ABGR8888:
slouken@1920
   672
        internalFormat = GL_RGBA8;
slouken@1920
   673
        format = GL_RGBA;
slouken@1924
   674
        type = GL_UNSIGNED_BYTE;
slouken@1920
   675
        break;
slouken@1965
   676
    case SDL_PIXELFORMAT_ARGB2101010:
slouken@1920
   677
        internalFormat = GL_RGB10_A2;
slouken@1920
   678
        format = GL_BGRA;
slouken@1920
   679
        type = GL_UNSIGNED_INT_2_10_10_10_REV;
slouken@1920
   680
        break;
slouken@2845
   681
    case SDL_PIXELFORMAT_UYVY:
slouken@2845
   682
        if (renderdata->GL_APPLE_ycbcr_422_supported) {
slouken@2845
   683
            internalFormat = GL_RGB;
slouken@2845
   684
            format = GL_YCBCR_422_APPLE;
slouken@2845
   685
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   686
            type = GL_UNSIGNED_SHORT_8_8_APPLE;
slouken@2844
   687
#else
slouken@2845
   688
            type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
slouken@2845
   689
#endif
slouken@2845
   690
        } else if (renderdata->GL_MESA_ycbcr_texture_supported) {
slouken@2845
   691
            internalFormat = GL_RGB;
slouken@2845
   692
            format = GL_YCBCR_MESA;
slouken@2845
   693
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   694
            type = GL_UNSIGNED_SHORT_8_8_MESA;
slouken@2845
   695
#else
slouken@2845
   696
            type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
slouken@2845
   697
#endif
slouken@2845
   698
        } else if (renderdata->GL_ARB_fragment_program_supported) {
icculus@2835
   699
            if (renderdata->fragment_program_UYVY == 0) {
icculus@2835
   700
                renderdata->fragment_program_UYVY =
icculus@2835
   701
                    compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB,
icculus@2835
   702
                                   fragment_program_UYVY_source_code);
icculus@2835
   703
                if (renderdata->fragment_program_UYVY == 0) {
icculus@2835
   704
                    SDL_SetError("Fragment program compile error");
icculus@2835
   705
                    return -1;
icculus@2835
   706
                }
icculus@2835
   707
            }
icculus@2835
   708
            shader = renderdata->fragment_program_UYVY;
icculus@2835
   709
            internalFormat = GL_RGBA;
icculus@2835
   710
            format = GL_RGBA;
icculus@2835
   711
            type = GL_UNSIGNED_BYTE;
icculus@2835
   712
        } else {
icculus@2835
   713
            SDL_SetError("Unsupported texture format");
icculus@2835
   714
            return -1;
icculus@2835
   715
        }
icculus@2835
   716
        break;
slouken@2845
   717
    case SDL_PIXELFORMAT_YUY2:
slouken@2845
   718
        if (renderdata->GL_APPLE_ycbcr_422_supported) {
slouken@2845
   719
            internalFormat = GL_RGB;
slouken@2845
   720
            format = GL_YCBCR_422_APPLE;
slouken@2845
   721
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   722
            type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
slouken@2845
   723
#else
slouken@2845
   724
            type = GL_UNSIGNED_SHORT_8_8_APPLE;
slouken@2844
   725
#endif
slouken@2845
   726
        } else if (renderdata->GL_MESA_ycbcr_texture_supported) {
slouken@2845
   727
            internalFormat = GL_RGB;
slouken@2845
   728
            format = GL_YCBCR_MESA;
slouken@2845
   729
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@2845
   730
            type = GL_UNSIGNED_SHORT_8_8_REV_MESA;
slouken@2845
   731
#else
slouken@2845
   732
            type = GL_UNSIGNED_SHORT_8_8_MESA;
slouken@2845
   733
#endif
slouken@2845
   734
        } else {
slouken@2845
   735
            SDL_SetError("Unsupported texture format");
slouken@2845
   736
            return -1;
slouken@2845
   737
        }
slouken@2845
   738
        break;
slouken@1920
   739
    default:
slouken@1920
   740
        SDL_SetError("Unsupported texture format");
slouken@1920
   741
        return -1;
slouken@1920
   742
    }
slouken@1920
   743
slouken@1920
   744
    data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
slouken@1918
   745
    if (!data) {
slouken@1918
   746
        SDL_OutOfMemory();
slouken@1918
   747
        return -1;
slouken@1918
   748
    }
slouken@1918
   749
icculus@2835
   750
    data->shader = shader;
icculus@2835
   751
slouken@1974
   752
    if (texture->format == SDL_PIXELFORMAT_INDEX8) {
slouken@1974
   753
        data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8));
slouken@1974
   754
        if (!data->palette) {
slouken@1974
   755
            SDL_OutOfMemory();
slouken@1974
   756
            SDL_free(data);
slouken@1974
   757
            return -1;
slouken@1974
   758
        }
slouken@1974
   759
        SDL_memset(data->palette, 0xFF, 3 * 256 * sizeof(Uint8));
slouken@1974
   760
    }
slouken@1974
   761
slouken@2222
   762
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
icculus@2835
   763
        data->pitch = texture->w * bytes_per_pixel(texture->format);
slouken@2222
   764
        data->pixels = SDL_malloc(texture->h * data->pitch);
slouken@2222
   765
        if (!data->pixels) {
slouken@2222
   766
            SDL_OutOfMemory();
slouken@2222
   767
            SDL_free(data);
slouken@2222
   768
            return -1;
slouken@2222
   769
        }
slouken@2222
   770
    }
slouken@2222
   771
slouken@1918
   772
    texture->driverdata = data;
slouken@1918
   773
slouken@1927
   774
    renderdata->glGetError();
slouken@1927
   775
    renderdata->glGenTextures(1, &data->texture);
slouken@1926
   776
    if (renderdata->GL_ARB_texture_rectangle_supported) {
slouken@1926
   777
        data->type = GL_TEXTURE_RECTANGLE_ARB;
slouken@1926
   778
        texture_w = texture->w;
slouken@1926
   779
        texture_h = texture->h;
icculus@2835
   780
        data->texw = (GLfloat) texture_w;
icculus@2835
   781
        data->texh = (GLfloat) texture_h;
slouken@1926
   782
    } else {
slouken@1926
   783
        data->type = GL_TEXTURE_2D;
slouken@1926
   784
        texture_w = power_of_2(texture->w);
slouken@1926
   785
        texture_h = power_of_2(texture->h);
icculus@2835
   786
        data->texw = (GLfloat) (texture->w) / texture_w;
slouken@1926
   787
        data->texh = (GLfloat) texture->h / texture_h;
slouken@1926
   788
    }
icculus@2835
   789
slouken@2839
   790
    /* YUV formats use RGBA but are really two bytes per pixel */
slouken@2839
   791
    if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
slouken@2884
   792
        data->HACK_RYAN_FIXME = 2;
slouken@2843
   793
    } else {
slouken@2884
   794
        data->HACK_RYAN_FIXME = 1;
slouken@2839
   795
    }
slouken@2843
   796
    texture_w /= data->HACK_RYAN_FIXME;
slouken@2839
   797
slouken@1920
   798
    data->format = format;
slouken@1920
   799
    data->formattype = type;
slouken@2884
   800
    renderdata->glEnable(data->type);
slouken@1927
   801
    renderdata->glBindTexture(data->type, data->texture);
slouken@2230
   802
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
slouken@2230
   803
                                GL_NEAREST);
slouken@2230
   804
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
slouken@2230
   805
                                GL_NEAREST);
slouken@2230
   806
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
slouken@2230
   807
                                GL_CLAMP_TO_EDGE);
slouken@2230
   808
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
slouken@2230
   809
                                GL_CLAMP_TO_EDGE);
slouken@2840
   810
#ifdef __MACOSX__
slouken@2230
   811
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
slouken@2230
   812
#define GL_TEXTURE_STORAGE_HINT_APPLE       0x85BC
slouken@2230
   813
#endif
slouken@2230
   814
#ifndef STORAGE_CACHED_APPLE
slouken@2230
   815
#define STORAGE_CACHED_APPLE                0x85BE
slouken@2230
   816
#endif
slouken@2230
   817
#ifndef STORAGE_SHARED_APPLE
slouken@2230
   818
#define STORAGE_SHARED_APPLE                0x85BF
slouken@2230
   819
#endif
slouken@2230
   820
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@2230
   821
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   822
                                    GL_STORAGE_SHARED_APPLE);
slouken@2230
   823
    } else {
slouken@2230
   824
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
slouken@2230
   825
                                    GL_STORAGE_CACHED_APPLE);
slouken@2230
   826
    }
slouken@2809
   827
/* This causes a crash in testoverlay for some reason.  Apple bug? */
slouken@2809
   828
#if 0
bob@2295
   829
    if (texture->access == SDL_TEXTUREACCESS_STREAMING
bob@2295
   830
        && texture->format == SDL_PIXELFORMAT_ARGB8888) {
slouken@2237
   831
        /*
bob@2295
   832
           if (renderdata->glTextureRangeAPPLE) {
bob@2295
   833
           renderdata->glTextureRangeAPPLE(data->type,
bob@2295
   834
           texture->h * data->pitch,
bob@2295
   835
           data->pixels);
bob@2295
   836
           }
bob@2295
   837
         */
slouken@2230
   838
        renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
slouken@2230
   839
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   840
                                 texture_h, 0, format, type, data->pixels);
slouken@2230
   841
    } else
slouken@2230
   842
#endif
slouken@2809
   843
#endif
slouken@2230
   844
    {
slouken@2230
   845
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
slouken@2230
   846
                                 texture_h, 0, format, type, NULL);
slouken@2230
   847
    }
slouken@3041
   848
    renderdata->glDisable(data->type);
slouken@1927
   849
    result = renderdata->glGetError();
slouken@1924
   850
    if (result != GL_NO_ERROR) {
slouken@1924
   851
        GL_SetError("glTexImage2D()", result);
slouken@1924
   852
        return -1;
slouken@1924
   853
    }
slouken@1918
   854
    return 0;
slouken@1918
   855
}
slouken@1918
   856
slouken@1918
   857
static int
slouken@2222
   858
GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@2222
   859
                      void **pixels, int *pitch)
slouken@2222
   860
{
slouken@2222
   861
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@2222
   862
slouken@2222
   863
    *pixels = data->pixels;
slouken@2222
   864
    *pitch = data->pitch;
slouken@2222
   865
    return 0;
slouken@2222
   866
}
slouken@2222
   867
slouken@2222
   868
static int
slouken@1918
   869
GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   870
                     const SDL_Color * colors, int firstcolor, int ncolors)
slouken@1918
   871
{
slouken@1918
   872
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   873
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1974
   874
    Uint8 *palette;
slouken@1918
   875
slouken@1974
   876
    if (!data->palette) {
slouken@1974
   877
        SDL_SetError("Texture doesn't have a palette");
slouken@1974
   878
        return -1;
slouken@1974
   879
    }
slouken@1974
   880
    palette = data->palette + firstcolor * 3;
slouken@1974
   881
    while (ncolors--) {
slouken@1974
   882
        *palette++ = colors->r;
slouken@1974
   883
        *palette++ = colors->g;
slouken@1974
   884
        *palette++ = colors->b;
slouken@1974
   885
        ++colors;
slouken@1974
   886
    }
slouken@2884
   887
    renderdata->glEnable(data->type);
slouken@1974
   888
    renderdata->glBindTexture(data->type, data->texture);
slouken@1974
   889
    renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB,
slouken@1974
   890
                                GL_UNSIGNED_BYTE, data->palette);
slouken@1918
   891
    return 0;
slouken@1918
   892
}
slouken@1918
   893
slouken@1918
   894
static int
slouken@1918
   895
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   896
                     SDL_Color * colors, int firstcolor, int ncolors)
slouken@1918
   897
{
slouken@1974
   898
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   899
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1974
   900
    Uint8 *palette;
slouken@1918
   901
slouken@1974
   902
    if (!data->palette) {
slouken@1974
   903
        SDL_SetError("Texture doesn't have a palette");
slouken@1974
   904
        return -1;
slouken@1974
   905
    }
slouken@1974
   906
    palette = data->palette + firstcolor * 3;
slouken@1974
   907
    while (ncolors--) {
slouken@1974
   908
        colors->r = *palette++;
slouken@1974
   909
        colors->g = *palette++;
slouken@1974
   910
        colors->b = *palette++;
slouken@1974
   911
        colors->unused = SDL_ALPHA_OPAQUE;
slouken@1974
   912
        ++colors;
slouken@1974
   913
    }
slouken@1918
   914
    return 0;
slouken@1918
   915
}
slouken@1918
   916
slouken@1924
   917
static void
slouken@1927
   918
SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
slouken@1927
   919
                   int pitch)
slouken@1924
   920
{
slouken@1965
   921
    if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) {
slouken@1927
   922
        renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
slouken@1965
   923
    } else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) {
slouken@1927
   924
        renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
slouken@1924
   925
    }
slouken@1927
   926
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
slouken@2808
   927
    renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
slouken@2884
   928
                              (pitch / bytes_per_pixel(texture->format)) /
slouken@3013
   929
                              ((GL_TextureData *) texture->driverdata)->
slouken@3013
   930
                              HACK_RYAN_FIXME);
slouken@1924
   931
}
slouken@1924
   932
slouken@1918
   933
static int
slouken@1985
   934
GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   935
{
slouken@1986
   936
    return 0;
slouken@1985
   937
}
slouken@1985
   938
slouken@1985
   939
static int
slouken@1985
   940
GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   941
{
slouken@1986
   942
    return 0;
slouken@1985
   943
}
slouken@1985
   944
slouken@1985
   945
static int
slouken@1985
   946
GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   947
{
slouken@1985
   948
    switch (texture->blendMode) {
slouken@2884
   949
    case SDL_BLENDMODE_NONE:
slouken@2884
   950
    case SDL_BLENDMODE_MASK:
slouken@2884
   951
    case SDL_BLENDMODE_BLEND:
slouken@2884
   952
    case SDL_BLENDMODE_ADD:
slouken@2884
   953
    case SDL_BLENDMODE_MOD:
slouken@1985
   954
        return 0;
slouken@1985
   955
    default:
slouken@1985
   956
        SDL_Unsupported();
slouken@2884
   957
        texture->blendMode = SDL_BLENDMODE_NONE;
slouken@1985
   958
        return -1;
slouken@1985
   959
    }
slouken@1985
   960
}
slouken@1985
   961
slouken@1985
   962
static int
slouken@1985
   963
GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1985
   964
{
slouken@1985
   965
    switch (texture->scaleMode) {
slouken@1985
   966
    case SDL_TEXTURESCALEMODE_NONE:
slouken@1985
   967
    case SDL_TEXTURESCALEMODE_FAST:
slouken@1985
   968
    case SDL_TEXTURESCALEMODE_SLOW:
slouken@1985
   969
        return 0;
slouken@1985
   970
    case SDL_TEXTURESCALEMODE_BEST:
slouken@1985
   971
        SDL_Unsupported();
slouken@1985
   972
        texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW;
slouken@1985
   973
        return -1;
slouken@1985
   974
    default:
slouken@1985
   975
        SDL_Unsupported();
slouken@1985
   976
        texture->scaleMode = SDL_TEXTURESCALEMODE_NONE;
slouken@1985
   977
        return -1;
slouken@1985
   978
    }
slouken@1985
   979
}
slouken@1985
   980
slouken@1985
   981
static int
slouken@1918
   982
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
   983
                 const SDL_Rect * rect, const void *pixels, int pitch)
slouken@1918
   984
{
slouken@1927
   985
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
   986
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1924
   987
    GLenum result;
slouken@1918
   988
slouken@1927
   989
    renderdata->glGetError();
slouken@1927
   990
    SetupTextureUpdate(renderdata, texture, pitch);
slouken@2884
   991
    renderdata->glEnable(data->type);
slouken@1927
   992
    renderdata->glBindTexture(data->type, data->texture);
slouken@1927
   993
    renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
slouken@1927
   994
                                rect->h, data->format, data->formattype,
slouken@1927
   995
                                pixels);
slouken@3041
   996
    renderdata->glDisable(data->type);
slouken@1927
   997
    result = renderdata->glGetError();
slouken@1924
   998
    if (result != GL_NO_ERROR) {
slouken@1924
   999
        GL_SetError("glTexSubImage2D()", result);
slouken@1924
  1000
        return -1;
slouken@1924
  1001
    }
slouken@1918
  1002
    return 0;
slouken@1918
  1003
}
slouken@1918
  1004
slouken@1918
  1005
static int
slouken@1918
  1006
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1918
  1007
               const SDL_Rect * rect, int markDirty, void **pixels,
slouken@1918
  1008
               int *pitch)
slouken@1918
  1009
{
slouken@1918
  1010
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
  1011
slouken@1920
  1012
    if (markDirty) {
slouken@1920
  1013
        SDL_AddDirtyRect(&data->dirty, rect);
slouken@1920
  1014
    }
slouken@1918
  1015
slouken@1920
  1016
    *pixels =
slouken@1920
  1017
        (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
icculus@2835
  1018
                  rect->x * bytes_per_pixel(texture->format));
slouken@1920
  1019
    *pitch = data->pitch;
slouken@1918
  1020
    return 0;
slouken@1918
  1021
}
slouken@1918
  1022
slouken@1918
  1023
static void
slouken@1918
  1024
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
  1025
{
slouken@1918
  1026
}
slouken@1918
  1027
slouken@1918
  1028
static void
slouken@1918
  1029
GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
slouken@1918
  1030
                const SDL_Rect * rects)
slouken@1918
  1031
{
slouken@1918
  1032
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
  1033
    int i;
slouken@1918
  1034
slouken@1918
  1035
    for (i = 0; i < numrects; ++i) {
slouken@1920
  1036
        SDL_AddDirtyRect(&data->dirty, &rects[i]);
slouken@1918
  1037
    }
slouken@1918
  1038
}
slouken@1918
  1039
slouken@2936
  1040
static void
lestat@3393
  1041
GL_SetBlendMode(GL_RenderData * data, int blendMode, int isprimitive)
slouken@2936
  1042
{
slouken@2936
  1043
    if (blendMode != data->blendMode) {
slouken@2936
  1044
        switch (blendMode) {
slouken@2936
  1045
        case SDL_BLENDMODE_NONE:
slouken@2936
  1046
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
slouken@2936
  1047
            data->glDisable(GL_BLEND);
slouken@2936
  1048
            break;
slouken@2936
  1049
        case SDL_BLENDMODE_MASK:
lestat@3393
  1050
            if (isprimitive) {
lestat@3393
  1051
                data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
lestat@3393
  1052
                data->glDisable(GL_BLEND);
lestat@3393
  1053
                /* The same as SDL_BLENDMODE_NONE */
lestat@3393
  1054
                blendMode = SDL_BLENDMODE_NONE;
lestat@3393
  1055
                break;
lestat@3393
  1056
            }
lestat@3393
  1057
            /* fall through */
slouken@2936
  1058
        case SDL_BLENDMODE_BLEND:
slouken@2936
  1059
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@2936
  1060
            data->glEnable(GL_BLEND);
slouken@2936
  1061
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
slouken@2936
  1062
            break;
slouken@2936
  1063
        case SDL_BLENDMODE_ADD:
slouken@2936
  1064
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@2936
  1065
            data->glEnable(GL_BLEND);
slouken@2936
  1066
            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
slouken@2936
  1067
            break;
slouken@2936
  1068
        case SDL_BLENDMODE_MOD:
slouken@2936
  1069
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
slouken@2936
  1070
            data->glEnable(GL_BLEND);
slouken@2936
  1071
            data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
slouken@2936
  1072
            break;
slouken@2936
  1073
        }
slouken@2936
  1074
        data->blendMode = blendMode;
slouken@2936
  1075
    }
slouken@2936
  1076
}
slouken@2936
  1077
slouken@1918
  1078
static int
slouken@2901
  1079
GL_RenderPoint(SDL_Renderer * renderer, int x, int y)
slouken@2884
  1080
{
slouken@2884
  1081
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@2884
  1082
lestat@3393
  1083
    GL_SetBlendMode(data, renderer->blendMode, 1);
slouken@2884
  1084
slouken@2884
  1085
    data->glColor4f((GLfloat) renderer->r * inv255f,
slouken@2884
  1086
                    (GLfloat) renderer->g * inv255f,
slouken@2884
  1087
                    (GLfloat) renderer->b * inv255f,
slouken@2884
  1088
                    (GLfloat) renderer->a * inv255f);
slouken@2884
  1089
slouken@2901
  1090
    data->glBegin(GL_POINTS);
slouken@2901
  1091
    data->glVertex2i(x, y);
slouken@2901
  1092
    data->glEnd();
slouken@2901
  1093
slouken@2901
  1094
    return 0;
slouken@2901
  1095
}
slouken@2901
  1096
slouken@2901
  1097
static int
slouken@2901
  1098
GL_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
slouken@2901
  1099
{
slouken@2901
  1100
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@2901
  1101
lestat@3393
  1102
    GL_SetBlendMode(data, renderer->blendMode, 1);
slouken@2901
  1103
slouken@2901
  1104
    data->glColor4f((GLfloat) renderer->r * inv255f,
slouken@2901
  1105
                    (GLfloat) renderer->g * inv255f,
slouken@2901
  1106
                    (GLfloat) renderer->b * inv255f,
slouken@2901
  1107
                    (GLfloat) renderer->a * inv255f);
slouken@2901
  1108
slouken@2901
  1109
    data->glBegin(GL_LINES);
slouken@2901
  1110
    data->glVertex2i(x1, y1);
slouken@2901
  1111
    data->glVertex2i(x2, y2);
slouken@2901
  1112
    data->glEnd();
slouken@2901
  1113
slouken@1918
  1114
    return 0;
slouken@1918
  1115
}
slouken@1918
  1116
slouken@1918
  1117
static int
slouken@2925
  1118
GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@2925
  1119
{
slouken@2925
  1120
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@2925
  1121
lestat@3393
  1122
    GL_SetBlendMode(data, renderer->blendMode, 1);
slouken@2936
  1123
slouken@2925
  1124
    data->glColor4f((GLfloat) renderer->r * inv255f,
slouken@2925
  1125
                    (GLfloat) renderer->g * inv255f,
slouken@2925
  1126
                    (GLfloat) renderer->b * inv255f,
slouken@2925
  1127
                    (GLfloat) renderer->a * inv255f);
slouken@2936
  1128
slouken@2925
  1129
    data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h);
slouken@2925
  1130
slouken@2925
  1131
    return 0;
slouken@2925
  1132
}
slouken@2925
  1133
slouken@2925
  1134
static int
slouken@1918
  1135
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1985
  1136
              const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@1918
  1137
{
slouken@1918
  1138
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1139
    GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
slouken@1918
  1140
    int minx, miny, maxx, maxy;
slouken@1918
  1141
    GLfloat minu, maxu, minv, maxv;
slouken@1918
  1142
slouken@2275
  1143
    if (texturedata->dirty.list) {
slouken@1920
  1144
        SDL_DirtyRect *dirty;
slouken@1920
  1145
        void *pixels;
icculus@2835
  1146
        int bpp = bytes_per_pixel(texture->format);
slouken@1920
  1147
        int pitch = texturedata->pitch;
slouken@1920
  1148
slouken@1927
  1149
        SetupTextureUpdate(data, texture, pitch);
slouken@2884
  1150
        data->glEnable(texturedata->type);
slouken@1927
  1151
        data->glBindTexture(texturedata->type, texturedata->texture);
slouken@1920
  1152
        for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
slouken@1920
  1153
            SDL_Rect *rect = &dirty->rect;
slouken@1920
  1154
            pixels =
slouken@1920
  1155
                (void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
slouken@1920
  1156
                          rect->x * bpp);
slouken@1927
  1157
            data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
slouken@2884
  1158
                                  rect->w / texturedata->HACK_RYAN_FIXME,
slouken@2884
  1159
                                  rect->h, texturedata->format,
slouken@1927
  1160
                                  texturedata->formattype, pixels);
slouken@1920
  1161
        }
slouken@1920
  1162
        SDL_ClearDirtyRects(&texturedata->dirty);
slouken@1920
  1163
    }
slouken@1920
  1164
slouken@1918
  1165
    minx = dstrect->x;
slouken@1918
  1166
    miny = dstrect->y;
slouken@1918
  1167
    maxx = dstrect->x + dstrect->w;
slouken@1918
  1168
    maxy = dstrect->y + dstrect->h;
slouken@1918
  1169
slouken@1918
  1170
    minu = (GLfloat) srcrect->x / texture->w;
slouken@1920
  1171
    minu *= texturedata->texw;
slouken@1918
  1172
    maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
slouken@1920
  1173
    maxu *= texturedata->texw;
slouken@1918
  1174
    minv = (GLfloat) srcrect->y / texture->h;
slouken@1920
  1175
    minv *= texturedata->texh;
slouken@1918
  1176
    maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
slouken@1920
  1177
    maxv *= texturedata->texh;
slouken@1918
  1178
slouken@2884
  1179
    data->glEnable(texturedata->type);
slouken@1927
  1180
    data->glBindTexture(texturedata->type, texturedata->texture);
slouken@1918
  1181
slouken@1985
  1182
    if (texture->modMode) {
slouken@1985
  1183
        data->glColor4f((GLfloat) texture->r * inv255f,
slouken@1985
  1184
                        (GLfloat) texture->g * inv255f,
slouken@1985
  1185
                        (GLfloat) texture->b * inv255f,
slouken@1985
  1186
                        (GLfloat) texture->a * inv255f);
slouken@1985
  1187
    } else {
slouken@1985
  1188
        data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
slouken@1985
  1189
    }
slouken@1985
  1190
lestat@3393
  1191
    GL_SetBlendMode(data, texture->blendMode, 0);
slouken@1918
  1192
slouken@1985
  1193
    if (texture->scaleMode != data->scaleMode) {
slouken@1985
  1194
        switch (texture->scaleMode) {
slouken@1965
  1195
        case SDL_TEXTURESCALEMODE_NONE:
slouken@1965
  1196
        case SDL_TEXTURESCALEMODE_FAST:
slouken@1927
  1197
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
slouken@1927
  1198
                                  GL_NEAREST);
slouken@1927
  1199
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
slouken@1927
  1200
                                  GL_NEAREST);
slouken@1927
  1201
            break;
slouken@1965
  1202
        case SDL_TEXTURESCALEMODE_SLOW:
slouken@1965
  1203
        case SDL_TEXTURESCALEMODE_BEST:
slouken@1927
  1204
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
slouken@1927
  1205
                                  GL_LINEAR);
slouken@1927
  1206
            data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
slouken@1927
  1207
                                  GL_LINEAR);
slouken@1927
  1208
            break;
slouken@1927
  1209
        }
slouken@1985
  1210
        data->scaleMode = texture->scaleMode;
slouken@1918
  1211
    }
slouken@1918
  1212
icculus@2835
  1213
    if (texturedata->shader != 0) {
icculus@2835
  1214
        data->glEnable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1215
        data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, texturedata->shader);
icculus@2835
  1216
    }
icculus@2835
  1217
slouken@1927
  1218
    data->glBegin(GL_TRIANGLE_STRIP);
slouken@1927
  1219
    data->glTexCoord2f(minu, minv);
slouken@1927
  1220
    data->glVertex2i(minx, miny);
slouken@1927
  1221
    data->glTexCoord2f(maxu, minv);
slouken@1927
  1222
    data->glVertex2i(maxx, miny);
slouken@1927
  1223
    data->glTexCoord2f(minu, maxv);
slouken@1927
  1224
    data->glVertex2i(minx, maxy);
slouken@1927
  1225
    data->glTexCoord2f(maxu, maxv);
slouken@1927
  1226
    data->glVertex2i(maxx, maxy);
slouken@1927
  1227
    data->glEnd();
slouken@1918
  1228
icculus@2835
  1229
    if (texturedata->shader != 0) {
icculus@2835
  1230
        data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1231
    }
slouken@2884
  1232
slouken@2884
  1233
    data->glDisable(texturedata->type);
slouken@2884
  1234
slouken@1918
  1235
    return 0;
slouken@1918
  1236
}
slouken@1918
  1237
slouken@1918
  1238
static void
slouken@1918
  1239
GL_RenderPresent(SDL_Renderer * renderer)
slouken@1918
  1240
{
slouken@1918
  1241
    SDL_GL_SwapWindow(renderer->window);
slouken@1918
  1242
}
slouken@1918
  1243
slouken@1918
  1244
static void
slouken@1918
  1245
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1918
  1246
{
slouken@1927
  1247
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1248
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
slouken@1918
  1249
slouken@1918
  1250
    if (!data) {
slouken@1918
  1251
        return;
slouken@1918
  1252
    }
slouken@1918
  1253
    if (data->texture) {
slouken@1927
  1254
        renderdata->glDeleteTextures(1, &data->texture);
slouken@1918
  1255
    }
slouken@1974
  1256
    if (data->palette) {
slouken@1974
  1257
        SDL_free(data->palette);
slouken@1974
  1258
    }
slouken@1920
  1259
    if (data->pixels) {
slouken@1920
  1260
        SDL_free(data->pixels);
slouken@1920
  1261
    }
slouken@1920
  1262
    SDL_FreeDirtyRects(&data->dirty);
slouken@1918
  1263
    SDL_free(data);
slouken@1918
  1264
    texture->driverdata = NULL;
slouken@1918
  1265
}
slouken@1918
  1266
slouken@1975
  1267
static void
slouken@1918
  1268
GL_DestroyRenderer(SDL_Renderer * renderer)
slouken@1918
  1269
{
slouken@1918
  1270
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
slouken@1918
  1271
slouken@1918
  1272
    if (data) {
slouken@1920
  1273
        if (data->context) {
icculus@2835
  1274
            if (data->GL_ARB_fragment_program_supported) {
icculus@2835
  1275
                data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
icculus@2835
  1276
                data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
icculus@2835
  1277
                if (data->fragment_program_UYVY != 0) {
slouken@2884
  1278
                    data->glDeleteProgramsARB(1,
slouken@2884
  1279
                                              &data->fragment_program_UYVY);
icculus@2835
  1280
                }
icculus@2835
  1281
            }
icculus@2835
  1282
bob@2328
  1283
            /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
slouken@1920
  1284
            SDL_GL_DeleteContext(data->context);
slouken@1918
  1285
        }
slouken@1918
  1286
        SDL_free(data);
slouken@1918
  1287
    }
slouken@1918
  1288
    SDL_free(renderer);
slouken@1918
  1289
}
slouken@1918
  1290
slouken@1952
  1291
#endif /* SDL_VIDEO_RENDER_OGL */
slouken@1918
  1292
slouken@1918
  1293
/* vi: set ts=4 sw=4 expandtab: */