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author Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:28:05 +0100
committer Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:53:49 +0100
commitcf6dc7d370407914020f3e623719f09c8668c692 (patch)
tree46b3416d091b4c09b50fba7ffcbd310aed032cc8 /3rdparty/SDL2/src/render/opengl/SDL_render_gl.c
parent64135e73f973d9b95beb0c60b65feb34fbfec64a (diff)
Placed SDL2 source since we need it on some platforms (nw)
Diffstat (limited to '3rdparty/SDL2/src/render/opengl/SDL_render_gl.c')
-rw-r--r--3rdparty/SDL2/src/render/opengl/SDL_render_gl.c1581
1 files changed, 1581 insertions, 0 deletions
diff --git a/3rdparty/SDL2/src/render/opengl/SDL_render_gl.c b/3rdparty/SDL2/src/render/opengl/SDL_render_gl.c
new file mode 100644
index 00000000000..6a4fa3ecf29
--- /dev/null
+++ b/3rdparty/SDL2/src/render/opengl/SDL_render_gl.c
@@ -0,0 +1,1581 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../../SDL_internal.h"
+
+#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
+
+#include "SDL_hints.h"
+#include "SDL_log.h"
+#include "SDL_assert.h"
+#include "SDL_opengl.h"
+#include "../SDL_sysrender.h"
+#include "SDL_shaders_gl.h"
+
+#ifdef __MACOSX__
+#include <OpenGL/OpenGL.h>
+#endif
+
+/* To prevent unnecessary window recreation,
+ * these should match the defaults selected in SDL_GL_ResetAttributes
+ */
+
+#define RENDERER_CONTEXT_MAJOR 2
+#define RENDERER_CONTEXT_MINOR 1
+
+/* OpenGL renderer implementation */
+
+/* Details on optimizing the texture path on Mac OS X:
+ http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
+*/
+
+/* Used to re-create the window with OpenGL capability */
+extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
+
+static const float inv255f = 1.0f / 255.0f;
+
+static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
+static void GL_WindowEvent(SDL_Renderer * renderer,
+ const SDL_WindowEvent *event);
+static int GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h);
+static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect, const void *pixels,
+ int pitch);
+static int GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect,
+ const Uint8 *Yplane, int Ypitch,
+ const Uint8 *Uplane, int Upitch,
+ const Uint8 *Vplane, int Vpitch);
+static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect, void **pixels, int *pitch);
+static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static int GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
+static int GL_UpdateViewport(SDL_Renderer * renderer);
+static int GL_UpdateClipRect(SDL_Renderer * renderer);
+static int GL_RenderClear(SDL_Renderer * renderer);
+static int GL_RenderDrawPoints(SDL_Renderer * renderer,
+ const SDL_FPoint * points, int count);
+static int GL_RenderDrawLines(SDL_Renderer * renderer,
+ const SDL_FPoint * points, int count);
+static int GL_RenderFillRects(SDL_Renderer * renderer,
+ const SDL_FRect * rects, int count);
+static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect);
+static int GL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect,
+ const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
+static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+ Uint32 pixel_format, void * pixels, int pitch);
+static void GL_RenderPresent(SDL_Renderer * renderer);
+static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static void GL_DestroyRenderer(SDL_Renderer * renderer);
+static int GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
+static int GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
+
+SDL_RenderDriver GL_RenderDriver = {
+ GL_CreateRenderer,
+ {
+ "opengl",
+ (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
+ 1,
+ {SDL_PIXELFORMAT_ARGB8888},
+ 0,
+ 0}
+};
+
+typedef struct GL_FBOList GL_FBOList;
+
+struct GL_FBOList
+{
+ Uint32 w, h;
+ GLuint FBO;
+ GL_FBOList *next;
+};
+
+typedef struct
+{
+ SDL_GLContext context;
+
+ SDL_bool debug_enabled;
+ SDL_bool GL_ARB_debug_output_supported;
+ int errors;
+ char **error_messages;
+ GLDEBUGPROCARB next_error_callback;
+ GLvoid *next_error_userparam;
+
+ SDL_bool GL_ARB_texture_non_power_of_two_supported;
+ SDL_bool GL_ARB_texture_rectangle_supported;
+ struct {
+ GL_Shader shader;
+ Uint32 color;
+ int blendMode;
+ } current;
+
+ SDL_bool GL_EXT_framebuffer_object_supported;
+ GL_FBOList *framebuffers;
+
+ /* OpenGL functions */
+#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
+#include "SDL_glfuncs.h"
+#undef SDL_PROC
+
+ /* Multitexture support */
+ SDL_bool GL_ARB_multitexture_supported;
+ PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
+ GLint num_texture_units;
+
+ PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
+ PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
+ PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
+ PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
+ PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
+
+ /* Shader support */
+ GL_ShaderContext *shaders;
+
+} GL_RenderData;
+
+typedef struct
+{
+ GLuint texture;
+ GLenum type;
+ GLfloat texw;
+ GLfloat texh;
+ GLenum format;
+ GLenum formattype;
+ void *pixels;
+ int pitch;
+ SDL_Rect locked_rect;
+
+ /* YUV texture support */
+ SDL_bool yuv;
+ SDL_bool nv12;
+ GLuint utexture;
+ GLuint vtexture;
+
+ GL_FBOList *fbo;
+} GL_TextureData;
+
+SDL_FORCE_INLINE const char*
+GL_TranslateError (GLenum error)
+{
+#define GL_ERROR_TRANSLATE(e) case e: return #e;
+ switch (error) {
+ GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
+ GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
+ GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
+ GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
+ GL_ERROR_TRANSLATE(GL_NO_ERROR)
+ GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW)
+ GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW)
+ GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE)
+ default:
+ return "UNKNOWN";
+}
+#undef GL_ERROR_TRANSLATE
+}
+
+SDL_FORCE_INLINE void
+GL_ClearErrors(SDL_Renderer *renderer)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ if (!data->debug_enabled)
+ {
+ return;
+ }
+ if (data->GL_ARB_debug_output_supported) {
+ if (data->errors) {
+ int i;
+ for (i = 0; i < data->errors; ++i) {
+ SDL_free(data->error_messages[i]);
+ }
+ SDL_free(data->error_messages);
+
+ data->errors = 0;
+ data->error_messages = NULL;
+ }
+ } else {
+ while (data->glGetError() != GL_NO_ERROR) {
+ continue;
+ }
+ }
+}
+
+SDL_FORCE_INLINE int
+GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ int ret = 0;
+
+ if (!data->debug_enabled)
+ {
+ return 0;
+ }
+ if (data->GL_ARB_debug_output_supported) {
+ if (data->errors) {
+ int i;
+ for (i = 0; i < data->errors; ++i) {
+ SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]);
+ ret = -1;
+ }
+ GL_ClearErrors(renderer);
+ }
+ } else {
+ /* check gl errors (can return multiple errors) */
+ for (;;) {
+ GLenum error = data->glGetError();
+ if (error != GL_NO_ERROR) {
+ if (prefix == NULL || prefix[0] == '\0') {
+ prefix = "generic";
+ }
+ SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
+ ret = -1;
+ } else {
+ break;
+ }
+ }
+ }
+ return ret;
+}
+
+#if 0
+#define GL_CheckError(prefix, renderer)
+#elif defined(_MSC_VER)
+#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __FUNCTION__)
+#else
+#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __PRETTY_FUNCTION__)
+#endif
+
+static int
+GL_LoadFunctions(GL_RenderData * data)
+{
+#ifdef __SDL_NOGETPROCADDR__
+#define SDL_PROC(ret,func,params) data->func=func;
+#else
+#define SDL_PROC(ret,func,params) \
+ do { \
+ data->func = SDL_GL_GetProcAddress(#func); \
+ if ( ! data->func ) { \
+ return SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
+ } \
+ } while ( 0 );
+#endif /* __SDL_NOGETPROCADDR__ */
+
+#include "SDL_glfuncs.h"
+#undef SDL_PROC
+ return 0;
+}
+
+static SDL_GLContext SDL_CurrentContext = NULL;
+
+static int
+GL_ActivateRenderer(SDL_Renderer * renderer)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ if (SDL_CurrentContext != data->context ||
+ SDL_GL_GetCurrentContext() != data->context) {
+ if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
+ return -1;
+ }
+ SDL_CurrentContext = data->context;
+
+ GL_UpdateViewport(renderer);
+ }
+
+ GL_ClearErrors(renderer);
+
+ return 0;
+}
+
+/* This is called if we need to invalidate all of the SDL OpenGL state */
+static void
+GL_ResetState(SDL_Renderer *renderer)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ if (SDL_GL_GetCurrentContext() == data->context) {
+ GL_UpdateViewport(renderer);
+ } else {
+ GL_ActivateRenderer(renderer);
+ }
+
+ data->current.shader = SHADER_NONE;
+ data->current.color = 0;
+ data->current.blendMode = -1;
+
+ data->glDisable(GL_DEPTH_TEST);
+ data->glDisable(GL_CULL_FACE);
+ /* This ended up causing video discrepancies between OpenGL and Direct3D */
+ /* data->glEnable(GL_LINE_SMOOTH); */
+
+ data->glMatrixMode(GL_MODELVIEW);
+ data->glLoadIdentity();
+
+ GL_CheckError("", renderer);
+}
+
+static void APIENTRY
+GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam)
+{
+ SDL_Renderer *renderer = (SDL_Renderer *) userParam;
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ if (type == GL_DEBUG_TYPE_ERROR_ARB) {
+ /* Record this error */
+ int errors = data->errors + 1;
+ char **error_messages = SDL_realloc(data->error_messages, errors * sizeof(*data->error_messages));
+ if (error_messages) {
+ data->errors = errors;
+ data->error_messages = error_messages;
+ data->error_messages[data->errors-1] = SDL_strdup(message);
+ }
+ }
+
+ /* If there's another error callback, pass it along, otherwise log it */
+ if (data->next_error_callback) {
+ data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam);
+ } else {
+ if (type == GL_DEBUG_TYPE_ERROR_ARB) {
+ SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message);
+ } else {
+ SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message);
+ }
+ }
+}
+
+static GL_FBOList *
+GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
+{
+ GL_FBOList *result = data->framebuffers;
+
+ while (result && ((result->w != w) || (result->h != h))) {
+ result = result->next;
+ }
+
+ if (!result) {
+ result = SDL_malloc(sizeof(GL_FBOList));
+ if (result) {
+ result->w = w;
+ result->h = h;
+ data->glGenFramebuffersEXT(1, &result->FBO);
+ result->next = data->framebuffers;
+ data->framebuffers = result;
+ }
+ }
+ return result;
+}
+
+SDL_Renderer *
+GL_CreateRenderer(SDL_Window * window, Uint32 flags)
+{
+ SDL_Renderer *renderer;
+ GL_RenderData *data;
+ const char *hint;
+ GLint value;
+ Uint32 window_flags;
+ int profile_mask = 0, major = 0, minor = 0;
+ SDL_bool changed_window = SDL_FALSE;
+
+ SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
+ SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
+ SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
+
+ window_flags = SDL_GetWindowFlags(window);
+ if (!(window_flags & SDL_WINDOW_OPENGL) ||
+ profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
+
+ changed_window = SDL_TRUE;
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
+
+ if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
+ goto error;
+ }
+ }
+
+ renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
+ if (!renderer) {
+ SDL_OutOfMemory();
+ goto error;
+ }
+
+ data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
+ if (!data) {
+ GL_DestroyRenderer(renderer);
+ SDL_OutOfMemory();
+ goto error;
+ }
+
+ renderer->WindowEvent = GL_WindowEvent;
+ renderer->GetOutputSize = GL_GetOutputSize;
+ renderer->CreateTexture = GL_CreateTexture;
+ renderer->UpdateTexture = GL_UpdateTexture;
+ renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
+ renderer->LockTexture = GL_LockTexture;
+ renderer->UnlockTexture = GL_UnlockTexture;
+ renderer->SetRenderTarget = GL_SetRenderTarget;
+ renderer->UpdateViewport = GL_UpdateViewport;
+ renderer->UpdateClipRect = GL_UpdateClipRect;
+ renderer->RenderClear = GL_RenderClear;
+ renderer->RenderDrawPoints = GL_RenderDrawPoints;
+ renderer->RenderDrawLines = GL_RenderDrawLines;
+ renderer->RenderFillRects = GL_RenderFillRects;
+ renderer->RenderCopy = GL_RenderCopy;
+ renderer->RenderCopyEx = GL_RenderCopyEx;
+ renderer->RenderReadPixels = GL_RenderReadPixels;
+ renderer->RenderPresent = GL_RenderPresent;
+ renderer->DestroyTexture = GL_DestroyTexture;
+ renderer->DestroyRenderer = GL_DestroyRenderer;
+ renderer->GL_BindTexture = GL_BindTexture;
+ renderer->GL_UnbindTexture = GL_UnbindTexture;
+ renderer->info = GL_RenderDriver.info;
+ renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
+ renderer->driverdata = data;
+ renderer->window = window;
+
+ data->context = SDL_GL_CreateContext(window);
+ if (!data->context) {
+ GL_DestroyRenderer(renderer);
+ goto error;
+ }
+ if (SDL_GL_MakeCurrent(window, data->context) < 0) {
+ GL_DestroyRenderer(renderer);
+ goto error;
+ }
+
+ if (GL_LoadFunctions(data) < 0) {
+ GL_DestroyRenderer(renderer);
+ goto error;
+ }
+
+#ifdef __MACOSX__
+ /* Enable multi-threaded rendering */
+ /* Disabled until Ryan finishes his VBO/PBO code...
+ CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
+ */
+#endif
+
+ if (flags & SDL_RENDERER_PRESENTVSYNC) {
+ SDL_GL_SetSwapInterval(1);
+ } else {
+ SDL_GL_SetSwapInterval(0);
+ }
+ if (SDL_GL_GetSwapInterval() > 0) {
+ renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
+ }
+
+ /* Check for debug output support */
+ if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
+ (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
+ data->debug_enabled = SDL_TRUE;
+ }
+ if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) {
+ PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
+
+ data->GL_ARB_debug_output_supported = SDL_TRUE;
+ data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)&data->next_error_callback);
+ data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam);
+ glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer);
+
+ /* Make sure our callback is called when errors actually happen */
+ data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
+ }
+
+ if (SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
+ data->GL_ARB_texture_non_power_of_two_supported = SDL_TRUE;
+ } else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
+ SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
+ data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
+ }
+ if (data->GL_ARB_texture_rectangle_supported) {
+ data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value);
+ renderer->info.max_texture_width = value;
+ renderer->info.max_texture_height = value;
+ } else {
+ data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
+ renderer->info.max_texture_width = value;
+ renderer->info.max_texture_height = value;
+ }
+
+ /* Check for multitexture support */
+ if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
+ data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
+ if (data->glActiveTextureARB) {
+ data->GL_ARB_multitexture_supported = SDL_TRUE;
+ data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
+ }
+ }
+
+ /* Check for shader support */
+ hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS);
+ if (!hint || *hint != '0') {
+ data->shaders = GL_CreateShaderContext();
+ }
+ SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
+ data->shaders ? "ENABLED" : "DISABLED");
+
+ /* We support YV12 textures using 3 textures and a shader */
+ if (data->shaders && data->num_texture_units >= 3) {
+ renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
+ renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
+ renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
+ renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
+ }
+
+#ifdef __MACOSX__
+ renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
+#endif
+
+ if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) {
+ data->GL_EXT_framebuffer_object_supported = SDL_TRUE;
+ data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)
+ SDL_GL_GetProcAddress("glGenFramebuffersEXT");
+ data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
+ SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
+ data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
+ SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
+ data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
+ SDL_GL_GetProcAddress("glBindFramebufferEXT");
+ data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
+ SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
+ renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
+ }
+ data->framebuffers = NULL;
+
+ /* Set up parameters for rendering */
+ GL_ResetState(renderer);
+
+ return renderer;
+
+error:
+ if (changed_window) {
+ /* Uh oh, better try to put it back... */
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
+ SDL_RecreateWindow(window, window_flags);
+ }
+ return NULL;
+}
+
+static void
+GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
+{
+ if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
+ event->event == SDL_WINDOWEVENT_SHOWN ||
+ event->event == SDL_WINDOWEVENT_HIDDEN) {
+ /* Rebind the context to the window area and update matrices */
+ SDL_CurrentContext = NULL;
+ }
+}
+
+static int
+GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
+{
+ SDL_GL_GetDrawableSize(renderer->window, w, h);
+
+ return 0;
+}
+
+SDL_FORCE_INLINE int
+power_of_2(int input)
+{
+ int value = 1;
+
+ while (value < input) {
+ value <<= 1;
+ }
+ return value;
+}
+
+SDL_FORCE_INLINE SDL_bool
+convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
+ GLint* internalFormat, GLenum* format, GLenum* type)
+{
+ switch (pixel_format) {
+ case SDL_PIXELFORMAT_ARGB8888:
+ *internalFormat = GL_RGBA8;
+ *format = GL_BGRA;
+ *type = GL_UNSIGNED_INT_8_8_8_8_REV;
+ break;
+ case SDL_PIXELFORMAT_YV12:
+ case SDL_PIXELFORMAT_IYUV:
+ case SDL_PIXELFORMAT_NV12:
+ case SDL_PIXELFORMAT_NV21:
+ *internalFormat = GL_LUMINANCE;
+ *format = GL_LUMINANCE;
+ *type = GL_UNSIGNED_BYTE;
+ break;
+#ifdef __MACOSX__
+ case SDL_PIXELFORMAT_UYVY:
+ *internalFormat = GL_RGB8;
+ *format = GL_YCBCR_422_APPLE;
+ *type = GL_UNSIGNED_SHORT_8_8_APPLE;
+ break;
+#endif
+ default:
+ return SDL_FALSE;
+ }
+ return SDL_TRUE;
+}
+
+static 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
+GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *data;
+ GLint internalFormat;
+ GLenum format, type;
+ int texture_w, texture_h;
+ GLenum scaleMode;
+
+ GL_ActivateRenderer(renderer);
+
+ if (!convert_format(renderdata, texture->format, &internalFormat,
+ &format, &type)) {
+ return SDL_SetError("Texture format %s not supported by OpenGL",
+ SDL_GetPixelFormatName(texture->format));
+ }
+
+ data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
+ if (!data) {
+ return SDL_OutOfMemory();
+ }
+
+ if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
+ size_t size;
+ data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
+ size = texture->h * data->pitch;
+ if (texture->format == SDL_PIXELFORMAT_YV12 ||
+ texture->format == SDL_PIXELFORMAT_IYUV) {
+ /* Need to add size for the U and V planes */
+ size += (2 * (texture->h * data->pitch) / 4);
+ }
+ if (texture->format == SDL_PIXELFORMAT_NV12 ||
+ texture->format == SDL_PIXELFORMAT_NV21) {
+ /* Need to add size for the U/V plane */
+ size += ((texture->h * data->pitch) / 2);
+ }
+ data->pixels = SDL_calloc(1, size);
+ if (!data->pixels) {
+ SDL_free(data);
+ return SDL_OutOfMemory();
+ }
+ }
+
+ if (texture->access == SDL_TEXTUREACCESS_TARGET) {
+ data->fbo = GL_GetFBO(renderdata, texture->w, texture->h);
+ } else {
+ data->fbo = NULL;
+ }
+
+ GL_CheckError("", renderer);
+ renderdata->glGenTextures(1, &data->texture);
+ if (GL_CheckError("glGenTextures()", renderer) < 0) {
+ if (data->pixels) {
+ SDL_free(data->pixels);
+ }
+ SDL_free(data);
+ return -1;
+ }
+ texture->driverdata = data;
+
+ if (renderdata->GL_ARB_texture_non_power_of_two_supported) {
+ data->type = GL_TEXTURE_2D;
+ texture_w = texture->w;
+ texture_h = texture->h;
+ data->texw = 1.0f;
+ data->texh = 1.0f;
+ } else if (renderdata->GL_ARB_texture_rectangle_supported) {
+ data->type = GL_TEXTURE_RECTANGLE_ARB;
+ texture_w = texture->w;
+ texture_h = texture->h;
+ data->texw = (GLfloat) texture_w;
+ data->texh = (GLfloat) texture_h;
+ } else {
+ data->type = GL_TEXTURE_2D;
+ texture_w = power_of_2(texture->w);
+ texture_h = power_of_2(texture->h);
+ data->texw = (GLfloat) (texture->w) / texture_w;
+ data->texh = (GLfloat) texture->h / texture_h;
+ }
+
+ data->format = format;
+ data->formattype = type;
+ scaleMode = GetScaleQuality();
+ renderdata->glEnable(data->type);
+ renderdata->glBindTexture(data->type, data->texture);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode);
+ /* According to the spec, CLAMP_TO_EDGE is the default for TEXTURE_RECTANGLE
+ and setting it causes an INVALID_ENUM error in the latest NVidia drivers.
+ */
+ if (data->type != GL_TEXTURE_RECTANGLE_ARB) {
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
+ GL_CLAMP_TO_EDGE);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
+ GL_CLAMP_TO_EDGE);
+ }
+#ifdef __MACOSX__
+#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
+#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
+#endif
+#ifndef STORAGE_CACHED_APPLE
+#define STORAGE_CACHED_APPLE 0x85BE
+#endif
+#ifndef STORAGE_SHARED_APPLE
+#define STORAGE_SHARED_APPLE 0x85BF
+#endif
+ if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
+ GL_STORAGE_SHARED_APPLE);
+ } else {
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
+ GL_STORAGE_CACHED_APPLE);
+ }
+ if (texture->access == SDL_TEXTUREACCESS_STREAMING
+ && texture->format == SDL_PIXELFORMAT_ARGB8888
+ && (texture->w % 8) == 0) {
+ renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
+ renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
+ (data->pitch / SDL_BYTESPERPIXEL(texture->format)));
+ renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
+ texture_h, 0, format, type, data->pixels);
+ renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
+ }
+ else
+#endif
+ {
+ renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
+ texture_h, 0, format, type, NULL);
+ }
+ renderdata->glDisable(data->type);
+ if (GL_CheckError("glTexImage2D()", renderer) < 0) {
+ return -1;
+ }
+
+ if (texture->format == SDL_PIXELFORMAT_YV12 ||
+ texture->format == SDL_PIXELFORMAT_IYUV) {
+ data->yuv = SDL_TRUE;
+
+ renderdata->glGenTextures(1, &data->utexture);
+ renderdata->glGenTextures(1, &data->vtexture);
+ renderdata->glEnable(data->type);
+
+ renderdata->glBindTexture(data->type, data->utexture);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
+ scaleMode);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
+ scaleMode);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
+ GL_CLAMP_TO_EDGE);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
+ GL_CLAMP_TO_EDGE);
+ renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
+ texture_h/2, 0, format, type, NULL);
+
+ renderdata->glBindTexture(data->type, data->vtexture);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
+ scaleMode);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
+ scaleMode);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
+ GL_CLAMP_TO_EDGE);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
+ GL_CLAMP_TO_EDGE);
+ renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
+ texture_h/2, 0, format, type, NULL);
+
+ renderdata->glDisable(data->type);
+ }
+
+ if (texture->format == SDL_PIXELFORMAT_NV12 ||
+ texture->format == SDL_PIXELFORMAT_NV21) {
+ data->nv12 = SDL_TRUE;
+
+ renderdata->glGenTextures(1, &data->utexture);
+ renderdata->glEnable(data->type);
+
+ renderdata->glBindTexture(data->type, data->utexture);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
+ scaleMode);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
+ scaleMode);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
+ GL_CLAMP_TO_EDGE);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
+ GL_CLAMP_TO_EDGE);
+ renderdata->glTexImage2D(data->type, 0, GL_LUMINANCE_ALPHA, texture_w/2,
+ texture_h/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
+ renderdata->glDisable(data->type);
+ }
+
+ return GL_CheckError("", renderer);
+}
+
+static int
+GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect, const void *pixels, int pitch)
+{
+ GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+ const int texturebpp = SDL_BYTESPERPIXEL(texture->format);
+
+ SDL_assert(texturebpp != 0); /* otherwise, division by zero later. */
+
+ GL_ActivateRenderer(renderer);
+
+ renderdata->glEnable(data->type);
+ renderdata->glBindTexture(data->type, data->texture);
+ renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp));
+ renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
+ rect->h, data->format, data->formattype,
+ pixels);
+ if (data->yuv) {
+ renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2));
+
+ /* Skip to the correct offset into the next texture */
+ pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
+ if (texture->format == SDL_PIXELFORMAT_YV12) {
+ renderdata->glBindTexture(data->type, data->vtexture);
+ } else {
+ renderdata->glBindTexture(data->type, data->utexture);
+ }
+ renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
+ rect->w/2, rect->h/2,
+ data->format, data->formattype, pixels);
+
+ /* Skip to the correct offset into the next texture */
+ pixels = (const void*)((const Uint8*)pixels + (rect->h * pitch)/4);
+ if (texture->format == SDL_PIXELFORMAT_YV12) {
+ renderdata->glBindTexture(data->type, data->utexture);
+ } else {
+ renderdata->glBindTexture(data->type, data->vtexture);
+ }
+ renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
+ rect->w/2, rect->h/2,
+ data->format, data->formattype, pixels);
+ }
+
+ if (data->nv12) {
+ renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2));
+
+ /* Skip to the correct offset into the next texture */
+ pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
+ renderdata->glBindTexture(data->type, data->utexture);
+ renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
+ rect->w/2, rect->h/2,
+ GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
+ }
+ renderdata->glDisable(data->type);
+
+ return GL_CheckError("glTexSubImage2D()", renderer);
+}
+
+static int
+GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect,
+ const Uint8 *Yplane, int Ypitch,
+ const Uint8 *Uplane, int Upitch,
+ const Uint8 *Vplane, int Vpitch)
+{
+ GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+
+ GL_ActivateRenderer(renderer);
+
+ renderdata->glEnable(data->type);
+ renderdata->glBindTexture(data->type, data->texture);
+ renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
+ renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
+ rect->h, data->format, data->formattype,
+ Yplane);
+
+ renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Upitch);
+ renderdata->glBindTexture(data->type, data->utexture);
+ renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
+ rect->w/2, rect->h/2,
+ data->format, data->formattype, Uplane);
+
+ renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Vpitch);
+ renderdata->glBindTexture(data->type, data->vtexture);
+ renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
+ rect->w/2, rect->h/2,
+ data->format, data->formattype, Vplane);
+ renderdata->glDisable(data->type);
+
+ return GL_CheckError("glTexSubImage2D()", renderer);
+}
+
+static int
+GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect, void **pixels, int *pitch)
+{
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+
+ data->locked_rect = *rect;
+ *pixels =
+ (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
+ rect->x * SDL_BYTESPERPIXEL(texture->format));
+ *pitch = data->pitch;
+ return 0;
+}
+
+static void
+GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+ const SDL_Rect *rect;
+ void *pixels;
+
+ rect = &data->locked_rect;
+ pixels =
+ (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
+ rect->x * SDL_BYTESPERPIXEL(texture->format));
+ GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
+}
+
+static int
+GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *texturedata;
+ GLenum status;
+
+ GL_ActivateRenderer(renderer);
+
+ if (texture == NULL) {
+ data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ return 0;
+ }
+
+ texturedata = (GL_TextureData *) texture->driverdata;
+ data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
+ /* TODO: check if texture pixel format allows this operation */
+ data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texturedata->type, texturedata->texture, 0);
+ /* Check FBO status */
+ status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ return SDL_SetError("glFramebufferTexture2DEXT() failed");
+ }
+ return 0;
+}
+
+static int
+GL_UpdateViewport(SDL_Renderer * renderer)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ if (SDL_CurrentContext != data->context) {
+ /* We'll update the viewport after we rebind the context */
+ return 0;
+ }
+
+ if (renderer->target) {
+ data->glViewport(renderer->viewport.x, renderer->viewport.y,
+ renderer->viewport.w, renderer->viewport.h);
+ } else {
+ int w, h;
+
+ SDL_GetRendererOutputSize(renderer, &w, &h);
+ data->glViewport(renderer->viewport.x, (h - renderer->viewport.y - renderer->viewport.h),
+ renderer->viewport.w, renderer->viewport.h);
+ }
+
+ data->glMatrixMode(GL_PROJECTION);
+ data->glLoadIdentity();
+ if (renderer->viewport.w && renderer->viewport.h) {
+ if (renderer->target) {
+ data->glOrtho((GLdouble) 0,
+ (GLdouble) renderer->viewport.w,
+ (GLdouble) 0,
+ (GLdouble) renderer->viewport.h,
+ 0.0, 1.0);
+ } else {
+ data->glOrtho((GLdouble) 0,
+ (GLdouble) renderer->viewport.w,
+ (GLdouble) renderer->viewport.h,
+ (GLdouble) 0,
+ 0.0, 1.0);
+ }
+ }
+ return GL_CheckError("", renderer);
+}
+
+static int
+GL_UpdateClipRect(SDL_Renderer * renderer)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ if (renderer->clipping_enabled) {
+ const SDL_Rect *rect = &renderer->clip_rect;
+ data->glEnable(GL_SCISSOR_TEST);
+ if (renderer->target) {
+ data->glScissor(renderer->viewport.x + rect->x, renderer->viewport.y + rect->y, rect->w, rect->h);
+ } else {
+ int w, h;
+
+ SDL_GetRendererOutputSize(renderer, &w, &h);
+ data->glScissor(renderer->viewport.x + rect->x, h - renderer->viewport.y - rect->y - rect->h, rect->w, rect->h);
+ }
+ } else {
+ data->glDisable(GL_SCISSOR_TEST);
+ }
+ return 0;
+}
+
+static void
+GL_SetShader(GL_RenderData * data, GL_Shader shader)
+{
+ if (data->shaders && shader != data->current.shader) {
+ GL_SelectShader(data->shaders, shader);
+ data->current.shader = shader;
+ }
+}
+
+static void
+GL_SetColor(GL_RenderData * data, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
+{
+ Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
+
+ if (color != data->current.color) {
+ data->glColor4f((GLfloat) r * inv255f,
+ (GLfloat) g * inv255f,
+ (GLfloat) b * inv255f,
+ (GLfloat) a * inv255f);
+ data->current.color = color;
+ }
+}
+
+static void
+GL_SetBlendMode(GL_RenderData * data, int blendMode)
+{
+ if (blendMode != data->current.blendMode) {
+ switch (blendMode) {
+ case SDL_BLENDMODE_NONE:
+ data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ data->glDisable(GL_BLEND);
+ break;
+ case SDL_BLENDMODE_BLEND:
+ data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ data->glEnable(GL_BLEND);
+ data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case SDL_BLENDMODE_ADD:
+ data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ data->glEnable(GL_BLEND);
+ data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
+ break;
+ case SDL_BLENDMODE_MOD:
+ data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ data->glEnable(GL_BLEND);
+ data->glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
+ break;
+ }
+ data->current.blendMode = blendMode;
+ }
+}
+
+static void
+GL_SetDrawingState(SDL_Renderer * renderer)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ GL_ActivateRenderer(renderer);
+
+ GL_SetColor(data, renderer->r,
+ renderer->g,
+ renderer->b,
+ renderer->a);
+
+ GL_SetBlendMode(data, renderer->blendMode);
+
+ GL_SetShader(data, SHADER_SOLID);
+}
+
+static int
+GL_RenderClear(SDL_Renderer * renderer)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ GL_ActivateRenderer(renderer);
+
+ data->glClearColor((GLfloat) renderer->r * inv255f,
+ (GLfloat) renderer->g * inv255f,
+ (GLfloat) renderer->b * inv255f,
+ (GLfloat) renderer->a * inv255f);
+
+ data->glClear(GL_COLOR_BUFFER_BIT);
+
+ return 0;
+}
+
+static int
+GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
+ int count)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ int i;
+
+ GL_SetDrawingState(renderer);
+
+ data->glBegin(GL_POINTS);
+ for (i = 0; i < count; ++i) {
+ data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
+ }
+ data->glEnd();
+
+ return 0;
+}
+
+static int
+GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
+ int count)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ int i;
+
+ GL_SetDrawingState(renderer);
+
+ if (count > 2 &&
+ points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
+ data->glBegin(GL_LINE_LOOP);
+ /* GL_LINE_LOOP takes care of the final segment */
+ --count;
+ for (i = 0; i < count; ++i) {
+ data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
+ }
+ data->glEnd();
+ } else {
+#if defined(__MACOSX__) || defined(__WIN32__)
+#else
+ int x1, y1, x2, y2;
+#endif
+
+ data->glBegin(GL_LINE_STRIP);
+ for (i = 0; i < count; ++i) {
+ data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
+ }
+ data->glEnd();
+
+ /* The line is half open, so we need one more point to complete it.
+ * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
+ * If we have to, we can use vertical line and horizontal line textures
+ * for vertical and horizontal lines, and then create custom textures
+ * for diagonal lines and software render those. It's terrible, but at
+ * least it would be pixel perfect.
+ */
+ data->glBegin(GL_POINTS);
+#if defined(__MACOSX__) || defined(__WIN32__)
+ /* Mac OS X and Windows seem to always leave the last point open */
+ data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y);
+#else
+ /* Linux seems to leave the right-most or bottom-most point open */
+ x1 = points[0].x;
+ y1 = points[0].y;
+ x2 = points[count-1].x;
+ y2 = points[count-1].y;
+
+ if (x1 > x2) {
+ data->glVertex2f(0.5f + x1, 0.5f + y1);
+ } else if (x2 > x1) {
+ data->glVertex2f(0.5f + x2, 0.5f + y2);
+ }
+ if (y1 > y2) {
+ data->glVertex2f(0.5f + x1, 0.5f + y1);
+ } else if (y2 > y1) {
+ data->glVertex2f(0.5f + x2, 0.5f + y2);
+ }
+#endif
+ data->glEnd();
+ }
+ return GL_CheckError("", renderer);
+}
+
+static int
+GL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ int i;
+
+ GL_SetDrawingState(renderer);
+
+ for (i = 0; i < count; ++i) {
+ const SDL_FRect *rect = &rects[i];
+
+ data->glRectf(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h);
+ }
+ return GL_CheckError("", renderer);
+}
+
+static int
+GL_SetupCopy(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
+
+ data->glEnable(texturedata->type);
+ if (texturedata->yuv) {
+ data->glActiveTextureARB(GL_TEXTURE2_ARB);
+ data->glBindTexture(texturedata->type, texturedata->vtexture);
+
+ data->glActiveTextureARB(GL_TEXTURE1_ARB);
+ data->glBindTexture(texturedata->type, texturedata->utexture);
+
+ data->glActiveTextureARB(GL_TEXTURE0_ARB);
+ }
+ if (texturedata->nv12) {
+ data->glActiveTextureARB(GL_TEXTURE1_ARB);
+ data->glBindTexture(texturedata->type, texturedata->utexture);
+
+ data->glActiveTextureARB(GL_TEXTURE0_ARB);
+ }
+ data->glBindTexture(texturedata->type, texturedata->texture);
+
+ if (texture->modMode) {
+ GL_SetColor(data, texture->r, texture->g, texture->b, texture->a);
+ } else {
+ GL_SetColor(data, 255, 255, 255, 255);
+ }
+
+ GL_SetBlendMode(data, texture->blendMode);
+
+ if (texturedata->yuv) {
+ GL_SetShader(data, SHADER_YUV);
+ } else if (texturedata->nv12) {
+ if (texture->format == SDL_PIXELFORMAT_NV12) {
+ GL_SetShader(data, SHADER_NV12);
+ } else {
+ GL_SetShader(data, SHADER_NV21);
+ }
+ } else {
+ GL_SetShader(data, SHADER_RGB);
+ }
+ return 0;
+}
+
+static int
+GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
+ GLfloat minx, miny, maxx, maxy;
+ GLfloat minu, maxu, minv, maxv;
+
+ GL_ActivateRenderer(renderer);
+
+ if (GL_SetupCopy(renderer, texture) < 0) {
+ return -1;
+ }
+
+ minx = dstrect->x;
+ miny = dstrect->y;
+ maxx = dstrect->x + dstrect->w;
+ maxy = dstrect->y + dstrect->h;
+
+ minu = (GLfloat) srcrect->x / texture->w;
+ minu *= texturedata->texw;
+ maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
+ maxu *= texturedata->texw;
+ minv = (GLfloat) srcrect->y / texture->h;
+ minv *= texturedata->texh;
+ maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
+ maxv *= texturedata->texh;
+
+ data->glBegin(GL_TRIANGLE_STRIP);
+ data->glTexCoord2f(minu, minv);
+ data->glVertex2f(minx, miny);
+ data->glTexCoord2f(maxu, minv);
+ data->glVertex2f(maxx, miny);
+ data->glTexCoord2f(minu, maxv);
+ data->glVertex2f(minx, maxy);
+ data->glTexCoord2f(maxu, maxv);
+ data->glVertex2f(maxx, maxy);
+ data->glEnd();
+
+ data->glDisable(texturedata->type);
+
+ return GL_CheckError("", renderer);
+}
+
+static int
+GL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect,
+ const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
+ GLfloat minx, miny, maxx, maxy;
+ GLfloat centerx, centery;
+ GLfloat minu, maxu, minv, maxv;
+
+ GL_ActivateRenderer(renderer);
+
+ if (GL_SetupCopy(renderer, texture) < 0) {
+ return -1;
+ }
+
+ centerx = center->x;
+ centery = center->y;
+
+ if (flip & SDL_FLIP_HORIZONTAL) {
+ minx = dstrect->w - centerx;
+ maxx = -centerx;
+ }
+ else {
+ minx = -centerx;
+ maxx = dstrect->w - centerx;
+ }
+
+ if (flip & SDL_FLIP_VERTICAL) {
+ miny = dstrect->h - centery;
+ maxy = -centery;
+ }
+ else {
+ miny = -centery;
+ maxy = dstrect->h - centery;
+ }
+
+ minu = (GLfloat) srcrect->x / texture->w;
+ minu *= texturedata->texw;
+ maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
+ maxu *= texturedata->texw;
+ minv = (GLfloat) srcrect->y / texture->h;
+ minv *= texturedata->texh;
+ maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
+ maxv *= texturedata->texh;
+
+ /* Translate to flip, rotate, translate to position */
+ data->glPushMatrix();
+ data->glTranslatef((GLfloat)dstrect->x + centerx, (GLfloat)dstrect->y + centery, (GLfloat)0.0);
+ data->glRotated(angle, (GLdouble)0.0, (GLdouble)0.0, (GLdouble)1.0);
+
+ data->glBegin(GL_TRIANGLE_STRIP);
+ data->glTexCoord2f(minu, minv);
+ data->glVertex2f(minx, miny);
+ data->glTexCoord2f(maxu, minv);
+ data->glVertex2f(maxx, miny);
+ data->glTexCoord2f(minu, maxv);
+ data->glVertex2f(minx, maxy);
+ data->glTexCoord2f(maxu, maxv);
+ data->glVertex2f(maxx, maxy);
+ data->glEnd();
+ data->glPopMatrix();
+
+ data->glDisable(texturedata->type);
+
+ return GL_CheckError("", renderer);
+}
+
+static int
+GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+ Uint32 pixel_format, void * pixels, int pitch)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ Uint32 temp_format = SDL_PIXELFORMAT_ARGB8888;
+ void *temp_pixels;
+ int temp_pitch;
+ GLint internalFormat;
+ GLenum format, type;
+ Uint8 *src, *dst, *tmp;
+ int w, h, length, rows;
+ int status;
+
+ GL_ActivateRenderer(renderer);
+
+ temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
+ temp_pixels = SDL_malloc(rect->h * temp_pitch);
+ if (!temp_pixels) {
+ return SDL_OutOfMemory();
+ }
+
+ convert_format(data, temp_format, &internalFormat, &format, &type);
+
+ SDL_GetRendererOutputSize(renderer, &w, &h);
+
+ data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ data->glPixelStorei(GL_PACK_ROW_LENGTH,
+ (temp_pitch / SDL_BYTESPERPIXEL(temp_format)));
+
+ data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
+ format, type, temp_pixels);
+
+ if (GL_CheckError("glReadPixels()", renderer) < 0) {
+ SDL_free(temp_pixels);
+ return -1;
+ }
+
+ /* Flip the rows to be top-down */
+ length = rect->w * SDL_BYTESPERPIXEL(temp_format);
+ src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
+ dst = (Uint8*)temp_pixels;
+ tmp = SDL_stack_alloc(Uint8, length);
+ rows = rect->h / 2;
+ while (rows--) {
+ SDL_memcpy(tmp, dst, length);
+ SDL_memcpy(dst, src, length);
+ SDL_memcpy(src, tmp, length);
+ dst += temp_pitch;
+ src -= temp_pitch;
+ }
+ SDL_stack_free(tmp);
+
+ status = SDL_ConvertPixels(rect->w, rect->h,
+ temp_format, temp_pixels, temp_pitch,
+ pixel_format, pixels, pitch);
+ SDL_free(temp_pixels);
+
+ return status;
+}
+
+static void
+GL_RenderPresent(SDL_Renderer * renderer)
+{
+ GL_ActivateRenderer(renderer);
+
+ SDL_GL_SwapWindow(renderer->window);
+}
+
+static void
+GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+
+ GL_ActivateRenderer(renderer);
+
+ if (!data) {
+ return;
+ }
+ if (data->texture) {
+ renderdata->glDeleteTextures(1, &data->texture);
+ }
+ if (data->yuv) {
+ renderdata->glDeleteTextures(1, &data->utexture);
+ renderdata->glDeleteTextures(1, &data->vtexture);
+ }
+ SDL_free(data->pixels);
+ SDL_free(data);
+ texture->driverdata = NULL;
+}
+
+static void
+GL_DestroyRenderer(SDL_Renderer * renderer)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ if (data) {
+ GL_ClearErrors(renderer);
+ if (data->GL_ARB_debug_output_supported) {
+ PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
+
+ /* Uh oh, we don't have a safe way of removing ourselves from the callback chain, if it changed after we set our callback. */
+ /* For now, just always replace the callback with the original one */
+ glDebugMessageCallbackARBFunc(data->next_error_callback, data->next_error_userparam);
+ }
+ if (data->shaders) {
+ GL_DestroyShaderContext(data->shaders);
+ }
+ if (data->context) {
+ while (data->framebuffers) {
+ GL_FBOList *nextnode = data->framebuffers->next;
+ /* delete the framebuffer object */
+ data->glDeleteFramebuffersEXT(1, &data->framebuffers->FBO);
+ GL_CheckError("", renderer);
+ SDL_free(data->framebuffers);
+ data->framebuffers = nextnode;
+ }
+ SDL_GL_DeleteContext(data->context);
+ }
+ SDL_free(data);
+ }
+ SDL_free(renderer);
+}
+
+static int
+GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
+ GL_ActivateRenderer(renderer);
+
+ data->glEnable(texturedata->type);
+ if (texturedata->yuv) {
+ data->glActiveTextureARB(GL_TEXTURE2_ARB);
+ data->glBindTexture(texturedata->type, texturedata->vtexture);
+
+ data->glActiveTextureARB(GL_TEXTURE1_ARB);
+ data->glBindTexture(texturedata->type, texturedata->utexture);
+
+ data->glActiveTextureARB(GL_TEXTURE0_ARB);
+ }
+ data->glBindTexture(texturedata->type, texturedata->texture);
+
+ if(texw) *texw = (float)texturedata->texw;
+ if(texh) *texh = (float)texturedata->texh;
+
+ return 0;
+}
+
+static int
+GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
+ GL_ActivateRenderer(renderer);
+
+ if (texturedata->yuv) {
+ data->glActiveTextureARB(GL_TEXTURE2_ARB);
+ data->glDisable(texturedata->type);
+
+ data->glActiveTextureARB(GL_TEXTURE1_ARB);
+ data->glDisable(texturedata->type);
+
+ data->glActiveTextureARB(GL_TEXTURE0_ARB);
+ }
+
+ data->glDisable(texturedata->type);
+
+ return 0;
+}
+
+#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
+
+/* vi: set ts=4 sw=4 expandtab: */