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Diffstat (limited to '3rdparty/SDL2/src/render/opengl')
-rw-r--r--3rdparty/SDL2/src/render/opengl/SDL_glfuncs.h477
-rw-r--r--3rdparty/SDL2/src/render/opengl/SDL_render_gl.c1597
-rw-r--r--3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.c463
-rw-r--r--3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.h41
4 files changed, 0 insertions, 2578 deletions
diff --git a/3rdparty/SDL2/src/render/opengl/SDL_glfuncs.h b/3rdparty/SDL2/src/render/opengl/SDL_glfuncs.h
deleted file mode 100644
index c8eba583cb3..00000000000
--- a/3rdparty/SDL2/src/render/opengl/SDL_glfuncs.h
+++ /dev/null
@@ -1,477 +0,0 @@
-/*
- 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.
-*/
-
-/* list of OpenGL functions sorted alphabetically
- If you need to use a GL function from the SDL video subsystem,
- change its entry from SDL_PROC_UNUSED to SDL_PROC and rebuild.
-*/
-#define SDL_PROC_UNUSED(ret,func,params)
-
-SDL_PROC_UNUSED(void, glAccum, (GLenum, GLfloat))
-SDL_PROC_UNUSED(void, glAlphaFunc, (GLenum, GLclampf))
-SDL_PROC_UNUSED(GLboolean, glAreTexturesResident,
- (GLsizei, const GLuint *, GLboolean *))
-SDL_PROC_UNUSED(void, glArrayElement, (GLint))
-SDL_PROC(void, glBegin, (GLenum))
-SDL_PROC(void, glBindTexture, (GLenum, GLuint))
-SDL_PROC_UNUSED(void, glBitmap,
- (GLsizei, GLsizei, GLfloat, GLfloat, GLfloat, GLfloat,
- const GLubyte *))
-SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
-SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
-SDL_PROC_UNUSED(void, glCallList, (GLuint))
-SDL_PROC_UNUSED(void, glCallLists, (GLsizei, GLenum, const GLvoid *))
-SDL_PROC(void, glClear, (GLbitfield))
-SDL_PROC_UNUSED(void, glClearAccum, (GLfloat, GLfloat, GLfloat, GLfloat))
-SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
-SDL_PROC_UNUSED(void, glClearDepth, (GLclampd))
-SDL_PROC_UNUSED(void, glClearIndex, (GLfloat))
-SDL_PROC_UNUSED(void, glClearStencil, (GLint))
-SDL_PROC_UNUSED(void, glClipPlane, (GLenum, const GLdouble *))
-SDL_PROC_UNUSED(void, glColor3b, (GLbyte, GLbyte, GLbyte))
-SDL_PROC_UNUSED(void, glColor3bv, (const GLbyte *))
-SDL_PROC_UNUSED(void, glColor3d, (GLdouble, GLdouble, GLdouble))
-SDL_PROC_UNUSED(void, glColor3dv, (const GLdouble *))
-SDL_PROC_UNUSED(void, glColor3f, (GLfloat, GLfloat, GLfloat))
-SDL_PROC(void, glColor3fv, (const GLfloat *))
-SDL_PROC_UNUSED(void, glColor3i, (GLint, GLint, GLint))
-SDL_PROC_UNUSED(void, glColor3iv, (const GLint *))
-SDL_PROC_UNUSED(void, glColor3s, (GLshort, GLshort, GLshort))
-SDL_PROC_UNUSED(void, glColor3sv, (const GLshort *))
-SDL_PROC_UNUSED(void, glColor3ub, (GLubyte, GLubyte, GLubyte))
-SDL_PROC_UNUSED(void, glColor3ubv, (const GLubyte *))
-SDL_PROC_UNUSED(void, glColor3ui, (GLuint, GLuint, GLuint))
-SDL_PROC_UNUSED(void, glColor3uiv, (const GLuint *))
-SDL_PROC_UNUSED(void, glColor3us, (GLushort, GLushort, GLushort))
-SDL_PROC_UNUSED(void, glColor3usv, (const GLushort *))
-SDL_PROC_UNUSED(void, glColor4b, (GLbyte, GLbyte, GLbyte, GLbyte))
-SDL_PROC_UNUSED(void, glColor4bv, (const GLbyte *))
-SDL_PROC_UNUSED(void, glColor4d, (GLdouble, GLdouble, GLdouble, GLdouble))
-SDL_PROC_UNUSED(void, glColor4dv, (const GLdouble *))
-SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
-SDL_PROC_UNUSED(void, glColor4fv, (const GLfloat *))
-SDL_PROC_UNUSED(void, glColor4i, (GLint, GLint, GLint, GLint))
-SDL_PROC_UNUSED(void, glColor4iv, (const GLint *))
-SDL_PROC_UNUSED(void, glColor4s, (GLshort, GLshort, GLshort, GLshort))
-SDL_PROC_UNUSED(void, glColor4sv, (const GLshort *))
-SDL_PROC_UNUSED(void, glColor4ub,
- (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))
-SDL_PROC_UNUSED(void, glColor4ubv, (const GLubyte * v))
-SDL_PROC_UNUSED(void, glColor4ui,
- (GLuint red, GLuint green, GLuint blue, GLuint alpha))
-SDL_PROC_UNUSED(void, glColor4uiv, (const GLuint * v))
-SDL_PROC_UNUSED(void, glColor4us,
- (GLushort red, GLushort green, GLushort blue, GLushort alpha))
-SDL_PROC_UNUSED(void, glColor4usv, (const GLushort * v))
-SDL_PROC_UNUSED(void, glColorMask,
- (GLboolean red, GLboolean green, GLboolean blue,
- GLboolean alpha))
-SDL_PROC_UNUSED(void, glColorMaterial, (GLenum face, GLenum mode))
-SDL_PROC_UNUSED(void, glColorPointer,
- (GLint size, GLenum type, GLsizei stride,
- const GLvoid * pointer))
-SDL_PROC_UNUSED(void, glCopyPixels,
- (GLint x, GLint y, GLsizei width, GLsizei height,
- GLenum type))
-SDL_PROC_UNUSED(void, glCopyTexImage1D,
- (GLenum target, GLint level, GLenum internalFormat, GLint x,
- GLint y, GLsizei width, GLint border))
-SDL_PROC_UNUSED(void, glCopyTexImage2D,
- (GLenum target, GLint level, GLenum internalFormat, GLint x,
- GLint y, GLsizei width, GLsizei height, GLint border))
-SDL_PROC_UNUSED(void, glCopyTexSubImage1D,
- (GLenum target, GLint level, GLint xoffset, GLint x, GLint y,
- GLsizei width))
-SDL_PROC_UNUSED(void, glCopyTexSubImage2D,
- (GLenum target, GLint level, GLint xoffset, GLint yoffset,
- GLint x, GLint y, GLsizei width, GLsizei height))
-SDL_PROC_UNUSED(void, glCullFace, (GLenum mode))
-SDL_PROC_UNUSED(void, glDeleteLists, (GLuint list, GLsizei range))
-SDL_PROC(void, glDeleteTextures, (GLsizei n, const GLuint * textures))
-SDL_PROC(void, glDepthFunc, (GLenum func))
-SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
-SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
-SDL_PROC(void, glDisable, (GLenum cap))
-SDL_PROC_UNUSED(void, glDisableClientState, (GLenum array))
-SDL_PROC_UNUSED(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
-SDL_PROC_UNUSED(void, glDrawBuffer, (GLenum mode))
-SDL_PROC_UNUSED(void, glDrawElements,
- (GLenum mode, GLsizei count, GLenum type,
- const GLvoid * indices))
-SDL_PROC(void, glDrawPixels,
- (GLsizei width, GLsizei height, GLenum format, GLenum type,
- const GLvoid * pixels))
-SDL_PROC_UNUSED(void, glEdgeFlag, (GLboolean flag))
-SDL_PROC_UNUSED(void, glEdgeFlagPointer,
- (GLsizei stride, const GLvoid * pointer))
-SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean * flag))
-SDL_PROC(void, glEnable, (GLenum cap))
-SDL_PROC_UNUSED(void, glEnableClientState, (GLenum array))
-SDL_PROC(void, glEnd, (void))
-SDL_PROC_UNUSED(void, glEndList, (void))
-SDL_PROC_UNUSED(void, glEvalCoord1d, (GLdouble u))
-SDL_PROC_UNUSED(void, glEvalCoord1dv, (const GLdouble * u))
-SDL_PROC_UNUSED(void, glEvalCoord1f, (GLfloat u))
-SDL_PROC_UNUSED(void, glEvalCoord1fv, (const GLfloat * u))
-SDL_PROC_UNUSED(void, glEvalCoord2d, (GLdouble u, GLdouble v))
-SDL_PROC_UNUSED(void, glEvalCoord2dv, (const GLdouble * u))
-SDL_PROC_UNUSED(void, glEvalCoord2f, (GLfloat u, GLfloat v))
-SDL_PROC_UNUSED(void, glEvalCoord2fv, (const GLfloat * u))
-SDL_PROC_UNUSED(void, glEvalMesh1, (GLenum mode, GLint i1, GLint i2))
-SDL_PROC_UNUSED(void, glEvalMesh2,
- (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2))
-SDL_PROC_UNUSED(void, glEvalPoint1, (GLint i))
-SDL_PROC_UNUSED(void, glEvalPoint2, (GLint i, GLint j))
-SDL_PROC_UNUSED(void, glFeedbackBuffer,
- (GLsizei size, GLenum type, GLfloat * buffer))
-SDL_PROC_UNUSED(void, glFinish, (void))
-SDL_PROC_UNUSED(void, glFlush, (void))
-SDL_PROC_UNUSED(void, glFogf, (GLenum pname, GLfloat param))
-SDL_PROC_UNUSED(void, glFogfv, (GLenum pname, const GLfloat * params))
-SDL_PROC_UNUSED(void, glFogi, (GLenum pname, GLint param))
-SDL_PROC_UNUSED(void, glFogiv, (GLenum pname, const GLint * params))
-SDL_PROC_UNUSED(void, glFrontFace, (GLenum mode))
-SDL_PROC_UNUSED(void, glFrustum,
- (GLdouble left, GLdouble right, GLdouble bottom,
- GLdouble top, GLdouble zNear, GLdouble zFar))
-SDL_PROC_UNUSED(GLuint, glGenLists, (GLsizei range))
-SDL_PROC(void, glGenTextures, (GLsizei n, GLuint * textures))
-SDL_PROC_UNUSED(void, glGetBooleanv, (GLenum pname, GLboolean * params))
-SDL_PROC_UNUSED(void, glGetClipPlane, (GLenum plane, GLdouble * equation))
-SDL_PROC_UNUSED(void, glGetDoublev, (GLenum pname, GLdouble * params))
-SDL_PROC(GLenum, glGetError, (void))
-SDL_PROC_UNUSED(void, glGetFloatv, (GLenum pname, GLfloat * params))
-SDL_PROC(void, glGetIntegerv, (GLenum pname, GLint * params))
-SDL_PROC_UNUSED(void, glGetLightfv,
- (GLenum light, GLenum pname, GLfloat * params))
-SDL_PROC_UNUSED(void, glGetLightiv,
- (GLenum light, GLenum pname, GLint * params))
-SDL_PROC_UNUSED(void, glGetMapdv, (GLenum target, GLenum query, GLdouble * v))
-SDL_PROC_UNUSED(void, glGetMapfv, (GLenum target, GLenum query, GLfloat * v))
-SDL_PROC_UNUSED(void, glGetMapiv, (GLenum target, GLenum query, GLint * v))
-SDL_PROC_UNUSED(void, glGetMaterialfv,
- (GLenum face, GLenum pname, GLfloat * params))
-SDL_PROC_UNUSED(void, glGetMaterialiv,
- (GLenum face, GLenum pname, GLint * params))
-SDL_PROC_UNUSED(void, glGetPixelMapfv, (GLenum map, GLfloat * values))
-SDL_PROC_UNUSED(void, glGetPixelMapuiv, (GLenum map, GLuint * values))
-SDL_PROC_UNUSED(void, glGetPixelMapusv, (GLenum map, GLushort * values))
-SDL_PROC(void, glGetPointerv, (GLenum pname, GLvoid * *params))
-SDL_PROC_UNUSED(void, glGetPolygonStipple, (GLubyte * mask))
-SDL_PROC(const GLubyte *, glGetString, (GLenum name))
-SDL_PROC_UNUSED(void, glGetTexEnvfv,
- (GLenum target, GLenum pname, GLfloat * params))
-SDL_PROC_UNUSED(void, glGetTexEnviv,
- (GLenum target, GLenum pname, GLint * params))
-SDL_PROC_UNUSED(void, glGetTexGendv,
- (GLenum coord, GLenum pname, GLdouble * params))
-SDL_PROC_UNUSED(void, glGetTexGenfv,
- (GLenum coord, GLenum pname, GLfloat * params))
-SDL_PROC_UNUSED(void, glGetTexGeniv,
- (GLenum coord, GLenum pname, GLint * params))
-SDL_PROC_UNUSED(void, glGetTexImage,
- (GLenum target, GLint level, GLenum format, GLenum type,
- GLvoid * pixels))
-SDL_PROC_UNUSED(void, glGetTexLevelParameterfv,
- (GLenum target, GLint level, GLenum pname, GLfloat * params))
-SDL_PROC_UNUSED(void, glGetTexLevelParameteriv,
- (GLenum target, GLint level, GLenum pname, GLint * params))
-SDL_PROC_UNUSED(void, glGetTexParameterfv,
- (GLenum target, GLenum pname, GLfloat * params))
-SDL_PROC_UNUSED(void, glGetTexParameteriv,
- (GLenum target, GLenum pname, GLint * params))
-SDL_PROC_UNUSED(void, glHint, (GLenum target, GLenum mode))
-SDL_PROC_UNUSED(void, glIndexMask, (GLuint mask))
-SDL_PROC_UNUSED(void, glIndexPointer,
- (GLenum type, GLsizei stride, const GLvoid * pointer))
-SDL_PROC_UNUSED(void, glIndexd, (GLdouble c))
-SDL_PROC_UNUSED(void, glIndexdv, (const GLdouble * c))
-SDL_PROC_UNUSED(void, glIndexf, (GLfloat c))
-SDL_PROC_UNUSED(void, glIndexfv, (const GLfloat * c))
-SDL_PROC_UNUSED(void, glIndexi, (GLint c))
-SDL_PROC_UNUSED(void, glIndexiv, (const GLint * c))
-SDL_PROC_UNUSED(void, glIndexs, (GLshort c))
-SDL_PROC_UNUSED(void, glIndexsv, (const GLshort * c))
-SDL_PROC_UNUSED(void, glIndexub, (GLubyte c))
-SDL_PROC_UNUSED(void, glIndexubv, (const GLubyte * c))
-SDL_PROC_UNUSED(void, glInitNames, (void))
-SDL_PROC_UNUSED(void, glInterleavedArrays,
- (GLenum format, GLsizei stride, const GLvoid * pointer))
-SDL_PROC_UNUSED(GLboolean, glIsEnabled, (GLenum cap))
-SDL_PROC_UNUSED(GLboolean, glIsList, (GLuint list))
-SDL_PROC_UNUSED(GLboolean, glIsTexture, (GLuint texture))
-SDL_PROC_UNUSED(void, glLightModelf, (GLenum pname, GLfloat param))
-SDL_PROC_UNUSED(void, glLightModelfv, (GLenum pname, const GLfloat * params))
-SDL_PROC_UNUSED(void, glLightModeli, (GLenum pname, GLint param))
-SDL_PROC_UNUSED(void, glLightModeliv, (GLenum pname, const GLint * params))
-SDL_PROC_UNUSED(void, glLightf, (GLenum light, GLenum pname, GLfloat param))
-SDL_PROC_UNUSED(void, glLightfv,
- (GLenum light, GLenum pname, const GLfloat * params))
-SDL_PROC_UNUSED(void, glLighti, (GLenum light, GLenum pname, GLint param))
-SDL_PROC_UNUSED(void, glLightiv,
- (GLenum light, GLenum pname, const GLint * params))
-SDL_PROC_UNUSED(void, glLineStipple, (GLint factor, GLushort pattern))
-SDL_PROC(void, glLineWidth, (GLfloat width))
-SDL_PROC_UNUSED(void, glListBase, (GLuint base))
-SDL_PROC(void, glLoadIdentity, (void))
-SDL_PROC_UNUSED(void, glLoadMatrixd, (const GLdouble * m))
-SDL_PROC_UNUSED(void, glLoadMatrixf, (const GLfloat * m))
-SDL_PROC_UNUSED(void, glLoadName, (GLuint name))
-SDL_PROC_UNUSED(void, glLogicOp, (GLenum opcode))
-SDL_PROC_UNUSED(void, glMap1d,
- (GLenum target, GLdouble u1, GLdouble u2, GLint stride,
- GLint order, const GLdouble * points))
-SDL_PROC_UNUSED(void, glMap1f,
- (GLenum target, GLfloat u1, GLfloat u2, GLint stride,
- GLint order, const GLfloat * points))
-SDL_PROC_UNUSED(void, glMap2d,
- (GLenum target, GLdouble u1, GLdouble u2, GLint ustride,
- GLint uorder, GLdouble v1, GLdouble v2, GLint vstride,
- GLint vorder, const GLdouble * points))
-SDL_PROC_UNUSED(void, glMap2f,
- (GLenum target, GLfloat u1, GLfloat u2, GLint ustride,
- GLint uorder, GLfloat v1, GLfloat v2, GLint vstride,
- GLint vorder, const GLfloat * points))
-SDL_PROC_UNUSED(void, glMapGrid1d, (GLint un, GLdouble u1, GLdouble u2))
-SDL_PROC_UNUSED(void, glMapGrid1f, (GLint un, GLfloat u1, GLfloat u2))
-SDL_PROC_UNUSED(void, glMapGrid2d,
- (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1,
- GLdouble v2))
-SDL_PROC_UNUSED(void, glMapGrid2f,
- (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1,
- GLfloat v2))
-SDL_PROC_UNUSED(void, glMaterialf, (GLenum face, GLenum pname, GLfloat param))
-SDL_PROC_UNUSED(void, glMaterialfv,
- (GLenum face, GLenum pname, const GLfloat * params))
-SDL_PROC_UNUSED(void, glMateriali, (GLenum face, GLenum pname, GLint param))
-SDL_PROC_UNUSED(void, glMaterialiv,
- (GLenum face, GLenum pname, const GLint * params))
-SDL_PROC(void, glMatrixMode, (GLenum mode))
-SDL_PROC_UNUSED(void, glMultMatrixd, (const GLdouble * m))
-SDL_PROC_UNUSED(void, glMultMatrixf, (const GLfloat * m))
-SDL_PROC_UNUSED(void, glNewList, (GLuint list, GLenum mode))
-SDL_PROC_UNUSED(void, glNormal3b, (GLbyte nx, GLbyte ny, GLbyte nz))
-SDL_PROC_UNUSED(void, glNormal3bv, (const GLbyte * v))
-SDL_PROC_UNUSED(void, glNormal3d, (GLdouble nx, GLdouble ny, GLdouble nz))
-SDL_PROC_UNUSED(void, glNormal3dv, (const GLdouble * v))
-SDL_PROC_UNUSED(void, glNormal3f, (GLfloat nx, GLfloat ny, GLfloat nz))
-SDL_PROC_UNUSED(void, glNormal3fv, (const GLfloat * v))
-SDL_PROC_UNUSED(void, glNormal3i, (GLint nx, GLint ny, GLint nz))
-SDL_PROC_UNUSED(void, glNormal3iv, (const GLint * v))
-SDL_PROC_UNUSED(void, glNormal3s, (GLshort nx, GLshort ny, GLshort nz))
-SDL_PROC_UNUSED(void, glNormal3sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glNormalPointer,
- (GLenum type, GLsizei stride, const GLvoid * pointer))
-SDL_PROC(void, glOrtho,
- (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top,
- GLdouble zNear, GLdouble zFar))
-SDL_PROC_UNUSED(void, glPassThrough, (GLfloat token))
-SDL_PROC_UNUSED(void, glPixelMapfv,
- (GLenum map, GLsizei mapsize, const GLfloat * values))
-SDL_PROC_UNUSED(void, glPixelMapuiv,
- (GLenum map, GLsizei mapsize, const GLuint * values))
-SDL_PROC_UNUSED(void, glPixelMapusv,
- (GLenum map, GLsizei mapsize, const GLushort * values))
-SDL_PROC_UNUSED(void, glPixelStoref, (GLenum pname, GLfloat param))
-SDL_PROC(void, glPixelStorei, (GLenum pname, GLint param))
-SDL_PROC_UNUSED(void, glPixelTransferf, (GLenum pname, GLfloat param))
-SDL_PROC_UNUSED(void, glPixelTransferi, (GLenum pname, GLint param))
-SDL_PROC_UNUSED(void, glPixelZoom, (GLfloat xfactor, GLfloat yfactor))
-SDL_PROC(void, glPointSize, (GLfloat size))
-SDL_PROC_UNUSED(void, glPolygonMode, (GLenum face, GLenum mode))
-SDL_PROC_UNUSED(void, glPolygonOffset, (GLfloat factor, GLfloat units))
-SDL_PROC_UNUSED(void, glPolygonStipple, (const GLubyte * mask))
-SDL_PROC_UNUSED(void, glPopAttrib, (void))
-SDL_PROC_UNUSED(void, glPopClientAttrib, (void))
-SDL_PROC(void, glPopMatrix, (void))
-SDL_PROC_UNUSED(void, glPopName, (void))
-SDL_PROC_UNUSED(void, glPrioritizeTextures,
- (GLsizei n, const GLuint * textures,
- const GLclampf * priorities))
-SDL_PROC_UNUSED(void, glPushAttrib, (GLbitfield mask))
-SDL_PROC_UNUSED(void, glPushClientAttrib, (GLbitfield mask))
-SDL_PROC(void, glPushMatrix, (void))
-SDL_PROC_UNUSED(void, glPushName, (GLuint name))
-SDL_PROC_UNUSED(void, glRasterPos2d, (GLdouble x, GLdouble y))
-SDL_PROC_UNUSED(void, glRasterPos2dv, (const GLdouble * v))
-SDL_PROC_UNUSED(void, glRasterPos2f, (GLfloat x, GLfloat y))
-SDL_PROC_UNUSED(void, glRasterPos2fv, (const GLfloat * v))
-SDL_PROC(void, glRasterPos2i, (GLint x, GLint y))
-SDL_PROC_UNUSED(void, glRasterPos2iv, (const GLint * v))
-SDL_PROC_UNUSED(void, glRasterPos2s, (GLshort x, GLshort y))
-SDL_PROC_UNUSED(void, glRasterPos2sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glRasterPos3d, (GLdouble x, GLdouble y, GLdouble z))
-SDL_PROC_UNUSED(void, glRasterPos3dv, (const GLdouble * v))
-SDL_PROC_UNUSED(void, glRasterPos3f, (GLfloat x, GLfloat y, GLfloat z))
-SDL_PROC_UNUSED(void, glRasterPos3fv, (const GLfloat * v))
-SDL_PROC_UNUSED(void, glRasterPos3i, (GLint x, GLint y, GLint z))
-SDL_PROC_UNUSED(void, glRasterPos3iv, (const GLint * v))
-SDL_PROC_UNUSED(void, glRasterPos3s, (GLshort x, GLshort y, GLshort z))
-SDL_PROC_UNUSED(void, glRasterPos3sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glRasterPos4d,
- (GLdouble x, GLdouble y, GLdouble z, GLdouble w))
-SDL_PROC_UNUSED(void, glRasterPos4dv, (const GLdouble * v))
-SDL_PROC_UNUSED(void, glRasterPos4f,
- (GLfloat x, GLfloat y, GLfloat z, GLfloat w))
-SDL_PROC_UNUSED(void, glRasterPos4fv, (const GLfloat * v))
-SDL_PROC_UNUSED(void, glRasterPos4i, (GLint x, GLint y, GLint z, GLint w))
-SDL_PROC_UNUSED(void, glRasterPos4iv, (const GLint * v))
-SDL_PROC_UNUSED(void, glRasterPos4s,
- (GLshort x, GLshort y, GLshort z, GLshort w))
-SDL_PROC_UNUSED(void, glRasterPos4sv, (const GLshort * v))
-SDL_PROC(void, glReadBuffer, (GLenum mode))
-SDL_PROC(void, glReadPixels,
- (GLint x, GLint y, GLsizei width, GLsizei height,
- GLenum format, GLenum type, GLvoid * pixels))
-SDL_PROC_UNUSED(void, glRectd,
- (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2))
-SDL_PROC_UNUSED(void, glRectdv, (const GLdouble * v1, const GLdouble * v2))
-SDL_PROC(void, glRectf,
- (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2))
-SDL_PROC_UNUSED(void, glRectfv, (const GLfloat * v1, const GLfloat * v2))
-SDL_PROC_UNUSED(void, glRecti, (GLint x1, GLint y1, GLint x2, GLint y2))
-SDL_PROC_UNUSED(void, glRectiv, (const GLint * v1, const GLint * v2))
-SDL_PROC_UNUSED(void, glRects,
- (GLshort x1, GLshort y1, GLshort x2, GLshort y2))
-SDL_PROC_UNUSED(void, glRectsv, (const GLshort * v1, const GLshort * v2))
-SDL_PROC_UNUSED(GLint, glRenderMode, (GLenum mode))
-SDL_PROC(void, glRotated,
- (GLdouble angle, GLdouble x, GLdouble y, GLdouble z))
-SDL_PROC(void, glRotatef,
- (GLfloat angle, GLfloat x, GLfloat y, GLfloat z))
-SDL_PROC_UNUSED(void, glScaled, (GLdouble x, GLdouble y, GLdouble z))
-SDL_PROC_UNUSED(void, glScalef, (GLfloat x, GLfloat y, GLfloat z))
-SDL_PROC(void, glScissor, (GLint x, GLint y, GLsizei width, GLsizei height))
-SDL_PROC_UNUSED(void, glSelectBuffer, (GLsizei size, GLuint * buffer))
-SDL_PROC(void, glShadeModel, (GLenum mode))
-SDL_PROC_UNUSED(void, glStencilFunc, (GLenum func, GLint ref, GLuint mask))
-SDL_PROC_UNUSED(void, glStencilMask, (GLuint mask))
-SDL_PROC_UNUSED(void, glStencilOp, (GLenum fail, GLenum zfail, GLenum zpass))
-SDL_PROC_UNUSED(void, glTexCoord1d, (GLdouble s))
-SDL_PROC_UNUSED(void, glTexCoord1dv, (const GLdouble * v))
-SDL_PROC_UNUSED(void, glTexCoord1f, (GLfloat s))
-SDL_PROC_UNUSED(void, glTexCoord1fv, (const GLfloat * v))
-SDL_PROC_UNUSED(void, glTexCoord1i, (GLint s))
-SDL_PROC_UNUSED(void, glTexCoord1iv, (const GLint * v))
-SDL_PROC_UNUSED(void, glTexCoord1s, (GLshort s))
-SDL_PROC_UNUSED(void, glTexCoord1sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glTexCoord2d, (GLdouble s, GLdouble t))
-SDL_PROC_UNUSED(void, glTexCoord2dv, (const GLdouble * v))
-SDL_PROC(void, glTexCoord2f, (GLfloat s, GLfloat t))
-SDL_PROC_UNUSED(void, glTexCoord2fv, (const GLfloat * v))
-SDL_PROC_UNUSED(void, glTexCoord2i, (GLint s, GLint t))
-SDL_PROC_UNUSED(void, glTexCoord2iv, (const GLint * v))
-SDL_PROC_UNUSED(void, glTexCoord2s, (GLshort s, GLshort t))
-SDL_PROC_UNUSED(void, glTexCoord2sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glTexCoord3d, (GLdouble s, GLdouble t, GLdouble r))
-SDL_PROC_UNUSED(void, glTexCoord3dv, (const GLdouble * v))
-SDL_PROC_UNUSED(void, glTexCoord3f, (GLfloat s, GLfloat t, GLfloat r))
-SDL_PROC_UNUSED(void, glTexCoord3fv, (const GLfloat * v))
-SDL_PROC_UNUSED(void, glTexCoord3i, (GLint s, GLint t, GLint r))
-SDL_PROC_UNUSED(void, glTexCoord3iv, (const GLint * v))
-SDL_PROC_UNUSED(void, glTexCoord3s, (GLshort s, GLshort t, GLshort r))
-SDL_PROC_UNUSED(void, glTexCoord3sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glTexCoord4d,
- (GLdouble s, GLdouble t, GLdouble r, GLdouble q))
-SDL_PROC_UNUSED(void, glTexCoord4dv, (const GLdouble * v))
-SDL_PROC_UNUSED(void, glTexCoord4f,
- (GLfloat s, GLfloat t, GLfloat r, GLfloat q))
-SDL_PROC_UNUSED(void, glTexCoord4fv, (const GLfloat * v))
-SDL_PROC_UNUSED(void, glTexCoord4i, (GLint s, GLint t, GLint r, GLint q))
-SDL_PROC_UNUSED(void, glTexCoord4iv, (const GLint * v))
-SDL_PROC_UNUSED(void, glTexCoord4s,
- (GLshort s, GLshort t, GLshort r, GLshort q))
-SDL_PROC_UNUSED(void, glTexCoord4sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glTexCoordPointer,
- (GLint size, GLenum type, GLsizei stride,
- const GLvoid * pointer))
-SDL_PROC(void, glTexEnvf, (GLenum target, GLenum pname, GLfloat param))
-SDL_PROC_UNUSED(void, glTexEnvfv,
- (GLenum target, GLenum pname, const GLfloat * params))
-SDL_PROC_UNUSED(void, glTexEnvi, (GLenum target, GLenum pname, GLint param))
-SDL_PROC_UNUSED(void, glTexEnviv,
- (GLenum target, GLenum pname, const GLint * params))
-SDL_PROC_UNUSED(void, glTexGend, (GLenum coord, GLenum pname, GLdouble param))
-SDL_PROC_UNUSED(void, glTexGendv,
- (GLenum coord, GLenum pname, const GLdouble * params))
-SDL_PROC_UNUSED(void, glTexGenf, (GLenum coord, GLenum pname, GLfloat param))
-SDL_PROC_UNUSED(void, glTexGenfv,
- (GLenum coord, GLenum pname, const GLfloat * params))
-SDL_PROC_UNUSED(void, glTexGeni, (GLenum coord, GLenum pname, GLint param))
-SDL_PROC_UNUSED(void, glTexGeniv,
- (GLenum coord, GLenum pname, const GLint * params))
-SDL_PROC_UNUSED(void, glTexImage1D,
- (GLenum target, GLint level, GLint internalformat,
- GLsizei width, GLint border, GLenum format, GLenum type,
- const GLvoid * pixels))
-SDL_PROC(void, glTexImage2D,
- (GLenum target, GLint level, GLint internalformat, GLsizei width,
- GLsizei height, GLint border, GLenum format, GLenum type,
- const GLvoid * pixels))
-SDL_PROC_UNUSED(void, glTexParameterf,
- (GLenum target, GLenum pname, GLfloat param))
-SDL_PROC_UNUSED(void, glTexParameterfv,
- (GLenum target, GLenum pname, const GLfloat * params))
-SDL_PROC(void, glTexParameteri, (GLenum target, GLenum pname, GLint param))
-SDL_PROC_UNUSED(void, glTexParameteriv,
- (GLenum target, GLenum pname, const GLint * params))
-SDL_PROC_UNUSED(void, glTexSubImage1D,
- (GLenum target, GLint level, GLint xoffset, GLsizei width,
- GLenum format, GLenum type, const GLvoid * pixels))
-SDL_PROC(void, glTexSubImage2D,
- (GLenum target, GLint level, GLint xoffset, GLint yoffset,
- GLsizei width, GLsizei height, GLenum format, GLenum type,
- const GLvoid * pixels))
-SDL_PROC_UNUSED(void, glTranslated, (GLdouble x, GLdouble y, GLdouble z))
-SDL_PROC(void, glTranslatef, (GLfloat x, GLfloat y, GLfloat z))
-SDL_PROC_UNUSED(void, glVertex2d, (GLdouble x, GLdouble y))
-SDL_PROC_UNUSED(void, glVertex2dv, (const GLdouble * v))
-SDL_PROC(void, glVertex2f, (GLfloat x, GLfloat y))
-SDL_PROC_UNUSED(void, glVertex2fv, (const GLfloat * v))
-SDL_PROC_UNUSED(void, glVertex2i, (GLint x, GLint y))
-SDL_PROC_UNUSED(void, glVertex2iv, (const GLint * v))
-SDL_PROC_UNUSED(void, glVertex2s, (GLshort x, GLshort y))
-SDL_PROC_UNUSED(void, glVertex2sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glVertex3d, (GLdouble x, GLdouble y, GLdouble z))
-SDL_PROC_UNUSED(void, glVertex3dv, (const GLdouble * v))
-SDL_PROC_UNUSED(void, glVertex3f, (GLfloat x, GLfloat y, GLfloat z))
-SDL_PROC(void, glVertex3fv, (const GLfloat * v))
-SDL_PROC_UNUSED(void, glVertex3i, (GLint x, GLint y, GLint z))
-SDL_PROC_UNUSED(void, glVertex3iv, (const GLint * v))
-SDL_PROC_UNUSED(void, glVertex3s, (GLshort x, GLshort y, GLshort z))
-SDL_PROC_UNUSED(void, glVertex3sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glVertex4d,
- (GLdouble x, GLdouble y, GLdouble z, GLdouble w))
-SDL_PROC_UNUSED(void, glVertex4dv, (const GLdouble * v))
-SDL_PROC_UNUSED(void, glVertex4f,
- (GLfloat x, GLfloat y, GLfloat z, GLfloat w))
-SDL_PROC_UNUSED(void, glVertex4fv, (const GLfloat * v))
-SDL_PROC_UNUSED(void, glVertex4i, (GLint x, GLint y, GLint z, GLint w))
-SDL_PROC_UNUSED(void, glVertex4iv, (const GLint * v))
-SDL_PROC_UNUSED(void, glVertex4s,
- (GLshort x, GLshort y, GLshort z, GLshort w))
-SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glVertexPointer,
- (GLint size, GLenum type, GLsizei stride,
- const GLvoid * pointer))
-SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height))
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/opengl/SDL_render_gl.c b/3rdparty/SDL2/src/render/opengl/SDL_render_gl.c
deleted file mode 100644
index 1ca2cb5c4c0..00000000000
--- a/3rdparty/SDL2/src/render/opengl/SDL_render_gl.c
+++ /dev/null
@@ -1,1597 +0,0 @@
-/*
- 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;
- 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;
- 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 */
- if (SDL_GetHintBoolean(SDL_HINT_RENDER_OPENGL_SHADERS, SDL_TRUE)) {
- 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 (texture->access == SDL_TEXTUREACCESS_TARGET &&
- !renderdata->GL_EXT_framebuffer_object_supported) {
- return SDL_SetError("Render targets not supported by OpenGL");
- }
-
- 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 (!data->GL_EXT_framebuffer_object_supported) {
- return SDL_SetError("Render targets not supported by OpenGL");
- }
-
- 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_GL_GetDrawableSize(renderer->window, &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_GL_GetDrawableSize(renderer->window, &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->glDisable(GL_BLEND);
- break;
- case SDL_BLENDMODE_BLEND:
- 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->glEnable(GL_BLEND);
- data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
- break;
- case SDL_BLENDMODE_MOD:
- 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);
-
- if (renderer->clipping_enabled) {
- data->glDisable(GL_SCISSOR_TEST);
- }
-
- data->glClear(GL_COLOR_BUFFER_BIT);
-
- if (renderer->clipping_enabled) {
- data->glEnable(GL_SCISSOR_TEST);
- }
-
- 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 = renderer->target ? renderer->target->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();
- }
-
- if (!convert_format(data, temp_format, &internalFormat, &format, &type)) {
- SDL_free(temp_pixels);
- return SDL_SetError("Texture format %s not supported by OpenGL",
- SDL_GetPixelFormatName(temp_format));
- }
-
- 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, renderer->target ? rect->y : (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 if necessary */
- if (!renderer->target) {
- 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: */
diff --git a/3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.c b/3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.c
deleted file mode 100644
index bcf7b431503..00000000000
--- a/3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.c
+++ /dev/null
@@ -1,463 +0,0 @@
-/*
- 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_stdinc.h"
-#include "SDL_log.h"
-#include "SDL_opengl.h"
-#include "SDL_video.h"
-#include "SDL_shaders_gl.h"
-
-/* OpenGL shader implementation */
-
-/* #define DEBUG_SHADERS */
-
-typedef struct
-{
- GLhandleARB program;
- GLhandleARB vert_shader;
- GLhandleARB frag_shader;
-} GL_ShaderData;
-
-struct GL_ShaderContext
-{
- GLenum (*glGetError)(void);
-
- PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
- PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
- PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
- PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
- PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
- PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
- PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
- PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
- PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
- PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
- PFNGLUNIFORM1IARBPROC glUniform1iARB;
- PFNGLUNIFORM1FARBPROC glUniform1fARB;
- PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
-
- SDL_bool GL_ARB_texture_rectangle_supported;
-
- GL_ShaderData shaders[NUM_SHADERS];
-};
-
-/*
- * NOTE: Always use sampler2D, etc here. We'll #define them to the
- * texture_rectangle versions if we choose to use that extension.
- */
-static const char *shader_source[NUM_SHADERS][2] =
-{
- /* SHADER_NONE */
- { NULL, NULL },
-
- /* SHADER_SOLID */
- {
- /* vertex shader */
-"varying vec4 v_color;\n"
-"\n"
-"void main()\n"
-"{\n"
-" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
-" v_color = gl_Color;\n"
-"}",
- /* fragment shader */
-"varying vec4 v_color;\n"
-"\n"
-"void main()\n"
-"{\n"
-" gl_FragColor = v_color;\n"
-"}"
- },
-
- /* SHADER_RGB */
- {
- /* vertex shader */
-"varying vec4 v_color;\n"
-"varying vec2 v_texCoord;\n"
-"\n"
-"void main()\n"
-"{\n"
-" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
-" v_color = gl_Color;\n"
-" v_texCoord = vec2(gl_MultiTexCoord0);\n"
-"}",
- /* fragment shader */
-"varying vec4 v_color;\n"
-"varying vec2 v_texCoord;\n"
-"uniform sampler2D tex0;\n"
-"\n"
-"void main()\n"
-"{\n"
-" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
-"}"
- },
-
- /* SHADER_YUV */
- {
- /* vertex shader */
-"varying vec4 v_color;\n"
-"varying vec2 v_texCoord;\n"
-"\n"
-"void main()\n"
-"{\n"
-" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
-" v_color = gl_Color;\n"
-" v_texCoord = vec2(gl_MultiTexCoord0);\n"
-"}",
- /* fragment shader */
-"varying vec4 v_color;\n"
-"varying vec2 v_texCoord;\n"
-"uniform sampler2D tex0; // Y \n"
-"uniform sampler2D tex1; // U \n"
-"uniform sampler2D tex2; // V \n"
-"\n"
-"// YUV offset \n"
-"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n"
-"\n"
-"// RGB coefficients \n"
-"const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n"
-"const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);\n"
-"const vec3 Bcoeff = vec3(1.164, 2.018, 0.000);\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec2 tcoord;\n"
-" vec3 yuv, rgb;\n"
-"\n"
-" // Get the Y value \n"
-" tcoord = v_texCoord;\n"
-" yuv.x = texture2D(tex0, tcoord).r;\n"
-"\n"
-" // Get the U and V values \n"
-" tcoord *= UVCoordScale;\n"
-" yuv.y = texture2D(tex1, tcoord).r;\n"
-" yuv.z = texture2D(tex2, tcoord).r;\n"
-"\n"
-" // Do the color transform \n"
-" yuv += offset;\n"
-" rgb.r = dot(yuv, Rcoeff);\n"
-" rgb.g = dot(yuv, Gcoeff);\n"
-" rgb.b = dot(yuv, Bcoeff);\n"
-"\n"
-" // That was easy. :) \n"
-" gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
-"}"
- },
-
- /* SHADER_NV12 */
- {
- /* vertex shader */
-"varying vec4 v_color;\n"
-"varying vec2 v_texCoord;\n"
-"\n"
-"void main()\n"
-"{\n"
-" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
-" v_color = gl_Color;\n"
-" v_texCoord = vec2(gl_MultiTexCoord0);\n"
-"}",
- /* fragment shader */
-"varying vec4 v_color;\n"
-"varying vec2 v_texCoord;\n"
-"uniform sampler2D tex0; // Y \n"
-"uniform sampler2D tex1; // U/V \n"
-"\n"
-"// YUV offset \n"
-"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n"
-"\n"
-"// RGB coefficients \n"
-"const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n"
-"const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);\n"
-"const vec3 Bcoeff = vec3(1.164, 2.018, 0.000);\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec2 tcoord;\n"
-" vec3 yuv, rgb;\n"
-"\n"
-" // Get the Y value \n"
-" tcoord = v_texCoord;\n"
-" yuv.x = texture2D(tex0, tcoord).r;\n"
-"\n"
-" // Get the U and V values \n"
-" tcoord *= UVCoordScale;\n"
-" yuv.yz = texture2D(tex1, tcoord).ra;\n"
-"\n"
-" // Do the color transform \n"
-" yuv += offset;\n"
-" rgb.r = dot(yuv, Rcoeff);\n"
-" rgb.g = dot(yuv, Gcoeff);\n"
-" rgb.b = dot(yuv, Bcoeff);\n"
-"\n"
-" // That was easy. :) \n"
-" gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
-"}"
- },
-
- /* SHADER_NV21 */
- {
- /* vertex shader */
-"varying vec4 v_color;\n"
-"varying vec2 v_texCoord;\n"
-"\n"
-"void main()\n"
-"{\n"
-" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
-" v_color = gl_Color;\n"
-" v_texCoord = vec2(gl_MultiTexCoord0);\n"
-"}",
- /* fragment shader */
-"varying vec4 v_color;\n"
-"varying vec2 v_texCoord;\n"
-"uniform sampler2D tex0; // Y \n"
-"uniform sampler2D tex1; // U/V \n"
-"\n"
-"// YUV offset \n"
-"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n"
-"\n"
-"// RGB coefficients \n"
-"const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n"
-"const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);\n"
-"const vec3 Bcoeff = vec3(1.164, 2.018, 0.000);\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec2 tcoord;\n"
-" vec3 yuv, rgb;\n"
-"\n"
-" // Get the Y value \n"
-" tcoord = v_texCoord;\n"
-" yuv.x = texture2D(tex0, tcoord).r;\n"
-"\n"
-" // Get the U and V values \n"
-" tcoord *= UVCoordScale;\n"
-" yuv.yz = texture2D(tex1, tcoord).ar;\n"
-"\n"
-" // Do the color transform \n"
-" yuv += offset;\n"
-" rgb.r = dot(yuv, Rcoeff);\n"
-" rgb.g = dot(yuv, Gcoeff);\n"
-" rgb.b = dot(yuv, Bcoeff);\n"
-"\n"
-" // That was easy. :) \n"
-" gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
-"}"
- },
-};
-
-static SDL_bool
-CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
-{
- GLint status;
- const char *sources[2];
-
- sources[0] = defines;
- sources[1] = source;
-
- ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL);
- ctx->glCompileShaderARB(shader);
- ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
- if (status == 0) {
- GLint length;
- char *info;
-
- ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
- info = SDL_stack_alloc(char, length+1);
- ctx->glGetInfoLogARB(shader, length, NULL, info);
- SDL_LogError(SDL_LOG_CATEGORY_RENDER,
- "Failed to compile shader:\n%s%s\n%s", defines, source, info);
-#ifdef DEBUG_SHADERS
- fprintf(stderr,
- "Failed to compile shader:\n%s%s\n%s", defines, source, info);
-#endif
- SDL_stack_free(info);
-
- return SDL_FALSE;
- } else {
- return SDL_TRUE;
- }
-}
-
-static SDL_bool
-CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
-{
- const int num_tmus_bound = 4;
- const char *vert_defines = "";
- const char *frag_defines = "";
- int i;
- GLint location;
-
- if (index == SHADER_NONE) {
- return SDL_TRUE;
- }
-
- ctx->glGetError();
-
- /* Make sure we use the correct sampler type for our texture type */
- if (ctx->GL_ARB_texture_rectangle_supported) {
- frag_defines =
-"#define sampler2D sampler2DRect\n"
-"#define texture2D texture2DRect\n"
-"#define UVCoordScale 0.5\n";
- } else {
- frag_defines =
-"#define UVCoordScale 1.0\n";
- }
-
- /* Create one program object to rule them all */
- data->program = ctx->glCreateProgramObjectARB();
-
- /* Create the vertex shader */
- data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
- if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) {
- return SDL_FALSE;
- }
-
- /* Create the fragment shader */
- data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
- if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) {
- return SDL_FALSE;
- }
-
- /* ... and in the darkness bind them */
- ctx->glAttachObjectARB(data->program, data->vert_shader);
- ctx->glAttachObjectARB(data->program, data->frag_shader);
- ctx->glLinkProgramARB(data->program);
-
- /* Set up some uniform variables */
- ctx->glUseProgramObjectARB(data->program);
- for (i = 0; i < num_tmus_bound; ++i) {
- char tex_name[10];
- SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
- location = ctx->glGetUniformLocationARB(data->program, tex_name);
- if (location >= 0) {
- ctx->glUniform1iARB(location, i);
- }
- }
- ctx->glUseProgramObjectARB(0);
-
- return (ctx->glGetError() == GL_NO_ERROR);
-}
-
-static void
-DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
-{
- ctx->glDeleteObjectARB(data->vert_shader);
- ctx->glDeleteObjectARB(data->frag_shader);
- ctx->glDeleteObjectARB(data->program);
-}
-
-GL_ShaderContext *
-GL_CreateShaderContext()
-{
- GL_ShaderContext *ctx;
- SDL_bool shaders_supported;
- int i;
-
- ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
- if (!ctx) {
- return NULL;
- }
-
- if (!SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two") &&
- (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
- SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle"))) {
- ctx->GL_ARB_texture_rectangle_supported = SDL_TRUE;
- }
-
- /* Check for shader support */
- shaders_supported = SDL_FALSE;
- if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
- SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
- SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
- SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
- ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError");
- ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
- ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
- ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
- ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
- ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
- ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
- ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
- ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
- ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
- ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
- ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
- ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
- ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
- if (ctx->glGetError &&
- ctx->glAttachObjectARB &&
- ctx->glCompileShaderARB &&
- ctx->glCreateProgramObjectARB &&
- ctx->glCreateShaderObjectARB &&
- ctx->glDeleteObjectARB &&
- ctx->glGetInfoLogARB &&
- ctx->glGetObjectParameterivARB &&
- ctx->glGetUniformLocationARB &&
- ctx->glLinkProgramARB &&
- ctx->glShaderSourceARB &&
- ctx->glUniform1iARB &&
- ctx->glUniform1fARB &&
- ctx->glUseProgramObjectARB) {
- shaders_supported = SDL_TRUE;
- }
- }
-
- if (!shaders_supported) {
- SDL_free(ctx);
- return NULL;
- }
-
- /* Compile all the shaders */
- for (i = 0; i < NUM_SHADERS; ++i) {
- if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
- GL_DestroyShaderContext(ctx);
- return NULL;
- }
- }
-
- /* We're done! */
- return ctx;
-}
-
-void
-GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
-{
- ctx->glUseProgramObjectARB(ctx->shaders[shader].program);
-}
-
-void
-GL_DestroyShaderContext(GL_ShaderContext *ctx)
-{
- int i;
-
- for (i = 0; i < NUM_SHADERS; ++i) {
- DestroyShaderProgram(ctx, &ctx->shaders[i]);
- }
- SDL_free(ctx);
-}
-
-#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.h b/3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.h
deleted file mode 100644
index 261627cc79a..00000000000
--- a/3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.h
+++ /dev/null
@@ -1,41 +0,0 @@
-/*
- 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"
-
-/* OpenGL shader implementation */
-
-typedef enum {
- SHADER_NONE,
- SHADER_SOLID,
- SHADER_RGB,
- SHADER_YUV,
- SHADER_NV12,
- SHADER_NV21,
- NUM_SHADERS
-} GL_Shader;
-
-typedef struct GL_ShaderContext GL_ShaderContext;
-
-extern GL_ShaderContext * GL_CreateShaderContext();
-extern void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader);
-extern void GL_DestroyShaderContext(GL_ShaderContext *ctx);
-
-/* vi: set ts=4 sw=4 expandtab: */