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-rw-r--r--3rdparty/SDL2/src/render/SDL_d3dmath.c136
-rw-r--r--3rdparty/SDL2/src/render/SDL_d3dmath.h72
-rw-r--r--3rdparty/SDL2/src/render/SDL_render.c1973
-rw-r--r--3rdparty/SDL2/src/render/SDL_sysrender.h205
-rw-r--r--3rdparty/SDL2/src/render/SDL_yuv_mmx.c431
-rw-r--r--3rdparty/SDL2/src/render/SDL_yuv_sw.c1405
-rw-r--r--3rdparty/SDL2/src/render/SDL_yuv_sw_c.h72
-rw-r--r--3rdparty/SDL2/src/render/direct3d/SDL_render_d3d.c1990
-rw-r--r--3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c3014
-rw-r--r--3rdparty/SDL2/src/render/direct3d11/SDL_render_winrt.cpp116
-rw-r--r--3rdparty/SDL2/src/render/direct3d11/SDL_render_winrt.h40
-rw-r--r--3rdparty/SDL2/src/render/mmx.h642
-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
-rw-r--r--3rdparty/SDL2/src/render/opengles/SDL_glesfuncs.h63
-rw-r--r--3rdparty/SDL2/src/render/opengles/SDL_render_gles.c1216
-rw-r--r--3rdparty/SDL2/src/render/opengles2/SDL_gles2funcs.h75
-rw-r--r--3rdparty/SDL2/src/render/opengles2/SDL_render_gles2.c2137
-rw-r--r--3rdparty/SDL2/src/render/opengles2/SDL_shaders_gles2.c906
-rw-r--r--3rdparty/SDL2/src/render/opengles2/SDL_shaders_gles2.h63
-rw-r--r--3rdparty/SDL2/src/render/psp/SDL_render_psp.c1028
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_blendfillrect.c336
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_blendfillrect.h27
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_blendline.c777
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_blendline.h27
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_blendpoint.c343
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_blendpoint.h27
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_draw.h576
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_drawline.c209
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_drawline.h27
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_drawpoint.c114
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_drawpoint.h27
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_render_sw.c794
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_render_sw_c.h24
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_rotate.c579
-rw-r--r--3rdparty/SDL2/src/render/software/SDL_rotate.h28
38 files changed, 0 insertions, 22077 deletions
diff --git a/3rdparty/SDL2/src/render/SDL_d3dmath.c b/3rdparty/SDL2/src/render/SDL_d3dmath.c
deleted file mode 100644
index 83d67bfa703..00000000000
--- a/3rdparty/SDL2/src/render/SDL_d3dmath.c
+++ /dev/null
@@ -1,136 +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_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED
-#include "SDL_stdinc.h"
-
-#include "SDL_d3dmath.h"
-
-/* Direct3D matrix math functions */
-
-Float4X4 MatrixIdentity()
-{
- Float4X4 m;
- SDL_zero(m);
- m._11 = 1.0f;
- m._22 = 1.0f;
- m._33 = 1.0f;
- m._44 = 1.0f;
- return m;
-}
-
-Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
-{
- Float4X4 m;
- m._11 = M1._11 * M2._11 + M1._12 * M2._21 + M1._13 * M2._31 + M1._14 * M2._41;
- m._12 = M1._11 * M2._12 + M1._12 * M2._22 + M1._13 * M2._32 + M1._14 * M2._42;
- m._13 = M1._11 * M2._13 + M1._12 * M2._23 + M1._13 * M2._33 + M1._14 * M2._43;
- m._14 = M1._11 * M2._14 + M1._12 * M2._24 + M1._13 * M2._34 + M1._14 * M2._44;
- m._21 = M1._21 * M2._11 + M1._22 * M2._21 + M1._23 * M2._31 + M1._24 * M2._41;
- m._22 = M1._21 * M2._12 + M1._22 * M2._22 + M1._23 * M2._32 + M1._24 * M2._42;
- m._23 = M1._21 * M2._13 + M1._22 * M2._23 + M1._23 * M2._33 + M1._24 * M2._43;
- m._24 = M1._21 * M2._14 + M1._22 * M2._24 + M1._23 * M2._34 + M1._24 * M2._44;
- m._31 = M1._31 * M2._11 + M1._32 * M2._21 + M1._33 * M2._31 + M1._34 * M2._41;
- m._32 = M1._31 * M2._12 + M1._32 * M2._22 + M1._33 * M2._32 + M1._34 * M2._42;
- m._33 = M1._31 * M2._13 + M1._32 * M2._23 + M1._33 * M2._33 + M1._34 * M2._43;
- m._34 = M1._31 * M2._14 + M1._32 * M2._24 + M1._33 * M2._34 + M1._34 * M2._44;
- m._41 = M1._41 * M2._11 + M1._42 * M2._21 + M1._43 * M2._31 + M1._44 * M2._41;
- m._42 = M1._41 * M2._12 + M1._42 * M2._22 + M1._43 * M2._32 + M1._44 * M2._42;
- m._43 = M1._41 * M2._13 + M1._42 * M2._23 + M1._43 * M2._33 + M1._44 * M2._43;
- m._44 = M1._41 * M2._14 + M1._42 * M2._24 + M1._43 * M2._34 + M1._44 * M2._44;
- return m;
-}
-
-Float4X4 MatrixScaling(float x, float y, float z)
-{
- Float4X4 m;
- SDL_zero(m);
- m._11 = x;
- m._22 = y;
- m._33 = z;
- m._44 = 1.0f;
- return m;
-}
-
-Float4X4 MatrixTranslation(float x, float y, float z)
-{
- Float4X4 m;
- SDL_zero(m);
- m._11 = 1.0f;
- m._22 = 1.0f;
- m._33 = 1.0f;
- m._44 = 1.0f;
- m._41 = x;
- m._42 = y;
- m._43 = z;
- return m;
-}
-
-Float4X4 MatrixRotationX(float r)
-{
- float sinR = SDL_sinf(r);
- float cosR = SDL_cosf(r);
- Float4X4 m;
- SDL_zero(m);
- m._11 = 1.0f;
- m._22 = cosR;
- m._23 = sinR;
- m._32 = -sinR;
- m._33 = cosR;
- m._44 = 1.0f;
- return m;
-}
-
-Float4X4 MatrixRotationY(float r)
-{
- float sinR = SDL_sinf(r);
- float cosR = SDL_cosf(r);
- Float4X4 m;
- SDL_zero(m);
- m._11 = cosR;
- m._13 = -sinR;
- m._22 = 1.0f;
- m._31 = sinR;
- m._33 = cosR;
- m._44 = 1.0f;
- return m;
-}
-
-Float4X4 MatrixRotationZ(float r)
-{
- float sinR = SDL_sinf(r);
- float cosR = SDL_cosf(r);
- Float4X4 m;
- SDL_zero(m);
- m._11 = cosR;
- m._12 = sinR;
- m._21 = -sinR;
- m._22 = cosR;
- m._33 = 1.0f;
- m._44 = 1.0f;
- return m;
-
-}
-
-#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/SDL_d3dmath.h b/3rdparty/SDL2/src/render/SDL_d3dmath.h
deleted file mode 100644
index 87c44c7a331..00000000000
--- a/3rdparty/SDL2/src/render/SDL_d3dmath.h
+++ /dev/null
@@ -1,72 +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_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED
-
-/* Direct3D matrix math functions */
-
-typedef struct
-{
- float x;
- float y;
-} Float2;
-
-typedef struct
-{
- float x;
- float y;
- float z;
-} Float3;
-
-typedef struct
-{
- float x;
- float y;
- float z;
- float w;
-} Float4;
-
-typedef struct
-{
- union {
- struct {
- float _11, _12, _13, _14;
- float _21, _22, _23, _24;
- float _31, _32, _33, _34;
- float _41, _42, _43, _44;
- };
- float m[4][4];
- };
-} Float4X4;
-
-
-Float4X4 MatrixIdentity();
-Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2);
-Float4X4 MatrixScaling(float x, float y, float z);
-Float4X4 MatrixTranslation(float x, float y, float z);
-Float4X4 MatrixRotationX(float r);
-Float4X4 MatrixRotationY(float r);
-Float4X4 MatrixRotationZ(float r);
-
-#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/SDL_render.c b/3rdparty/SDL2/src/render/SDL_render.c
deleted file mode 100644
index 94750810d8b..00000000000
--- a/3rdparty/SDL2/src/render/SDL_render.c
+++ /dev/null
@@ -1,1973 +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"
-
-/* The SDL 2D rendering system */
-
-#include "SDL_assert.h"
-#include "SDL_hints.h"
-#include "SDL_log.h"
-#include "SDL_render.h"
-#include "SDL_sysrender.h"
-#include "software/SDL_render_sw_c.h"
-
-
-#define SDL_WINDOWRENDERDATA "_SDL_WindowRenderData"
-
-#define CHECK_RENDERER_MAGIC(renderer, retval) \
- if (!renderer || renderer->magic != &renderer_magic) { \
- SDL_SetError("Invalid renderer"); \
- return retval; \
- }
-
-#define CHECK_TEXTURE_MAGIC(texture, retval) \
- if (!texture || texture->magic != &texture_magic) { \
- SDL_SetError("Invalid texture"); \
- return retval; \
- }
-
-
-#if !SDL_RENDER_DISABLED
-static const SDL_RenderDriver *render_drivers[] = {
-#if SDL_VIDEO_RENDER_D3D
- &D3D_RenderDriver,
-#endif
-#if SDL_VIDEO_RENDER_D3D11
- &D3D11_RenderDriver,
-#endif
-#if SDL_VIDEO_RENDER_OGL
- &GL_RenderDriver,
-#endif
-#if SDL_VIDEO_RENDER_OGL_ES2
- &GLES2_RenderDriver,
-#endif
-#if SDL_VIDEO_RENDER_OGL_ES
- &GLES_RenderDriver,
-#endif
-#if SDL_VIDEO_RENDER_DIRECTFB
- &DirectFB_RenderDriver,
-#endif
-#if SDL_VIDEO_RENDER_PSP
- &PSP_RenderDriver,
-#endif
- &SW_RenderDriver
-};
-#endif /* !SDL_RENDER_DISABLED */
-
-static char renderer_magic;
-static char texture_magic;
-
-static int UpdateLogicalSize(SDL_Renderer *renderer);
-
-int
-SDL_GetNumRenderDrivers(void)
-{
-#if !SDL_RENDER_DISABLED
- return SDL_arraysize(render_drivers);
-#else
- return 0;
-#endif
-}
-
-int
-SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info)
-{
-#if !SDL_RENDER_DISABLED
- if (index < 0 || index >= SDL_GetNumRenderDrivers()) {
- return SDL_SetError("index must be in the range of 0 - %d",
- SDL_GetNumRenderDrivers() - 1);
- }
- *info = render_drivers[index]->info;
- return 0;
-#else
- return SDL_SetError("SDL not built with rendering support");
-#endif
-}
-
-static int
-SDL_RendererEventWatch(void *userdata, SDL_Event *event)
-{
- SDL_Renderer *renderer = (SDL_Renderer *)userdata;
-
- if (event->type == SDL_WINDOWEVENT) {
- SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
- if (window == renderer->window) {
- if (renderer->WindowEvent) {
- renderer->WindowEvent(renderer, &event->window);
- }
-
- if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
- /* Make sure we're operating on the default render target */
- SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
- if (saved_target) {
- SDL_SetRenderTarget(renderer, NULL);
- }
-
- if (renderer->logical_w) {
- UpdateLogicalSize(renderer);
- } else {
- /* Window was resized, reset viewport */
- int w, h;
-
- if (renderer->GetOutputSize) {
- renderer->GetOutputSize(renderer, &w, &h);
- } else {
- SDL_GetWindowSize(renderer->window, &w, &h);
- }
-
- if (renderer->target) {
- renderer->viewport_backup.x = 0;
- renderer->viewport_backup.y = 0;
- renderer->viewport_backup.w = w;
- renderer->viewport_backup.h = h;
- } else {
- renderer->viewport.x = 0;
- renderer->viewport.y = 0;
- renderer->viewport.w = w;
- renderer->viewport.h = h;
- renderer->UpdateViewport(renderer);
- }
- }
-
- if (saved_target) {
- SDL_SetRenderTarget(renderer, saved_target);
- }
- } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
- renderer->hidden = SDL_TRUE;
- } else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
- if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
- renderer->hidden = SDL_FALSE;
- }
- } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
- renderer->hidden = SDL_TRUE;
- } else if (event->window.event == SDL_WINDOWEVENT_RESTORED ||
- event->window.event == SDL_WINDOWEVENT_MAXIMIZED) {
- if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
- renderer->hidden = SDL_FALSE;
- }
- }
- }
- } else if (event->type == SDL_MOUSEMOTION) {
- SDL_Window *window = SDL_GetWindowFromID(event->motion.windowID);
- if (renderer->logical_w && window == renderer->window) {
- event->motion.x -= renderer->viewport.x;
- event->motion.y -= renderer->viewport.y;
- event->motion.x = (int)(event->motion.x / renderer->scale.x);
- event->motion.y = (int)(event->motion.y / renderer->scale.y);
- if (event->motion.xrel > 0) {
- event->motion.xrel = SDL_max(1, (int)(event->motion.xrel / renderer->scale.x));
- } else if (event->motion.xrel < 0) {
- event->motion.xrel = SDL_min(-1, (int)(event->motion.xrel / renderer->scale.x));
- }
- if (event->motion.yrel > 0) {
- event->motion.yrel = SDL_max(1, (int)(event->motion.yrel / renderer->scale.y));
- } else if (event->motion.yrel < 0) {
- event->motion.yrel = SDL_min(-1, (int)(event->motion.yrel / renderer->scale.y));
- }
- }
- } else if (event->type == SDL_MOUSEBUTTONDOWN ||
- event->type == SDL_MOUSEBUTTONUP) {
- SDL_Window *window = SDL_GetWindowFromID(event->button.windowID);
- if (renderer->logical_w && window == renderer->window) {
- event->button.x -= renderer->viewport.x;
- event->button.y -= renderer->viewport.y;
- event->button.x = (int)(event->button.x / renderer->scale.x);
- event->button.y = (int)(event->button.y / renderer->scale.y);
- }
- }
- return 0;
-}
-
-int
-SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags,
- SDL_Window **window, SDL_Renderer **renderer)
-{
- *window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED,
- SDL_WINDOWPOS_UNDEFINED,
- width, height, window_flags);
- if (!*window) {
- *renderer = NULL;
- return -1;
- }
-
- *renderer = SDL_CreateRenderer(*window, -1, 0);
- if (!*renderer) {
- return -1;
- }
-
- return 0;
-}
-
-SDL_Renderer *
-SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
-{
-#if !SDL_RENDER_DISABLED
- SDL_Renderer *renderer = NULL;
- int n = SDL_GetNumRenderDrivers();
- const char *hint;
-
- if (!window) {
- SDL_SetError("Invalid window");
- return NULL;
- }
-
- if (SDL_GetRenderer(window)) {
- SDL_SetError("Renderer already associated with window");
- return NULL;
- }
-
- if (SDL_GetHint(SDL_HINT_RENDER_VSYNC)) {
- if (SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE)) {
- flags |= SDL_RENDERER_PRESENTVSYNC;
- } else {
- flags &= ~SDL_RENDERER_PRESENTVSYNC;
- }
- }
-
- if (index < 0) {
- hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
- if (hint) {
- for (index = 0; index < n; ++index) {
- const SDL_RenderDriver *driver = render_drivers[index];
-
- if (SDL_strcasecmp(hint, driver->info.name) == 0) {
- /* Create a new renderer instance */
- renderer = driver->CreateRenderer(window, flags);
- break;
- }
- }
- }
-
- if (!renderer) {
- for (index = 0; index < n; ++index) {
- const SDL_RenderDriver *driver = render_drivers[index];
-
- if ((driver->info.flags & flags) == flags) {
- /* Create a new renderer instance */
- renderer = driver->CreateRenderer(window, flags);
- if (renderer) {
- /* Yay, we got one! */
- break;
- }
- }
- }
- }
- if (index == n) {
- SDL_SetError("Couldn't find matching render driver");
- return NULL;
- }
- } else {
- if (index >= SDL_GetNumRenderDrivers()) {
- SDL_SetError("index must be -1 or in the range of 0 - %d",
- SDL_GetNumRenderDrivers() - 1);
- return NULL;
- }
- /* Create a new renderer instance */
- renderer = render_drivers[index]->CreateRenderer(window, flags);
- }
-
- if (renderer) {
- renderer->magic = &renderer_magic;
- renderer->window = window;
- renderer->scale.x = 1.0f;
- renderer->scale.y = 1.0f;
-
- if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
- renderer->hidden = SDL_TRUE;
- } else {
- renderer->hidden = SDL_FALSE;
- }
-
- SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
-
- SDL_RenderSetViewport(renderer, NULL);
-
- SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
-
- SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
- "Created renderer: %s", renderer->info.name);
- }
- return renderer;
-#else
- SDL_SetError("SDL not built with rendering support");
- return NULL;
-#endif
-}
-
-SDL_Renderer *
-SDL_CreateSoftwareRenderer(SDL_Surface * surface)
-{
-#if !SDL_RENDER_DISABLED
- SDL_Renderer *renderer;
-
- renderer = SW_CreateRendererForSurface(surface);
-
- if (renderer) {
- renderer->magic = &renderer_magic;
- renderer->scale.x = 1.0f;
- renderer->scale.y = 1.0f;
-
- SDL_RenderSetViewport(renderer, NULL);
- }
- return renderer;
-#else
- SDL_SetError("SDL not built with rendering support");
- return NULL;
-#endif /* !SDL_RENDER_DISABLED */
-}
-
-SDL_Renderer *
-SDL_GetRenderer(SDL_Window * window)
-{
- return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
-}
-
-int
-SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
-{
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- *info = renderer->info;
- return 0;
-}
-
-int
-SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h)
-{
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- if (renderer->target) {
- return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
- } else if (renderer->GetOutputSize) {
- return renderer->GetOutputSize(renderer, w, h);
- } else if (renderer->window) {
- SDL_GetWindowSize(renderer->window, w, h);
- return 0;
- } else {
- SDL_assert(0 && "This should never happen");
- return SDL_SetError("Renderer doesn't support querying output size");
- }
-}
-
-static SDL_bool
-IsSupportedFormat(SDL_Renderer * renderer, Uint32 format)
-{
- Uint32 i;
-
- for (i = 0; i < renderer->info.num_texture_formats; ++i) {
- if (renderer->info.texture_formats[i] == format) {
- return SDL_TRUE;
- }
- }
- return SDL_FALSE;
-}
-
-static Uint32
-GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
-{
- Uint32 i;
-
- if (SDL_ISPIXELFORMAT_FOURCC(format)) {
- /* Look for an exact match */
- for (i = 0; i < renderer->info.num_texture_formats; ++i) {
- if (renderer->info.texture_formats[i] == format) {
- return renderer->info.texture_formats[i];
- }
- }
- } else {
- SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
-
- /* We just want to match the first format that has the same channels */
- for (i = 0; i < renderer->info.num_texture_formats; ++i) {
- if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
- SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
- return renderer->info.texture_formats[i];
- }
- }
- }
- return renderer->info.texture_formats[0];
-}
-
-SDL_Texture *
-SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
-{
- SDL_Texture *texture;
-
- CHECK_RENDERER_MAGIC(renderer, NULL);
-
- if (!format) {
- format = renderer->info.texture_formats[0];
- }
- if (SDL_BYTESPERPIXEL(format) == 0) {
- SDL_SetError("Invalid texture format");
- return NULL;
- }
- if (SDL_ISPIXELFORMAT_INDEXED(format)) {
- SDL_SetError("Palettized textures are not supported");
- return NULL;
- }
- if (w <= 0 || h <= 0) {
- SDL_SetError("Texture dimensions can't be 0");
- return NULL;
- }
- if ((renderer->info.max_texture_width && w > renderer->info.max_texture_width) ||
- (renderer->info.max_texture_height && h > renderer->info.max_texture_height)) {
- SDL_SetError("Texture dimensions are limited to %dx%d", renderer->info.max_texture_width, renderer->info.max_texture_height);
- return NULL;
- }
- texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
- if (!texture) {
- SDL_OutOfMemory();
- return NULL;
- }
- texture->magic = &texture_magic;
- texture->format = format;
- texture->access = access;
- texture->w = w;
- texture->h = h;
- texture->r = 255;
- texture->g = 255;
- texture->b = 255;
- texture->a = 255;
- texture->renderer = renderer;
- texture->next = renderer->textures;
- if (renderer->textures) {
- renderer->textures->prev = texture;
- }
- renderer->textures = texture;
-
- if (IsSupportedFormat(renderer, format)) {
- if (renderer->CreateTexture(renderer, texture) < 0) {
- SDL_DestroyTexture(texture);
- return NULL;
- }
- } else {
- texture->native = SDL_CreateTexture(renderer,
- GetClosestSupportedFormat(renderer, format),
- access, w, h);
- if (!texture->native) {
- SDL_DestroyTexture(texture);
- return NULL;
- }
-
- /* Swap textures to have texture before texture->native in the list */
- texture->native->next = texture->next;
- if (texture->native->next) {
- texture->native->next->prev = texture->native;
- }
- texture->prev = texture->native->prev;
- if (texture->prev) {
- texture->prev->next = texture;
- }
- texture->native->prev = texture;
- texture->next = texture->native;
- renderer->textures = texture;
-
- if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
- texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
- if (!texture->yuv) {
- SDL_DestroyTexture(texture);
- return NULL;
- }
- } else if (access == SDL_TEXTUREACCESS_STREAMING) {
- /* The pitch is 4 byte aligned */
- texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
- texture->pixels = SDL_calloc(1, texture->pitch * h);
- if (!texture->pixels) {
- SDL_DestroyTexture(texture);
- return NULL;
- }
- }
- }
- return texture;
-}
-
-SDL_Texture *
-SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
-{
- const SDL_PixelFormat *fmt;
- SDL_bool needAlpha;
- Uint32 i;
- Uint32 format;
- SDL_Texture *texture;
-
- CHECK_RENDERER_MAGIC(renderer, NULL);
-
- if (!surface) {
- SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
- return NULL;
- }
-
- /* See what the best texture format is */
- fmt = surface->format;
- if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
- needAlpha = SDL_TRUE;
- } else {
- needAlpha = SDL_FALSE;
- }
- format = renderer->info.texture_formats[0];
- for (i = 0; i < renderer->info.num_texture_formats; ++i) {
- if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
- SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
- format = renderer->info.texture_formats[i];
- break;
- }
- }
-
- texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
- surface->w, surface->h);
- if (!texture) {
- return NULL;
- }
-
- if (format == surface->format->format) {
- if (SDL_MUSTLOCK(surface)) {
- SDL_LockSurface(surface);
- SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
- SDL_UnlockSurface(surface);
- } else {
- SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
- }
- } else {
- SDL_PixelFormat *dst_fmt;
- SDL_Surface *temp = NULL;
-
- /* Set up a destination surface for the texture update */
- dst_fmt = SDL_AllocFormat(format);
- if (!dst_fmt) {
- SDL_DestroyTexture(texture);
- return NULL;
- }
- temp = SDL_ConvertSurface(surface, dst_fmt, 0);
- SDL_FreeFormat(dst_fmt);
- if (temp) {
- SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
- SDL_FreeSurface(temp);
- } else {
- SDL_DestroyTexture(texture);
- return NULL;
- }
- }
-
- {
- Uint8 r, g, b, a;
- SDL_BlendMode blendMode;
-
- SDL_GetSurfaceColorMod(surface, &r, &g, &b);
- SDL_SetTextureColorMod(texture, r, g, b);
-
- SDL_GetSurfaceAlphaMod(surface, &a);
- SDL_SetTextureAlphaMod(texture, a);
-
- if (SDL_GetColorKey(surface, NULL) == 0) {
- /* We converted to a texture with alpha format */
- SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
- } else {
- SDL_GetSurfaceBlendMode(surface, &blendMode);
- SDL_SetTextureBlendMode(texture, blendMode);
- }
- }
- return texture;
-}
-
-int
-SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access,
- int *w, int *h)
-{
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- if (format) {
- *format = texture->format;
- }
- if (access) {
- *access = texture->access;
- }
- if (w) {
- *w = texture->w;
- }
- if (h) {
- *h = texture->h;
- }
- return 0;
-}
-
-int
-SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
-{
- SDL_Renderer *renderer;
-
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- renderer = texture->renderer;
- if (r < 255 || g < 255 || b < 255) {
- texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
- } else {
- texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
- }
- texture->r = r;
- texture->g = g;
- texture->b = b;
- if (texture->native) {
- return SDL_SetTextureColorMod(texture->native, r, g, b);
- } else if (renderer->SetTextureColorMod) {
- return renderer->SetTextureColorMod(renderer, texture);
- } else {
- return 0;
- }
-}
-
-int
-SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
- Uint8 * b)
-{
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- if (r) {
- *r = texture->r;
- }
- if (g) {
- *g = texture->g;
- }
- if (b) {
- *b = texture->b;
- }
- return 0;
-}
-
-int
-SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
-{
- SDL_Renderer *renderer;
-
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- renderer = texture->renderer;
- if (alpha < 255) {
- texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
- } else {
- texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
- }
- texture->a = alpha;
- if (texture->native) {
- return SDL_SetTextureAlphaMod(texture->native, alpha);
- } else if (renderer->SetTextureAlphaMod) {
- return renderer->SetTextureAlphaMod(renderer, texture);
- } else {
- return 0;
- }
-}
-
-int
-SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
-{
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- if (alpha) {
- *alpha = texture->a;
- }
- return 0;
-}
-
-int
-SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
-{
- SDL_Renderer *renderer;
-
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- renderer = texture->renderer;
- texture->blendMode = blendMode;
- if (texture->native) {
- return SDL_SetTextureBlendMode(texture->native, blendMode);
- } else if (renderer->SetTextureBlendMode) {
- return renderer->SetTextureBlendMode(renderer, texture);
- } else {
- return 0;
- }
-}
-
-int
-SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
-{
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- if (blendMode) {
- *blendMode = texture->blendMode;
- }
- return 0;
-}
-
-static int
-SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
- const void *pixels, int pitch)
-{
- SDL_Texture *native = texture->native;
- SDL_Rect full_rect;
-
- if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
- return -1;
- }
-
- full_rect.x = 0;
- full_rect.y = 0;
- full_rect.w = texture->w;
- full_rect.h = texture->h;
- rect = &full_rect;
-
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- /* We can lock the texture and copy to it */
- void *native_pixels;
- int native_pitch;
-
- if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
- return -1;
- }
- SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
- rect->w, rect->h, native_pixels, native_pitch);
- SDL_UnlockTexture(native);
- } else {
- /* Use a temporary buffer for updating */
- void *temp_pixels;
- int temp_pitch;
-
- temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
- temp_pixels = SDL_malloc(rect->h * temp_pitch);
- if (!temp_pixels) {
- return SDL_OutOfMemory();
- }
- SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
- rect->w, rect->h, temp_pixels, temp_pitch);
- SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
- SDL_free(temp_pixels);
- }
- return 0;
-}
-
-static int
-SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
- const void *pixels, int pitch)
-{
- SDL_Texture *native = texture->native;
-
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- /* We can lock the texture and copy to it */
- void *native_pixels;
- int native_pitch;
-
- if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
- return -1;
- }
- SDL_ConvertPixels(rect->w, rect->h,
- texture->format, pixels, pitch,
- native->format, native_pixels, native_pitch);
- SDL_UnlockTexture(native);
- } else {
- /* Use a temporary buffer for updating */
- void *temp_pixels;
- int temp_pitch;
-
- temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
- temp_pixels = SDL_malloc(rect->h * temp_pitch);
- if (!temp_pixels) {
- return SDL_OutOfMemory();
- }
- SDL_ConvertPixels(rect->w, rect->h,
- texture->format, pixels, pitch,
- native->format, temp_pixels, temp_pitch);
- SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
- SDL_free(temp_pixels);
- }
- return 0;
-}
-
-int
-SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
- const void *pixels, int pitch)
-{
- SDL_Renderer *renderer;
- SDL_Rect full_rect;
-
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- if (!pixels) {
- return SDL_InvalidParamError("pixels");
- }
- if (!pitch) {
- return SDL_InvalidParamError("pitch");
- }
-
- if (!rect) {
- full_rect.x = 0;
- full_rect.y = 0;
- full_rect.w = texture->w;
- full_rect.h = texture->h;
- rect = &full_rect;
- }
-
- if ((rect->w == 0) || (rect->h == 0)) {
- return 0; /* nothing to do. */
- } else if (texture->yuv) {
- return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
- } else if (texture->native) {
- return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
- } else {
- renderer = texture->renderer;
- return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
- }
-}
-
-static int
-SDL_UpdateTextureYUVPlanar(SDL_Texture * texture, const SDL_Rect * rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *Uplane, int Upitch,
- const Uint8 *Vplane, int Vpitch)
-{
- SDL_Texture *native = texture->native;
- SDL_Rect full_rect;
-
- if (SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch) < 0) {
- return -1;
- }
-
- full_rect.x = 0;
- full_rect.y = 0;
- full_rect.w = texture->w;
- full_rect.h = texture->h;
- rect = &full_rect;
-
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- /* We can lock the texture and copy to it */
- void *native_pixels;
- int native_pitch;
-
- if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
- return -1;
- }
- SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
- rect->w, rect->h, native_pixels, native_pitch);
- SDL_UnlockTexture(native);
- } else {
- /* Use a temporary buffer for updating */
- void *temp_pixels;
- int temp_pitch;
-
- temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
- temp_pixels = SDL_malloc(rect->h * temp_pitch);
- if (!temp_pixels) {
- return SDL_OutOfMemory();
- }
- SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
- rect->w, rect->h, temp_pixels, temp_pitch);
- SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
- SDL_free(temp_pixels);
- }
- return 0;
-}
-
-int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *Uplane, int Upitch,
- const Uint8 *Vplane, int Vpitch)
-{
- SDL_Renderer *renderer;
- SDL_Rect full_rect;
-
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- if (!Yplane) {
- return SDL_InvalidParamError("Yplane");
- }
- if (!Ypitch) {
- return SDL_InvalidParamError("Ypitch");
- }
- if (!Uplane) {
- return SDL_InvalidParamError("Uplane");
- }
- if (!Upitch) {
- return SDL_InvalidParamError("Upitch");
- }
- if (!Vplane) {
- return SDL_InvalidParamError("Vplane");
- }
- if (!Vpitch) {
- return SDL_InvalidParamError("Vpitch");
- }
-
- if (texture->format != SDL_PIXELFORMAT_YV12 &&
- texture->format != SDL_PIXELFORMAT_IYUV) {
- return SDL_SetError("Texture format must by YV12 or IYUV");
- }
-
- if (!rect) {
- full_rect.x = 0;
- full_rect.y = 0;
- full_rect.w = texture->w;
- full_rect.h = texture->h;
- rect = &full_rect;
- }
-
- if (texture->yuv) {
- return SDL_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
- } else {
- SDL_assert(!texture->native);
- renderer = texture->renderer;
- SDL_assert(renderer->UpdateTextureYUV);
- if (renderer->UpdateTextureYUV) {
- return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
- } else {
- return SDL_Unsupported();
- }
- }
-}
-
-static int
-SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
- void **pixels, int *pitch)
-{
- return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
-}
-
-static int
-SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
- void **pixels, int *pitch)
-{
- texture->locked_rect = *rect;
- *pixels = (void *) ((Uint8 *) texture->pixels +
- rect->y * texture->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = texture->pitch;
- return 0;
-}
-
-int
-SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
- void **pixels, int *pitch)
-{
- SDL_Renderer *renderer;
- SDL_Rect full_rect;
-
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
- return SDL_SetError("SDL_LockTexture(): texture must be streaming");
- }
-
- if (!rect) {
- full_rect.x = 0;
- full_rect.y = 0;
- full_rect.w = texture->w;
- full_rect.h = texture->h;
- rect = &full_rect;
- }
-
- if (texture->yuv) {
- return SDL_LockTextureYUV(texture, rect, pixels, pitch);
- } else if (texture->native) {
- return SDL_LockTextureNative(texture, rect, pixels, pitch);
- } else {
- renderer = texture->renderer;
- return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
- }
-}
-
-static void
-SDL_UnlockTextureYUV(SDL_Texture * texture)
-{
- SDL_Texture *native = texture->native;
- void *native_pixels = NULL;
- int native_pitch = 0;
- SDL_Rect rect;
-
- rect.x = 0;
- rect.y = 0;
- rect.w = texture->w;
- rect.h = texture->h;
-
- if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
- return;
- }
- SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
- rect.w, rect.h, native_pixels, native_pitch);
- SDL_UnlockTexture(native);
-}
-
-static void
-SDL_UnlockTextureNative(SDL_Texture * texture)
-{
- SDL_Texture *native = texture->native;
- void *native_pixels = NULL;
- int native_pitch = 0;
- const SDL_Rect *rect = &texture->locked_rect;
- const void* pixels = (void *) ((Uint8 *) texture->pixels +
- rect->y * texture->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- int pitch = texture->pitch;
-
- if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
- return;
- }
- SDL_ConvertPixels(rect->w, rect->h,
- texture->format, pixels, pitch,
- native->format, native_pixels, native_pitch);
- SDL_UnlockTexture(native);
-}
-
-void
-SDL_UnlockTexture(SDL_Texture * texture)
-{
- SDL_Renderer *renderer;
-
- CHECK_TEXTURE_MAGIC(texture, );
-
- if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
- return;
- }
- if (texture->yuv) {
- SDL_UnlockTextureYUV(texture);
- } else if (texture->native) {
- SDL_UnlockTextureNative(texture);
- } else {
- renderer = texture->renderer;
- renderer->UnlockTexture(renderer, texture);
- }
-}
-
-SDL_bool
-SDL_RenderTargetSupported(SDL_Renderer *renderer)
-{
- if (!renderer || !renderer->SetRenderTarget) {
- return SDL_FALSE;
- }
- return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
-}
-
-int
-SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
-{
- if (!SDL_RenderTargetSupported(renderer)) {
- return SDL_Unsupported();
- }
- if (texture == renderer->target) {
- /* Nothing to do! */
- return 0;
- }
-
- /* texture == NULL is valid and means reset the target to the window */
- if (texture) {
- CHECK_TEXTURE_MAGIC(texture, -1);
- if (renderer != texture->renderer) {
- return SDL_SetError("Texture was not created with this renderer");
- }
- if (texture->access != SDL_TEXTUREACCESS_TARGET) {
- return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
- }
- if (texture->native) {
- /* Always render to the native texture */
- texture = texture->native;
- }
- }
-
- if (texture && !renderer->target) {
- /* Make a backup of the viewport */
- renderer->viewport_backup = renderer->viewport;
- renderer->clip_rect_backup = renderer->clip_rect;
- renderer->clipping_enabled_backup = renderer->clipping_enabled;
- renderer->scale_backup = renderer->scale;
- renderer->logical_w_backup = renderer->logical_w;
- renderer->logical_h_backup = renderer->logical_h;
- }
- renderer->target = texture;
-
- if (renderer->SetRenderTarget(renderer, texture) < 0) {
- return -1;
- }
-
- if (texture) {
- renderer->viewport.x = 0;
- renderer->viewport.y = 0;
- renderer->viewport.w = texture->w;
- renderer->viewport.h = texture->h;
- SDL_zero(renderer->clip_rect);
- renderer->clipping_enabled = SDL_FALSE;
- renderer->scale.x = 1.0f;
- renderer->scale.y = 1.0f;
- renderer->logical_w = texture->w;
- renderer->logical_h = texture->h;
- } else {
- renderer->viewport = renderer->viewport_backup;
- renderer->clip_rect = renderer->clip_rect_backup;
- renderer->clipping_enabled = renderer->clipping_enabled_backup;
- renderer->scale = renderer->scale_backup;
- renderer->logical_w = renderer->logical_w_backup;
- renderer->logical_h = renderer->logical_h_backup;
- }
- if (renderer->UpdateViewport(renderer) < 0) {
- return -1;
- }
- if (renderer->UpdateClipRect(renderer) < 0) {
- return -1;
- }
-
- /* All set! */
- return 0;
-}
-
-SDL_Texture *
-SDL_GetRenderTarget(SDL_Renderer *renderer)
-{
- return renderer->target;
-}
-
-static int
-UpdateLogicalSize(SDL_Renderer *renderer)
-{
- int w = 1, h = 1;
- float want_aspect;
- float real_aspect;
- float scale;
- SDL_Rect viewport;
-
- if (!renderer->logical_w || !renderer->logical_h) {
- return 0;
- }
- if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
- return -1;
- }
-
- want_aspect = (float)renderer->logical_w / renderer->logical_h;
- real_aspect = (float)w / h;
-
- /* Clear the scale because we're setting viewport in output coordinates */
- SDL_RenderSetScale(renderer, 1.0f, 1.0f);
-
- if (renderer->integer_scale) {
- if (want_aspect > real_aspect) {
- scale = (float)(w / renderer->logical_w);
- } else {
- scale = (float)(h / renderer->logical_h);
- }
- viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
- viewport.x = (w - viewport.w) / 2;
- viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
- viewport.y = (h - viewport.h) / 2;
-
- SDL_RenderSetViewport(renderer, &viewport);
- } else if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
- /* The aspect ratios are the same, just scale appropriately */
- scale = (float)w / renderer->logical_w;
- SDL_RenderSetViewport(renderer, NULL);
- } else if (want_aspect > real_aspect) {
- /* We want a wider aspect ratio than is available - letterbox it */
- scale = (float)w / renderer->logical_w;
- viewport.x = 0;
- viewport.w = w;
- viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
- viewport.y = (h - viewport.h) / 2;
- SDL_RenderSetViewport(renderer, &viewport);
- } else {
- /* We want a narrower aspect ratio than is available - use side-bars */
- scale = (float)h / renderer->logical_h;
- viewport.y = 0;
- viewport.h = h;
- viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
- viewport.x = (w - viewport.w) / 2;
- SDL_RenderSetViewport(renderer, &viewport);
- }
-
- /* Set the new scale */
- SDL_RenderSetScale(renderer, scale, scale);
-
- return 0;
-}
-
-int
-SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
-{
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- if (!w || !h) {
- /* Clear any previous logical resolution */
- renderer->logical_w = 0;
- renderer->logical_h = 0;
- SDL_RenderSetViewport(renderer, NULL);
- SDL_RenderSetScale(renderer, 1.0f, 1.0f);
- return 0;
- }
-
- renderer->logical_w = w;
- renderer->logical_h = h;
-
- return UpdateLogicalSize(renderer);
-}
-
-void
-SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
-{
- CHECK_RENDERER_MAGIC(renderer, );
-
- if (w) {
- *w = renderer->logical_w;
- }
- if (h) {
- *h = renderer->logical_h;
- }
-}
-
-int
-SDL_RenderSetIntegerScale(SDL_Renderer * renderer, SDL_bool enable)
-{
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- renderer->integer_scale = enable;
-
- return UpdateLogicalSize(renderer);
-}
-
-SDL_bool
-SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer)
-{
- CHECK_RENDERER_MAGIC(renderer, SDL_FALSE);
-
- return renderer->integer_scale;
-}
-
-int
-SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
-{
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- if (rect) {
- renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
- renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
- renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
- renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
- } else {
- renderer->viewport.x = 0;
- renderer->viewport.y = 0;
- if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
- return -1;
- }
- }
- return renderer->UpdateViewport(renderer);
-}
-
-void
-SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
-{
- CHECK_RENDERER_MAGIC(renderer, );
-
- if (rect) {
- rect->x = (int)(renderer->viewport.x / renderer->scale.x);
- rect->y = (int)(renderer->viewport.y / renderer->scale.y);
- rect->w = (int)(renderer->viewport.w / renderer->scale.x);
- rect->h = (int)(renderer->viewport.h / renderer->scale.y);
- }
-}
-
-int
-SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
-{
- CHECK_RENDERER_MAGIC(renderer, -1)
-
- if (rect) {
- renderer->clipping_enabled = SDL_TRUE;
- renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
- renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
- renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
- renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
- } else {
- renderer->clipping_enabled = SDL_FALSE;
- SDL_zero(renderer->clip_rect);
- }
- return renderer->UpdateClipRect(renderer);
-}
-
-void
-SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect)
-{
- CHECK_RENDERER_MAGIC(renderer, )
-
- if (rect) {
- rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
- rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
- rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
- rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
- }
-}
-
-SDL_bool
-SDL_RenderIsClipEnabled(SDL_Renderer * renderer)
-{
- CHECK_RENDERER_MAGIC(renderer, SDL_FALSE)
- return renderer->clipping_enabled;
-}
-
-int
-SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
-{
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- renderer->scale.x = scaleX;
- renderer->scale.y = scaleY;
- return 0;
-}
-
-void
-SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
-{
- CHECK_RENDERER_MAGIC(renderer, );
-
- if (scaleX) {
- *scaleX = renderer->scale.x;
- }
- if (scaleY) {
- *scaleY = renderer->scale.y;
- }
-}
-
-int
-SDL_SetRenderDrawColor(SDL_Renderer * renderer,
- Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- renderer->r = r;
- renderer->g = g;
- renderer->b = b;
- renderer->a = a;
- return 0;
-}
-
-int
-SDL_GetRenderDrawColor(SDL_Renderer * renderer,
- Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
-{
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- if (r) {
- *r = renderer->r;
- }
- if (g) {
- *g = renderer->g;
- }
- if (b) {
- *b = renderer->b;
- }
- if (a) {
- *a = renderer->a;
- }
- return 0;
-}
-
-int
-SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
-{
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- renderer->blendMode = blendMode;
- return 0;
-}
-
-int
-SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
-{
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- *blendMode = renderer->blendMode;
- return 0;
-}
-
-int
-SDL_RenderClear(SDL_Renderer * renderer)
-{
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- /* Don't draw while we're hidden */
- if (renderer->hidden) {
- return 0;
- }
- return renderer->RenderClear(renderer);
-}
-
-int
-SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
-{
- SDL_Point point;
-
- point.x = x;
- point.y = y;
- return SDL_RenderDrawPoints(renderer, &point, 1);
-}
-
-static int
-RenderDrawPointsWithRects(SDL_Renderer * renderer,
- const SDL_Point * points, int count)
-{
- SDL_FRect *frects;
- int i;
- int status;
-
- frects = SDL_stack_alloc(SDL_FRect, count);
- if (!frects) {
- return SDL_OutOfMemory();
- }
- for (i = 0; i < count; ++i) {
- frects[i].x = points[i].x * renderer->scale.x;
- frects[i].y = points[i].y * renderer->scale.y;
- frects[i].w = renderer->scale.x;
- frects[i].h = renderer->scale.y;
- }
-
- status = renderer->RenderFillRects(renderer, frects, count);
-
- SDL_stack_free(frects);
-
- return status;
-}
-
-int
-SDL_RenderDrawPoints(SDL_Renderer * renderer,
- const SDL_Point * points, int count)
-{
- SDL_FPoint *fpoints;
- int i;
- int status;
-
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- if (!points) {
- return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
- }
- if (count < 1) {
- return 0;
- }
-
- /* Don't draw while we're hidden */
- if (renderer->hidden) {
- return 0;
- }
-
- if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
- return RenderDrawPointsWithRects(renderer, points, count);
- }
-
- fpoints = SDL_stack_alloc(SDL_FPoint, count);
- if (!fpoints) {
- return SDL_OutOfMemory();
- }
- for (i = 0; i < count; ++i) {
- fpoints[i].x = points[i].x * renderer->scale.x;
- fpoints[i].y = points[i].y * renderer->scale.y;
- }
-
- status = renderer->RenderDrawPoints(renderer, fpoints, count);
-
- SDL_stack_free(fpoints);
-
- return status;
-}
-
-int
-SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
-{
- SDL_Point points[2];
-
- points[0].x = x1;
- points[0].y = y1;
- points[1].x = x2;
- points[1].y = y2;
- return SDL_RenderDrawLines(renderer, points, 2);
-}
-
-static int
-RenderDrawLinesWithRects(SDL_Renderer * renderer,
- const SDL_Point * points, int count)
-{
- SDL_FRect *frect;
- SDL_FRect *frects;
- SDL_FPoint fpoints[2];
- int i, nrects;
- int status;
-
- frects = SDL_stack_alloc(SDL_FRect, count-1);
- if (!frects) {
- return SDL_OutOfMemory();
- }
-
- status = 0;
- nrects = 0;
- for (i = 0; i < count-1; ++i) {
- if (points[i].x == points[i+1].x) {
- int minY = SDL_min(points[i].y, points[i+1].y);
- int maxY = SDL_max(points[i].y, points[i+1].y);
-
- frect = &frects[nrects++];
- frect->x = points[i].x * renderer->scale.x;
- frect->y = minY * renderer->scale.y;
- frect->w = renderer->scale.x;
- frect->h = (maxY - minY + 1) * renderer->scale.y;
- } else if (points[i].y == points[i+1].y) {
- int minX = SDL_min(points[i].x, points[i+1].x);
- int maxX = SDL_max(points[i].x, points[i+1].x);
-
- frect = &frects[nrects++];
- frect->x = minX * renderer->scale.x;
- frect->y = points[i].y * renderer->scale.y;
- frect->w = (maxX - minX + 1) * renderer->scale.x;
- frect->h = renderer->scale.y;
- } else {
- /* FIXME: We can't use a rect for this line... */
- fpoints[0].x = points[i].x * renderer->scale.x;
- fpoints[0].y = points[i].y * renderer->scale.y;
- fpoints[1].x = points[i+1].x * renderer->scale.x;
- fpoints[1].y = points[i+1].y * renderer->scale.y;
- status += renderer->RenderDrawLines(renderer, fpoints, 2);
- }
- }
-
- status += renderer->RenderFillRects(renderer, frects, nrects);
-
- SDL_stack_free(frects);
-
- if (status < 0) {
- status = -1;
- }
- return status;
-}
-
-int
-SDL_RenderDrawLines(SDL_Renderer * renderer,
- const SDL_Point * points, int count)
-{
- SDL_FPoint *fpoints;
- int i;
- int status;
-
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- if (!points) {
- return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
- }
- if (count < 2) {
- return 0;
- }
-
- /* Don't draw while we're hidden */
- if (renderer->hidden) {
- return 0;
- }
-
- if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
- return RenderDrawLinesWithRects(renderer, points, count);
- }
-
- fpoints = SDL_stack_alloc(SDL_FPoint, count);
- if (!fpoints) {
- return SDL_OutOfMemory();
- }
- for (i = 0; i < count; ++i) {
- fpoints[i].x = points[i].x * renderer->scale.x;
- fpoints[i].y = points[i].y * renderer->scale.y;
- }
-
- status = renderer->RenderDrawLines(renderer, fpoints, count);
-
- SDL_stack_free(fpoints);
-
- return status;
-}
-
-int
-SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
-{
- SDL_Rect full_rect;
- SDL_Point points[5];
-
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- /* If 'rect' == NULL, then outline the whole surface */
- if (!rect) {
- SDL_RenderGetViewport(renderer, &full_rect);
- full_rect.x = 0;
- full_rect.y = 0;
- rect = &full_rect;
- }
-
- points[0].x = rect->x;
- points[0].y = rect->y;
- points[1].x = rect->x+rect->w-1;
- points[1].y = rect->y;
- points[2].x = rect->x+rect->w-1;
- points[2].y = rect->y+rect->h-1;
- points[3].x = rect->x;
- points[3].y = rect->y+rect->h-1;
- points[4].x = rect->x;
- points[4].y = rect->y;
- return SDL_RenderDrawLines(renderer, points, 5);
-}
-
-int
-SDL_RenderDrawRects(SDL_Renderer * renderer,
- const SDL_Rect * rects, int count)
-{
- int i;
-
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- if (!rects) {
- return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
- }
- if (count < 1) {
- return 0;
- }
-
- /* Don't draw while we're hidden */
- if (renderer->hidden) {
- return 0;
- }
-
- for (i = 0; i < count; ++i) {
- if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
- return -1;
- }
- }
- return 0;
-}
-
-int
-SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
-{
- SDL_Rect full_rect = { 0, 0, 0, 0 };
-
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- /* If 'rect' == NULL, then outline the whole surface */
- if (!rect) {
- SDL_RenderGetViewport(renderer, &full_rect);
- full_rect.x = 0;
- full_rect.y = 0;
- rect = &full_rect;
- }
- return SDL_RenderFillRects(renderer, rect, 1);
-}
-
-int
-SDL_RenderFillRects(SDL_Renderer * renderer,
- const SDL_Rect * rects, int count)
-{
- SDL_FRect *frects;
- int i;
- int status;
-
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- if (!rects) {
- return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
- }
- if (count < 1) {
- return 0;
- }
-
- /* Don't draw while we're hidden */
- if (renderer->hidden) {
- return 0;
- }
-
- frects = SDL_stack_alloc(SDL_FRect, count);
- if (!frects) {
- return SDL_OutOfMemory();
- }
- for (i = 0; i < count; ++i) {
- frects[i].x = rects[i].x * renderer->scale.x;
- frects[i].y = rects[i].y * renderer->scale.y;
- frects[i].w = rects[i].w * renderer->scale.x;
- frects[i].h = rects[i].h * renderer->scale.y;
- }
-
- status = renderer->RenderFillRects(renderer, frects, count);
-
- SDL_stack_free(frects);
-
- return status;
-}
-
-int
-SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_Rect * dstrect)
-{
- SDL_Rect real_srcrect = { 0, 0, 0, 0 };
- SDL_Rect real_dstrect = { 0, 0, 0, 0 };
- SDL_FRect frect;
-
- CHECK_RENDERER_MAGIC(renderer, -1);
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- if (renderer != texture->renderer) {
- return SDL_SetError("Texture was not created with this renderer");
- }
-
- /* Don't draw while we're hidden */
- if (renderer->hidden) {
- return 0;
- }
-
- real_srcrect.x = 0;
- real_srcrect.y = 0;
- real_srcrect.w = texture->w;
- real_srcrect.h = texture->h;
- if (srcrect) {
- if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
- return 0;
- }
- }
-
- SDL_RenderGetViewport(renderer, &real_dstrect);
- real_dstrect.x = 0;
- real_dstrect.y = 0;
- if (dstrect) {
- if (!SDL_HasIntersection(dstrect, &real_dstrect)) {
- return 0;
- }
- real_dstrect = *dstrect;
- }
-
- if (texture->native) {
- texture = texture->native;
- }
-
- frect.x = real_dstrect.x * renderer->scale.x;
- frect.y = real_dstrect.y * renderer->scale.y;
- frect.w = real_dstrect.w * renderer->scale.x;
- frect.h = real_dstrect.h * renderer->scale.y;
-
- return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
-}
-
-
-int
-SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_Rect * dstrect,
- const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
-{
- SDL_Rect real_srcrect = { 0, 0, 0, 0 };
- SDL_Rect real_dstrect = { 0, 0, 0, 0 };
- SDL_Point real_center;
- SDL_FRect frect;
- SDL_FPoint fcenter;
-
- if (flip == SDL_FLIP_NONE && (int)(angle/360) == angle/360) { /* fast path when we don't need rotation or flipping */
- return SDL_RenderCopy(renderer, texture, srcrect, dstrect);
- }
-
- CHECK_RENDERER_MAGIC(renderer, -1);
- CHECK_TEXTURE_MAGIC(texture, -1);
-
- if (renderer != texture->renderer) {
- return SDL_SetError("Texture was not created with this renderer");
- }
- if (!renderer->RenderCopyEx) {
- return SDL_SetError("Renderer does not support RenderCopyEx");
- }
-
- /* Don't draw while we're hidden */
- if (renderer->hidden) {
- return 0;
- }
-
- real_srcrect.x = 0;
- real_srcrect.y = 0;
- real_srcrect.w = texture->w;
- real_srcrect.h = texture->h;
- if (srcrect) {
- if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
- return 0;
- }
- }
-
- /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
- if (dstrect) {
- real_dstrect = *dstrect;
- } else {
- SDL_RenderGetViewport(renderer, &real_dstrect);
- real_dstrect.x = 0;
- real_dstrect.y = 0;
- }
-
- if (texture->native) {
- texture = texture->native;
- }
-
- if (center) {
- real_center = *center;
- } else {
- real_center.x = real_dstrect.w/2;
- real_center.y = real_dstrect.h/2;
- }
-
- frect.x = real_dstrect.x * renderer->scale.x;
- frect.y = real_dstrect.y * renderer->scale.y;
- frect.w = real_dstrect.w * renderer->scale.x;
- frect.h = real_dstrect.h * renderer->scale.y;
-
- fcenter.x = real_center.x * renderer->scale.x;
- fcenter.y = real_center.y * renderer->scale.y;
-
- return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
-}
-
-int
-SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 format, void * pixels, int pitch)
-{
- SDL_Rect real_rect;
-
- CHECK_RENDERER_MAGIC(renderer, -1);
-
- if (!renderer->RenderReadPixels) {
- return SDL_Unsupported();
- }
-
- if (!format) {
- format = SDL_GetWindowPixelFormat(renderer->window);
- }
-
- real_rect.x = renderer->viewport.x;
- real_rect.y = renderer->viewport.y;
- real_rect.w = renderer->viewport.w;
- real_rect.h = renderer->viewport.h;
- if (rect) {
- if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
- return 0;
- }
- if (real_rect.y > rect->y) {
- pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
- }
- if (real_rect.x > rect->x) {
- int bpp = SDL_BYTESPERPIXEL(format);
- pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
- }
- }
-
- return renderer->RenderReadPixels(renderer, &real_rect,
- format, pixels, pitch);
-}
-
-void
-SDL_RenderPresent(SDL_Renderer * renderer)
-{
- CHECK_RENDERER_MAGIC(renderer, );
-
- /* Don't draw while we're hidden */
- if (renderer->hidden) {
- return;
- }
- renderer->RenderPresent(renderer);
-}
-
-void
-SDL_DestroyTexture(SDL_Texture * texture)
-{
- SDL_Renderer *renderer;
-
- CHECK_TEXTURE_MAGIC(texture, );
-
- renderer = texture->renderer;
- if (texture == renderer->target) {
- SDL_SetRenderTarget(renderer, NULL);
- }
-
- texture->magic = NULL;
-
- if (texture->next) {
- texture->next->prev = texture->prev;
- }
- if (texture->prev) {
- texture->prev->next = texture->next;
- } else {
- renderer->textures = texture->next;
- }
-
- if (texture->native) {
- SDL_DestroyTexture(texture->native);
- }
- if (texture->yuv) {
- SDL_SW_DestroyYUVTexture(texture->yuv);
- }
- SDL_free(texture->pixels);
-
- renderer->DestroyTexture(renderer, texture);
- SDL_free(texture);
-}
-
-void
-SDL_DestroyRenderer(SDL_Renderer * renderer)
-{
- CHECK_RENDERER_MAGIC(renderer, );
-
- SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
-
- /* Free existing textures for this renderer */
- while (renderer->textures) {
- SDL_DestroyTexture(renderer->textures);
- }
-
- if (renderer->window) {
- SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
- }
-
- /* It's no longer magical... */
- renderer->magic = NULL;
-
- /* Free the renderer instance */
- renderer->DestroyRenderer(renderer);
-}
-
-int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
-{
- SDL_Renderer *renderer;
-
- CHECK_TEXTURE_MAGIC(texture, -1);
- renderer = texture->renderer;
- if (texture->native) {
- return SDL_GL_BindTexture(texture->native, texw, texh);
- } else if (renderer && renderer->GL_BindTexture) {
- return renderer->GL_BindTexture(renderer, texture, texw, texh);
- } else {
- return SDL_Unsupported();
- }
-}
-
-int SDL_GL_UnbindTexture(SDL_Texture *texture)
-{
- SDL_Renderer *renderer;
-
- CHECK_TEXTURE_MAGIC(texture, -1);
- renderer = texture->renderer;
- if (texture->native) {
- return SDL_GL_UnbindTexture(texture->native);
- } else if (renderer && renderer->GL_UnbindTexture) {
- return renderer->GL_UnbindTexture(renderer, texture);
- }
-
- return SDL_Unsupported();
-}
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/SDL_sysrender.h b/3rdparty/SDL2/src/render/SDL_sysrender.h
deleted file mode 100644
index 378fc4d9726..00000000000
--- a/3rdparty/SDL2/src/render/SDL_sysrender.h
+++ /dev/null
@@ -1,205 +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"
-
-#ifndef _SDL_sysrender_h
-#define _SDL_sysrender_h
-
-#include "SDL_render.h"
-#include "SDL_events.h"
-#include "SDL_yuv_sw_c.h"
-
-/* The SDL 2D rendering system */
-
-typedef struct SDL_RenderDriver SDL_RenderDriver;
-
-typedef struct
-{
- float x;
- float y;
-} SDL_FPoint;
-
-typedef struct
-{
- float x;
- float y;
- float w;
- float h;
-} SDL_FRect;
-
-/* Define the SDL texture structure */
-struct SDL_Texture
-{
- const void *magic;
- Uint32 format; /**< The pixel format of the texture */
- int access; /**< SDL_TextureAccess */
- int w; /**< The width of the texture */
- int h; /**< The height of the texture */
- int modMode; /**< The texture modulation mode */
- SDL_BlendMode blendMode; /**< The texture blend mode */
- Uint8 r, g, b, a; /**< Texture modulation values */
-
- SDL_Renderer *renderer;
-
- /* Support for formats not supported directly by the renderer */
- SDL_Texture *native;
- SDL_SW_YUVTexture *yuv;
- void *pixels;
- int pitch;
- SDL_Rect locked_rect;
-
- void *driverdata; /**< Driver specific texture representation */
-
- SDL_Texture *prev;
- SDL_Texture *next;
-};
-
-/* Define the SDL renderer structure */
-struct SDL_Renderer
-{
- const void *magic;
-
- void (*WindowEvent) (SDL_Renderer * renderer, const SDL_WindowEvent *event);
- int (*GetOutputSize) (SDL_Renderer * renderer, int *w, int *h);
- int (*CreateTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
- int (*SetTextureColorMod) (SDL_Renderer * renderer,
- SDL_Texture * texture);
- int (*SetTextureAlphaMod) (SDL_Renderer * renderer,
- SDL_Texture * texture);
- int (*SetTextureBlendMode) (SDL_Renderer * renderer,
- SDL_Texture * texture);
- int (*UpdateTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *pixels,
- int pitch);
- int (*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);
- int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch);
- void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
- int (*SetRenderTarget) (SDL_Renderer * renderer, SDL_Texture * texture);
- int (*UpdateViewport) (SDL_Renderer * renderer);
- int (*UpdateClipRect) (SDL_Renderer * renderer);
- int (*RenderClear) (SDL_Renderer * renderer);
- int (*RenderDrawPoints) (SDL_Renderer * renderer, const SDL_FPoint * points,
- int count);
- int (*RenderDrawLines) (SDL_Renderer * renderer, const SDL_FPoint * points,
- int count);
- int (*RenderFillRects) (SDL_Renderer * renderer, const SDL_FRect * rects,
- int count);
- int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect);
- int (*RenderCopyEx) (SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcquad, const SDL_FRect * dstrect,
- const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
- int (*RenderReadPixels) (SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 format, void * pixels, int pitch);
- void (*RenderPresent) (SDL_Renderer * renderer);
- void (*DestroyTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
-
- void (*DestroyRenderer) (SDL_Renderer * renderer);
-
- int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
- int (*GL_UnbindTexture) (SDL_Renderer * renderer, SDL_Texture *texture);
-
- /* The current renderer info */
- SDL_RendererInfo info;
-
- /* The window associated with the renderer */
- SDL_Window *window;
- SDL_bool hidden;
-
- /* The logical resolution for rendering */
- int logical_w;
- int logical_h;
- int logical_w_backup;
- int logical_h_backup;
-
- /* Whether or not to force the viewport to even integer intervals */
- SDL_bool integer_scale;
-
- /* The drawable area within the window */
- SDL_Rect viewport;
- SDL_Rect viewport_backup;
-
- /* The clip rectangle within the window */
- SDL_Rect clip_rect;
- SDL_Rect clip_rect_backup;
-
- /* Wether or not the clipping rectangle is used. */
- SDL_bool clipping_enabled;
- SDL_bool clipping_enabled_backup;
-
- /* The render output coordinate scale */
- SDL_FPoint scale;
- SDL_FPoint scale_backup;
-
- /* The list of textures */
- SDL_Texture *textures;
- SDL_Texture *target;
-
- Uint8 r, g, b, a; /**< Color for drawing operations values */
- SDL_BlendMode blendMode; /**< The drawing blend mode */
-
- void *driverdata;
-};
-
-/* Define the SDL render driver structure */
-struct SDL_RenderDriver
-{
- SDL_Renderer *(*CreateRenderer) (SDL_Window * window, Uint32 flags);
-
- /* Info about the renderer capabilities */
- SDL_RendererInfo info;
-};
-
-#if !SDL_RENDER_DISABLED
-
-#if SDL_VIDEO_RENDER_D3D
-extern SDL_RenderDriver D3D_RenderDriver;
-#endif
-#if SDL_VIDEO_RENDER_D3D11
-extern SDL_RenderDriver D3D11_RenderDriver;
-#endif
-#if SDL_VIDEO_RENDER_OGL
-extern SDL_RenderDriver GL_RenderDriver;
-#endif
-#if SDL_VIDEO_RENDER_OGL_ES2
-extern SDL_RenderDriver GLES2_RenderDriver;
-#endif
-#if SDL_VIDEO_RENDER_OGL_ES
-extern SDL_RenderDriver GLES_RenderDriver;
-#endif
-#if SDL_VIDEO_RENDER_DIRECTFB
-extern SDL_RenderDriver DirectFB_RenderDriver;
-#endif
-#if SDL_VIDEO_RENDER_PSP
-extern SDL_RenderDriver PSP_RenderDriver;
-#endif
-extern SDL_RenderDriver SW_RenderDriver;
-
-#endif /* !SDL_RENDER_DISABLED */
-
-#endif /* _SDL_sysrender_h */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/SDL_yuv_mmx.c b/3rdparty/SDL2/src/render/SDL_yuv_mmx.c
deleted file mode 100644
index 0de776a36ec..00000000000
--- a/3rdparty/SDL2/src/render/SDL_yuv_mmx.c
+++ /dev/null
@@ -1,431 +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 (__GNUC__ > 2) && defined(__i386__) && __OPTIMIZE__ && SDL_ASSEMBLY_ROUTINES
-
-#include "SDL_stdinc.h"
-
-#include "mmx.h"
-
-/* *INDENT-OFF* */
-
-static mmx_t MMX_0080w = { .ud = {0x00800080, 0x00800080} };
-static mmx_t MMX_00FFw = { .ud = {0x00ff00ff, 0x00ff00ff} };
-static mmx_t MMX_FF00w = { .ud = {0xff00ff00, 0xff00ff00} };
-
-static mmx_t MMX_Ycoeff = { .uw = {0x004a, 0x004a, 0x004a, 0x004a} };
-
-static mmx_t MMX_UbluRGB = { .uw = {0x0072, 0x0072, 0x0072, 0x0072} };
-static mmx_t MMX_VredRGB = { .uw = {0x0059, 0x0059, 0x0059, 0x0059} };
-static mmx_t MMX_UgrnRGB = { .uw = {0xffea, 0xffea, 0xffea, 0xffea} };
-static mmx_t MMX_VgrnRGB = { .uw = {0xffd2, 0xffd2, 0xffd2, 0xffd2} };
-
-static mmx_t MMX_Ublu5x5 = { .uw = {0x0081, 0x0081, 0x0081, 0x0081} };
-static mmx_t MMX_Vred5x5 = { .uw = {0x0066, 0x0066, 0x0066, 0x0066} };
-static mmx_t MMX_Ugrn565 = { .uw = {0xffe8, 0xffe8, 0xffe8, 0xffe8} };
-static mmx_t MMX_Vgrn565 = { .uw = {0xffcd, 0xffcd, 0xffcd, 0xffcd} };
-
-static mmx_t MMX_red565 = { .uw = {0xf800, 0xf800, 0xf800, 0xf800} };
-static mmx_t MMX_grn565 = { .uw = {0x07e0, 0x07e0, 0x07e0, 0x07e0} };
-
-/**
- This MMX assembler is my first assembler/MMX program ever.
- Thus it maybe buggy.
- Send patches to:
- mvogt@rhrk.uni-kl.de
-
- After it worked fine I have "obfuscated" the code a bit to have
- more parallism in the MMX units. This means I moved
- initilisation around and delayed other instruction.
- Performance measurement did not show that this brought any advantage
- but in theory it _should_ be faster this way.
-
- The overall performanve gain to the C based dither was 30%-40%.
- The MMX routine calculates 256bit=8RGB values in each cycle
- (4 for row1 & 4 for row2)
-
- The red/green/blue.. coefficents are taken from the mpeg_play
- player. They look nice, but I dont know if you can have
- better values, to avoid integer rounding errors.
-
-
- IMPORTANT:
- ==========
-
- It is a requirement that the cr/cb/lum are 8 byte aligned and
- the out are 16byte aligned or you will/may get segfaults
-
-*/
-
-void ColorRGBDitherYV12MMX1X( int *colortab, Uint32 *rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod )
-{
- Uint32 *row1;
- Uint32 *row2;
-
- unsigned char* y = lum +cols*rows; /* Pointer to the end */
- int x = 0;
- row1 = (Uint32 *)out; /* 32 bit target */
- row2 = (Uint32 *)out+cols+mod; /* start of second row */
- mod = (mod+cols+mod)*4; /* increment for row1 in byte */
-
- __asm__ __volatile__ (
- /* tap dance to workaround the inability to use %%ebx at will... */
- /* move one thing to the stack... */
- "pushl $0\n" /* save a slot on the stack. */
- "pushl %%ebx\n" /* save %%ebx. */
- "movl %0, %%ebx\n" /* put the thing in ebx. */
- "movl %%ebx,4(%%esp)\n" /* put the thing in the stack slot. */
- "popl %%ebx\n" /* get back %%ebx (the PIC register). */
-
- ".align 8\n"
- "1:\n"
-
- /* create Cr (result in mm1) */
- "pushl %%ebx\n"
- "movl 4(%%esp),%%ebx\n"
- "movd (%%ebx),%%mm1\n" /* 0 0 0 0 v3 v2 v1 v0 */
- "popl %%ebx\n"
- "pxor %%mm7,%%mm7\n" /* 00 00 00 00 00 00 00 00 */
- "movd (%2), %%mm2\n" /* 0 0 0 0 l3 l2 l1 l0 */
- "punpcklbw %%mm7,%%mm1\n" /* 0 v3 0 v2 00 v1 00 v0 */
- "punpckldq %%mm1,%%mm1\n" /* 00 v1 00 v0 00 v1 00 v0 */
- "psubw %9,%%mm1\n" /* mm1-128:r1 r1 r0 r0 r1 r1 r0 r0 */
-
- /* create Cr_g (result in mm0) */
- "movq %%mm1,%%mm0\n" /* r1 r1 r0 r0 r1 r1 r0 r0 */
- "pmullw %10,%%mm0\n" /* red*-46dec=0.7136*64 */
- "pmullw %11,%%mm1\n" /* red*89dec=1.4013*64 */
- "psraw $6, %%mm0\n" /* red=red/64 */
- "psraw $6, %%mm1\n" /* red=red/64 */
-
- /* create L1 L2 (result in mm2,mm4) */
- /* L2=lum+cols */
- "movq (%2,%4),%%mm3\n" /* 0 0 0 0 L3 L2 L1 L0 */
- "punpckldq %%mm3,%%mm2\n" /* L3 L2 L1 L0 l3 l2 l1 l0 */
- "movq %%mm2,%%mm4\n" /* L3 L2 L1 L0 l3 l2 l1 l0 */
- "pand %12,%%mm2\n" /* L3 0 L1 0 l3 0 l1 0 */
- "pand %13,%%mm4\n" /* 0 L2 0 L0 0 l2 0 l0 */
- "psrlw $8,%%mm2\n" /* 0 L3 0 L1 0 l3 0 l1 */
-
- /* create R (result in mm6) */
- "movq %%mm2,%%mm5\n" /* 0 L3 0 L1 0 l3 0 l1 */
- "movq %%mm4,%%mm6\n" /* 0 L2 0 L0 0 l2 0 l0 */
- "paddsw %%mm1, %%mm5\n" /* lum1+red:x R3 x R1 x r3 x r1 */
- "paddsw %%mm1, %%mm6\n" /* lum1+red:x R2 x R0 x r2 x r0 */
- "packuswb %%mm5,%%mm5\n" /* R3 R1 r3 r1 R3 R1 r3 r1 */
- "packuswb %%mm6,%%mm6\n" /* R2 R0 r2 r0 R2 R0 r2 r0 */
- "pxor %%mm7,%%mm7\n" /* 00 00 00 00 00 00 00 00 */
- "punpcklbw %%mm5,%%mm6\n" /* R3 R2 R1 R0 r3 r2 r1 r0 */
-
- /* create Cb (result in mm1) */
- "movd (%1), %%mm1\n" /* 0 0 0 0 u3 u2 u1 u0 */
- "punpcklbw %%mm7,%%mm1\n" /* 0 u3 0 u2 00 u1 00 u0 */
- "punpckldq %%mm1,%%mm1\n" /* 00 u1 00 u0 00 u1 00 u0 */
- "psubw %9,%%mm1\n" /* mm1-128:u1 u1 u0 u0 u1 u1 u0 u0 */
-
- /* create Cb_g (result in mm5) */
- "movq %%mm1,%%mm5\n" /* u1 u1 u0 u0 u1 u1 u0 u0 */
- "pmullw %14,%%mm5\n" /* blue*-109dec=1.7129*64 */
- "pmullw %15,%%mm1\n" /* blue*114dec=1.78125*64 */
- "psraw $6, %%mm5\n" /* blue=red/64 */
- "psraw $6, %%mm1\n" /* blue=blue/64 */
-
- /* create G (result in mm7) */
- "movq %%mm2,%%mm3\n" /* 0 L3 0 L1 0 l3 0 l1 */
- "movq %%mm4,%%mm7\n" /* 0 L2 0 L0 0 l2 0 l1 */
- "paddsw %%mm5, %%mm3\n" /* lum1+Cb_g:x G3t x G1t x g3t x g1t */
- "paddsw %%mm5, %%mm7\n" /* lum1+Cb_g:x G2t x G0t x g2t x g0t */
- "paddsw %%mm0, %%mm3\n" /* lum1+Cr_g:x G3 x G1 x g3 x g1 */
- "paddsw %%mm0, %%mm7\n" /* lum1+blue:x G2 x G0 x g2 x g0 */
- "packuswb %%mm3,%%mm3\n" /* G3 G1 g3 g1 G3 G1 g3 g1 */
- "packuswb %%mm7,%%mm7\n" /* G2 G0 g2 g0 G2 G0 g2 g0 */
- "punpcklbw %%mm3,%%mm7\n" /* G3 G2 G1 G0 g3 g2 g1 g0 */
-
- /* create B (result in mm5) */
- "movq %%mm2,%%mm3\n" /* 0 L3 0 L1 0 l3 0 l1 */
- "movq %%mm4,%%mm5\n" /* 0 L2 0 L0 0 l2 0 l1 */
- "paddsw %%mm1, %%mm3\n" /* lum1+blue:x B3 x B1 x b3 x b1 */
- "paddsw %%mm1, %%mm5\n" /* lum1+blue:x B2 x B0 x b2 x b0 */
- "packuswb %%mm3,%%mm3\n" /* B3 B1 b3 b1 B3 B1 b3 b1 */
- "packuswb %%mm5,%%mm5\n" /* B2 B0 b2 b0 B2 B0 b2 b0 */
- "punpcklbw %%mm3,%%mm5\n" /* B3 B2 B1 B0 b3 b2 b1 b0 */
-
- /* fill destination row1 (needed are mm6=Rr,mm7=Gg,mm5=Bb) */
-
- "pxor %%mm2,%%mm2\n" /* 0 0 0 0 0 0 0 0 */
- "pxor %%mm4,%%mm4\n" /* 0 0 0 0 0 0 0 0 */
- "movq %%mm6,%%mm1\n" /* R3 R2 R1 R0 r3 r2 r1 r0 */
- "movq %%mm5,%%mm3\n" /* B3 B2 B1 B0 b3 b2 b1 b0 */
-
- /* process lower lum */
- "punpcklbw %%mm4,%%mm1\n" /* 0 r3 0 r2 0 r1 0 r0 */
- "punpcklbw %%mm4,%%mm3\n" /* 0 b3 0 b2 0 b1 0 b0 */
- "movq %%mm1,%%mm2\n" /* 0 r3 0 r2 0 r1 0 r0 */
- "movq %%mm3,%%mm0\n" /* 0 b3 0 b2 0 b1 0 b0 */
- "punpcklwd %%mm1,%%mm3\n" /* 0 r1 0 b1 0 r0 0 b0 */
- "punpckhwd %%mm2,%%mm0\n" /* 0 r3 0 b3 0 r2 0 b2 */
-
- "pxor %%mm2,%%mm2\n" /* 0 0 0 0 0 0 0 0 */
- "movq %%mm7,%%mm1\n" /* G3 G2 G1 G0 g3 g2 g1 g0 */
- "punpcklbw %%mm1,%%mm2\n" /* g3 0 g2 0 g1 0 g0 0 */
- "punpcklwd %%mm4,%%mm2\n" /* 0 0 g1 0 0 0 g0 0 */
- "por %%mm3, %%mm2\n" /* 0 r1 g1 b1 0 r0 g0 b0 */
- "movq %%mm2,(%3)\n" /* wrote out ! row1 */
-
- "pxor %%mm2,%%mm2\n" /* 0 0 0 0 0 0 0 0 */
- "punpcklbw %%mm1,%%mm4\n" /* g3 0 g2 0 g1 0 g0 0 */
- "punpckhwd %%mm2,%%mm4\n" /* 0 0 g3 0 0 0 g2 0 */
- "por %%mm0, %%mm4\n" /* 0 r3 g3 b3 0 r2 g2 b2 */
- "movq %%mm4,8(%3)\n" /* wrote out ! row1 */
-
- /* fill destination row2 (needed are mm6=Rr,mm7=Gg,mm5=Bb) */
- /* this can be done "destructive" */
- "pxor %%mm2,%%mm2\n" /* 0 0 0 0 0 0 0 0 */
- "punpckhbw %%mm2,%%mm6\n" /* 0 R3 0 R2 0 R1 0 R0 */
- "punpckhbw %%mm1,%%mm5\n" /* G3 B3 G2 B2 G1 B1 G0 B0 */
- "movq %%mm5,%%mm1\n" /* G3 B3 G2 B2 G1 B1 G0 B0 */
- "punpcklwd %%mm6,%%mm1\n" /* 0 R1 G1 B1 0 R0 G0 B0 */
- "movq %%mm1,(%5)\n" /* wrote out ! row2 */
- "punpckhwd %%mm6,%%mm5\n" /* 0 R3 G3 B3 0 R2 G2 B2 */
- "movq %%mm5,8(%5)\n" /* wrote out ! row2 */
-
- "addl $4,%2\n" /* lum+4 */
- "leal 16(%3),%3\n" /* row1+16 */
- "leal 16(%5),%5\n" /* row2+16 */
- "addl $2,(%%esp)\n" /* cr+2 */
- "addl $2,%1\n" /* cb+2 */
-
- "addl $4,%6\n" /* x+4 */
- "cmpl %4,%6\n"
-
- "jl 1b\n"
- "addl %4,%2\n" /* lum += cols */
- "addl %8,%3\n" /* row1+= mod */
- "addl %8,%5\n" /* row2+= mod */
- "movl $0,%6\n" /* x=0 */
- "cmpl %7,%2\n"
- "jl 1b\n"
-
- "addl $4,%%esp\n" /* get rid of the stack slot we reserved. */
- "emms\n" /* reset MMX registers. */
- :
- : "m" (cr), "r"(cb),"r"(lum),
- "r"(row1),"r"(cols),"r"(row2),"m"(x),"m"(y),"m"(mod),
- "m"(MMX_0080w),"m"(MMX_VgrnRGB),"m"(MMX_VredRGB),
- "m"(MMX_FF00w),"m"(MMX_00FFw),"m"(MMX_UgrnRGB),
- "m"(MMX_UbluRGB)
- );
-}
-
-void Color565DitherYV12MMX1X( int *colortab, Uint32 *rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod )
-{
- Uint16 *row1;
- Uint16 *row2;
-
- unsigned char* y = lum +cols*rows; /* Pointer to the end */
- int x = 0;
- row1 = (Uint16 *)out; /* 16 bit target */
- row2 = (Uint16 *)out+cols+mod; /* start of second row */
- mod = (mod+cols+mod)*2; /* increment for row1 in byte */
-
- __asm__ __volatile__(
- /* tap dance to workaround the inability to use %%ebx at will... */
- /* move one thing to the stack... */
- "pushl $0\n" /* save a slot on the stack. */
- "pushl %%ebx\n" /* save %%ebx. */
- "movl %0, %%ebx\n" /* put the thing in ebx. */
- "movl %%ebx, 4(%%esp)\n" /* put the thing in the stack slot. */
- "popl %%ebx\n" /* get back %%ebx (the PIC register). */
-
- ".align 8\n"
- "1:\n"
-
- "movd (%1), %%mm0\n" /* 4 Cb 0 0 0 0 u3 u2 u1 u0 */
- "pxor %%mm7, %%mm7\n"
- "pushl %%ebx\n"
- "movl 4(%%esp), %%ebx\n"
- "movd (%%ebx), %%mm1\n" /* 4 Cr 0 0 0 0 v3 v2 v1 v0 */
- "popl %%ebx\n"
-
- "punpcklbw %%mm7, %%mm0\n" /* 4 W cb 0 u3 0 u2 0 u1 0 u0 */
- "punpcklbw %%mm7, %%mm1\n" /* 4 W cr 0 v3 0 v2 0 v1 0 v0 */
- "psubw %9, %%mm0\n"
- "psubw %9, %%mm1\n"
- "movq %%mm0, %%mm2\n" /* Cb 0 u3 0 u2 0 u1 0 u0 */
- "movq %%mm1, %%mm3\n" /* Cr */
- "pmullw %10, %%mm2\n" /* Cb2green 0 R3 0 R2 0 R1 0 R0 */
- "movq (%2), %%mm6\n" /* L1 l7 L6 L5 L4 L3 L2 L1 L0 */
- "pmullw %11, %%mm0\n" /* Cb2blue */
- "pand %12, %%mm6\n" /* L1 00 L6 00 L4 00 L2 00 L0 */
- "pmullw %13, %%mm3\n" /* Cr2green */
- "movq (%2), %%mm7\n" /* L2 */
- "pmullw %14, %%mm1\n" /* Cr2red */
- "psrlw $8, %%mm7\n" /* L2 00 L7 00 L5 00 L3 00 L1 */
- "pmullw %15, %%mm6\n" /* lum1 */
- "paddw %%mm3, %%mm2\n" /* Cb2green + Cr2green == green */
- "pmullw %15, %%mm7\n" /* lum2 */
-
- "movq %%mm6, %%mm4\n" /* lum1 */
- "paddw %%mm0, %%mm6\n" /* lum1 +blue 00 B6 00 B4 00 B2 00 B0 */
- "movq %%mm4, %%mm5\n" /* lum1 */
- "paddw %%mm1, %%mm4\n" /* lum1 +red 00 R6 00 R4 00 R2 00 R0 */
- "paddw %%mm2, %%mm5\n" /* lum1 +green 00 G6 00 G4 00 G2 00 G0 */
- "psraw $6, %%mm4\n" /* R1 0 .. 64 */
- "movq %%mm7, %%mm3\n" /* lum2 00 L7 00 L5 00 L3 00 L1 */
- "psraw $6, %%mm5\n" /* G1 - .. + */
- "paddw %%mm0, %%mm7\n" /* Lum2 +blue 00 B7 00 B5 00 B3 00 B1 */
- "psraw $6, %%mm6\n" /* B1 0 .. 64 */
- "packuswb %%mm4, %%mm4\n" /* R1 R1 */
- "packuswb %%mm5, %%mm5\n" /* G1 G1 */
- "packuswb %%mm6, %%mm6\n" /* B1 B1 */
- "punpcklbw %%mm4, %%mm4\n"
- "punpcklbw %%mm5, %%mm5\n"
-
- "pand %16, %%mm4\n"
- "psllw $3, %%mm5\n" /* GREEN 1 */
- "punpcklbw %%mm6, %%mm6\n"
- "pand %17, %%mm5\n"
- "pand %16, %%mm6\n"
- "por %%mm5, %%mm4\n" /* */
- "psrlw $11, %%mm6\n" /* BLUE 1 */
- "movq %%mm3, %%mm5\n" /* lum2 */
- "paddw %%mm1, %%mm3\n" /* lum2 +red 00 R7 00 R5 00 R3 00 R1 */
- "paddw %%mm2, %%mm5\n" /* lum2 +green 00 G7 00 G5 00 G3 00 G1 */
- "psraw $6, %%mm3\n" /* R2 */
- "por %%mm6, %%mm4\n" /* MM4 */
- "psraw $6, %%mm5\n" /* G2 */
- "movq (%2, %4), %%mm6\n" /* L3 load lum2 */
- "psraw $6, %%mm7\n"
- "packuswb %%mm3, %%mm3\n"
- "packuswb %%mm5, %%mm5\n"
- "packuswb %%mm7, %%mm7\n"
- "pand %12, %%mm6\n" /* L3 */
- "punpcklbw %%mm3, %%mm3\n"
- "punpcklbw %%mm5, %%mm5\n"
- "pmullw %15, %%mm6\n" /* lum3 */
- "punpcklbw %%mm7, %%mm7\n"
- "psllw $3, %%mm5\n" /* GREEN 2 */
- "pand %16, %%mm7\n"
- "pand %16, %%mm3\n"
- "psrlw $11, %%mm7\n" /* BLUE 2 */
- "pand %17, %%mm5\n"
- "por %%mm7, %%mm3\n"
- "movq (%2,%4), %%mm7\n" /* L4 load lum2 */
- "por %%mm5, %%mm3\n"
- "psrlw $8, %%mm7\n" /* L4 */
- "movq %%mm4, %%mm5\n"
- "punpcklwd %%mm3, %%mm4\n"
- "pmullw %15, %%mm7\n" /* lum4 */
- "punpckhwd %%mm3, %%mm5\n"
-
- "movq %%mm4, (%3)\n" /* write row1 */
- "movq %%mm5, 8(%3)\n" /* write row1 */
-
- "movq %%mm6, %%mm4\n" /* Lum3 */
- "paddw %%mm0, %%mm6\n" /* Lum3 +blue */
-
- "movq %%mm4, %%mm5\n" /* Lum3 */
- "paddw %%mm1, %%mm4\n" /* Lum3 +red */
- "paddw %%mm2, %%mm5\n" /* Lum3 +green */
- "psraw $6, %%mm4\n"
- "movq %%mm7, %%mm3\n" /* Lum4 */
- "psraw $6, %%mm5\n"
- "paddw %%mm0, %%mm7\n" /* Lum4 +blue */
- "psraw $6, %%mm6\n" /* Lum3 +blue */
- "movq %%mm3, %%mm0\n" /* Lum4 */
- "packuswb %%mm4, %%mm4\n"
- "paddw %%mm1, %%mm3\n" /* Lum4 +red */
- "packuswb %%mm5, %%mm5\n"
- "paddw %%mm2, %%mm0\n" /* Lum4 +green */
- "packuswb %%mm6, %%mm6\n"
- "punpcklbw %%mm4, %%mm4\n"
- "punpcklbw %%mm5, %%mm5\n"
- "punpcklbw %%mm6, %%mm6\n"
- "psllw $3, %%mm5\n" /* GREEN 3 */
- "pand %16, %%mm4\n"
- "psraw $6, %%mm3\n" /* psr 6 */
- "psraw $6, %%mm0\n"
- "pand %16, %%mm6\n" /* BLUE */
- "pand %17, %%mm5\n"
- "psrlw $11, %%mm6\n" /* BLUE 3 */
- "por %%mm5, %%mm4\n"
- "psraw $6, %%mm7\n"
- "por %%mm6, %%mm4\n"
- "packuswb %%mm3, %%mm3\n"
- "packuswb %%mm0, %%mm0\n"
- "packuswb %%mm7, %%mm7\n"
- "punpcklbw %%mm3, %%mm3\n"
- "punpcklbw %%mm0, %%mm0\n"
- "punpcklbw %%mm7, %%mm7\n"
- "pand %16, %%mm3\n"
- "pand %16, %%mm7\n" /* BLUE */
- "psllw $3, %%mm0\n" /* GREEN 4 */
- "psrlw $11, %%mm7\n"
- "pand %17, %%mm0\n"
- "por %%mm7, %%mm3\n"
- "por %%mm0, %%mm3\n"
-
- "movq %%mm4, %%mm5\n"
-
- "punpcklwd %%mm3, %%mm4\n"
- "punpckhwd %%mm3, %%mm5\n"
-
- "movq %%mm4, (%5)\n"
- "movq %%mm5, 8(%5)\n"
-
- "addl $8, %6\n"
- "addl $8, %2\n"
- "addl $4, (%%esp)\n"
- "addl $4, %1\n"
- "cmpl %4, %6\n"
- "leal 16(%3), %3\n"
- "leal 16(%5),%5\n" /* row2+16 */
-
- "jl 1b\n"
- "addl %4, %2\n" /* lum += cols */
- "addl %8, %3\n" /* row1+= mod */
- "addl %8, %5\n" /* row2+= mod */
- "movl $0, %6\n" /* x=0 */
- "cmpl %7, %2\n"
- "jl 1b\n"
- "addl $4, %%esp\n" /* get rid of the stack slot we reserved. */
- "emms\n"
- :
- : "m" (cr), "r"(cb),"r"(lum),
- "r"(row1),"r"(cols),"r"(row2),"m"(x),"m"(y),"m"(mod),
- "m"(MMX_0080w),"m"(MMX_Ugrn565),"m"(MMX_Ublu5x5),
- "m"(MMX_00FFw),"m"(MMX_Vgrn565),"m"(MMX_Vred5x5),
- "m"(MMX_Ycoeff),"m"(MMX_red565),"m"(MMX_grn565)
- );
-}
-
-/* *INDENT-ON* */
-
-#endif /* GCC3 i386 inline assembly */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/SDL_yuv_sw.c b/3rdparty/SDL2/src/render/SDL_yuv_sw.c
deleted file mode 100644
index 7fc6b88654c..00000000000
--- a/3rdparty/SDL2/src/render/SDL_yuv_sw.c
+++ /dev/null
@@ -1,1405 +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"
-
-/* This is the software implementation of the YUV texture support */
-
-/* This code was derived from code carrying the following copyright notices:
-
- * Copyright (c) 1995 The Regents of the University of California.
- * All rights reserved.
- *
- * Permission to use, copy, modify, and distribute this software and its
- * documentation for any purpose, without fee, and without written agreement is
- * hereby granted, provided that the above copyright notice and the following
- * two paragraphs appear in all copies of this software.
- *
- * IN NO EVENT SHALL THE UNIVERSITY OF CALIFORNIA BE LIABLE TO ANY PARTY FOR
- * DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT
- * OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF THE UNIVERSITY OF
- * CALIFORNIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *
- * THE UNIVERSITY OF CALIFORNIA SPECIFICALLY DISCLAIMS ANY WARRANTIES,
- * INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY
- * AND FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS
- * ON AN "AS IS" BASIS, AND THE UNIVERSITY OF CALIFORNIA HAS NO OBLIGATION TO
- * PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
-
- * Copyright (c) 1995 Erik Corry
- * All rights reserved.
- *
- * Permission to use, copy, modify, and distribute this software and its
- * documentation for any purpose, without fee, and without written agreement is
- * hereby granted, provided that the above copyright notice and the following
- * two paragraphs appear in all copies of this software.
- *
- * IN NO EVENT SHALL ERIK CORRY BE LIABLE TO ANY PARTY FOR DIRECT, INDIRECT,
- * SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OF
- * THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF ERIK CORRY HAS BEEN ADVISED
- * OF THE POSSIBILITY OF SUCH DAMAGE.
- *
- * ERIK CORRY SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, BUT NOT
- * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
- * PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS ON AN "AS IS"
- * BASIS, AND ERIK CORRY HAS NO OBLIGATION TO PROVIDE MAINTENANCE, SUPPORT,
- * UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
-
- * Portions of this software Copyright (c) 1995 Brown University.
- * All rights reserved.
- *
- * Permission to use, copy, modify, and distribute this software and its
- * documentation for any purpose, without fee, and without written agreement
- * is hereby granted, provided that the above copyright notice and the
- * following two paragraphs appear in all copies of this software.
- *
- * IN NO EVENT SHALL BROWN UNIVERSITY BE LIABLE TO ANY PARTY FOR
- * DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT
- * OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF BROWN
- * UNIVERSITY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *
- * BROWN UNIVERSITY SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, BUT NOT
- * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
- * PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS ON AN "AS IS"
- * BASIS, AND BROWN UNIVERSITY HAS NO OBLIGATION TO PROVIDE MAINTENANCE,
- * SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
- */
-
-#include "SDL_assert.h"
-#include "SDL_video.h"
-#include "SDL_cpuinfo.h"
-#include "SDL_yuv_sw_c.h"
-
-
-/* The colorspace conversion functions */
-
-#if (__GNUC__ > 2) && defined(__i386__) && __OPTIMIZE__ && SDL_ASSEMBLY_ROUTINES
-extern void Color565DitherYV12MMX1X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod);
-extern void ColorRGBDitherYV12MMX1X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod);
-#endif
-
-static void
-Color16DitherYV12Mod1X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned short *row1;
- unsigned short *row2;
- unsigned char *lum2;
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
-
- row1 = (unsigned short *) out;
- row2 = row1 + cols + mod;
- lum2 = lum + cols;
-
- mod += cols + mod;
-
- y = rows / 2;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- ++cr;
- ++cb;
-
- L = *lum++;
- *row1++ = (unsigned short) (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
-
- L = *lum++;
- *row1++ = (unsigned short) (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
-
-
- /* Now, do second row. */
-
- L = *lum2++;
- *row2++ = (unsigned short) (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
-
- L = *lum2++;
- *row2++ = (unsigned short) (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
- }
-
- /*
- * These values are at the start of the next line, (due
- * to the ++'s above),but they need to be at the start
- * of the line after that.
- */
- lum += cols;
- lum2 += cols;
- row1 += mod;
- row2 += mod;
- }
-}
-
-static void
-Color24DitherYV12Mod1X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned int value;
- unsigned char *row1;
- unsigned char *row2;
- unsigned char *lum2;
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
-
- row1 = out;
- row2 = row1 + cols * 3 + mod * 3;
- lum2 = lum + cols;
-
- mod += cols + mod;
- mod *= 3;
-
- y = rows / 2;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- ++cr;
- ++cb;
-
- L = *lum++;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- *row1++ = (value) & 0xFF;
- *row1++ = (value >> 8) & 0xFF;
- *row1++ = (value >> 16) & 0xFF;
-
- L = *lum++;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- *row1++ = (value) & 0xFF;
- *row1++ = (value >> 8) & 0xFF;
- *row1++ = (value >> 16) & 0xFF;
-
-
- /* Now, do second row. */
-
- L = *lum2++;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- *row2++ = (value) & 0xFF;
- *row2++ = (value >> 8) & 0xFF;
- *row2++ = (value >> 16) & 0xFF;
-
- L = *lum2++;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- *row2++ = (value) & 0xFF;
- *row2++ = (value >> 8) & 0xFF;
- *row2++ = (value >> 16) & 0xFF;
- }
-
- /*
- * These values are at the start of the next line, (due
- * to the ++'s above),but they need to be at the start
- * of the line after that.
- */
- lum += cols;
- lum2 += cols;
- row1 += mod;
- row2 += mod;
- }
-}
-
-static void
-Color32DitherYV12Mod1X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned int *row1;
- unsigned int *row2;
- unsigned char *lum2;
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
-
- row1 = (unsigned int *) out;
- row2 = row1 + cols + mod;
- lum2 = lum + cols;
-
- mod += cols + mod;
-
- y = rows / 2;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- ++cr;
- ++cb;
-
- L = *lum++;
- *row1++ = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
-
- L = *lum++;
- *row1++ = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
-
-
- /* Now, do second row. */
-
- L = *lum2++;
- *row2++ = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
-
- L = *lum2++;
- *row2++ = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- }
-
- /*
- * These values are at the start of the next line, (due
- * to the ++'s above),but they need to be at the start
- * of the line after that.
- */
- lum += cols;
- lum2 += cols;
- row1 += mod;
- row2 += mod;
- }
-}
-
-/*
- * In this function I make use of a nasty trick. The tables have the lower
- * 16 bits replicated in the upper 16. This means I can write ints and get
- * the horisontal doubling for free (almost).
- */
-static void
-Color16DitherYV12Mod2X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned int *row1 = (unsigned int *) out;
- const int next_row = cols + (mod / 2);
- unsigned int *row2 = row1 + 2 * next_row;
- unsigned char *lum2;
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
-
- lum2 = lum + cols;
-
- mod = (next_row * 3) + (mod / 2);
-
- y = rows / 2;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- ++cr;
- ++cb;
-
- L = *lum++;
- row1[0] = row1[next_row] = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
- row1++;
-
- L = *lum++;
- row1[0] = row1[next_row] = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
- row1++;
-
-
- /* Now, do second row. */
-
- L = *lum2++;
- row2[0] = row2[next_row] = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
- row2++;
-
- L = *lum2++;
- row2[0] = row2[next_row] = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
- row2++;
- }
-
- /*
- * These values are at the start of the next line, (due
- * to the ++'s above),but they need to be at the start
- * of the line after that.
- */
- lum += cols;
- lum2 += cols;
- row1 += mod;
- row2 += mod;
- }
-}
-
-static void
-Color24DitherYV12Mod2X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned int value;
- unsigned char *row1 = out;
- const int next_row = (cols * 2 + mod) * 3;
- unsigned char *row2 = row1 + 2 * next_row;
- unsigned char *lum2;
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
-
- lum2 = lum + cols;
-
- mod = next_row * 3 + mod * 3;
-
- y = rows / 2;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- ++cr;
- ++cb;
-
- L = *lum++;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row1[0 + 0] = row1[3 + 0] = row1[next_row + 0] =
- row1[next_row + 3 + 0] = (value) & 0xFF;
- row1[0 + 1] = row1[3 + 1] = row1[next_row + 1] =
- row1[next_row + 3 + 1] = (value >> 8) & 0xFF;
- row1[0 + 2] = row1[3 + 2] = row1[next_row + 2] =
- row1[next_row + 3 + 2] = (value >> 16) & 0xFF;
- row1 += 2 * 3;
-
- L = *lum++;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row1[0 + 0] = row1[3 + 0] = row1[next_row + 0] =
- row1[next_row + 3 + 0] = (value) & 0xFF;
- row1[0 + 1] = row1[3 + 1] = row1[next_row + 1] =
- row1[next_row + 3 + 1] = (value >> 8) & 0xFF;
- row1[0 + 2] = row1[3 + 2] = row1[next_row + 2] =
- row1[next_row + 3 + 2] = (value >> 16) & 0xFF;
- row1 += 2 * 3;
-
-
- /* Now, do second row. */
-
- L = *lum2++;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row2[0 + 0] = row2[3 + 0] = row2[next_row + 0] =
- row2[next_row + 3 + 0] = (value) & 0xFF;
- row2[0 + 1] = row2[3 + 1] = row2[next_row + 1] =
- row2[next_row + 3 + 1] = (value >> 8) & 0xFF;
- row2[0 + 2] = row2[3 + 2] = row2[next_row + 2] =
- row2[next_row + 3 + 2] = (value >> 16) & 0xFF;
- row2 += 2 * 3;
-
- L = *lum2++;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row2[0 + 0] = row2[3 + 0] = row2[next_row + 0] =
- row2[next_row + 3 + 0] = (value) & 0xFF;
- row2[0 + 1] = row2[3 + 1] = row2[next_row + 1] =
- row2[next_row + 3 + 1] = (value >> 8) & 0xFF;
- row2[0 + 2] = row2[3 + 2] = row2[next_row + 2] =
- row2[next_row + 3 + 2] = (value >> 16) & 0xFF;
- row2 += 2 * 3;
- }
-
- /*
- * These values are at the start of the next line, (due
- * to the ++'s above),but they need to be at the start
- * of the line after that.
- */
- lum += cols;
- lum2 += cols;
- row1 += mod;
- row2 += mod;
- }
-}
-
-static void
-Color32DitherYV12Mod2X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned int *row1 = (unsigned int *) out;
- const int next_row = cols * 2 + mod;
- unsigned int *row2 = row1 + 2 * next_row;
- unsigned char *lum2;
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
-
- lum2 = lum + cols;
-
- mod = (next_row * 3) + mod;
-
- y = rows / 2;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- ++cr;
- ++cb;
-
- L = *lum++;
- row1[0] = row1[1] = row1[next_row] = row1[next_row + 1] =
- (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row1 += 2;
-
- L = *lum++;
- row1[0] = row1[1] = row1[next_row] = row1[next_row + 1] =
- (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row1 += 2;
-
-
- /* Now, do second row. */
-
- L = *lum2++;
- row2[0] = row2[1] = row2[next_row] = row2[next_row + 1] =
- (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row2 += 2;
-
- L = *lum2++;
- row2[0] = row2[1] = row2[next_row] = row2[next_row + 1] =
- (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row2 += 2;
- }
-
- /*
- * These values are at the start of the next line, (due
- * to the ++'s above),but they need to be at the start
- * of the line after that.
- */
- lum += cols;
- lum2 += cols;
- row1 += mod;
- row2 += mod;
- }
-}
-
-static void
-Color16DitherYUY2Mod1X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned short *row;
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
-
- row = (unsigned short *) out;
-
- y = rows;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- cr += 4;
- cb += 4;
-
- L = *lum;
- lum += 2;
- *row++ = (unsigned short) (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
-
- L = *lum;
- lum += 2;
- *row++ = (unsigned short) (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
-
- }
-
- row += mod;
- }
-}
-
-static void
-Color24DitherYUY2Mod1X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned int value;
- unsigned char *row;
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
-
- row = (unsigned char *) out;
- mod *= 3;
- y = rows;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- cr += 4;
- cb += 4;
-
- L = *lum;
- lum += 2;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- *row++ = (value) & 0xFF;
- *row++ = (value >> 8) & 0xFF;
- *row++ = (value >> 16) & 0xFF;
-
- L = *lum;
- lum += 2;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- *row++ = (value) & 0xFF;
- *row++ = (value >> 8) & 0xFF;
- *row++ = (value >> 16) & 0xFF;
-
- }
- row += mod;
- }
-}
-
-static void
-Color32DitherYUY2Mod1X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned int *row;
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
-
- row = (unsigned int *) out;
- y = rows;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- cr += 4;
- cb += 4;
-
- L = *lum;
- lum += 2;
- *row++ = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
-
- L = *lum;
- lum += 2;
- *row++ = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
-
-
- }
- row += mod;
- }
-}
-
-/*
- * In this function I make use of a nasty trick. The tables have the lower
- * 16 bits replicated in the upper 16. This means I can write ints and get
- * the horisontal doubling for free (almost).
- */
-static void
-Color16DitherYUY2Mod2X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned int *row = (unsigned int *) out;
- const int next_row = cols + (mod / 2);
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
-
- y = rows;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- cr += 4;
- cb += 4;
-
- L = *lum;
- lum += 2;
- row[0] = row[next_row] = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
- row++;
-
- L = *lum;
- lum += 2;
- row[0] = row[next_row] = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] |
- rgb_2_pix[L + cb_b]);
- row++;
-
- }
- row += next_row;
- }
-}
-
-static void
-Color24DitherYUY2Mod2X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned int value;
- unsigned char *row = out;
- const int next_row = (cols * 2 + mod) * 3;
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
- y = rows;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- cr += 4;
- cb += 4;
-
- L = *lum;
- lum += 2;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row[0 + 0] = row[3 + 0] = row[next_row + 0] =
- row[next_row + 3 + 0] = (value) & 0xFF;
- row[0 + 1] = row[3 + 1] = row[next_row + 1] =
- row[next_row + 3 + 1] = (value >> 8) & 0xFF;
- row[0 + 2] = row[3 + 2] = row[next_row + 2] =
- row[next_row + 3 + 2] = (value >> 16) & 0xFF;
- row += 2 * 3;
-
- L = *lum;
- lum += 2;
- value = (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row[0 + 0] = row[3 + 0] = row[next_row + 0] =
- row[next_row + 3 + 0] = (value) & 0xFF;
- row[0 + 1] = row[3 + 1] = row[next_row + 1] =
- row[next_row + 3 + 1] = (value >> 8) & 0xFF;
- row[0 + 2] = row[3 + 2] = row[next_row + 2] =
- row[next_row + 3 + 2] = (value >> 16) & 0xFF;
- row += 2 * 3;
-
- }
- row += next_row;
- }
-}
-
-static void
-Color32DitherYUY2Mod2X(int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod)
-{
- unsigned int *row = (unsigned int *) out;
- const int next_row = cols * 2 + mod;
- int x, y;
- int cr_r;
- int crb_g;
- int cb_b;
- int cols_2 = cols / 2;
- mod += mod;
- y = rows;
- while (y--) {
- x = cols_2;
- while (x--) {
- register int L;
-
- cr_r = 0 * 768 + 256 + colortab[*cr + 0 * 256];
- crb_g = 1 * 768 + 256 + colortab[*cr + 1 * 256]
- + colortab[*cb + 2 * 256];
- cb_b = 2 * 768 + 256 + colortab[*cb + 3 * 256];
- cr += 4;
- cb += 4;
-
- L = *lum;
- lum += 2;
- row[0] = row[1] = row[next_row] = row[next_row + 1] =
- (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row += 2;
-
- L = *lum;
- lum += 2;
- row[0] = row[1] = row[next_row] = row[next_row + 1] =
- (rgb_2_pix[L + cr_r] |
- rgb_2_pix[L + crb_g] | rgb_2_pix[L + cb_b]);
- row += 2;
-
-
- }
-
- row += next_row;
- }
-}
-
-/*
- * How many 1 bits are there in the Uint32.
- * Low performance, do not call often.
- */
-static int
-number_of_bits_set(Uint32 a)
-{
- if (!a)
- return 0;
- if (a & 1)
- return 1 + number_of_bits_set(a >> 1);
- return (number_of_bits_set(a >> 1));
-}
-
-/*
- * How many 0 bits are there at least significant end of Uint32.
- * Low performance, do not call often.
- */
-static int
-free_bits_at_bottom(Uint32 a)
-{
- /* assume char is 8 bits */
- if (!a)
- return sizeof(Uint32) * 8;
- if (((Sint32) a) & 1l)
- return 0;
- return 1 + free_bits_at_bottom(a >> 1);
-}
-
-static int
-SDL_SW_SetupYUVDisplay(SDL_SW_YUVTexture * swdata, Uint32 target_format)
-{
- Uint32 *r_2_pix_alloc;
- Uint32 *g_2_pix_alloc;
- Uint32 *b_2_pix_alloc;
- int i;
- int bpp;
- Uint32 Rmask, Gmask, Bmask, Amask;
-
- if (!SDL_PixelFormatEnumToMasks
- (target_format, &bpp, &Rmask, &Gmask, &Bmask, &Amask) || bpp < 15) {
- return SDL_SetError("Unsupported YUV destination format");
- }
-
- swdata->target_format = target_format;
- r_2_pix_alloc = &swdata->rgb_2_pix[0 * 768];
- g_2_pix_alloc = &swdata->rgb_2_pix[1 * 768];
- b_2_pix_alloc = &swdata->rgb_2_pix[2 * 768];
-
- /*
- * Set up entries 0-255 in rgb-to-pixel value tables.
- */
- for (i = 0; i < 256; ++i) {
- r_2_pix_alloc[i + 256] = i >> (8 - number_of_bits_set(Rmask));
- r_2_pix_alloc[i + 256] <<= free_bits_at_bottom(Rmask);
- r_2_pix_alloc[i + 256] |= Amask;
- g_2_pix_alloc[i + 256] = i >> (8 - number_of_bits_set(Gmask));
- g_2_pix_alloc[i + 256] <<= free_bits_at_bottom(Gmask);
- g_2_pix_alloc[i + 256] |= Amask;
- b_2_pix_alloc[i + 256] = i >> (8 - number_of_bits_set(Bmask));
- b_2_pix_alloc[i + 256] <<= free_bits_at_bottom(Bmask);
- b_2_pix_alloc[i + 256] |= Amask;
- }
-
- /*
- * If we have 16-bit output depth, then we double the value
- * in the top word. This means that we can write out both
- * pixels in the pixel doubling mode with one op. It is
- * harmless in the normal case as storing a 32-bit value
- * through a short pointer will lose the top bits anyway.
- */
- if (SDL_BYTESPERPIXEL(target_format) == 2) {
- for (i = 0; i < 256; ++i) {
- r_2_pix_alloc[i + 256] |= (r_2_pix_alloc[i + 256]) << 16;
- g_2_pix_alloc[i + 256] |= (g_2_pix_alloc[i + 256]) << 16;
- b_2_pix_alloc[i + 256] |= (b_2_pix_alloc[i + 256]) << 16;
- }
- }
-
- /*
- * Spread out the values we have to the rest of the array so that
- * we do not need to check for overflow.
- */
- for (i = 0; i < 256; ++i) {
- r_2_pix_alloc[i] = r_2_pix_alloc[256];
- r_2_pix_alloc[i + 512] = r_2_pix_alloc[511];
- g_2_pix_alloc[i] = g_2_pix_alloc[256];
- g_2_pix_alloc[i + 512] = g_2_pix_alloc[511];
- b_2_pix_alloc[i] = b_2_pix_alloc[256];
- b_2_pix_alloc[i + 512] = b_2_pix_alloc[511];
- }
-
- /* You have chosen wisely... */
- switch (swdata->format) {
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_IYUV:
- if (SDL_BYTESPERPIXEL(target_format) == 2) {
-#if (__GNUC__ > 2) && defined(__i386__) && __OPTIMIZE__ && SDL_ASSEMBLY_ROUTINES
- /* inline assembly functions */
- if (SDL_HasMMX() && (Rmask == 0xF800) &&
- (Gmask == 0x07E0) && (Bmask == 0x001F)
- && (swdata->w & 15) == 0) {
-/* printf("Using MMX 16-bit 565 dither\n"); */
- swdata->Display1X = Color565DitherYV12MMX1X;
- } else {
-/* printf("Using C 16-bit dither\n"); */
- swdata->Display1X = Color16DitherYV12Mod1X;
- }
-#else
- swdata->Display1X = Color16DitherYV12Mod1X;
-#endif
- swdata->Display2X = Color16DitherYV12Mod2X;
- }
- if (SDL_BYTESPERPIXEL(target_format) == 3) {
- swdata->Display1X = Color24DitherYV12Mod1X;
- swdata->Display2X = Color24DitherYV12Mod2X;
- }
- if (SDL_BYTESPERPIXEL(target_format) == 4) {
-#if (__GNUC__ > 2) && defined(__i386__) && __OPTIMIZE__ && SDL_ASSEMBLY_ROUTINES
- /* inline assembly functions */
- if (SDL_HasMMX() && (Rmask == 0x00FF0000) &&
- (Gmask == 0x0000FF00) &&
- (Bmask == 0x000000FF) && (swdata->w & 15) == 0) {
-/* printf("Using MMX 32-bit dither\n"); */
- swdata->Display1X = ColorRGBDitherYV12MMX1X;
- } else {
-/* printf("Using C 32-bit dither\n"); */
- swdata->Display1X = Color32DitherYV12Mod1X;
- }
-#else
- swdata->Display1X = Color32DitherYV12Mod1X;
-#endif
- swdata->Display2X = Color32DitherYV12Mod2X;
- }
- break;
- case SDL_PIXELFORMAT_YUY2:
- case SDL_PIXELFORMAT_UYVY:
- case SDL_PIXELFORMAT_YVYU:
- if (SDL_BYTESPERPIXEL(target_format) == 2) {
- swdata->Display1X = Color16DitherYUY2Mod1X;
- swdata->Display2X = Color16DitherYUY2Mod2X;
- }
- if (SDL_BYTESPERPIXEL(target_format) == 3) {
- swdata->Display1X = Color24DitherYUY2Mod1X;
- swdata->Display2X = Color24DitherYUY2Mod2X;
- }
- if (SDL_BYTESPERPIXEL(target_format) == 4) {
- swdata->Display1X = Color32DitherYUY2Mod1X;
- swdata->Display2X = Color32DitherYUY2Mod2X;
- }
- break;
- default:
- /* We should never get here (caught above) */
- break;
- }
-
- SDL_FreeSurface(swdata->display);
- swdata->display = NULL;
- return 0;
-}
-
-SDL_SW_YUVTexture *
-SDL_SW_CreateYUVTexture(Uint32 format, int w, int h)
-{
- SDL_SW_YUVTexture *swdata;
- int *Cr_r_tab;
- int *Cr_g_tab;
- int *Cb_g_tab;
- int *Cb_b_tab;
- int i;
- int CR, CB;
-
- switch (format) {
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_IYUV:
- case SDL_PIXELFORMAT_YUY2:
- case SDL_PIXELFORMAT_UYVY:
- case SDL_PIXELFORMAT_YVYU:
- break;
- default:
- SDL_SetError("Unsupported YUV format");
- return NULL;
- }
-
- swdata = (SDL_SW_YUVTexture *) SDL_calloc(1, sizeof(*swdata));
- if (!swdata) {
- SDL_OutOfMemory();
- return NULL;
- }
-
- swdata->format = format;
- swdata->target_format = SDL_PIXELFORMAT_UNKNOWN;
- swdata->w = w;
- swdata->h = h;
- swdata->pixels = (Uint8 *) SDL_malloc(w * h * 2);
- swdata->colortab = (int *) SDL_malloc(4 * 256 * sizeof(int));
- swdata->rgb_2_pix = (Uint32 *) SDL_malloc(3 * 768 * sizeof(Uint32));
- if (!swdata->pixels || !swdata->colortab || !swdata->rgb_2_pix) {
- SDL_SW_DestroyYUVTexture(swdata);
- SDL_OutOfMemory();
- return NULL;
- }
-
- /* Generate the tables for the display surface */
- Cr_r_tab = &swdata->colortab[0 * 256];
- Cr_g_tab = &swdata->colortab[1 * 256];
- Cb_g_tab = &swdata->colortab[2 * 256];
- Cb_b_tab = &swdata->colortab[3 * 256];
- for (i = 0; i < 256; i++) {
- /* Gamma correction (luminescence table) and chroma correction
- would be done here. See the Berkeley mpeg_play sources.
- */
- CB = CR = (i - 128);
- Cr_r_tab[i] = (int) ((0.419 / 0.299) * CR);
- Cr_g_tab[i] = (int) (-(0.299 / 0.419) * CR);
- Cb_g_tab[i] = (int) (-(0.114 / 0.331) * CB);
- Cb_b_tab[i] = (int) ((0.587 / 0.331) * CB);
- }
-
- /* Find the pitch and offset values for the overlay */
- switch (format) {
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_IYUV:
- swdata->pitches[0] = w;
- swdata->pitches[1] = swdata->pitches[0] / 2;
- swdata->pitches[2] = swdata->pitches[0] / 2;
- swdata->planes[0] = swdata->pixels;
- swdata->planes[1] = swdata->planes[0] + swdata->pitches[0] * h;
- swdata->planes[2] = swdata->planes[1] + swdata->pitches[1] * h / 2;
- break;
- case SDL_PIXELFORMAT_YUY2:
- case SDL_PIXELFORMAT_UYVY:
- case SDL_PIXELFORMAT_YVYU:
- swdata->pitches[0] = w * 2;
- swdata->planes[0] = swdata->pixels;
- break;
- default:
- SDL_assert(0 && "We should never get here (caught above)");
- break;
- }
-
- /* We're all done.. */
- return (swdata);
-}
-
-int
-SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture * swdata, void **pixels,
- int *pitch)
-{
- *pixels = swdata->planes[0];
- *pitch = swdata->pitches[0];
- return 0;
-}
-
-int
-SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
- const void *pixels, int pitch)
-{
- switch (swdata->format) {
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_IYUV:
- if (rect->x == 0 && rect->y == 0 &&
- rect->w == swdata->w && rect->h == swdata->h) {
- SDL_memcpy(swdata->pixels, pixels,
- (swdata->h * swdata->w) + (swdata->h * swdata->w) / 2);
- } else {
- Uint8 *src, *dst;
- int row;
- size_t length;
-
- /* Copy the Y plane */
- src = (Uint8 *) pixels;
- dst = swdata->pixels + rect->y * swdata->w + rect->x;
- length = rect->w;
- for (row = 0; row < rect->h; ++row) {
- SDL_memcpy(dst, src, length);
- src += pitch;
- dst += swdata->w;
- }
-
- /* Copy the next plane */
- src = (Uint8 *) pixels + rect->h * pitch;
- dst = swdata->pixels + swdata->h * swdata->w;
- dst += rect->y/2 * swdata->w/2 + rect->x/2;
- length = rect->w / 2;
- for (row = 0; row < rect->h/2; ++row) {
- SDL_memcpy(dst, src, length);
- src += pitch/2;
- dst += swdata->w/2;
- }
-
- /* Copy the next plane */
- src = (Uint8 *) pixels + rect->h * pitch + (rect->h * pitch) / 4;
- dst = swdata->pixels + swdata->h * swdata->w +
- (swdata->h * swdata->w) / 4;
- dst += rect->y/2 * swdata->w/2 + rect->x/2;
- length = rect->w / 2;
- for (row = 0; row < rect->h/2; ++row) {
- SDL_memcpy(dst, src, length);
- src += pitch/2;
- dst += swdata->w/2;
- }
- }
- break;
- case SDL_PIXELFORMAT_YUY2:
- case SDL_PIXELFORMAT_UYVY:
- case SDL_PIXELFORMAT_YVYU:
- {
- Uint8 *src, *dst;
- int row;
- size_t length;
-
- src = (Uint8 *) pixels;
- dst =
- swdata->planes[0] + rect->y * swdata->pitches[0] +
- rect->x * 2;
- length = rect->w * 2;
- for (row = 0; row < rect->h; ++row) {
- SDL_memcpy(dst, src, length);
- src += pitch;
- dst += swdata->pitches[0];
- }
- }
- break;
- }
- return 0;
-}
-
-int
-SDL_SW_UpdateYUVTexturePlanar(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *Uplane, int Upitch,
- const Uint8 *Vplane, int Vpitch)
-{
- const Uint8 *src;
- Uint8 *dst;
- int row;
- size_t length;
-
- /* Copy the Y plane */
- src = Yplane;
- dst = swdata->pixels + rect->y * swdata->w + rect->x;
- length = rect->w;
- for (row = 0; row < rect->h; ++row) {
- SDL_memcpy(dst, src, length);
- src += Ypitch;
- dst += swdata->w;
- }
-
- /* Copy the U plane */
- src = Uplane;
- if (swdata->format == SDL_PIXELFORMAT_IYUV) {
- dst = swdata->pixels + swdata->h * swdata->w;
- } else {
- dst = swdata->pixels + swdata->h * swdata->w +
- (swdata->h * swdata->w) / 4;
- }
- dst += rect->y/2 * swdata->w/2 + rect->x/2;
- length = rect->w / 2;
- for (row = 0; row < rect->h/2; ++row) {
- SDL_memcpy(dst, src, length);
- src += Upitch;
- dst += swdata->w/2;
- }
-
- /* Copy the V plane */
- src = Vplane;
- if (swdata->format == SDL_PIXELFORMAT_YV12) {
- dst = swdata->pixels + swdata->h * swdata->w;
- } else {
- dst = swdata->pixels + swdata->h * swdata->w +
- (swdata->h * swdata->w) / 4;
- }
- dst += rect->y/2 * swdata->w/2 + rect->x/2;
- length = rect->w / 2;
- for (row = 0; row < rect->h/2; ++row) {
- SDL_memcpy(dst, src, length);
- src += Vpitch;
- dst += swdata->w/2;
- }
- return 0;
-}
-
-int
-SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
- void **pixels, int *pitch)
-{
- switch (swdata->format) {
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_IYUV:
- if (rect
- && (rect->x != 0 || rect->y != 0 || rect->w != swdata->w
- || rect->h != swdata->h)) {
- return SDL_SetError
- ("YV12 and IYUV textures only support full surface locks");
- }
- break;
- }
-
- if (rect) {
- *pixels = swdata->planes[0] + rect->y * swdata->pitches[0] + rect->x * 2;
- } else {
- *pixels = swdata->planes[0];
- }
- *pitch = swdata->pitches[0];
- return 0;
-}
-
-void
-SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata)
-{
-}
-
-int
-SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture * swdata, const SDL_Rect * srcrect,
- Uint32 target_format, int w, int h, void *pixels,
- int pitch)
-{
- const int targetbpp = SDL_BYTESPERPIXEL(target_format);
- int stretch;
- int scale_2x;
- Uint8 *lum, *Cr, *Cb;
- int mod;
-
- if (targetbpp == 0) {
- return SDL_SetError("Invalid target pixel format");
- }
-
- /* Make sure we're set up to display in the desired format */
- if (target_format != swdata->target_format) {
- if (SDL_SW_SetupYUVDisplay(swdata, target_format) < 0) {
- return -1;
- }
- }
-
- stretch = 0;
- scale_2x = 0;
- if (srcrect->x || srcrect->y || srcrect->w < swdata->w
- || srcrect->h < swdata->h) {
- /* The source rectangle has been clipped.
- Using a scratch surface is easier than adding clipped
- source support to all the blitters, plus that would
- slow them down in the general unclipped case.
- */
- stretch = 1;
- } else if ((srcrect->w != w) || (srcrect->h != h)) {
- if ((w == 2 * srcrect->w) && (h == 2 * srcrect->h)) {
- scale_2x = 1;
- } else {
- stretch = 1;
- }
- }
- if (stretch) {
- int bpp;
- Uint32 Rmask, Gmask, Bmask, Amask;
-
- if (swdata->display) {
- swdata->display->w = w;
- swdata->display->h = h;
- swdata->display->pixels = pixels;
- swdata->display->pitch = pitch;
- } else {
- /* This must have succeeded in SDL_SW_SetupYUVDisplay() earlier */
- SDL_PixelFormatEnumToMasks(target_format, &bpp, &Rmask, &Gmask,
- &Bmask, &Amask);
- swdata->display =
- SDL_CreateRGBSurfaceFrom(pixels, w, h, bpp, pitch, Rmask,
- Gmask, Bmask, Amask);
- if (!swdata->display) {
- return (-1);
- }
- }
- if (!swdata->stretch) {
- /* This must have succeeded in SDL_SW_SetupYUVDisplay() earlier */
- SDL_PixelFormatEnumToMasks(target_format, &bpp, &Rmask, &Gmask,
- &Bmask, &Amask);
- swdata->stretch =
- SDL_CreateRGBSurface(0, swdata->w, swdata->h, bpp, Rmask,
- Gmask, Bmask, Amask);
- if (!swdata->stretch) {
- return (-1);
- }
- }
- pixels = swdata->stretch->pixels;
- pitch = swdata->stretch->pitch;
- }
- switch (swdata->format) {
- case SDL_PIXELFORMAT_YV12:
- lum = swdata->planes[0];
- Cr = swdata->planes[1];
- Cb = swdata->planes[2];
- break;
- case SDL_PIXELFORMAT_IYUV:
- lum = swdata->planes[0];
- Cr = swdata->planes[2];
- Cb = swdata->planes[1];
- break;
- case SDL_PIXELFORMAT_YUY2:
- lum = swdata->planes[0];
- Cr = lum + 3;
- Cb = lum + 1;
- break;
- case SDL_PIXELFORMAT_UYVY:
- lum = swdata->planes[0] + 1;
- Cr = lum + 1;
- Cb = lum - 1;
- break;
- case SDL_PIXELFORMAT_YVYU:
- lum = swdata->planes[0];
- Cr = lum + 1;
- Cb = lum + 3;
- break;
- default:
- return SDL_SetError("Unsupported YUV format in copy");
- }
- mod = (pitch / targetbpp);
-
- if (scale_2x) {
- mod -= (swdata->w * 2);
- swdata->Display2X(swdata->colortab, swdata->rgb_2_pix,
- lum, Cr, Cb, pixels, swdata->h, swdata->w, mod);
- } else {
- mod -= swdata->w;
- swdata->Display1X(swdata->colortab, swdata->rgb_2_pix,
- lum, Cr, Cb, pixels, swdata->h, swdata->w, mod);
- }
- if (stretch) {
- SDL_Rect rect = *srcrect;
- SDL_SoftStretch(swdata->stretch, &rect, swdata->display, NULL);
- }
- return 0;
-}
-
-void
-SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture * swdata)
-{
- if (swdata) {
- SDL_free(swdata->pixels);
- SDL_free(swdata->colortab);
- SDL_free(swdata->rgb_2_pix);
- SDL_FreeSurface(swdata->stretch);
- SDL_FreeSurface(swdata->display);
- SDL_free(swdata);
- }
-}
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/SDL_yuv_sw_c.h b/3rdparty/SDL2/src/render/SDL_yuv_sw_c.h
deleted file mode 100644
index 2752096f455..00000000000
--- a/3rdparty/SDL2/src/render/SDL_yuv_sw_c.h
+++ /dev/null
@@ -1,72 +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"
-
-#include "SDL_video.h"
-
-/* This is the software implementation of the YUV texture support */
-
-struct SDL_SW_YUVTexture
-{
- Uint32 format;
- Uint32 target_format;
- int w, h;
- Uint8 *pixels;
- int *colortab;
- Uint32 *rgb_2_pix;
- void (*Display1X) (int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod);
- void (*Display2X) (int *colortab, Uint32 * rgb_2_pix,
- unsigned char *lum, unsigned char *cr,
- unsigned char *cb, unsigned char *out,
- int rows, int cols, int mod);
-
- /* These are just so we don't have to allocate them separately */
- Uint16 pitches[3];
- Uint8 *planes[3];
-
- /* This is a temporary surface in case we have to stretch copy */
- SDL_Surface *stretch;
- SDL_Surface *display;
-};
-
-typedef struct SDL_SW_YUVTexture SDL_SW_YUVTexture;
-
-SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(Uint32 format, int w, int h);
-int SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture * swdata, void **pixels,
- int *pitch);
-int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
- const void *pixels, int pitch);
-int SDL_SW_UpdateYUVTexturePlanar(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *Uplane, int Upitch,
- const Uint8 *Vplane, int Vpitch);
-int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
- void **pixels, int *pitch);
-void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata);
-int SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture * swdata, const SDL_Rect * srcrect,
- Uint32 target_format, int w, int h, void *pixels,
- int pitch);
-void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture * swdata);
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/direct3d/SDL_render_d3d.c b/3rdparty/SDL2/src/render/direct3d/SDL_render_d3d.c
deleted file mode 100644
index 151dbbf04d5..00000000000
--- a/3rdparty/SDL2/src/render/direct3d/SDL_render_d3d.c
+++ /dev/null
@@ -1,1990 +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"
-
-#include "SDL_render.h"
-#include "SDL_system.h"
-
-#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
-
-#include "../../core/windows/SDL_windows.h"
-
-#include "SDL_hints.h"
-#include "SDL_loadso.h"
-#include "SDL_syswm.h"
-#include "../SDL_sysrender.h"
-#include "../SDL_d3dmath.h"
-#include "../../video/windows/SDL_windowsvideo.h"
-
-#if SDL_VIDEO_RENDER_D3D
-#define D3D_DEBUG_INFO
-#include <d3d9.h>
-#endif
-
-
-#ifdef ASSEMBLE_SHADER
-#pragma comment(lib, "d3dx9.lib")
-
-/**************************************************************************
- * ID3DXBuffer:
- * ------------
- * The buffer object is used by D3DX to return arbitrary size data.
- *
- * GetBufferPointer -
- * Returns a pointer to the beginning of the buffer.
- *
- * GetBufferSize -
- * Returns the size of the buffer, in bytes.
- **************************************************************************/
-
-typedef interface ID3DXBuffer ID3DXBuffer;
-typedef interface ID3DXBuffer *LPD3DXBUFFER;
-
-/* {8BA5FB08-5195-40e2-AC58-0D989C3A0102} */
-DEFINE_GUID(IID_ID3DXBuffer,
-0x8ba5fb08, 0x5195, 0x40e2, 0xac, 0x58, 0xd, 0x98, 0x9c, 0x3a, 0x1, 0x2);
-
-#undef INTERFACE
-#define INTERFACE ID3DXBuffer
-
-typedef interface ID3DXBuffer {
- const struct ID3DXBufferVtbl FAR* lpVtbl;
-} ID3DXBuffer;
-typedef const struct ID3DXBufferVtbl ID3DXBufferVtbl;
-const struct ID3DXBufferVtbl
-{
- /* IUnknown */
- STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
- STDMETHOD_(ULONG, AddRef)(THIS) PURE;
- STDMETHOD_(ULONG, Release)(THIS) PURE;
-
- /* ID3DXBuffer */
- STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
- STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
-};
-
-HRESULT WINAPI
- D3DXAssembleShader(
- LPCSTR pSrcData,
- UINT SrcDataLen,
- CONST LPVOID* pDefines,
- LPVOID pInclude,
- DWORD Flags,
- LPD3DXBUFFER* ppShader,
- LPD3DXBUFFER* ppErrorMsgs);
-
-static void PrintShaderData(LPDWORD shader_data, DWORD shader_size)
-{
- OutputDebugStringA("const DWORD shader_data[] = {\n\t");
- {
- SDL_bool newline = SDL_FALSE;
- unsigned i;
- for (i = 0; i < shader_size / sizeof(DWORD); ++i) {
- char dword[11];
- if (i > 0) {
- if ((i%6) == 0) {
- newline = SDL_TRUE;
- }
- if (newline) {
- OutputDebugStringA(",\n ");
- newline = SDL_FALSE;
- } else {
- OutputDebugStringA(", ");
- }
- }
- SDL_snprintf(dword, sizeof(dword), "0x%8.8x", shader_data[i]);
- OutputDebugStringA(dword);
- }
- OutputDebugStringA("\n};\n");
- }
-}
-
-#endif /* ASSEMBLE_SHADER */
-
-
-/* Direct3D renderer implementation */
-
-static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
-static void D3D_WindowEvent(SDL_Renderer * renderer,
- const SDL_WindowEvent *event);
-static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
-static int D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
-static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *pixels,
- int pitch);
-static int D3D_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 D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch);
-static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
-static int D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture);
-static int D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
-static int D3D_UpdateViewport(SDL_Renderer * renderer);
-static int D3D_UpdateClipRect(SDL_Renderer * renderer);
-static int D3D_RenderClear(SDL_Renderer * renderer);
-static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
-static int D3D_RenderDrawLines(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
-static int D3D_RenderFillRects(SDL_Renderer * renderer,
- const SDL_FRect * rects, int count);
-static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect);
-static int D3D_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 D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 format, void * pixels, int pitch);
-static void D3D_RenderPresent(SDL_Renderer * renderer);
-static void D3D_DestroyTexture(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static void D3D_DestroyRenderer(SDL_Renderer * renderer);
-
-
-SDL_RenderDriver D3D_RenderDriver = {
- D3D_CreateRenderer,
- {
- "direct3d",
- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
- 1,
- {SDL_PIXELFORMAT_ARGB8888},
- 0,
- 0}
-};
-
-typedef struct
-{
- void* d3dDLL;
- IDirect3D9 *d3d;
- IDirect3DDevice9 *device;
- UINT adapter;
- D3DPRESENT_PARAMETERS pparams;
- SDL_bool updateSize;
- SDL_bool beginScene;
- SDL_bool enableSeparateAlphaBlend;
- D3DTEXTUREFILTERTYPE scaleMode[8];
- IDirect3DSurface9 *defaultRenderTarget;
- IDirect3DSurface9 *currentRenderTarget;
- void* d3dxDLL;
- LPDIRECT3DPIXELSHADER9 ps_yuv;
-} D3D_RenderData;
-
-typedef struct
-{
- SDL_bool dirty;
- int w, h;
- DWORD usage;
- Uint32 format;
- IDirect3DTexture9 *texture;
- IDirect3DTexture9 *staging;
-} D3D_TextureRep;
-
-typedef struct
-{
- D3D_TextureRep texture;
- D3DTEXTUREFILTERTYPE scaleMode;
-
- /* YV12 texture support */
- SDL_bool yuv;
- D3D_TextureRep utexture;
- D3D_TextureRep vtexture;
- Uint8 *pixels;
- int pitch;
- SDL_Rect locked_rect;
-} D3D_TextureData;
-
-typedef struct
-{
- float x, y, z;
- DWORD color;
- float u, v;
-} Vertex;
-
-static int
-D3D_SetError(const char *prefix, HRESULT result)
-{
- const char *error;
-
- switch (result) {
- case D3DERR_WRONGTEXTUREFORMAT:
- error = "WRONGTEXTUREFORMAT";
- break;
- case D3DERR_UNSUPPORTEDCOLOROPERATION:
- error = "UNSUPPORTEDCOLOROPERATION";
- break;
- case D3DERR_UNSUPPORTEDCOLORARG:
- error = "UNSUPPORTEDCOLORARG";
- break;
- case D3DERR_UNSUPPORTEDALPHAOPERATION:
- error = "UNSUPPORTEDALPHAOPERATION";
- break;
- case D3DERR_UNSUPPORTEDALPHAARG:
- error = "UNSUPPORTEDALPHAARG";
- break;
- case D3DERR_TOOMANYOPERATIONS:
- error = "TOOMANYOPERATIONS";
- break;
- case D3DERR_CONFLICTINGTEXTUREFILTER:
- error = "CONFLICTINGTEXTUREFILTER";
- break;
- case D3DERR_UNSUPPORTEDFACTORVALUE:
- error = "UNSUPPORTEDFACTORVALUE";
- break;
- case D3DERR_CONFLICTINGRENDERSTATE:
- error = "CONFLICTINGRENDERSTATE";
- break;
- case D3DERR_UNSUPPORTEDTEXTUREFILTER:
- error = "UNSUPPORTEDTEXTUREFILTER";
- break;
- case D3DERR_CONFLICTINGTEXTUREPALETTE:
- error = "CONFLICTINGTEXTUREPALETTE";
- break;
- case D3DERR_DRIVERINTERNALERROR:
- error = "DRIVERINTERNALERROR";
- break;
- case D3DERR_NOTFOUND:
- error = "NOTFOUND";
- break;
- case D3DERR_MOREDATA:
- error = "MOREDATA";
- break;
- case D3DERR_DEVICELOST:
- error = "DEVICELOST";
- break;
- case D3DERR_DEVICENOTRESET:
- error = "DEVICENOTRESET";
- break;
- case D3DERR_NOTAVAILABLE:
- error = "NOTAVAILABLE";
- break;
- case D3DERR_OUTOFVIDEOMEMORY:
- error = "OUTOFVIDEOMEMORY";
- break;
- case D3DERR_INVALIDDEVICE:
- error = "INVALIDDEVICE";
- break;
- case D3DERR_INVALIDCALL:
- error = "INVALIDCALL";
- break;
- case D3DERR_DRIVERINVALIDCALL:
- error = "DRIVERINVALIDCALL";
- break;
- case D3DERR_WASSTILLDRAWING:
- error = "WASSTILLDRAWING";
- break;
- default:
- error = "UNKNOWN";
- break;
- }
- return SDL_SetError("%s: %s", prefix, error);
-}
-
-static D3DFORMAT
-PixelFormatToD3DFMT(Uint32 format)
-{
- switch (format) {
- case SDL_PIXELFORMAT_RGB565:
- return D3DFMT_R5G6B5;
- case SDL_PIXELFORMAT_RGB888:
- return D3DFMT_X8R8G8B8;
- case SDL_PIXELFORMAT_ARGB8888:
- return D3DFMT_A8R8G8B8;
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_IYUV:
- return D3DFMT_L8;
- default:
- return D3DFMT_UNKNOWN;
- }
-}
-
-static Uint32
-D3DFMTToPixelFormat(D3DFORMAT format)
-{
- switch (format) {
- case D3DFMT_R5G6B5:
- return SDL_PIXELFORMAT_RGB565;
- case D3DFMT_X8R8G8B8:
- return SDL_PIXELFORMAT_RGB888;
- case D3DFMT_A8R8G8B8:
- return SDL_PIXELFORMAT_ARGB8888;
- default:
- return SDL_PIXELFORMAT_UNKNOWN;
- }
-}
-
-static void
-D3D_InitRenderState(D3D_RenderData *data)
-{
- D3DMATRIX matrix;
-
- IDirect3DDevice9 *device = data->device;
-
- IDirect3DDevice9_SetVertexShader(device, NULL);
- IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
- IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
- IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
- IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
-
- /* Enable color modulation by diffuse color */
- IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP,
- D3DTOP_MODULATE);
- IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1,
- D3DTA_TEXTURE);
- IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2,
- D3DTA_DIFFUSE);
-
- /* Enable alpha modulation by diffuse alpha */
- IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP,
- D3DTOP_MODULATE);
- IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1,
- D3DTA_TEXTURE);
- IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG2,
- D3DTA_DIFFUSE);
-
- /* Enable separate alpha blend function, if possible */
- if (data->enableSeparateAlphaBlend) {
- IDirect3DDevice9_SetRenderState(device, D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
- }
-
- /* Disable second texture stage, since we're done */
- IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP,
- D3DTOP_DISABLE);
- IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP,
- D3DTOP_DISABLE);
-
- /* Set an identity world and view matrix */
- matrix.m[0][0] = 1.0f;
- matrix.m[0][1] = 0.0f;
- matrix.m[0][2] = 0.0f;
- matrix.m[0][3] = 0.0f;
- matrix.m[1][0] = 0.0f;
- matrix.m[1][1] = 1.0f;
- matrix.m[1][2] = 0.0f;
- matrix.m[1][3] = 0.0f;
- matrix.m[2][0] = 0.0f;
- matrix.m[2][1] = 0.0f;
- matrix.m[2][2] = 1.0f;
- matrix.m[2][3] = 0.0f;
- matrix.m[3][0] = 0.0f;
- matrix.m[3][1] = 0.0f;
- matrix.m[3][2] = 0.0f;
- matrix.m[3][3] = 1.0f;
- IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &matrix);
- IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &matrix);
-
- /* Reset our current scale mode */
- SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode));
-
- /* Start the render with beginScene */
- data->beginScene = SDL_TRUE;
-}
-
-static int
-D3D_Reset(SDL_Renderer * renderer)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- HRESULT result;
- SDL_Texture *texture;
-
- /* Release the default render target before reset */
- if (data->defaultRenderTarget) {
- IDirect3DSurface9_Release(data->defaultRenderTarget);
- data->defaultRenderTarget = NULL;
- }
- if (data->currentRenderTarget != NULL) {
- IDirect3DSurface9_Release(data->currentRenderTarget);
- data->currentRenderTarget = NULL;
- }
-
- /* Release application render targets */
- for (texture = renderer->textures; texture; texture = texture->next) {
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- D3D_DestroyTexture(renderer, texture);
- } else {
- D3D_RecreateTexture(renderer, texture);
- }
- }
-
- result = IDirect3DDevice9_Reset(data->device, &data->pparams);
- if (FAILED(result)) {
- if (result == D3DERR_DEVICELOST) {
- /* Don't worry about it, we'll reset later... */
- return 0;
- } else {
- return D3D_SetError("Reset()", result);
- }
- }
-
- /* Allocate application render targets */
- for (texture = renderer->textures; texture; texture = texture->next) {
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- D3D_CreateTexture(renderer, texture);
- }
- }
-
- IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
- D3D_InitRenderState(data);
- D3D_SetRenderTargetInternal(renderer, renderer->target);
- D3D_UpdateViewport(renderer);
-
- /* Let the application know that render targets were reset */
- {
- SDL_Event event;
- event.type = SDL_RENDER_TARGETS_RESET;
- SDL_PushEvent(&event);
- }
-
- return 0;
-}
-
-static int
-D3D_ActivateRenderer(SDL_Renderer * renderer)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- HRESULT result;
-
- if (data->updateSize) {
- SDL_Window *window = renderer->window;
- int w, h;
- Uint32 window_flags = SDL_GetWindowFlags(window);
-
- SDL_GetWindowSize(window, &w, &h);
- data->pparams.BackBufferWidth = w;
- data->pparams.BackBufferHeight = h;
- if (window_flags & SDL_WINDOW_FULLSCREEN && (window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) {
- SDL_DisplayMode fullscreen_mode;
- SDL_GetWindowDisplayMode(window, &fullscreen_mode);
- data->pparams.Windowed = FALSE;
- data->pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format);
- data->pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate;
- } else {
- data->pparams.Windowed = TRUE;
- data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
- data->pparams.FullScreen_RefreshRateInHz = 0;
- }
- if (D3D_Reset(renderer) < 0) {
- return -1;
- }
-
- data->updateSize = SDL_FALSE;
- }
- if (data->beginScene) {
- result = IDirect3DDevice9_BeginScene(data->device);
- if (result == D3DERR_DEVICELOST) {
- if (D3D_Reset(renderer) < 0) {
- return -1;
- }
- result = IDirect3DDevice9_BeginScene(data->device);
- }
- if (FAILED(result)) {
- return D3D_SetError("BeginScene()", result);
- }
- data->beginScene = SDL_FALSE;
- }
- return 0;
-}
-
-SDL_Renderer *
-D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
-{
- SDL_Renderer *renderer;
- D3D_RenderData *data;
- SDL_SysWMinfo windowinfo;
- HRESULT result;
- D3DPRESENT_PARAMETERS pparams;
- IDirect3DSwapChain9 *chain;
- D3DCAPS9 caps;
- DWORD device_flags;
- Uint32 window_flags;
- int w, h;
- SDL_DisplayMode fullscreen_mode;
- int displayIndex;
-
- renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
- if (!renderer) {
- SDL_OutOfMemory();
- return NULL;
- }
-
- data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
- if (!data) {
- SDL_free(renderer);
- SDL_OutOfMemory();
- return NULL;
- }
-
- if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
- SDL_free(renderer);
- SDL_free(data);
- SDL_SetError("Unable to create Direct3D interface");
- return NULL;
- }
-
- renderer->WindowEvent = D3D_WindowEvent;
- renderer->CreateTexture = D3D_CreateTexture;
- renderer->UpdateTexture = D3D_UpdateTexture;
- renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
- renderer->LockTexture = D3D_LockTexture;
- renderer->UnlockTexture = D3D_UnlockTexture;
- renderer->SetRenderTarget = D3D_SetRenderTarget;
- renderer->UpdateViewport = D3D_UpdateViewport;
- renderer->UpdateClipRect = D3D_UpdateClipRect;
- renderer->RenderClear = D3D_RenderClear;
- renderer->RenderDrawPoints = D3D_RenderDrawPoints;
- renderer->RenderDrawLines = D3D_RenderDrawLines;
- renderer->RenderFillRects = D3D_RenderFillRects;
- renderer->RenderCopy = D3D_RenderCopy;
- renderer->RenderCopyEx = D3D_RenderCopyEx;
- renderer->RenderReadPixels = D3D_RenderReadPixels;
- renderer->RenderPresent = D3D_RenderPresent;
- renderer->DestroyTexture = D3D_DestroyTexture;
- renderer->DestroyRenderer = D3D_DestroyRenderer;
- renderer->info = D3D_RenderDriver.info;
- renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
- renderer->driverdata = data;
-
- SDL_VERSION(&windowinfo.version);
- SDL_GetWindowWMInfo(window, &windowinfo);
-
- window_flags = SDL_GetWindowFlags(window);
- SDL_GetWindowSize(window, &w, &h);
- SDL_GetWindowDisplayMode(window, &fullscreen_mode);
-
- SDL_zero(pparams);
- pparams.hDeviceWindow = windowinfo.info.win.window;
- pparams.BackBufferWidth = w;
- pparams.BackBufferHeight = h;
- pparams.BackBufferCount = 1;
- pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
-
- if (window_flags & SDL_WINDOW_FULLSCREEN && (window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) {
- pparams.Windowed = FALSE;
- pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format);
- pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate;
- } else {
- pparams.Windowed = TRUE;
- pparams.BackBufferFormat = D3DFMT_UNKNOWN;
- pparams.FullScreen_RefreshRateInHz = 0;
- }
- if (flags & SDL_RENDERER_PRESENTVSYNC) {
- pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
- } else {
- pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
- }
-
- /* Get the adapter for the display that the window is on */
- displayIndex = SDL_GetWindowDisplayIndex(window);
- data->adapter = SDL_Direct3D9GetAdapterIndex(displayIndex);
-
- IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
-
- device_flags = D3DCREATE_FPU_PRESERVE;
- if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
- device_flags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
- } else {
- device_flags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
- }
-
- if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, SDL_FALSE)) {
- device_flags |= D3DCREATE_MULTITHREADED;
- }
-
- result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
- D3DDEVTYPE_HAL,
- pparams.hDeviceWindow,
- device_flags,
- &pparams, &data->device);
- if (FAILED(result)) {
- D3D_DestroyRenderer(renderer);
- D3D_SetError("CreateDevice()", result);
- return NULL;
- }
-
- /* Get presentation parameters to fill info */
- result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
- if (FAILED(result)) {
- D3D_DestroyRenderer(renderer);
- D3D_SetError("GetSwapChain()", result);
- return NULL;
- }
- result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
- if (FAILED(result)) {
- IDirect3DSwapChain9_Release(chain);
- D3D_DestroyRenderer(renderer);
- D3D_SetError("GetPresentParameters()", result);
- return NULL;
- }
- IDirect3DSwapChain9_Release(chain);
- if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
- renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
- }
- data->pparams = pparams;
-
- IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
- renderer->info.max_texture_width = caps.MaxTextureWidth;
- renderer->info.max_texture_height = caps.MaxTextureHeight;
- if (caps.NumSimultaneousRTs >= 2) {
- renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
- }
-
- if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) {
- data->enableSeparateAlphaBlend = SDL_TRUE;
- }
-
- /* Store the default render target */
- IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
- data->currentRenderTarget = NULL;
-
- /* Set up parameters for rendering */
- D3D_InitRenderState(data);
-
- if (caps.MaxSimultaneousTextures >= 3)
- {
-#ifdef ASSEMBLE_SHADER
- /* This shader was created by running the following HLSL through the fxc compiler
- and then tuning the generated assembly.
-
- fxc /T fx_4_0 /O3 /Gfa /Fc yuv.fxc yuv.fx
-
- --- yuv.fx ---
- Texture2D g_txY;
- Texture2D g_txU;
- Texture2D g_txV;
-
- SamplerState samLinear
- {
- Filter = ANISOTROPIC;
- AddressU = Clamp;
- AddressV = Clamp;
- MaxAnisotropy = 1;
- };
-
- struct VS_OUTPUT
- {
- float2 TextureUV : TEXCOORD0;
- };
-
- struct PS_OUTPUT
- {
- float4 RGBAColor : SV_Target;
- };
-
- PS_OUTPUT YUV420( VS_OUTPUT In )
- {
- const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
- const float3 Rcoeff = {1.164, 0.000, 1.596};
- const float3 Gcoeff = {1.164, -0.391, -0.813};
- const float3 Bcoeff = {1.164, 2.018, 0.000};
-
- PS_OUTPUT Output;
- float2 TextureUV = In.TextureUV;
-
- float3 yuv;
- yuv.x = g_txY.Sample( samLinear, TextureUV ).r;
- yuv.y = g_txU.Sample( samLinear, TextureUV ).r;
- yuv.z = g_txV.Sample( samLinear, TextureUV ).r;
-
- yuv += offset;
- Output.RGBAColor.r = dot(yuv, Rcoeff);
- Output.RGBAColor.g = dot(yuv, Gcoeff);
- Output.RGBAColor.b = dot(yuv, Bcoeff);
- Output.RGBAColor.a = 1.0f;
-
- return Output;
- }
-
- technique10 RenderYUV420
- {
- pass P0
- {
- SetPixelShader( CompileShader( ps_4_0_level_9_0, YUV420() ) );
- }
- }
- */
- const char *shader_text =
- "ps_2_0\n"
- "def c0, -0.0627451017, -0.501960814, -0.501960814, 1\n"
- "def c1, 1.16400003, 0, 1.59599996, 0\n"
- "def c2, 1.16400003, -0.391000003, -0.813000023, 0\n"
- "def c3, 1.16400003, 2.01799989, 0, 0\n"
- "dcl t0.xy\n"
- "dcl v0.xyzw\n"
- "dcl_2d s0\n"
- "dcl_2d s1\n"
- "dcl_2d s2\n"
- "texld r0, t0, s0\n"
- "texld r1, t0, s1\n"
- "texld r2, t0, s2\n"
- "mov r0.y, r1.x\n"
- "mov r0.z, r2.x\n"
- "add r0.xyz, r0, c0\n"
- "dp3 r1.x, r0, c1\n"
- "dp3 r1.y, r0, c2\n"
- "dp2add r1.z, r0, c3, c3.z\n" /* Logically this is "dp3 r1.z, r0, c3" but the optimizer did its magic */
- "mov r1.w, c0.w\n"
- "mul r0, r1, v0\n" /* Not in the HLSL, multiply by vertex color */
- "mov oC0, r0\n"
- ;
- LPD3DXBUFFER pCode;
- LPD3DXBUFFER pErrorMsgs;
- LPDWORD shader_data = NULL;
- DWORD shader_size = 0;
- result = D3DXAssembleShader(shader_text, SDL_strlen(shader_text), NULL, NULL, 0, &pCode, &pErrorMsgs);
- if (!FAILED(result)) {
- shader_data = (DWORD*)pCode->lpVtbl->GetBufferPointer(pCode);
- shader_size = pCode->lpVtbl->GetBufferSize(pCode);
- PrintShaderData(shader_data, shader_size);
- } else {
- const char *error = (const char *)pErrorMsgs->lpVtbl->GetBufferPointer(pErrorMsgs);
- SDL_SetError("Couldn't assemble shader: %s", error);
- }
-#else
- const DWORD shader_data[] = {
- 0xffff0200, 0x05000051, 0xa00f0000, 0xbd808081, 0xbf008081, 0xbf008081,
- 0x3f800000, 0x05000051, 0xa00f0001, 0x3f94fdf4, 0x00000000, 0x3fcc49ba,
- 0x00000000, 0x05000051, 0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5,
- 0x00000000, 0x05000051, 0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000,
- 0x00000000, 0x0200001f, 0x80000000, 0xb0030000, 0x0200001f, 0x80000000,
- 0x900f0000, 0x0200001f, 0x90000000, 0xa00f0800, 0x0200001f, 0x90000000,
- 0xa00f0801, 0x0200001f, 0x90000000, 0xa00f0802, 0x03000042, 0x800f0000,
- 0xb0e40000, 0xa0e40800, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801,
- 0x03000042, 0x800f0002, 0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000,
- 0x80000001, 0x02000001, 0x80040000, 0x80000002, 0x03000002, 0x80070000,
- 0x80e40000, 0xa0e40000, 0x03000008, 0x80010001, 0x80e40000, 0xa0e40001,
- 0x03000008, 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001,
- 0x80e40000, 0xa0e40003, 0xa0aa0003, 0x02000001, 0x80080001, 0xa0ff0000,
- 0x03000005, 0x800f0000, 0x80e40001, 0x90e40000, 0x02000001, 0x800f0800,
- 0x80e40000, 0x0000ffff
- };
-#endif
- if (shader_data != NULL) {
- result = IDirect3DDevice9_CreatePixelShader(data->device, shader_data, &data->ps_yuv);
- if (!FAILED(result)) {
- renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
- renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
- } else {
- D3D_SetError("CreatePixelShader()", result);
- }
- }
- }
-
- return renderer;
-}
-
-static void
-D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
-
- if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
- data->updateSize = SDL_TRUE;
- }
-}
-
-static D3DTEXTUREFILTERTYPE
-GetScaleQuality(void)
-{
- const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
-
- if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
- return D3DTEXF_POINT;
- } else /* if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) */ {
- return D3DTEXF_LINEAR;
- }
-}
-
-static int
-D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD usage, Uint32 format, int w, int h)
-{
- HRESULT result;
-
- texture->dirty = SDL_FALSE;
- texture->w = w;
- texture->h = h;
- texture->usage = usage;
- texture->format = format;
-
- result = IDirect3DDevice9_CreateTexture(device, w, h, 1, usage,
- PixelFormatToD3DFMT(format),
- D3DPOOL_DEFAULT, &texture->texture, NULL);
- if (FAILED(result)) {
- return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
- }
- return 0;
-}
-
-
-static int
-D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
-{
- HRESULT result;
-
- if (texture->staging == NULL) {
- result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, 0,
- PixelFormatToD3DFMT(texture->format),
- D3DPOOL_SYSTEMMEM, &texture->staging, NULL);
- if (FAILED(result)) {
- return D3D_SetError("CreateTexture(D3DPOOL_SYSTEMMEM)", result);
- }
- }
- return 0;
-}
-
-static int
-D3D_BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD sampler)
-{
- HRESULT result;
-
- if (texture->dirty && texture->staging) {
- if (!texture->texture) {
- result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, texture->usage,
- PixelFormatToD3DFMT(texture->format), D3DPOOL_DEFAULT, &texture->texture, NULL);
- if (FAILED(result)) {
- return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
- }
- }
-
- result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture->staging, (IDirect3DBaseTexture9 *)texture->texture);
- if (FAILED(result)) {
- return D3D_SetError("UpdateTexture()", result);
- }
- texture->dirty = SDL_FALSE;
- }
- result = IDirect3DDevice9_SetTexture(device, sampler, (IDirect3DBaseTexture9 *)texture->texture);
- if (FAILED(result)) {
- return D3D_SetError("SetTexture()", result);
- }
- return 0;
-}
-
-static int
-D3D_RecreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, Uint32 format, int w, int h)
-{
- if (texture->texture) {
- IDirect3DTexture9_Release(texture->texture);
- texture->texture = NULL;
- }
- if (texture->staging) {
- IDirect3DTexture9_AddDirtyRect(texture->staging, NULL);
- texture->dirty = SDL_TRUE;
- }
- return 0;
-}
-
-static int
-D3D_UpdateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, Uint32 format, int x, int y, int w, int h, const void *pixels, int pitch)
-{
- RECT d3drect;
- D3DLOCKED_RECT locked;
- const Uint8 *src;
- Uint8 *dst;
- int row, length;
- HRESULT result;
-
- if (D3D_CreateStagingTexture(device, texture) < 0) {
- return -1;
- }
-
- d3drect.left = x;
- d3drect.right = x + w;
- d3drect.top = y;
- d3drect.bottom = y + h;
-
- result = IDirect3DTexture9_LockRect(texture->staging, 0, &locked, &d3drect, 0);
- if (FAILED(result)) {
- return D3D_SetError("LockRect()", result);
- }
-
- src = (const Uint8 *)pixels;
- dst = locked.pBits;
- length = w * SDL_BYTESPERPIXEL(format);
- if (length == pitch && length == locked.Pitch) {
- SDL_memcpy(dst, src, length*h);
- } else {
- if (length > pitch) {
- length = pitch;
- }
- if (length > locked.Pitch) {
- length = locked.Pitch;
- }
- for (row = 0; row < h; ++row) {
- SDL_memcpy(dst, src, length);
- src += pitch;
- dst += locked.Pitch;
- }
- }
- result = IDirect3DTexture9_UnlockRect(texture->staging, 0);
- if (FAILED(result)) {
- return D3D_SetError("UnlockRect()", result);
- }
- texture->dirty = SDL_TRUE;
-
- return 0;
-}
-
-static void
-D3D_DestroyTextureRep(D3D_TextureRep *texture)
-{
- if (texture->texture) {
- IDirect3DTexture9_Release(texture->texture);
- texture->texture = NULL;
- }
- if (texture->staging) {
- IDirect3DTexture9_Release(texture->staging);
- texture->staging = NULL;
- }
-}
-
-static int
-D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- D3D_TextureData *texturedata;
- DWORD usage;
-
- texturedata = (D3D_TextureData *) SDL_calloc(1, sizeof(*texturedata));
- if (!texturedata) {
- return SDL_OutOfMemory();
- }
- texturedata->scaleMode = GetScaleQuality();
-
- texture->driverdata = texturedata;
-
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- usage = D3DUSAGE_RENDERTARGET;
- } else {
- usage = 0;
- }
-
- if (D3D_CreateTextureRep(data->device, &texturedata->texture, usage, texture->format, texture->w, texture->h) < 0) {
- return -1;
- }
-
- if (texture->format == SDL_PIXELFORMAT_YV12 ||
- texture->format == SDL_PIXELFORMAT_IYUV) {
- texturedata->yuv = SDL_TRUE;
-
- if (D3D_CreateTextureRep(data->device, &texturedata->utexture, usage, texture->format, texture->w / 2, texture->h / 2) < 0) {
- return -1;
- }
-
- if (D3D_CreateTextureRep(data->device, &texturedata->vtexture, usage, texture->format, texture->w / 2, texture->h / 2) < 0) {
- return -1;
- }
- }
- return 0;
-}
-
-static int
-D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
- D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
-
- if (!texturedata) {
- return 0;
- }
-
- if (D3D_RecreateTextureRep(data->device, &texturedata->texture, texture->format, texture->w, texture->h) < 0) {
- return -1;
- }
-
- if (texturedata->yuv) {
- if (D3D_RecreateTextureRep(data->device, &texturedata->utexture, texture->format, texture->w / 2, texture->h / 2) < 0) {
- return -1;
- }
-
- if (D3D_RecreateTextureRep(data->device, &texturedata->vtexture, texture->format, texture->w / 2, texture->h / 2) < 0) {
- return -1;
- }
- }
- return 0;
-}
-
-static int
-D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *pixels, int pitch)
-{
- D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
- D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
-
- if (!texturedata) {
- SDL_SetError("Texture is not currently available");
- return -1;
- }
-
- if (D3D_UpdateTextureRep(data->device, &texturedata->texture, texture->format, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) {
- return -1;
- }
-
- if (texturedata->yuv) {
- /* Skip to the correct offset into the next texture */
- pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
-
- if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->vtexture : &texturedata->utexture, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, pixels, pitch / 2) < 0) {
- return -1;
- }
-
- /* Skip to the correct offset into the next texture */
- pixels = (const void*)((const Uint8*)pixels + (rect->h * pitch)/4);
- if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->utexture : &texturedata->vtexture, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, pixels, pitch / 2) < 0) {
- return -1;
- }
- }
- return 0;
-}
-
-static int
-D3D_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)
-{
- D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
- D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
-
- if (!texturedata) {
- SDL_SetError("Texture is not currently available");
- return -1;
- }
-
- if (D3D_UpdateTextureRep(data->device, &texturedata->texture, texture->format, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
- return -1;
- }
- if (D3D_UpdateTextureRep(data->device, &texturedata->utexture, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) {
- return -1;
- }
- if (D3D_UpdateTextureRep(data->device, &texturedata->vtexture, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) {
- return -1;
- }
- return 0;
-}
-
-static int
-D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch)
-{
- D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
- D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
- IDirect3DDevice9 *device = data->device;
-
- if (!texturedata) {
- SDL_SetError("Texture is not currently available");
- return -1;
- }
-
- texturedata->locked_rect = *rect;
-
- if (texturedata->yuv) {
- /* It's more efficient to upload directly... */
- if (!texturedata->pixels) {
- texturedata->pitch = texture->w;
- texturedata->pixels = (Uint8 *)SDL_malloc((texture->h * texturedata->pitch * 3) / 2);
- if (!texturedata->pixels) {
- return SDL_OutOfMemory();
- }
- }
- *pixels =
- (void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = texturedata->pitch;
- } else {
- RECT d3drect;
- D3DLOCKED_RECT locked;
- HRESULT result;
-
- if (D3D_CreateStagingTexture(device, &texturedata->texture) < 0) {
- return -1;
- }
-
- d3drect.left = rect->x;
- d3drect.right = rect->x + rect->w;
- d3drect.top = rect->y;
- d3drect.bottom = rect->y + rect->h;
-
- result = IDirect3DTexture9_LockRect(texturedata->texture.staging, 0, &locked, &d3drect, 0);
- if (FAILED(result)) {
- return D3D_SetError("LockRect()", result);
- }
- *pixels = locked.pBits;
- *pitch = locked.Pitch;
- }
- return 0;
-}
-
-static void
-D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- /*D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;*/
- D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
-
- if (!texturedata) {
- return;
- }
-
- if (texturedata->yuv) {
- const SDL_Rect *rect = &texturedata->locked_rect;
- void *pixels =
- (void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- D3D_UpdateTexture(renderer, texture, rect, pixels, texturedata->pitch);
- } else {
- IDirect3DTexture9_UnlockRect(texturedata->texture.staging, 0);
- texturedata->texture.dirty = SDL_TRUE;
- }
-}
-
-static int
-D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- D3D_TextureData *texturedata;
- D3D_TextureRep *texturerep;
- HRESULT result;
- IDirect3DDevice9 *device = data->device;
-
- /* Release the previous render target if it wasn't the default one */
- if (data->currentRenderTarget != NULL) {
- IDirect3DSurface9_Release(data->currentRenderTarget);
- data->currentRenderTarget = NULL;
- }
-
- if (texture == NULL) {
- IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget);
- return 0;
- }
-
- texturedata = (D3D_TextureData *)texture->driverdata;
- if (!texturedata) {
- SDL_SetError("Texture is not currently available");
- return -1;
- }
-
- /* Make sure the render target is updated if it was locked and written to */
- texturerep = &texturedata->texture;
- if (texturerep->dirty && texturerep->staging) {
- if (!texturerep->texture) {
- result = IDirect3DDevice9_CreateTexture(device, texturerep->w, texturerep->h, 1, texturerep->usage,
- PixelFormatToD3DFMT(texturerep->format), D3DPOOL_DEFAULT, &texturerep->texture, NULL);
- if (FAILED(result)) {
- return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
- }
- }
-
- result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texturerep->staging, (IDirect3DBaseTexture9 *)texturerep->texture);
- if (FAILED(result)) {
- return D3D_SetError("UpdateTexture()", result);
- }
- texturerep->dirty = SDL_FALSE;
- }
-
- result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture.texture, 0, &data->currentRenderTarget);
- if(FAILED(result)) {
- return D3D_SetError("GetSurfaceLevel()", result);
- }
- result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget);
- if(FAILED(result)) {
- return D3D_SetError("SetRenderTarget()", result);
- }
-
- return 0;
-}
-
-static int
-D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- D3D_ActivateRenderer(renderer);
-
- return D3D_SetRenderTargetInternal(renderer, texture);
-}
-
-static int
-D3D_UpdateViewport(SDL_Renderer * renderer)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- D3DVIEWPORT9 viewport;
- D3DMATRIX matrix;
-
- /* Set the viewport */
- viewport.X = renderer->viewport.x;
- viewport.Y = renderer->viewport.y;
- viewport.Width = renderer->viewport.w;
- viewport.Height = renderer->viewport.h;
- viewport.MinZ = 0.0f;
- viewport.MaxZ = 1.0f;
- IDirect3DDevice9_SetViewport(data->device, &viewport);
-
- /* Set an orthographic projection matrix */
- if (renderer->viewport.w && renderer->viewport.h) {
- matrix.m[0][0] = 2.0f / renderer->viewport.w;
- matrix.m[0][1] = 0.0f;
- matrix.m[0][2] = 0.0f;
- matrix.m[0][3] = 0.0f;
- matrix.m[1][0] = 0.0f;
- matrix.m[1][1] = -2.0f / renderer->viewport.h;
- matrix.m[1][2] = 0.0f;
- matrix.m[1][3] = 0.0f;
- matrix.m[2][0] = 0.0f;
- matrix.m[2][1] = 0.0f;
- matrix.m[2][2] = 1.0f;
- matrix.m[2][3] = 0.0f;
- matrix.m[3][0] = -1.0f;
- matrix.m[3][1] = 1.0f;
- matrix.m[3][2] = 0.0f;
- matrix.m[3][3] = 1.0f;
- IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &matrix);
- }
-
- return 0;
-}
-
-static int
-D3D_UpdateClipRect(SDL_Renderer * renderer)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
-
- if (renderer->clipping_enabled) {
- const SDL_Rect *rect = &renderer->clip_rect;
- RECT r;
- HRESULT result;
-
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, TRUE);
- r.left = renderer->viewport.x + rect->x;
- r.top = renderer->viewport.y + rect->y;
- r.right = renderer->viewport.x + rect->x + rect->w;
- r.bottom = renderer->viewport.y + rect->y + rect->h;
-
- result = IDirect3DDevice9_SetScissorRect(data->device, &r);
- if (result != D3D_OK) {
- D3D_SetError("SetScissor()", result);
- return -1;
- }
- } else {
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
- }
- return 0;
-}
-
-static int
-D3D_RenderClear(SDL_Renderer * renderer)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- DWORD color;
- HRESULT result;
- int BackBufferWidth, BackBufferHeight;
-
- if (D3D_ActivateRenderer(renderer) < 0) {
- return -1;
- }
-
- color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
-
- if (renderer->target) {
- BackBufferWidth = renderer->target->w;
- BackBufferHeight = renderer->target->h;
- } else {
- BackBufferWidth = data->pparams.BackBufferWidth;
- BackBufferHeight = data->pparams.BackBufferHeight;
- }
-
- if (renderer->clipping_enabled) {
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
- }
-
- /* Don't reset the viewport if we don't have to! */
- if (!renderer->viewport.x && !renderer->viewport.y &&
- renderer->viewport.w == BackBufferWidth &&
- renderer->viewport.h == BackBufferHeight) {
- result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
- } else {
- D3DVIEWPORT9 viewport;
-
- /* Clear is defined to clear the entire render target */
- viewport.X = 0;
- viewport.Y = 0;
- viewport.Width = BackBufferWidth;
- viewport.Height = BackBufferHeight;
- viewport.MinZ = 0.0f;
- viewport.MaxZ = 1.0f;
- IDirect3DDevice9_SetViewport(data->device, &viewport);
-
- result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
-
- /* Reset the viewport */
- viewport.X = renderer->viewport.x;
- viewport.Y = renderer->viewport.y;
- viewport.Width = renderer->viewport.w;
- viewport.Height = renderer->viewport.h;
- viewport.MinZ = 0.0f;
- viewport.MaxZ = 1.0f;
- IDirect3DDevice9_SetViewport(data->device, &viewport);
- }
-
- if (renderer->clipping_enabled) {
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, TRUE);
- }
-
- if (FAILED(result)) {
- return D3D_SetError("Clear()", result);
- }
- return 0;
-}
-
-static void
-D3D_SetBlendMode(D3D_RenderData * data, int blendMode)
-{
- switch (blendMode) {
- case SDL_BLENDMODE_NONE:
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
- FALSE);
- break;
- case SDL_BLENDMODE_BLEND:
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
- TRUE);
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
- D3DBLEND_SRCALPHA);
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
- D3DBLEND_INVSRCALPHA);
- if (data->enableSeparateAlphaBlend) {
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
- D3DBLEND_ONE);
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
- D3DBLEND_INVSRCALPHA);
- }
- break;
- case SDL_BLENDMODE_ADD:
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
- TRUE);
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
- D3DBLEND_SRCALPHA);
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
- D3DBLEND_ONE);
- if (data->enableSeparateAlphaBlend) {
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
- D3DBLEND_ZERO);
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
- D3DBLEND_ONE);
- }
- break;
- case SDL_BLENDMODE_MOD:
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
- TRUE);
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
- D3DBLEND_ZERO);
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
- D3DBLEND_SRCCOLOR);
- if (data->enableSeparateAlphaBlend) {
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
- D3DBLEND_ZERO);
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
- D3DBLEND_ONE);
- }
- break;
- }
-}
-
-static int
-D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
- int count)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- DWORD color;
- Vertex *vertices;
- int i;
- HRESULT result;
-
- if (D3D_ActivateRenderer(renderer) < 0) {
- return -1;
- }
-
- D3D_SetBlendMode(data, renderer->blendMode);
-
- result =
- IDirect3DDevice9_SetTexture(data->device, 0,
- (IDirect3DBaseTexture9 *) 0);
- if (FAILED(result)) {
- return D3D_SetError("SetTexture()", result);
- }
-
- color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
-
- vertices = SDL_stack_alloc(Vertex, count);
- for (i = 0; i < count; ++i) {
- vertices[i].x = points[i].x;
- vertices[i].y = points[i].y;
- vertices[i].z = 0.0f;
- vertices[i].color = color;
- vertices[i].u = 0.0f;
- vertices[i].v = 0.0f;
- }
- result =
- IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count,
- vertices, sizeof(*vertices));
- SDL_stack_free(vertices);
- if (FAILED(result)) {
- return D3D_SetError("DrawPrimitiveUP()", result);
- }
- return 0;
-}
-
-static int
-D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
- int count)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- DWORD color;
- Vertex *vertices;
- int i;
- HRESULT result;
-
- if (D3D_ActivateRenderer(renderer) < 0) {
- return -1;
- }
-
- D3D_SetBlendMode(data, renderer->blendMode);
-
- result =
- IDirect3DDevice9_SetTexture(data->device, 0,
- (IDirect3DBaseTexture9 *) 0);
- if (FAILED(result)) {
- return D3D_SetError("SetTexture()", result);
- }
-
- color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
-
- vertices = SDL_stack_alloc(Vertex, count);
- for (i = 0; i < count; ++i) {
- vertices[i].x = points[i].x;
- vertices[i].y = points[i].y;
- vertices[i].z = 0.0f;
- vertices[i].color = color;
- vertices[i].u = 0.0f;
- vertices[i].v = 0.0f;
- }
- result =
- IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, count-1,
- vertices, sizeof(*vertices));
-
- /* DirectX 9 has the same line rasterization semantics as GDI,
- so we need to close the endpoint of the line */
- if (count == 2 ||
- points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
- vertices[0].x = points[count-1].x;
- vertices[0].y = points[count-1].y;
- result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, vertices, sizeof(*vertices));
- }
-
- SDL_stack_free(vertices);
- if (FAILED(result)) {
- return D3D_SetError("DrawPrimitiveUP()", result);
- }
- return 0;
-}
-
-static int
-D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects,
- int count)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- DWORD color;
- int i;
- float minx, miny, maxx, maxy;
- Vertex vertices[4];
- HRESULT result;
-
- if (D3D_ActivateRenderer(renderer) < 0) {
- return -1;
- }
-
- D3D_SetBlendMode(data, renderer->blendMode);
-
- result =
- IDirect3DDevice9_SetTexture(data->device, 0,
- (IDirect3DBaseTexture9 *) 0);
- if (FAILED(result)) {
- return D3D_SetError("SetTexture()", result);
- }
-
- color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
-
- for (i = 0; i < count; ++i) {
- const SDL_FRect *rect = &rects[i];
-
- minx = rect->x;
- miny = rect->y;
- maxx = rect->x + rect->w;
- maxy = rect->y + rect->h;
-
- vertices[0].x = minx;
- vertices[0].y = miny;
- vertices[0].z = 0.0f;
- vertices[0].color = color;
- vertices[0].u = 0.0f;
- vertices[0].v = 0.0f;
-
- vertices[1].x = maxx;
- vertices[1].y = miny;
- vertices[1].z = 0.0f;
- vertices[1].color = color;
- vertices[1].u = 0.0f;
- vertices[1].v = 0.0f;
-
- vertices[2].x = maxx;
- vertices[2].y = maxy;
- vertices[2].z = 0.0f;
- vertices[2].color = color;
- vertices[2].u = 0.0f;
- vertices[2].v = 0.0f;
-
- vertices[3].x = minx;
- vertices[3].y = maxy;
- vertices[3].z = 0.0f;
- vertices[3].color = color;
- vertices[3].u = 0.0f;
- vertices[3].v = 0.0f;
-
- result =
- IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN,
- 2, vertices, sizeof(*vertices));
- if (FAILED(result)) {
- return D3D_SetError("DrawPrimitiveUP()", result);
- }
- }
- return 0;
-}
-
-static void
-D3D_UpdateTextureScaleMode(D3D_RenderData *data, D3D_TextureData *texturedata, unsigned index)
-{
- if (texturedata->scaleMode != data->scaleMode[index]) {
- IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER,
- texturedata->scaleMode);
- IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER,
- texturedata->scaleMode);
- data->scaleMode[index] = texturedata->scaleMode;
- }
-}
-
-static int
-D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- D3D_TextureData *texturedata;
- LPDIRECT3DPIXELSHADER9 shader = NULL;
- float minx, miny, maxx, maxy;
- float minu, maxu, minv, maxv;
- DWORD color;
- Vertex vertices[4];
- HRESULT result;
-
- if (D3D_ActivateRenderer(renderer) < 0) {
- return -1;
- }
-
- texturedata = (D3D_TextureData *)texture->driverdata;
- if (!texturedata) {
- SDL_SetError("Texture is not currently available");
- return -1;
- }
-
- minx = dstrect->x - 0.5f;
- miny = dstrect->y - 0.5f;
- maxx = dstrect->x + dstrect->w - 0.5f;
- maxy = dstrect->y + dstrect->h - 0.5f;
-
- minu = (float) srcrect->x / texture->w;
- maxu = (float) (srcrect->x + srcrect->w) / texture->w;
- minv = (float) srcrect->y / texture->h;
- maxv = (float) (srcrect->y + srcrect->h) / texture->h;
-
- color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
-
- vertices[0].x = minx;
- vertices[0].y = miny;
- vertices[0].z = 0.0f;
- vertices[0].color = color;
- vertices[0].u = minu;
- vertices[0].v = minv;
-
- vertices[1].x = maxx;
- vertices[1].y = miny;
- vertices[1].z = 0.0f;
- vertices[1].color = color;
- vertices[1].u = maxu;
- vertices[1].v = minv;
-
- vertices[2].x = maxx;
- vertices[2].y = maxy;
- vertices[2].z = 0.0f;
- vertices[2].color = color;
- vertices[2].u = maxu;
- vertices[2].v = maxv;
-
- vertices[3].x = minx;
- vertices[3].y = maxy;
- vertices[3].z = 0.0f;
- vertices[3].color = color;
- vertices[3].u = minu;
- vertices[3].v = maxv;
-
- D3D_SetBlendMode(data, texture->blendMode);
-
- D3D_UpdateTextureScaleMode(data, texturedata, 0);
-
- if (D3D_BindTextureRep(data->device, &texturedata->texture, 0) < 0) {
- return -1;
- }
-
- if (texturedata->yuv) {
- shader = data->ps_yuv;
-
- D3D_UpdateTextureScaleMode(data, texturedata, 1);
- D3D_UpdateTextureScaleMode(data, texturedata, 2);
-
- if (D3D_BindTextureRep(data->device, &texturedata->utexture, 1) < 0) {
- return -1;
- }
- if (D3D_BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) {
- return -1;
- }
- }
-
- if (shader) {
- result = IDirect3DDevice9_SetPixelShader(data->device, shader);
- if (FAILED(result)) {
- return D3D_SetError("SetShader()", result);
- }
- }
- result =
- IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
- vertices, sizeof(*vertices));
- if (FAILED(result)) {
- return D3D_SetError("DrawPrimitiveUP()", result);
- }
- if (shader) {
- result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
- if (FAILED(result)) {
- return D3D_SetError("SetShader()", result);
- }
- }
- return 0;
-}
-
-
-static int
-D3D_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)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- D3D_TextureData *texturedata;
- LPDIRECT3DPIXELSHADER9 shader = NULL;
- float minx, miny, maxx, maxy;
- float minu, maxu, minv, maxv;
- float centerx, centery;
- DWORD color;
- Vertex vertices[4];
- Float4X4 modelMatrix;
- HRESULT result;
-
- if (D3D_ActivateRenderer(renderer) < 0) {
- return -1;
- }
-
- texturedata = (D3D_TextureData *)texture->driverdata;
- if (!texturedata) {
- SDL_SetError("Texture is not currently available");
- return -1;
- }
-
- centerx = center->x;
- centery = center->y;
-
- if (flip & SDL_FLIP_HORIZONTAL) {
- minx = dstrect->w - centerx - 0.5f;
- maxx = -centerx - 0.5f;
- }
- else {
- minx = -centerx - 0.5f;
- maxx = dstrect->w - centerx - 0.5f;
- }
-
- if (flip & SDL_FLIP_VERTICAL) {
- miny = dstrect->h - centery - 0.5f;
- maxy = -centery - 0.5f;
- }
- else {
- miny = -centery - 0.5f;
- maxy = dstrect->h - centery - 0.5f;
- }
-
- minu = (float) srcrect->x / texture->w;
- maxu = (float) (srcrect->x + srcrect->w) / texture->w;
- minv = (float) srcrect->y / texture->h;
- maxv = (float) (srcrect->y + srcrect->h) / texture->h;
-
- color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
-
- vertices[0].x = minx;
- vertices[0].y = miny;
- vertices[0].z = 0.0f;
- vertices[0].color = color;
- vertices[0].u = minu;
- vertices[0].v = minv;
-
- vertices[1].x = maxx;
- vertices[1].y = miny;
- vertices[1].z = 0.0f;
- vertices[1].color = color;
- vertices[1].u = maxu;
- vertices[1].v = minv;
-
- vertices[2].x = maxx;
- vertices[2].y = maxy;
- vertices[2].z = 0.0f;
- vertices[2].color = color;
- vertices[2].u = maxu;
- vertices[2].v = maxv;
-
- vertices[3].x = minx;
- vertices[3].y = maxy;
- vertices[3].z = 0.0f;
- vertices[3].color = color;
- vertices[3].u = minu;
- vertices[3].v = maxv;
-
- D3D_SetBlendMode(data, texture->blendMode);
-
- /* Rotate and translate */
- modelMatrix = MatrixMultiply(
- MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
- MatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
-);
- IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
-
- D3D_UpdateTextureScaleMode(data, texturedata, 0);
-
- if (D3D_BindTextureRep(data->device, &texturedata->texture, 0) < 0) {
- return -1;
- }
-
- if (texturedata->yuv) {
- shader = data->ps_yuv;
-
- D3D_UpdateTextureScaleMode(data, texturedata, 1);
- D3D_UpdateTextureScaleMode(data, texturedata, 2);
-
- if (D3D_BindTextureRep(data->device, &texturedata->utexture, 1) < 0) {
- return -1;
- }
- if (D3D_BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) {
- return -1;
- }
- }
-
- if (shader) {
- result = IDirect3DDevice9_SetPixelShader(data->device, shader);
- if (FAILED(result)) {
- return D3D_SetError("SetShader()", result);
- }
- }
- result =
- IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
- vertices, sizeof(*vertices));
- if (FAILED(result)) {
- return D3D_SetError("DrawPrimitiveUP()", result);
- }
- if (shader) {
- result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
- if (FAILED(result)) {
- return D3D_SetError("SetShader()", result);
- }
- }
-
- modelMatrix = MatrixIdentity();
- IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
- return 0;
-}
-
-static int
-D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 format, void * pixels, int pitch)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- D3DSURFACE_DESC desc;
- LPDIRECT3DSURFACE9 backBuffer;
- LPDIRECT3DSURFACE9 surface;
- RECT d3drect;
- D3DLOCKED_RECT locked;
- HRESULT result;
-
- if (data->currentRenderTarget) {
- backBuffer = data->currentRenderTarget;
- } else {
- backBuffer = data->defaultRenderTarget;
- }
-
- result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
- if (FAILED(result)) {
- IDirect3DSurface9_Release(backBuffer);
- return D3D_SetError("GetDesc()", result);
- }
-
- result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
- if (FAILED(result)) {
- IDirect3DSurface9_Release(backBuffer);
- return D3D_SetError("CreateOffscreenPlainSurface()", result);
- }
-
- result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface);
- if (FAILED(result)) {
- IDirect3DSurface9_Release(surface);
- IDirect3DSurface9_Release(backBuffer);
- return D3D_SetError("GetRenderTargetData()", result);
- }
-
- d3drect.left = rect->x;
- d3drect.right = rect->x + rect->w;
- d3drect.top = rect->y;
- d3drect.bottom = rect->y + rect->h;
-
- result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY);
- if (FAILED(result)) {
- IDirect3DSurface9_Release(surface);
- IDirect3DSurface9_Release(backBuffer);
- return D3D_SetError("LockRect()", result);
- }
-
- SDL_ConvertPixels(rect->w, rect->h,
- D3DFMTToPixelFormat(desc.Format), locked.pBits, locked.Pitch,
- format, pixels, pitch);
-
- IDirect3DSurface9_UnlockRect(surface);
-
- IDirect3DSurface9_Release(surface);
-
- return 0;
-}
-
-static void
-D3D_RenderPresent(SDL_Renderer * renderer)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- HRESULT result;
-
- if (!data->beginScene) {
- IDirect3DDevice9_EndScene(data->device);
- data->beginScene = SDL_TRUE;
- }
-
- result = IDirect3DDevice9_TestCooperativeLevel(data->device);
- if (result == D3DERR_DEVICELOST) {
- /* We'll reset later */
- return;
- }
- if (result == D3DERR_DEVICENOTRESET) {
- D3D_Reset(renderer);
- }
- result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL);
- if (FAILED(result)) {
- D3D_SetError("Present()", result);
- }
-}
-
-static void
-D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
-
- if (!data) {
- return;
- }
- D3D_DestroyTextureRep(&data->texture);
- D3D_DestroyTextureRep(&data->utexture);
- D3D_DestroyTextureRep(&data->vtexture);
- SDL_free(data->pixels);
- SDL_free(data);
- texture->driverdata = NULL;
-}
-
-static void
-D3D_DestroyRenderer(SDL_Renderer * renderer)
-{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
-
- if (data) {
- /* Release the render target */
- if (data->defaultRenderTarget) {
- IDirect3DSurface9_Release(data->defaultRenderTarget);
- data->defaultRenderTarget = NULL;
- }
- if (data->currentRenderTarget != NULL) {
- IDirect3DSurface9_Release(data->currentRenderTarget);
- data->currentRenderTarget = NULL;
- }
- if (data->ps_yuv) {
- IDirect3DPixelShader9_Release(data->ps_yuv);
- }
- if (data->device) {
- IDirect3DDevice9_Release(data->device);
- }
- if (data->d3d) {
- IDirect3D9_Release(data->d3d);
- SDL_UnloadObject(data->d3dDLL);
- }
- SDL_free(data);
- }
- SDL_free(renderer);
-}
-#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
-
-#ifdef __WIN32__
-/* This function needs to always exist on Windows, for the Dynamic API. */
-IDirect3DDevice9 *
-SDL_RenderGetD3D9Device(SDL_Renderer * renderer)
-{
- IDirect3DDevice9 *device = NULL;
-
-#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
-
- /* Make sure that this is a D3D renderer */
- if (renderer->DestroyRenderer != D3D_DestroyRenderer) {
- SDL_SetError("Renderer is not a D3D renderer");
- return NULL;
- }
-
- device = data->device;
- if (device) {
- IDirect3DDevice9_AddRef(device);
- }
-#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
-
- return device;
-}
-#endif /* __WIN32__ */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c b/3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c
deleted file mode 100644
index df0f1558aa5..00000000000
--- a/3rdparty/SDL2/src/render/direct3d11/SDL_render_d3d11.c
+++ /dev/null
@@ -1,3014 +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_D3D11 && !SDL_RENDER_DISABLED
-
-#define COBJMACROS
-#include "../../core/windows/SDL_windows.h"
-#include "SDL_hints.h"
-#include "SDL_loadso.h"
-#include "SDL_syswm.h"
-#include "../SDL_sysrender.h"
-#include "../SDL_d3dmath.h"
-/* #include "SDL_log.h" */
-
-#include <d3d11_1.h>
-
-
-#ifdef __WINRT__
-
-#if NTDDI_VERSION > NTDDI_WIN8
-#include <DXGI1_3.h>
-#endif
-
-#include "SDL_render_winrt.h"
-
-#if WINAPI_FAMILY == WINAPI_FAMILY_APP
-#include <windows.ui.xaml.media.dxinterop.h>
-/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
-extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
-#endif /* WINAPI_FAMILY == WINAPI_FAMILY_APP */
-
-#endif /* __WINRT__ */
-
-
-#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
-
-#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
-
-
-/* Vertex shader, common values */
-typedef struct
-{
- Float4X4 model;
- Float4X4 projectionAndView;
-} VertexShaderConstants;
-
-/* Per-vertex data */
-typedef struct
-{
- Float3 pos;
- Float2 tex;
- Float4 color;
-} VertexPositionColor;
-
-/* Per-texture data */
-typedef struct
-{
- ID3D11Texture2D *mainTexture;
- ID3D11ShaderResourceView *mainTextureResourceView;
- ID3D11RenderTargetView *mainTextureRenderTargetView;
- ID3D11Texture2D *stagingTexture;
- int lockedTexturePositionX;
- int lockedTexturePositionY;
- D3D11_FILTER scaleMode;
-
- /* YV12 texture support */
- SDL_bool yuv;
- ID3D11Texture2D *mainTextureU;
- ID3D11ShaderResourceView *mainTextureResourceViewU;
- ID3D11Texture2D *mainTextureV;
- ID3D11ShaderResourceView *mainTextureResourceViewV;
- Uint8 *pixels;
- int pitch;
- SDL_Rect locked_rect;
-} D3D11_TextureData;
-
-/* Private renderer data */
-typedef struct
-{
- void *hDXGIMod;
- void *hD3D11Mod;
- IDXGIFactory2 *dxgiFactory;
- IDXGIAdapter *dxgiAdapter;
- ID3D11Device1 *d3dDevice;
- ID3D11DeviceContext1 *d3dContext;
- IDXGISwapChain1 *swapChain;
- DXGI_SWAP_EFFECT swapEffect;
- ID3D11RenderTargetView *mainRenderTargetView;
- ID3D11RenderTargetView *currentOffscreenRenderTargetView;
- ID3D11InputLayout *inputLayout;
- ID3D11Buffer *vertexBuffer;
- ID3D11VertexShader *vertexShader;
- ID3D11PixelShader *colorPixelShader;
- ID3D11PixelShader *texturePixelShader;
- ID3D11PixelShader *yuvPixelShader;
- ID3D11BlendState *blendModeBlend;
- ID3D11BlendState *blendModeAdd;
- ID3D11BlendState *blendModeMod;
- ID3D11SamplerState *nearestPixelSampler;
- ID3D11SamplerState *linearSampler;
- D3D_FEATURE_LEVEL featureLevel;
-
- /* Rasterizers */
- ID3D11RasterizerState *mainRasterizer;
- ID3D11RasterizerState *clippedRasterizer;
-
- /* Vertex buffer constants */
- VertexShaderConstants vertexShaderConstantsData;
- ID3D11Buffer *vertexShaderConstants;
-
- /* Cached renderer properties */
- DXGI_MODE_ROTATION rotation;
- ID3D11RenderTargetView *currentRenderTargetView;
- ID3D11RasterizerState *currentRasterizerState;
- ID3D11BlendState *currentBlendState;
- ID3D11PixelShader *currentShader;
- ID3D11ShaderResourceView *currentShaderResource;
- ID3D11SamplerState *currentSampler;
-} D3D11_RenderData;
-
-
-/* Define D3D GUIDs here so we don't have to include uuid.lib.
-*
-* Fix for SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3437:
-* The extra 'SDL_' was added to the start of each IID's name, in order
-* to prevent build errors on both MinGW-w64 and WinRT/UWP.
-* (SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3336 led to
-* linker errors in WinRT/UWP builds.)
-*/
-
-#ifdef __GNUC__
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wunused-const-variable"
-#endif
-
-static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
-static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
-static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
-static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
-static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
-static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
-static const GUID SDL_IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };
-
-#ifdef __GNUC__
-#pragma GCC diagnostic pop
-#endif
-
-/* Direct3D 11.x shaders
-
- SDL's shaders are compiled into SDL itself, to simplify distribution.
-
- All Direct3D 11.x shaders were compiled with the following:
-
- fxc /E"main" /T "<TYPE>" /Fo"<OUTPUT FILE>" "<INPUT FILE>"
-
- Variables:
- - <TYPE>: the type of shader. A table of utilized shader types is
- listed below.
- - <OUTPUT FILE>: where to store compiled output
- - <INPUT FILE>: where to read shader source code from
-
- Shader types:
- - ps_4_0_level_9_1: Pixel shader for Windows 8+, including Windows RT
- - vs_4_0_level_9_1: Vertex shader for Windows 8+, including Windows RT
- - ps_4_0_level_9_3: Pixel shader for Windows Phone 8
- - vs_4_0_level_9_3: Vertex shader for Windows Phone 8
-
-
- Shader object code was converted to a list of DWORDs via the following
- *nix style command (available separately from Windows + MSVC):
-
- hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE>
- */
-#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
-#define D3D11_USE_SHADER_MODEL_4_0_level_9_3
-#else
-#define D3D11_USE_SHADER_MODEL_4_0_level_9_1
-#endif
-
-/* The color-only-rendering pixel shader:
-
- --- D3D11_PixelShader_Colors.hlsl ---
- struct PixelShaderInput
- {
- float4 pos : SV_POSITION;
- float2 tex : TEXCOORD0;
- float4 color : COLOR0;
- };
-
- float4 main(PixelShaderInput input) : SV_TARGET
- {
- return input.color;
- }
-*/
-#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
-static const DWORD D3D11_PixelShader_Colors[] = {
- 0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
- 0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
- 0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
- 0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
- 0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
- 0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
- 0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
- 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
- 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
- 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
- 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
- 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
- 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
- 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
- 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
- 0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
- 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
- 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
- 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
- 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
-};
-#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
-static const DWORD D3D11_PixelShader_Colors[] = {
- 0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001,
- 0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
- 0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
- 0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
- 0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
- 0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
- 0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
- 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
- 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
- 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
- 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
- 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
- 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
- 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
- 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
- 0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
- 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
- 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
- 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
- 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
-};
-#else
-#error "An appropriate 'colors' pixel shader is not defined."
-#endif
-
-/* The texture-rendering pixel shader:
-
- --- D3D11_PixelShader_Textures.hlsl ---
- Texture2D theTexture : register(t0);
- SamplerState theSampler : register(s0);
-
- struct PixelShaderInput
- {
- float4 pos : SV_POSITION;
- float2 tex : TEXCOORD0;
- float4 color : COLOR0;
- };
-
- float4 main(PixelShaderInput input) : SV_TARGET
- {
- return theTexture.Sample(theSampler, input.tex) * input.color;
- }
-*/
-#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
-static const DWORD D3D11_PixelShader_Textures[] = {
- 0x43425844, 0x6299b59f, 0x155258f2, 0x873ab86a, 0xfcbb6dcd, 0x00000001,
- 0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
- 0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
- 0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
- 0x00280000, 0x00000000, 0xffff0200, 0x0200001f, 0x80000000, 0xb0030000,
- 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
- 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
- 0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
- 0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
- 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
- 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
- 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
- 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
- 0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
- 0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
- 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
- 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
- 0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
- 0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
- 0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
- 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
- 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
- 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
- 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
- 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
- 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
- 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
- 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
- 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
- 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
-};
-#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
-static const DWORD D3D11_PixelShader_Textures[] = {
- 0x43425844, 0x5876569a, 0x01b6c87e, 0x8447454f, 0xc7f3ef10, 0x00000001,
- 0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
- 0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
- 0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
- 0x00280000, 0x00000000, 0xffff0201, 0x0200001f, 0x80000000, 0xb0030000,
- 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
- 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
- 0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
- 0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
- 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
- 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
- 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
- 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
- 0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
- 0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
- 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
- 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
- 0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
- 0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
- 0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
- 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
- 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
- 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
- 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
- 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
- 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
- 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
- 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
- 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
- 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
-};
-#else
-#error "An appropriate 'textures' pixel shader is not defined"
-#endif
-
-/* The yuv-rendering pixel shader:
-
- --- D3D11_PixelShader_YUV.hlsl ---
- Texture2D theTextureY : register(t0);
- Texture2D theTextureU : register(t1);
- Texture2D theTextureV : register(t2);
- SamplerState theSampler : register(s0);
-
- struct PixelShaderInput
- {
- float4 pos : SV_POSITION;
- float2 tex : TEXCOORD0;
- float4 color : COLOR0;
- };
-
- float4 main(PixelShaderInput input) : SV_TARGET
- {
- const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
- const float3 Rcoeff = {1.164, 0.000, 1.596};
- const float3 Gcoeff = {1.164, -0.391, -0.813};
- const float3 Bcoeff = {1.164, 2.018, 0.000};
-
- float4 Output;
-
- float3 yuv;
- yuv.x = theTextureY.Sample(theSampler, input.tex).r;
- yuv.y = theTextureU.Sample(theSampler, input.tex).r;
- yuv.z = theTextureV.Sample(theSampler, input.tex).r;
-
- yuv += offset;
- Output.r = dot(yuv, Rcoeff);
- Output.g = dot(yuv, Gcoeff);
- Output.b = dot(yuv, Bcoeff);
- Output.a = 1.0f;
-
- return Output * input.color;
- }
-
-*/
-#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
-static const DWORD D3D11_PixelShader_YUV[] = {
- 0x43425844, 0x2321c6c6, 0xf14df2d1, 0xc79d068d, 0x8e672abf, 0x00000001,
- 0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
- 0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200,
- 0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
- 0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051,
- 0xa00f0000, 0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051,
- 0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051,
- 0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x05000051,
- 0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x0200001f,
- 0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
- 0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
- 0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,
- 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002,
- 0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001,
- 0x80040000, 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000,
- 0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004, 0x80010001,
- 0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001, 0x80e40000,
- 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
- 0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
- 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853,
- 0x000001d8, 0x00000040, 0x00000076, 0x0300005a, 0x00106000, 0x00000000,
- 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000,
- 0x00000001, 0x00005555, 0x04001858, 0x00107000, 0x00000002, 0x00005555,
- 0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
- 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045,
- 0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000,
- 0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046,
- 0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036,
- 0x00100022, 0x00000000, 0x0010000a, 0x00000001, 0x09000045, 0x001000f2,
- 0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000002, 0x00106000,
- 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x0010000a, 0x00000001,
- 0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002,
- 0xbd808081, 0xbf008081, 0xbf008081, 0x00000000, 0x0a00000f, 0x00100012,
- 0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f94fdf4, 0x3fcc49ba,
- 0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001, 0x00100246,
- 0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000,
- 0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000, 0x00004002,
- 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x05000036, 0x00100082,
- 0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2, 0x00000000,
- 0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e, 0x54415453,
- 0x00000074, 0x0000000c, 0x00000002, 0x00000000, 0x00000003, 0x00000005,
- 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x46454452, 0x00000100, 0x00000000, 0x00000000, 0x00000004, 0x0000001c,
- 0xffff0400, 0x00000100, 0x000000cb, 0x0000009c, 0x00000003, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x000000a7,
- 0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001,
- 0x0000000d, 0x000000b3, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
- 0x00000001, 0x00000001, 0x0000000d, 0x000000bf, 0x00000002, 0x00000005,
- 0x00000004, 0xffffffff, 0x00000002, 0x00000001, 0x0000000d, 0x53656874,
- 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568,
- 0x72757478, 0x74005565, 0x65546568, 0x72757478, 0x4d005665, 0x6f726369,
- 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320,
- 0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030, 0x34383336, 0xababab00,
- 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
- 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
- 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
- 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
- 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
- 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
- 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
-};
-#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
-static const DWORD D3D11_PixelShader_YUV[] = {
- 0x43425844, 0x6ede7360, 0x45ff5f8a, 0x34ac92ba, 0xb865f5e0, 0x00000001,
- 0x000005c0, 0x00000006, 0x00000038, 0x000001b4, 0x00000394, 0x00000410,
- 0x00000518, 0x0000058c, 0x396e6f41, 0x00000174, 0x00000174, 0xffff0200,
- 0x00000144, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
- 0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0201, 0x05000051,
- 0xa00f0000, 0xbd808081, 0xbf008081, 0x3f800000, 0x00000000, 0x05000051,
- 0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x400126e9, 0x05000051,
- 0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x0200001f,
- 0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
- 0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
- 0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40801,
- 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800, 0x02000001, 0x80020001,
- 0x80000000, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40802, 0x02000001,
- 0x80040001, 0x80000000, 0x03000002, 0x80070000, 0x80e40001, 0xa0d40000,
- 0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001, 0x03000008,
- 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000,
- 0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000, 0x03000005,
- 0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000,
- 0x0000ffff, 0x52444853, 0x000001d8, 0x00000040, 0x00000076, 0x0300005a,
- 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
- 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04001858, 0x00107000,
- 0x00000002, 0x00005555, 0x03001062, 0x00101032, 0x00000001, 0x03001062,
- 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
- 0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046, 0x00000001,
- 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045, 0x001000f2,
- 0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001, 0x00106000,
- 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x0010000a, 0x00000001,
- 0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46,
- 0x00000002, 0x00106000, 0x00000000, 0x05000036, 0x00100042, 0x00000000,
- 0x0010000a, 0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246,
- 0x00000000, 0x00004002, 0xbd808081, 0xbf008081, 0xbf008081, 0x00000000,
- 0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002,
- 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010, 0x00100022,
- 0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127,
- 0xbf5020c5, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046,
- 0x00000000, 0x00004002, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000,
- 0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038,
- 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002,
- 0x0100003e, 0x54415453, 0x00000074, 0x0000000c, 0x00000002, 0x00000000,
- 0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x46454452, 0x00000100, 0x00000000, 0x00000000,
- 0x00000004, 0x0000001c, 0xffff0400, 0x00000100, 0x000000cb, 0x0000009c,
- 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
- 0x00000001, 0x000000a7, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
- 0x00000000, 0x00000001, 0x0000000d, 0x000000b3, 0x00000002, 0x00000005,
- 0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x000000bf,
- 0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000002, 0x00000001,
- 0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478,
- 0x74005965, 0x65546568, 0x72757478, 0x74005565, 0x65546568, 0x72757478,
- 0x4d005665, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c,
- 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030,
- 0x34383336, 0xababab00, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008,
- 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
- 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303,
- 0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f,
- 0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300,
- 0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
- 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
- 0x45475241, 0xabab0054
-};
-#else
-#error "An appropriate 'yuv' pixel shader is not defined."
-#endif
-
-/* The sole vertex shader:
-
- --- D3D11_VertexShader.hlsl ---
- #pragma pack_matrix( row_major )
-
- cbuffer VertexShaderConstants : register(b0)
- {
- matrix model;
- matrix projectionAndView;
- };
-
- struct VertexShaderInput
- {
- float3 pos : POSITION;
- float2 tex : TEXCOORD0;
- float4 color : COLOR0;
- };
-
- struct VertexShaderOutput
- {
- float4 pos : SV_POSITION;
- float2 tex : TEXCOORD0;
- float4 color : COLOR0;
- };
-
- VertexShaderOutput main(VertexShaderInput input)
- {
- VertexShaderOutput output;
- float4 pos = float4(input.pos, 1.0f);
-
- // Transform the vertex position into projected space.
- pos = mul(pos, model);
- pos = mul(pos, projectionAndView);
- output.pos = pos;
-
- // Pass through texture coordinates and color values without transformation
- output.tex = input.tex;
- output.color = input.color;
-
- return output;
- }
-*/
-#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
-static const DWORD D3D11_VertexShader[] = {
- 0x43425844, 0x62dfae5f, 0x3e8bd8df, 0x9ec97127, 0x5044eefb, 0x00000001,
- 0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
- 0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
- 0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
- 0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0200,
- 0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
- 0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
- 0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
- 0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
- 0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
- 0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
- 0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
- 0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
- 0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
- 0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
- 0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
- 0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
- 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
- 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
- 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
- 0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
- 0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
- 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
- 0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
- 0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
- 0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
- 0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
- 0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
- 0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
- 0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
- 0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
- 0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
- 0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
- 0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
- 0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
- 0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
- 0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
- 0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
- 0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
- 0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
- 0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
- 0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
- 0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
- 0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
- 0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
- 0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
- 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
- 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
- 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
- 0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
- 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
- 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
- 0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
- 0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
- 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
-};
-#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
-static const DWORD D3D11_VertexShader[] = {
- 0x43425844, 0x01a24e41, 0x696af551, 0x4b2a87d1, 0x82ea03f6, 0x00000001,
- 0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
- 0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
- 0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
- 0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0201,
- 0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
- 0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
- 0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
- 0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
- 0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
- 0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
- 0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
- 0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
- 0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
- 0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
- 0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
- 0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
- 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
- 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
- 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
- 0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
- 0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
- 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
- 0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
- 0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
- 0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
- 0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
- 0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
- 0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
- 0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
- 0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
- 0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
- 0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
- 0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
- 0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
- 0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
- 0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
- 0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
- 0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
- 0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
- 0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
- 0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
- 0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
- 0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
- 0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
- 0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
- 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
- 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
- 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
- 0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
- 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
- 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
- 0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
- 0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
- 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
-};
-#else
-#error "An appropriate vertex shader is not defined."
-#endif
-
-
-/* Direct3D 11.1 renderer implementation */
-static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
-static void D3D11_WindowEvent(SDL_Renderer * renderer,
- const SDL_WindowEvent *event);
-static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
-static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *srcPixels,
- int srcPitch);
-static int D3D11_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 D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch);
-static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
-static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
-static int D3D11_UpdateViewport(SDL_Renderer * renderer);
-static int D3D11_UpdateClipRect(SDL_Renderer * renderer);
-static int D3D11_RenderClear(SDL_Renderer * renderer);
-static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
-static int D3D11_RenderDrawLines(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
-static int D3D11_RenderFillRects(SDL_Renderer * renderer,
- const SDL_FRect * rects, int count);
-static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect);
-static int D3D11_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 D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 format, void * pixels, int pitch);
-static void D3D11_RenderPresent(SDL_Renderer * renderer);
-static void D3D11_DestroyTexture(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static void D3D11_DestroyRenderer(SDL_Renderer * renderer);
-
-/* Direct3D 11.1 Internal Functions */
-static HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
-static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
-static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
-static HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
-static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer);
-
-SDL_RenderDriver D3D11_RenderDriver = {
- D3D11_CreateRenderer,
- {
- "direct3d11",
- (
- SDL_RENDERER_ACCELERATED |
- SDL_RENDERER_PRESENTVSYNC |
- SDL_RENDERER_TARGETTEXTURE
- ), /* flags. see SDL_RendererFlags */
- 4, /* num_texture_formats */
- { /* texture_formats */
- SDL_PIXELFORMAT_ARGB8888,
- SDL_PIXELFORMAT_RGB888,
- SDL_PIXELFORMAT_YV12,
- SDL_PIXELFORMAT_IYUV
- },
- 0, /* max_texture_width: will be filled in later */
- 0 /* max_texture_height: will be filled in later */
- }
-};
-
-
-Uint32
-D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) {
- switch (dxgiFormat) {
- case DXGI_FORMAT_B8G8R8A8_UNORM:
- return SDL_PIXELFORMAT_ARGB8888;
- case DXGI_FORMAT_B8G8R8X8_UNORM:
- return SDL_PIXELFORMAT_RGB888;
- default:
- return SDL_PIXELFORMAT_UNKNOWN;
- }
-}
-
-static DXGI_FORMAT
-SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
-{
- switch (sdlFormat) {
- case SDL_PIXELFORMAT_ARGB8888:
- return DXGI_FORMAT_B8G8R8A8_UNORM;
- case SDL_PIXELFORMAT_RGB888:
- return DXGI_FORMAT_B8G8R8X8_UNORM;
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_IYUV:
- return DXGI_FORMAT_R8_UNORM;
- default:
- return DXGI_FORMAT_UNKNOWN;
- }
-}
-
-SDL_Renderer *
-D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
-{
- SDL_Renderer *renderer;
- D3D11_RenderData *data;
-
- renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
- if (!renderer) {
- SDL_OutOfMemory();
- return NULL;
- }
-
- data = (D3D11_RenderData *) SDL_calloc(1, sizeof(*data));
- if (!data) {
- SDL_OutOfMemory();
- return NULL;
- }
-
- renderer->WindowEvent = D3D11_WindowEvent;
- renderer->CreateTexture = D3D11_CreateTexture;
- renderer->UpdateTexture = D3D11_UpdateTexture;
- renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
- renderer->LockTexture = D3D11_LockTexture;
- renderer->UnlockTexture = D3D11_UnlockTexture;
- renderer->SetRenderTarget = D3D11_SetRenderTarget;
- renderer->UpdateViewport = D3D11_UpdateViewport;
- renderer->UpdateClipRect = D3D11_UpdateClipRect;
- renderer->RenderClear = D3D11_RenderClear;
- renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
- renderer->RenderDrawLines = D3D11_RenderDrawLines;
- renderer->RenderFillRects = D3D11_RenderFillRects;
- renderer->RenderCopy = D3D11_RenderCopy;
- renderer->RenderCopyEx = D3D11_RenderCopyEx;
- renderer->RenderReadPixels = D3D11_RenderReadPixels;
- renderer->RenderPresent = D3D11_RenderPresent;
- renderer->DestroyTexture = D3D11_DestroyTexture;
- renderer->DestroyRenderer = D3D11_DestroyRenderer;
- renderer->info = D3D11_RenderDriver.info;
- renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
- renderer->driverdata = data;
-
-#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- /* VSync is required in Windows Phone, at least for Win Phone 8.0 and 8.1.
- * Failure to use it seems to either result in:
- *
- * - with the D3D11 debug runtime turned OFF, vsync seemingly gets turned
- * off (framerate doesn't get capped), but nothing appears on-screen
- *
- * - with the D3D11 debug runtime turned ON, vsync gets automatically
- * turned back on, and the following gets output to the debug console:
- *
- * DXGI ERROR: IDXGISwapChain::Present: Interval 0 is not supported, changed to Interval 1. [ UNKNOWN ERROR #1024: ]
- */
- renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
-#else
- if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
- renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
- }
-#endif
-
- /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in
- * order to give init functions access to the underlying window handle:
- */
- renderer->window = window;
-
- /* Initialize Direct3D resources */
- if (FAILED(D3D11_CreateDeviceResources(renderer))) {
- D3D11_DestroyRenderer(renderer);
- return NULL;
- }
- if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
- D3D11_DestroyRenderer(renderer);
- return NULL;
- }
-
- return renderer;
-}
-
-static void
-D3D11_ReleaseAll(SDL_Renderer * renderer)
-{
- D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
- SDL_Texture *texture = NULL;
-
- /* Release all textures */
- for (texture = renderer->textures; texture; texture = texture->next) {
- D3D11_DestroyTexture(renderer, texture);
- }
-
- /* Release/reset everything else */
- if (data) {
- SAFE_RELEASE(data->dxgiFactory);
- SAFE_RELEASE(data->dxgiAdapter);
- SAFE_RELEASE(data->d3dDevice);
- SAFE_RELEASE(data->d3dContext);
- SAFE_RELEASE(data->swapChain);
- SAFE_RELEASE(data->mainRenderTargetView);
- SAFE_RELEASE(data->currentOffscreenRenderTargetView);
- SAFE_RELEASE(data->inputLayout);
- SAFE_RELEASE(data->vertexBuffer);
- SAFE_RELEASE(data->vertexShader);
- SAFE_RELEASE(data->colorPixelShader);
- SAFE_RELEASE(data->texturePixelShader);
- SAFE_RELEASE(data->yuvPixelShader);
- SAFE_RELEASE(data->blendModeBlend);
- SAFE_RELEASE(data->blendModeAdd);
- SAFE_RELEASE(data->blendModeMod);
- SAFE_RELEASE(data->nearestPixelSampler);
- SAFE_RELEASE(data->linearSampler);
- SAFE_RELEASE(data->mainRasterizer);
- SAFE_RELEASE(data->clippedRasterizer);
- SAFE_RELEASE(data->vertexShaderConstants);
-
- data->swapEffect = (DXGI_SWAP_EFFECT) 0;
- data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
- data->currentRenderTargetView = NULL;
- data->currentRasterizerState = NULL;
- data->currentBlendState = NULL;
- data->currentShader = NULL;
- data->currentShaderResource = NULL;
- data->currentSampler = NULL;
-
- /* Unload the D3D libraries. This should be done last, in order
- * to prevent IUnknown::Release() calls from crashing.
- */
- if (data->hD3D11Mod) {
- SDL_UnloadObject(data->hD3D11Mod);
- data->hD3D11Mod = NULL;
- }
- if (data->hDXGIMod) {
- SDL_UnloadObject(data->hDXGIMod);
- data->hDXGIMod = NULL;
- }
- }
-}
-
-static void
-D3D11_DestroyRenderer(SDL_Renderer * renderer)
-{
- D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
- D3D11_ReleaseAll(renderer);
- if (data) {
- SDL_free(data);
- }
- SDL_free(renderer);
-}
-
-static HRESULT
-D3D11_CreateBlendMode(SDL_Renderer * renderer,
- BOOL enableBlending,
- D3D11_BLEND srcBlend,
- D3D11_BLEND destBlend,
- D3D11_BLEND srcBlendAlpha,
- D3D11_BLEND destBlendAlpha,
- ID3D11BlendState ** blendStateOutput)
-{
- D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
- HRESULT result = S_OK;
-
- D3D11_BLEND_DESC blendDesc;
- SDL_zero(blendDesc);
- blendDesc.AlphaToCoverageEnable = FALSE;
- blendDesc.IndependentBlendEnable = FALSE;
- blendDesc.RenderTarget[0].BlendEnable = enableBlending;
- blendDesc.RenderTarget[0].SrcBlend = srcBlend;
- blendDesc.RenderTarget[0].DestBlend = destBlend;
- blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- blendDesc.RenderTarget[0].SrcBlendAlpha = srcBlendAlpha;
- blendDesc.RenderTarget[0].DestBlendAlpha = destBlendAlpha;
- blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, blendStateOutput);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result);
- return result;
- }
-
- return S_OK;
-}
-
-/* Create resources that depend on the device. */
-static HRESULT
-D3D11_CreateDeviceResources(SDL_Renderer * renderer)
-{
- typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
- PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
- D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
- PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
- ID3D11Device *d3dDevice = NULL;
- ID3D11DeviceContext *d3dContext = NULL;
- IDXGIDevice1 *dxgiDevice = NULL;
- HRESULT result = S_OK;
- UINT creationFlags;
-
- /* This array defines the set of DirectX hardware feature levels this app will support.
- * Note the ordering should be preserved.
- * Don't forget to declare your application's minimum required feature level in its
- * description. All applications are assumed to support 9.1 unless otherwise stated.
- */
- D3D_FEATURE_LEVEL featureLevels[] =
- {
- D3D_FEATURE_LEVEL_11_1,
- D3D_FEATURE_LEVEL_11_0,
- D3D_FEATURE_LEVEL_10_1,
- D3D_FEATURE_LEVEL_10_0,
- D3D_FEATURE_LEVEL_9_3,
- D3D_FEATURE_LEVEL_9_2,
- D3D_FEATURE_LEVEL_9_1
- };
-
- /* Declare how the input layout for SDL's vertex shader will be setup: */
- const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
-
- D3D11_BUFFER_DESC constantBufferDesc;
- D3D11_SAMPLER_DESC samplerDesc;
- D3D11_RASTERIZER_DESC rasterDesc;
-
-#ifdef __WINRT__
- CreateDXGIFactoryFunc = CreateDXGIFactory1;
- D3D11CreateDeviceFunc = D3D11CreateDevice;
-#else
- data->hDXGIMod = SDL_LoadObject("dxgi.dll");
- if (!data->hDXGIMod) {
- result = E_FAIL;
- goto done;
- }
-
- CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory");
- if (!CreateDXGIFactoryFunc) {
- result = E_FAIL;
- goto done;
- }
-
- data->hD3D11Mod = SDL_LoadObject("d3d11.dll");
- if (!data->hD3D11Mod) {
- result = E_FAIL;
- goto done;
- }
-
- D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice");
- if (!D3D11CreateDeviceFunc) {
- result = E_FAIL;
- goto done;
- }
-#endif /* __WINRT__ */
-
- result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result);
- goto done;
- }
-
- /* FIXME: Should we use the default adapter? */
- result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
- goto done;
- }
-
- /* This flag adds support for surfaces with a different color channel ordering
- * than the API default. It is required for compatibility with Direct2D.
- */
- creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
-
- /* Make sure Direct3D's debugging feature gets used, if the app requests it. */
- if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE)) {
- creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
- }
-
- /* Create the Direct3D 11 API device object and a corresponding context. */
- result = D3D11CreateDeviceFunc(
- data->dxgiAdapter,
- D3D_DRIVER_TYPE_UNKNOWN,
- NULL,
- creationFlags, /* Set set debug and Direct2D compatibility flags. */
- featureLevels, /* List of feature levels this app can support. */
- SDL_arraysize(featureLevels),
- D3D11_SDK_VERSION, /* Always set this to D3D11_SDK_VERSION for Windows Store apps. */
- &d3dDevice, /* Returns the Direct3D device created. */
- &data->featureLevel, /* Returns feature level of device created. */
- &d3dContext /* Returns the device immediate context. */
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
- goto done;
- }
-
- result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result);
- goto done;
- }
-
- result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result);
- goto done;
- }
-
- result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result);
- goto done;
- }
-
- /* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
- * ensures that the application will only render after each VSync, minimizing power consumption.
- */
- result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result);
- goto done;
- }
-
- /* Make note of the maximum texture size
- * Max texture sizes are documented on MSDN, at:
- * http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
- */
- switch (data->featureLevel) {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
- break;
-
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
- break;
-
- case D3D_FEATURE_LEVEL_9_3:
- renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
- break;
-
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
- break;
-
- default:
- SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel);
- result = E_FAIL;
- goto done;
- }
-
- /* Load in SDL's one and only vertex shader: */
- result = ID3D11Device_CreateVertexShader(data->d3dDevice,
- D3D11_VertexShader,
- sizeof(D3D11_VertexShader),
- NULL,
- &data->vertexShader
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result);
- goto done;
- }
-
- /* Create an input layout for SDL's vertex shader: */
- result = ID3D11Device_CreateInputLayout(data->d3dDevice,
- vertexDesc,
- ARRAYSIZE(vertexDesc),
- D3D11_VertexShader,
- sizeof(D3D11_VertexShader),
- &data->inputLayout
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result);
- goto done;
- }
-
- /* Load in SDL's pixel shaders */
- result = ID3D11Device_CreatePixelShader(data->d3dDevice,
- D3D11_PixelShader_Colors,
- sizeof(D3D11_PixelShader_Colors),
- NULL,
- &data->colorPixelShader
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['color' shader]"), result);
- goto done;
- }
-
- result = ID3D11Device_CreatePixelShader(data->d3dDevice,
- D3D11_PixelShader_Textures,
- sizeof(D3D11_PixelShader_Textures),
- NULL,
- &data->texturePixelShader
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['textures' shader]"), result);
- goto done;
- }
-
- result = ID3D11Device_CreatePixelShader(data->d3dDevice,
- D3D11_PixelShader_YUV,
- sizeof(D3D11_PixelShader_YUV),
- NULL,
- &data->yuvPixelShader
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['yuv' shader]"), result);
- goto done;
- }
-
- /* Setup space to hold vertex shader constants: */
- SDL_zero(constantBufferDesc);
- constantBufferDesc.ByteWidth = sizeof(VertexShaderConstants);
- constantBufferDesc.Usage = D3D11_USAGE_DEFAULT;
- constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- result = ID3D11Device_CreateBuffer(data->d3dDevice,
- &constantBufferDesc,
- NULL,
- &data->vertexShaderConstants
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result);
- goto done;
- }
-
- /* Create samplers to use when drawing textures: */
- SDL_zero(samplerDesc);
- samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
- samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
- samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
- samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
- samplerDesc.MipLODBias = 0.0f;
- samplerDesc.MaxAnisotropy = 1;
- samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- samplerDesc.MinLOD = 0.0f;
- samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
- result = ID3D11Device_CreateSamplerState(data->d3dDevice,
- &samplerDesc,
- &data->nearestPixelSampler
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result);
- goto done;
- }
-
- samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- result = ID3D11Device_CreateSamplerState(data->d3dDevice,
- &samplerDesc,
- &data->linearSampler
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [linear filter]"), result);
- goto done;
- }
-
- /* Setup Direct3D rasterizer states */
- SDL_zero(rasterDesc);
- rasterDesc.AntialiasedLineEnable = FALSE;
- rasterDesc.CullMode = D3D11_CULL_NONE;
- rasterDesc.DepthBias = 0;
- rasterDesc.DepthBiasClamp = 0.0f;
- rasterDesc.DepthClipEnable = TRUE;
- rasterDesc.FillMode = D3D11_FILL_SOLID;
- rasterDesc.FrontCounterClockwise = FALSE;
- rasterDesc.MultisampleEnable = FALSE;
- rasterDesc.ScissorEnable = FALSE;
- rasterDesc.SlopeScaledDepthBias = 0.0f;
- result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result);
- goto done;
- }
-
- rasterDesc.ScissorEnable = TRUE;
- result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result);
- goto done;
- }
-
- /* Create blending states: */
- result = D3D11_CreateBlendMode(
- renderer,
- TRUE,
- D3D11_BLEND_SRC_ALPHA, /* srcBlend */
- D3D11_BLEND_INV_SRC_ALPHA, /* destBlend */
- D3D11_BLEND_ONE, /* srcBlendAlpha */
- D3D11_BLEND_INV_SRC_ALPHA, /* destBlendAlpha */
- &data->blendModeBlend);
- if (FAILED(result)) {
- /* D3D11_CreateBlendMode will set the SDL error, if it fails */
- goto done;
- }
-
- result = D3D11_CreateBlendMode(
- renderer,
- TRUE,
- D3D11_BLEND_SRC_ALPHA, /* srcBlend */
- D3D11_BLEND_ONE, /* destBlend */
- D3D11_BLEND_ZERO, /* srcBlendAlpha */
- D3D11_BLEND_ONE, /* destBlendAlpha */
- &data->blendModeAdd);
- if (FAILED(result)) {
- /* D3D11_CreateBlendMode will set the SDL error, if it fails */
- goto done;
- }
-
- result = D3D11_CreateBlendMode(
- renderer,
- TRUE,
- D3D11_BLEND_ZERO, /* srcBlend */
- D3D11_BLEND_SRC_COLOR, /* destBlend */
- D3D11_BLEND_ZERO, /* srcBlendAlpha */
- D3D11_BLEND_ONE, /* destBlendAlpha */
- &data->blendModeMod);
- if (FAILED(result)) {
- /* D3D11_CreateBlendMode will set the SDL error, if it fails */
- goto done;
- }
-
- /* Setup render state that doesn't change */
- ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
- ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
- ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
-
-done:
- SAFE_RELEASE(d3dDevice);
- SAFE_RELEASE(d3dContext);
- SAFE_RELEASE(dxgiDevice);
- return result;
-}
-
-#ifdef __WIN32__
-
-static DXGI_MODE_ROTATION
-D3D11_GetCurrentRotation()
-{
- /* FIXME */
- return DXGI_MODE_ROTATION_IDENTITY;
-}
-
-#endif /* __WIN32__ */
-
-static BOOL
-D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
-{
- switch (rotation) {
- case DXGI_MODE_ROTATION_ROTATE90:
- case DXGI_MODE_ROTATION_ROTATE270:
- return TRUE;
- default:
- return FALSE;
- }
-}
-
-static int
-D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer * renderer)
-{
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- if (data->currentOffscreenRenderTargetView) {
- return DXGI_MODE_ROTATION_IDENTITY;
- } else {
- return data->rotation;
- }
-}
-
-static int
-D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect, BOOL includeViewportOffset)
-{
- const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
- switch (rotation) {
- case DXGI_MODE_ROTATION_IDENTITY:
- outRect->left = sdlRect->x;
- outRect->right = sdlRect->x + sdlRect->w;
- outRect->top = sdlRect->y;
- outRect->bottom = sdlRect->y + sdlRect->h;
- if (includeViewportOffset) {
- outRect->left += renderer->viewport.x;
- outRect->right += renderer->viewport.x;
- outRect->top += renderer->viewport.y;
- outRect->bottom += renderer->viewport.y;
- }
- break;
- case DXGI_MODE_ROTATION_ROTATE270:
- outRect->left = sdlRect->y;
- outRect->right = sdlRect->y + sdlRect->h;
- outRect->top = renderer->viewport.w - sdlRect->x - sdlRect->w;
- outRect->bottom = renderer->viewport.w - sdlRect->x;
- break;
- case DXGI_MODE_ROTATION_ROTATE180:
- outRect->left = renderer->viewport.w - sdlRect->x - sdlRect->w;
- outRect->right = renderer->viewport.w - sdlRect->x;
- outRect->top = renderer->viewport.h - sdlRect->y - sdlRect->h;
- outRect->bottom = renderer->viewport.h - sdlRect->y;
- break;
- case DXGI_MODE_ROTATION_ROTATE90:
- outRect->left = renderer->viewport.h - sdlRect->y - sdlRect->h;
- outRect->right = renderer->viewport.h - sdlRect->y;
- outRect->top = sdlRect->x;
- outRect->bottom = sdlRect->x + sdlRect->h;
- break;
- default:
- return SDL_SetError("The physical display is in an unknown or unsupported rotation");
- }
- return 0;
-}
-
-static HRESULT
-D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
-{
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
-#ifdef __WINRT__
- IUnknown *coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
- const BOOL usingXAML = (coreWindow == NULL);
-#else
- IUnknown *coreWindow = NULL;
- const BOOL usingXAML = FALSE;
-#endif
- HRESULT result = S_OK;
-
- /* Create a swap chain using the same adapter as the existing Direct3D device. */
- DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
- SDL_zero(swapChainDesc);
- swapChainDesc.Width = w;
- swapChainDesc.Height = h;
- swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; /* This is the most common swap chain format. */
- swapChainDesc.Stereo = FALSE;
- swapChainDesc.SampleDesc.Count = 1; /* Don't use multi-sampling. */
- swapChainDesc.SampleDesc.Quality = 0;
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- swapChainDesc.BufferCount = 2; /* Use double-buffering to minimize latency. */
-#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- swapChainDesc.Scaling = DXGI_SCALING_STRETCH; /* On phone, only stretch and aspect-ratio stretch scaling are allowed. */
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; /* On phone, no swap effects are supported. */
- /* TODO, WinRT: see if Win 8.x DXGI_SWAP_CHAIN_DESC1 settings are available on Windows Phone 8.1, and if there's any advantage to having them on */
-#else
- if (usingXAML) {
- swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
- } else {
- swapChainDesc.Scaling = DXGI_SCALING_NONE;
- }
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; /* All Windows Store apps must use this SwapEffect. */
-#endif
- swapChainDesc.Flags = 0;
-
- if (coreWindow) {
- result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory,
- (IUnknown *)data->d3dDevice,
- coreWindow,
- &swapChainDesc,
- NULL, /* Allow on all displays. */
- &data->swapChain
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result);
- goto done;
- }
- } else if (usingXAML) {
- result = IDXGIFactory2_CreateSwapChainForComposition(data->dxgiFactory,
- (IUnknown *)data->d3dDevice,
- &swapChainDesc,
- NULL,
- &data->swapChain);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForComposition"), result);
- goto done;
- }
-
-#if WINAPI_FAMILY == WINAPI_FAMILY_APP
- result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ISwapChainBackgroundPanelNative::SetSwapChain"), result);
- goto done;
- }
-#else
- SDL_SetError(SDL_COMPOSE_ERROR("XAML support is not yet available for Windows Phone"));
- result = E_FAIL;
- goto done;
-#endif
- } else {
-#ifdef __WIN32__
- SDL_SysWMinfo windowinfo;
- SDL_VERSION(&windowinfo.version);
- SDL_GetWindowWMInfo(renderer->window, &windowinfo);
-
- result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory,
- (IUnknown *)data->d3dDevice,
- windowinfo.info.win.window,
- &swapChainDesc,
- NULL,
- NULL, /* Allow on all displays. */
- &data->swapChain
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result);
- goto done;
- }
-
- IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
-#else
- SDL_SetError(__FUNCTION__", Unable to find something to attach a swap chain to");
- goto done;
-#endif /* ifdef __WIN32__ / else */
- }
- data->swapEffect = swapChainDesc.SwapEffect;
-
-done:
- SAFE_RELEASE(coreWindow);
- return result;
-}
-
-
-/* Initialize all resources that change when the window's size changes. */
-static HRESULT
-D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
-{
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- ID3D11Texture2D *backBuffer = NULL;
- HRESULT result = S_OK;
- int w, h;
-
- /* Release the previous render target view */
- D3D11_ReleaseMainRenderTargetView(renderer);
-
- /* The width and height of the swap chain must be based on the display's
- * non-rotated size.
- */
- SDL_GetWindowSize(renderer->window, &w, &h);
- data->rotation = D3D11_GetCurrentRotation();
- /* SDL_Log("%s: windowSize={%d,%d}, orientation=%d\n", __FUNCTION__, w, h, (int)data->rotation); */
- if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
- int tmp = w;
- w = h;
- h = tmp;
- }
-
- if (data->swapChain) {
- /* IDXGISwapChain::ResizeBuffers is not available on Windows Phone 8. */
-#if !defined(__WINRT__) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
- /* If the swap chain already exists, resize it. */
- result = IDXGISwapChain_ResizeBuffers(data->swapChain,
- 0,
- w, h,
- DXGI_FORMAT_UNKNOWN,
- 0
- );
- if (result == DXGI_ERROR_DEVICE_REMOVED) {
- /* If the device was removed for any reason, a new device and swap chain will need to be created. */
- D3D11_HandleDeviceLost(renderer);
-
- /* Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
- * and correctly set up the new device.
- */
- goto done;
- } else if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result);
- goto done;
- }
-#endif
- } else {
- result = D3D11_CreateSwapChain(renderer, w, h);
- if (FAILED(result)) {
- goto done;
- }
- }
-
-#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
- /* Set the proper rotation for the swap chain.
- *
- * To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
- * on Windows Phone 8.0, nor is it supported there.
- *
- * IDXGISwapChain1::SetRotation does seem to be available on Windows Phone 8.1,
- * however I've yet to find a way to make it work. It might have something to
- * do with IDXGISwapChain::ResizeBuffers appearing to not being available on
- * Windows Phone 8.1 (it wasn't on Windows Phone 8.0), but I'm not 100% sure of this.
- * The call doesn't appear to be entirely necessary though, and is a performance-related
- * call, at least according to the following page on MSDN:
- * http://code.msdn.microsoft.com/windowsapps/DXGI-swap-chain-rotation-21d13d71
- * -- David L.
- *
- * TODO, WinRT: reexamine the docs for IDXGISwapChain1::SetRotation, see if might be available, usable, and prudent-to-call on WinPhone 8.1
- */
- if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
- result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result);
- goto done;
- }
- }
-#endif
-
- result = IDXGISwapChain_GetBuffer(data->swapChain,
- 0,
- &SDL_IID_ID3D11Texture2D,
- (void **)&backBuffer
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result);
- goto done;
- }
-
- /* Create a render target view of the swap chain back buffer. */
- result = ID3D11Device_CreateRenderTargetView(data->d3dDevice,
- (ID3D11Resource *)backBuffer,
- NULL,
- &data->mainRenderTargetView
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result);
- goto done;
- }
-
- if (D3D11_UpdateViewport(renderer) != 0) {
- /* D3D11_UpdateViewport will set the SDL error if it fails. */
- result = E_FAIL;
- goto done;
- }
-
-done:
- SAFE_RELEASE(backBuffer);
- return result;
-}
-
-/* This method is called when the window's size changes. */
-static HRESULT
-D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
-{
- return D3D11_CreateWindowSizeDependentResources(renderer);
-}
-
-HRESULT
-D3D11_HandleDeviceLost(SDL_Renderer * renderer)
-{
- HRESULT result = S_OK;
-
- D3D11_ReleaseAll(renderer);
-
- result = D3D11_CreateDeviceResources(renderer);
- if (FAILED(result)) {
- /* D3D11_CreateDeviceResources will set the SDL error */
- return result;
- }
-
- result = D3D11_UpdateForWindowSizeChange(renderer);
- if (FAILED(result)) {
- /* D3D11_UpdateForWindowSizeChange will set the SDL error */
- return result;
- }
-
- /* Let the application know that the device has been reset */
- {
- SDL_Event event;
- event.type = SDL_RENDER_DEVICE_RESET;
- SDL_PushEvent(&event);
- }
-
- return S_OK;
-}
-
-void
-D3D11_Trim(SDL_Renderer * renderer)
-{
-#ifdef __WINRT__
-#if NTDDI_VERSION > NTDDI_WIN8
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- HRESULT result = S_OK;
- IDXGIDevice3 *dxgiDevice = NULL;
-
- result = ID3D11Device_QueryInterface(data->d3dDevice, &SDL_IID_IDXGIDevice3, &dxgiDevice);
- if (FAILED(result)) {
- //WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice3", result);
- return;
- }
-
- IDXGIDevice3_Trim(dxgiDevice);
- SAFE_RELEASE(dxgiDevice);
-#endif
-#endif
-}
-
-static void
-D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
-{
- if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
- D3D11_UpdateForWindowSizeChange(renderer);
- }
-}
-
-static D3D11_FILTER
-GetScaleQuality(void)
-{
- const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
- if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
- return D3D11_FILTER_MIN_MAG_MIP_POINT;
- } else /* if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) */ {
- return D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- }
-}
-
-static int
-D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- D3D11_TextureData *textureData;
- HRESULT result;
- DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
- D3D11_TEXTURE2D_DESC textureDesc;
- D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
-
- if (textureFormat == DXGI_FORMAT_UNKNOWN) {
- return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
- __FUNCTION__, texture->format);
- }
-
- textureData = (D3D11_TextureData*) SDL_calloc(1, sizeof(*textureData));
- if (!textureData) {
- SDL_OutOfMemory();
- return -1;
- }
- textureData->scaleMode = GetScaleQuality();
-
- texture->driverdata = textureData;
-
- SDL_zero(textureDesc);
- textureDesc.Width = texture->w;
- textureDesc.Height = texture->h;
- textureDesc.MipLevels = 1;
- textureDesc.ArraySize = 1;
- textureDesc.Format = textureFormat;
- textureDesc.SampleDesc.Count = 1;
- textureDesc.SampleDesc.Quality = 0;
- textureDesc.MiscFlags = 0;
-
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- textureDesc.Usage = D3D11_USAGE_DYNAMIC;
- textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- } else {
- textureDesc.Usage = D3D11_USAGE_DEFAULT;
- textureDesc.CPUAccessFlags = 0;
- }
-
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
- } else {
- textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- }
-
- result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
- &textureDesc,
- NULL,
- &textureData->mainTexture
- );
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
- return -1;
- }
-
- if (texture->format == SDL_PIXELFORMAT_YV12 ||
- texture->format == SDL_PIXELFORMAT_IYUV) {
- textureData->yuv = SDL_TRUE;
-
- textureDesc.Width /= 2;
- textureDesc.Height /= 2;
-
- result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
- &textureDesc,
- NULL,
- &textureData->mainTextureU
- );
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
- return -1;
- }
-
- result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
- &textureDesc,
- NULL,
- &textureData->mainTextureV
- );
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
- return -1;
- }
- }
-
- resourceViewDesc.Format = textureDesc.Format;
- resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- resourceViewDesc.Texture2D.MostDetailedMip = 0;
- resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
- result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
- (ID3D11Resource *)textureData->mainTexture,
- &resourceViewDesc,
- &textureData->mainTextureResourceView
- );
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
- return -1;
- }
-
- if (textureData->yuv) {
- result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
- (ID3D11Resource *)textureData->mainTextureU,
- &resourceViewDesc,
- &textureData->mainTextureResourceViewU
- );
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
- return -1;
- }
- result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
- (ID3D11Resource *)textureData->mainTextureV,
- &resourceViewDesc,
- &textureData->mainTextureResourceViewV
- );
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
- return -1;
- }
- }
-
- if (texture->access & SDL_TEXTUREACCESS_TARGET) {
- D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
- renderTargetViewDesc.Format = textureDesc.Format;
- renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- renderTargetViewDesc.Texture2D.MipSlice = 0;
-
- result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice,
- (ID3D11Resource *)textureData->mainTexture,
- &renderTargetViewDesc,
- &textureData->mainTextureRenderTargetView);
- if (FAILED(result)) {
- D3D11_DestroyTexture(renderer, texture);
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result);
- return -1;
- }
- }
-
- return 0;
-}
-
-static void
-D3D11_DestroyTexture(SDL_Renderer * renderer,
- SDL_Texture * texture)
-{
- D3D11_TextureData *data = (D3D11_TextureData *)texture->driverdata;
-
- if (!data) {
- return;
- }
-
- SAFE_RELEASE(data->mainTexture);
- SAFE_RELEASE(data->mainTextureResourceView);
- SAFE_RELEASE(data->mainTextureRenderTargetView);
- SAFE_RELEASE(data->stagingTexture);
- SAFE_RELEASE(data->mainTextureU);
- SAFE_RELEASE(data->mainTextureResourceViewU);
- SAFE_RELEASE(data->mainTextureV);
- SAFE_RELEASE(data->mainTextureResourceViewV);
- SDL_free(data->pixels);
- SDL_free(data);
- texture->driverdata = NULL;
-}
-
-static int
-D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, Uint32 format, int x, int y, int w, int h, const void *pixels, int pitch)
-{
- ID3D11Texture2D *stagingTexture;
- const Uint8 *src;
- Uint8 *dst;
- int row;
- UINT length;
- HRESULT result;
- D3D11_TEXTURE2D_DESC stagingTextureDesc;
- D3D11_MAPPED_SUBRESOURCE textureMemory;
-
- /* Create a 'staging' texture, which will be used to write to a portion of the main texture. */
- ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc);
- stagingTextureDesc.Width = w;
- stagingTextureDesc.Height = h;
- stagingTextureDesc.BindFlags = 0;
- stagingTextureDesc.MiscFlags = 0;
- stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
- result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
- &stagingTextureDesc,
- NULL,
- &stagingTexture);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
- return -1;
- }
-
- /* Get a write-only pointer to data in the staging texture: */
- result = ID3D11DeviceContext_Map(rendererData->d3dContext,
- (ID3D11Resource *)stagingTexture,
- 0,
- D3D11_MAP_WRITE,
- 0,
- &textureMemory
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
- SAFE_RELEASE(stagingTexture);
- return -1;
- }
-
- src = (const Uint8 *)pixels;
- dst = textureMemory.pData;
- length = w * SDL_BYTESPERPIXEL(format);
- if (length == pitch && length == textureMemory.RowPitch) {
- SDL_memcpy(dst, src, length*h);
- } else {
- if (length > (UINT)pitch) {
- length = pitch;
- }
- if (length > textureMemory.RowPitch) {
- length = textureMemory.RowPitch;
- }
- for (row = 0; row < h; ++row) {
- SDL_memcpy(dst, src, length);
- src += pitch;
- dst += textureMemory.RowPitch;
- }
- }
-
- /* Commit the pixel buffer's changes back to the staging texture: */
- ID3D11DeviceContext_Unmap(rendererData->d3dContext,
- (ID3D11Resource *)stagingTexture,
- 0);
-
- /* Copy the staging texture's contents back to the texture: */
- ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
- (ID3D11Resource *)texture,
- 0,
- x,
- y,
- 0,
- (ID3D11Resource *)stagingTexture,
- 0,
- NULL);
-
- SAFE_RELEASE(stagingTexture);
-
- return 0;
-}
-
-static int
-D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void * srcPixels,
- int srcPitch)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
-
- if (!textureData) {
- SDL_SetError("Texture is not currently available");
- return -1;
- }
-
- if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, texture->format, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) {
- return -1;
- }
-
- if (textureData->yuv) {
- /* Skip to the correct offset into the next texture */
- srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
-
- if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, srcPixels, srcPitch / 2) < 0) {
- return -1;
- }
-
- /* Skip to the correct offset into the next texture */
- srcPixels = (const void*)((const Uint8*)srcPixels + (rect->h * srcPitch) / 4);
- if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, srcPixels, srcPitch / 2) < 0) {
- return -1;
- }
- }
- return 0;
-}
-
-static int
-D3D11_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)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
-
- if (!textureData) {
- SDL_SetError("Texture is not currently available");
- return -1;
- }
-
- if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, texture->format, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
- return -1;
- }
- if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) {
- return -1;
- }
- if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) {
- return -1;
- }
- return 0;
-}
-
-static int
-D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
- HRESULT result = S_OK;
- D3D11_TEXTURE2D_DESC stagingTextureDesc;
- D3D11_MAPPED_SUBRESOURCE textureMemory;
-
- if (!textureData) {
- SDL_SetError("Texture is not currently available");
- return -1;
- }
-
- if (textureData->yuv) {
- /* It's more efficient to upload directly... */
- if (!textureData->pixels) {
- textureData->pitch = texture->w;
- textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2);
- if (!textureData->pixels) {
- return SDL_OutOfMemory();
- }
- }
- textureData->locked_rect = *rect;
- *pixels =
- (void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = textureData->pitch;
- return 0;
- }
-
- if (textureData->stagingTexture) {
- return SDL_SetError("texture is already locked");
- }
-
- /* Create a 'staging' texture, which will be used to write to a portion
- * of the main texture. This is necessary, as Direct3D 11.1 does not
- * have the ability to write a CPU-bound pixel buffer to a rectangular
- * subrect of a texture. Direct3D 11.1 can, however, write a pixel
- * buffer to an entire texture, hence the use of a staging texture.
- *
- * TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
- */
- ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc);
- stagingTextureDesc.Width = rect->w;
- stagingTextureDesc.Height = rect->h;
- stagingTextureDesc.BindFlags = 0;
- stagingTextureDesc.MiscFlags = 0;
- stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
- result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
- &stagingTextureDesc,
- NULL,
- &textureData->stagingTexture);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
- return -1;
- }
-
- /* Get a write-only pointer to data in the staging texture: */
- result = ID3D11DeviceContext_Map(rendererData->d3dContext,
- (ID3D11Resource *)textureData->stagingTexture,
- 0,
- D3D11_MAP_WRITE,
- 0,
- &textureMemory
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
- SAFE_RELEASE(textureData->stagingTexture);
- return -1;
- }
-
- /* Make note of where the staging texture will be written to
- * (on a call to SDL_UnlockTexture):
- */
- textureData->lockedTexturePositionX = rect->x;
- textureData->lockedTexturePositionY = rect->y;
-
- /* Make sure the caller has information on the texture's pixel buffer,
- * then return:
- */
- *pixels = textureMemory.pData;
- *pitch = textureMemory.RowPitch;
- return 0;
-}
-
-static void
-D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
-
- if (!textureData) {
- return;
- }
-
- if (textureData->yuv) {
- const SDL_Rect *rect = &textureData->locked_rect;
- void *pixels =
- (void *) ((Uint8 *) textureData->pixels + rect->y * textureData->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch);
- return;
- }
-
- /* Commit the pixel buffer's changes back to the staging texture: */
- ID3D11DeviceContext_Unmap(rendererData->d3dContext,
- (ID3D11Resource *)textureData->stagingTexture,
- 0);
-
- /* Copy the staging texture's contents back to the main texture: */
- ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
- (ID3D11Resource *)textureData->mainTexture,
- 0,
- textureData->lockedTexturePositionX,
- textureData->lockedTexturePositionY,
- 0,
- (ID3D11Resource *)textureData->stagingTexture,
- 0,
- NULL);
-
- SAFE_RELEASE(textureData->stagingTexture);
-}
-
-static int
-D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- D3D11_TextureData *textureData = NULL;
-
- if (texture == NULL) {
- rendererData->currentOffscreenRenderTargetView = NULL;
- return 0;
- }
-
- textureData = (D3D11_TextureData *) texture->driverdata;
-
- if (!textureData->mainTextureRenderTargetView) {
- return SDL_SetError("specified texture is not a render target");
- }
-
- rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView;
-
- return 0;
-}
-
-static void
-D3D11_SetModelMatrix(SDL_Renderer *renderer, const Float4X4 *matrix)
-{
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
-
- if (matrix) {
- data->vertexShaderConstantsData.model = *matrix;
- } else {
- data->vertexShaderConstantsData.model = MatrixIdentity();
- }
-
- ID3D11DeviceContext_UpdateSubresource(data->d3dContext,
- (ID3D11Resource *)data->vertexShaderConstants,
- 0,
- NULL,
- &data->vertexShaderConstantsData,
- 0,
- 0
- );
-}
-
-static int
-D3D11_UpdateViewport(SDL_Renderer * renderer)
-{
- D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
- Float4X4 projection;
- Float4X4 view;
- SDL_FRect orientationAlignedViewport;
- BOOL swapDimensions;
- D3D11_VIEWPORT viewport;
- const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
-
- if (renderer->viewport.w == 0 || renderer->viewport.h == 0) {
- /* If the viewport is empty, assume that it is because
- * SDL_CreateRenderer is calling it, and will call it again later
- * with a non-empty viewport.
- */
- /* SDL_Log("%s, no viewport was set!\n", __FUNCTION__); */
- return 0;
- }
-
- /* Make sure the SDL viewport gets rotated to that of the physical display's rotation.
- * Keep in mind here that the Y-axis will be been inverted (from Direct3D's
- * default coordinate system) so rotations will be done in the opposite
- * direction of the DXGI_MODE_ROTATION enumeration.
- */
- switch (rotation) {
- case DXGI_MODE_ROTATION_IDENTITY:
- projection = MatrixIdentity();
- break;
- case DXGI_MODE_ROTATION_ROTATE270:
- projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f));
- break;
- case DXGI_MODE_ROTATION_ROTATE180:
- projection = MatrixRotationZ(SDL_static_cast(float, M_PI));
- break;
- case DXGI_MODE_ROTATION_ROTATE90:
- projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f));
- break;
- default:
- return SDL_SetError("An unknown DisplayOrientation is being used");
- }
-
- /* Update the view matrix */
- view.m[0][0] = 2.0f / renderer->viewport.w;
- view.m[0][1] = 0.0f;
- view.m[0][2] = 0.0f;
- view.m[0][3] = 0.0f;
- view.m[1][0] = 0.0f;
- view.m[1][1] = -2.0f / renderer->viewport.h;
- view.m[1][2] = 0.0f;
- view.m[1][3] = 0.0f;
- view.m[2][0] = 0.0f;
- view.m[2][1] = 0.0f;
- view.m[2][2] = 1.0f;
- view.m[2][3] = 0.0f;
- view.m[3][0] = -1.0f;
- view.m[3][1] = 1.0f;
- view.m[3][2] = 0.0f;
- view.m[3][3] = 1.0f;
-
- /* Combine the projection + view matrix together now, as both only get
- * set here (as of this writing, on Dec 26, 2013). When done, store it
- * for eventual transfer to the GPU.
- */
- data->vertexShaderConstantsData.projectionAndView = MatrixMultiply(
- view,
- projection);
-
- /* Reset the model matrix */
- D3D11_SetModelMatrix(renderer, NULL);
-
- /* Update the Direct3D viewport, which seems to be aligned to the
- * swap buffer's coordinate space, which is always in either
- * a landscape mode, for all Windows 8/RT devices, or a portrait mode,
- * for Windows Phone devices.
- */
- swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation);
- if (swapDimensions) {
- orientationAlignedViewport.x = (float) renderer->viewport.y;
- orientationAlignedViewport.y = (float) renderer->viewport.x;
- orientationAlignedViewport.w = (float) renderer->viewport.h;
- orientationAlignedViewport.h = (float) renderer->viewport.w;
- } else {
- orientationAlignedViewport.x = (float) renderer->viewport.x;
- orientationAlignedViewport.y = (float) renderer->viewport.y;
- orientationAlignedViewport.w = (float) renderer->viewport.w;
- orientationAlignedViewport.h = (float) renderer->viewport.h;
- }
- /* TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped) */
-
- viewport.TopLeftX = orientationAlignedViewport.x;
- viewport.TopLeftY = orientationAlignedViewport.y;
- viewport.Width = orientationAlignedViewport.w;
- viewport.Height = orientationAlignedViewport.h;
- viewport.MinDepth = 0.0f;
- viewport.MaxDepth = 1.0f;
- /* SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, viewport.TopLeftX, viewport.TopLeftY, viewport.Width, viewport.Height); */
- ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &viewport);
-
- return 0;
-}
-
-static int
-D3D11_UpdateClipRect(SDL_Renderer * renderer)
-{
- D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
-
- if (!renderer->clipping_enabled) {
- ID3D11DeviceContext_RSSetScissorRects(data->d3dContext, 0, NULL);
- } else {
- D3D11_RECT scissorRect;
- if (D3D11_GetViewportAlignedD3DRect(renderer, &renderer->clip_rect, &scissorRect, TRUE) != 0) {
- /* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
- return -1;
- }
- ID3D11DeviceContext_RSSetScissorRects(data->d3dContext, 1, &scissorRect);
- }
-
- return 0;
-}
-
-static void
-D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer)
-{
- D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
- ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL);
- SAFE_RELEASE(data->mainRenderTargetView);
-}
-
-static ID3D11RenderTargetView *
-D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
-{
- D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
- if (data->currentOffscreenRenderTargetView) {
- return data->currentOffscreenRenderTargetView;
- } else {
- return data->mainRenderTargetView;
- }
-}
-
-static int
-D3D11_RenderClear(SDL_Renderer * renderer)
-{
- D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
- const float colorRGBA[] = {
- (renderer->r / 255.0f),
- (renderer->g / 255.0f),
- (renderer->b / 255.0f),
- (renderer->a / 255.0f)
- };
- ID3D11DeviceContext_ClearRenderTargetView(data->d3dContext,
- D3D11_GetCurrentRenderTargetView(renderer),
- colorRGBA
- );
- return 0;
-}
-
-static int
-D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
- const void * vertexData, size_t dataSizeInBytes)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- D3D11_BUFFER_DESC vertexBufferDesc;
- HRESULT result = S_OK;
- D3D11_SUBRESOURCE_DATA vertexBufferData;
- const UINT stride = sizeof(VertexPositionColor);
- const UINT offset = 0;
-
- if (rendererData->vertexBuffer) {
- ID3D11Buffer_GetDesc(rendererData->vertexBuffer, &vertexBufferDesc);
- } else {
- SDL_zero(vertexBufferDesc);
- }
-
- if (rendererData->vertexBuffer && vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- result = ID3D11DeviceContext_Map(rendererData->d3dContext,
- (ID3D11Resource *)rendererData->vertexBuffer,
- 0,
- D3D11_MAP_WRITE_DISCARD,
- 0,
- &mappedResource
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result);
- return -1;
- }
- SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
- ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffer, 0);
- } else {
- SAFE_RELEASE(rendererData->vertexBuffer);
-
- vertexBufferDesc.ByteWidth = (UINT) dataSizeInBytes;
- vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
-
- SDL_zero(vertexBufferData);
- vertexBufferData.pSysMem = vertexData;
- vertexBufferData.SysMemPitch = 0;
- vertexBufferData.SysMemSlicePitch = 0;
-
- result = ID3D11Device_CreateBuffer(rendererData->d3dDevice,
- &vertexBufferDesc,
- &vertexBufferData,
- &rendererData->vertexBuffer
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result);
- return -1;
- }
-
- ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext,
- 0,
- 1,
- &rendererData->vertexBuffer,
- &stride,
- &offset
- );
- }
-
- return 0;
-}
-
-static void
-D3D11_RenderStartDrawOp(SDL_Renderer * renderer)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- ID3D11RasterizerState *rasterizerState;
- ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
- if (renderTargetView != rendererData->currentRenderTargetView) {
- ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext,
- 1,
- &renderTargetView,
- NULL
- );
- rendererData->currentRenderTargetView = renderTargetView;
- }
-
- if (!renderer->clipping_enabled) {
- rasterizerState = rendererData->mainRasterizer;
- } else {
- rasterizerState = rendererData->clippedRasterizer;
- }
- if (rasterizerState != rendererData->currentRasterizerState) {
- ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState);
- rendererData->currentRasterizerState = rasterizerState;
- }
-}
-
-static void
-D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
- ID3D11BlendState *blendState = NULL;
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- blendState = rendererData->blendModeBlend;
- break;
- case SDL_BLENDMODE_ADD:
- blendState = rendererData->blendModeAdd;
- break;
- case SDL_BLENDMODE_MOD:
- blendState = rendererData->blendModeMod;
- break;
- case SDL_BLENDMODE_NONE:
- blendState = NULL;
- break;
- }
- if (blendState != rendererData->currentBlendState) {
- ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF);
- rendererData->currentBlendState = blendState;
- }
-}
-
-static void
-D3D11_SetPixelShader(SDL_Renderer * renderer,
- ID3D11PixelShader * shader,
- int numShaderResources,
- ID3D11ShaderResourceView ** shaderResources,
- ID3D11SamplerState * sampler)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- ID3D11ShaderResourceView *shaderResource;
- if (shader != rendererData->currentShader) {
- ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0);
- rendererData->currentShader = shader;
- }
- if (numShaderResources > 0) {
- shaderResource = shaderResources[0];
- } else {
- shaderResource = NULL;
- }
- if (shaderResource != rendererData->currentShaderResource) {
- ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources);
- rendererData->currentShaderResource = shaderResource;
- }
- if (sampler != rendererData->currentSampler) {
- ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler);
- rendererData->currentSampler = sampler;
- }
-}
-
-static void
-D3D11_RenderFinishDrawOp(SDL_Renderer * renderer,
- D3D11_PRIMITIVE_TOPOLOGY primitiveTopology,
- UINT vertexCount)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
-
- ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology);
- ID3D11DeviceContext_Draw(rendererData->d3dContext, vertexCount, 0);
-}
-
-static int
-D3D11_RenderDrawPoints(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- float r, g, b, a;
- VertexPositionColor *vertices;
- int i;
-
- r = (float)(renderer->r / 255.0f);
- g = (float)(renderer->g / 255.0f);
- b = (float)(renderer->b / 255.0f);
- a = (float)(renderer->a / 255.0f);
-
- vertices = SDL_stack_alloc(VertexPositionColor, count);
- for (i = 0; i < count; ++i) {
- const VertexPositionColor v = { { points[i].x, points[i].y, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } };
- vertices[i] = v;
- }
-
- D3D11_RenderStartDrawOp(renderer);
- D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
- if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
- SDL_stack_free(vertices);
- return -1;
- }
-
- D3D11_SetPixelShader(
- renderer,
- rendererData->colorPixelShader,
- 0,
- NULL,
- NULL);
-
- D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, count);
- SDL_stack_free(vertices);
- return 0;
-}
-
-static int
-D3D11_RenderDrawLines(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- float r, g, b, a;
- VertexPositionColor *vertices;
- int i;
-
- r = (float)(renderer->r / 255.0f);
- g = (float)(renderer->g / 255.0f);
- b = (float)(renderer->b / 255.0f);
- a = (float)(renderer->a / 255.0f);
-
- vertices = SDL_stack_alloc(VertexPositionColor, count);
- for (i = 0; i < count; ++i) {
- const VertexPositionColor v = { { points[i].x, points[i].y, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } };
- vertices[i] = v;
- }
-
- D3D11_RenderStartDrawOp(renderer);
- D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
- if (D3D11_UpdateVertexBuffer(renderer, vertices, (unsigned int)count * sizeof(VertexPositionColor)) != 0) {
- SDL_stack_free(vertices);
- return -1;
- }
-
- D3D11_SetPixelShader(
- renderer,
- rendererData->colorPixelShader,
- 0,
- NULL,
- NULL);
-
- D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, count);
- SDL_stack_free(vertices);
- return 0;
-}
-
-static int
-D3D11_RenderFillRects(SDL_Renderer * renderer,
- const SDL_FRect * rects, int count)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- float r, g, b, a;
- int i;
-
- r = (float)(renderer->r / 255.0f);
- g = (float)(renderer->g / 255.0f);
- b = (float)(renderer->b / 255.0f);
- a = (float)(renderer->a / 255.0f);
-
- for (i = 0; i < count; ++i) {
- VertexPositionColor vertices[] = {
- { { rects[i].x, rects[i].y, 0.0f }, { 0.0f, 0.0f}, {r, g, b, a} },
- { { rects[i].x, rects[i].y + rects[i].h, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
- { { rects[i].x + rects[i].w, rects[i].y, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
- { { rects[i].x + rects[i].w, rects[i].y + rects[i].h, 0.0f }, { 0.0f, 0.0f }, { r, g, b, a } },
- };
-
- D3D11_RenderStartDrawOp(renderer);
- D3D11_RenderSetBlendMode(renderer, renderer->blendMode);
- if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
- return -1;
- }
-
- D3D11_SetPixelShader(
- renderer,
- rendererData->colorPixelShader,
- 0,
- NULL,
- NULL);
-
- D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, SDL_arraysize(vertices));
- }
-
- return 0;
-}
-
-static ID3D11SamplerState *
-D3D11_RenderGetSampler(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
-
- switch (textureData->scaleMode) {
- case D3D11_FILTER_MIN_MAG_MIP_POINT:
- return rendererData->nearestPixelSampler;
- case D3D11_FILTER_MIN_MAG_MIP_LINEAR:
- return rendererData->linearSampler;
- default:
- return NULL;
- }
-}
-
-static int
-D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
- float minu, maxu, minv, maxv;
- Float4 color;
- VertexPositionColor vertices[4];
- ID3D11SamplerState *textureSampler;
-
- D3D11_RenderStartDrawOp(renderer);
- D3D11_RenderSetBlendMode(renderer, texture->blendMode);
-
- minu = (float) srcrect->x / texture->w;
- maxu = (float) (srcrect->x + srcrect->w) / texture->w;
- minv = (float) srcrect->y / texture->h;
- maxv = (float) (srcrect->y + srcrect->h) / texture->h;
-
- color.x = 1.0f; /* red */
- color.y = 1.0f; /* green */
- color.z = 1.0f; /* blue */
- color.w = 1.0f; /* alpha */
- if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
- color.x = (float)(texture->r / 255.0f); /* red */
- color.y = (float)(texture->g / 255.0f); /* green */
- color.z = (float)(texture->b / 255.0f); /* blue */
- }
- if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
- color.w = (float)(texture->a / 255.0f); /* alpha */
- }
-
- vertices[0].pos.x = dstrect->x;
- vertices[0].pos.y = dstrect->y;
- vertices[0].pos.z = 0.0f;
- vertices[0].tex.x = minu;
- vertices[0].tex.y = minv;
- vertices[0].color = color;
-
- vertices[1].pos.x = dstrect->x;
- vertices[1].pos.y = dstrect->y + dstrect->h;
- vertices[1].pos.z = 0.0f;
- vertices[1].tex.x = minu;
- vertices[1].tex.y = maxv;
- vertices[1].color = color;
-
- vertices[2].pos.x = dstrect->x + dstrect->w;
- vertices[2].pos.y = dstrect->y;
- vertices[2].pos.z = 0.0f;
- vertices[2].tex.x = maxu;
- vertices[2].tex.y = minv;
- vertices[2].color = color;
-
- vertices[3].pos.x = dstrect->x + dstrect->w;
- vertices[3].pos.y = dstrect->y + dstrect->h;
- vertices[3].pos.z = 0.0f;
- vertices[3].tex.x = maxu;
- vertices[3].tex.y = maxv;
- vertices[3].color = color;
-
- if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
- return -1;
- }
-
- textureSampler = D3D11_RenderGetSampler(renderer, texture);
- if (textureData->yuv) {
- ID3D11ShaderResourceView *shaderResources[] = {
- textureData->mainTextureResourceView,
- textureData->mainTextureResourceViewU,
- textureData->mainTextureResourceViewV
- };
- D3D11_SetPixelShader(
- renderer,
- rendererData->yuvPixelShader,
- SDL_arraysize(shaderResources),
- shaderResources,
- textureSampler);
- } else {
- D3D11_SetPixelShader(
- renderer,
- rendererData->texturePixelShader,
- 1,
- &textureData->mainTextureResourceView,
- textureSampler);
- }
-
- D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
-
- return 0;
-}
-
-static int
-D3D11_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)
-{
- D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
- D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
- float minu, maxu, minv, maxv;
- Float4 color;
- Float4X4 modelMatrix;
- float minx, maxx, miny, maxy;
- VertexPositionColor vertices[4];
- ID3D11SamplerState *textureSampler;
-
- D3D11_RenderStartDrawOp(renderer);
- D3D11_RenderSetBlendMode(renderer, texture->blendMode);
-
- minu = (float) srcrect->x / texture->w;
- maxu = (float) (srcrect->x + srcrect->w) / texture->w;
- minv = (float) srcrect->y / texture->h;
- maxv = (float) (srcrect->y + srcrect->h) / texture->h;
-
- color.x = 1.0f; /* red */
- color.y = 1.0f; /* green */
- color.z = 1.0f; /* blue */
- color.w = 1.0f; /* alpha */
- if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
- color.x = (float)(texture->r / 255.0f); /* red */
- color.y = (float)(texture->g / 255.0f); /* green */
- color.z = (float)(texture->b / 255.0f); /* blue */
- }
- if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
- color.w = (float)(texture->a / 255.0f); /* alpha */
- }
-
- if (flip & SDL_FLIP_HORIZONTAL) {
- float tmp = maxu;
- maxu = minu;
- minu = tmp;
- }
- if (flip & SDL_FLIP_VERTICAL) {
- float tmp = maxv;
- maxv = minv;
- minv = tmp;
- }
-
- modelMatrix = MatrixMultiply(
- MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
- MatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
- );
- D3D11_SetModelMatrix(renderer, &modelMatrix);
-
- minx = -center->x;
- maxx = dstrect->w - center->x;
- miny = -center->y;
- maxy = dstrect->h - center->y;
-
- vertices[0].pos.x = minx;
- vertices[0].pos.y = miny;
- vertices[0].pos.z = 0.0f;
- vertices[0].tex.x = minu;
- vertices[0].tex.y = minv;
- vertices[0].color = color;
-
- vertices[1].pos.x = minx;
- vertices[1].pos.y = maxy;
- vertices[1].pos.z = 0.0f;
- vertices[1].tex.x = minu;
- vertices[1].tex.y = maxv;
- vertices[1].color = color;
-
- vertices[2].pos.x = maxx;
- vertices[2].pos.y = miny;
- vertices[2].pos.z = 0.0f;
- vertices[2].tex.x = maxu;
- vertices[2].tex.y = minv;
- vertices[2].color = color;
-
- vertices[3].pos.x = maxx;
- vertices[3].pos.y = maxy;
- vertices[3].pos.z = 0.0f;
- vertices[3].tex.x = maxu;
- vertices[3].tex.y = maxv;
- vertices[3].color = color;
-
- if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
- return -1;
- }
-
- textureSampler = D3D11_RenderGetSampler(renderer, texture);
- if (textureData->yuv) {
- ID3D11ShaderResourceView *shaderResources[] = {
- textureData->mainTextureResourceView,
- textureData->mainTextureResourceViewU,
- textureData->mainTextureResourceViewV
- };
- D3D11_SetPixelShader(
- renderer,
- rendererData->yuvPixelShader,
- SDL_arraysize(shaderResources),
- shaderResources,
- textureSampler);
- } else {
- D3D11_SetPixelShader(
- renderer,
- rendererData->texturePixelShader,
- 1,
- &textureData->mainTextureResourceView,
- textureSampler);
- }
-
- D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));
-
- D3D11_SetModelMatrix(renderer, NULL);
-
- return 0;
-}
-
-static int
-D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 format, void * pixels, int pitch)
-{
- D3D11_RenderData * data = (D3D11_RenderData *) renderer->driverdata;
- ID3D11Texture2D *backBuffer = NULL;
- ID3D11Texture2D *stagingTexture = NULL;
- HRESULT result;
- int status = -1;
- D3D11_TEXTURE2D_DESC stagingTextureDesc;
- D3D11_RECT srcRect = {0, 0, 0, 0};
- D3D11_BOX srcBox;
- D3D11_MAPPED_SUBRESOURCE textureMemory;
-
- /* Retrieve a pointer to the back buffer: */
- result = IDXGISwapChain_GetBuffer(data->swapChain,
- 0,
- &SDL_IID_ID3D11Texture2D,
- (void **)&backBuffer
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::GetBuffer [get back buffer]"), result);
- goto done;
- }
-
- /* Create a staging texture to copy the screen's data to: */
- ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc);
- stagingTextureDesc.Width = rect->w;
- stagingTextureDesc.Height = rect->h;
- stagingTextureDesc.BindFlags = 0;
- stagingTextureDesc.MiscFlags = 0;
- stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
- stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
- result = ID3D11Device_CreateTexture2D(data->d3dDevice,
- &stagingTextureDesc,
- NULL,
- &stagingTexture);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
- goto done;
- }
-
- /* Copy the desired portion of the back buffer to the staging texture: */
- if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE) != 0) {
- /* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
- goto done;
- }
-
- srcBox.left = srcRect.left;
- srcBox.right = srcRect.right;
- srcBox.top = srcRect.top;
- srcBox.bottom = srcRect.bottom;
- srcBox.front = 0;
- srcBox.back = 1;
- ID3D11DeviceContext_CopySubresourceRegion(data->d3dContext,
- (ID3D11Resource *)stagingTexture,
- 0,
- 0, 0, 0,
- (ID3D11Resource *)backBuffer,
- 0,
- &srcBox);
-
- /* Map the staging texture's data to CPU-accessible memory: */
- result = ID3D11DeviceContext_Map(data->d3dContext,
- (ID3D11Resource *)stagingTexture,
- 0,
- D3D11_MAP_READ,
- 0,
- &textureMemory);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
- goto done;
- }
-
- /* Copy the data into the desired buffer, converting pixels to the
- * desired format at the same time:
- */
- if (SDL_ConvertPixels(
- rect->w, rect->h,
- D3D11_DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format),
- textureMemory.pData,
- textureMemory.RowPitch,
- format,
- pixels,
- pitch) != 0) {
- /* When SDL_ConvertPixels fails, it'll have already set the format.
- * Get the error message, and attach some extra data to it.
- */
- char errorMessage[1024];
- SDL_snprintf(errorMessage, sizeof(errorMessage), "%s, Convert Pixels failed: %s", __FUNCTION__, SDL_GetError());
- SDL_SetError("%s", errorMessage);
- goto done;
- }
-
- /* Unmap the texture: */
- ID3D11DeviceContext_Unmap(data->d3dContext,
- (ID3D11Resource *)stagingTexture,
- 0);
-
- status = 0;
-
-done:
- SAFE_RELEASE(backBuffer);
- SAFE_RELEASE(stagingTexture);
- return status;
-}
-
-static void
-D3D11_RenderPresent(SDL_Renderer * renderer)
-{
- D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
- UINT syncInterval;
- UINT presentFlags;
- HRESULT result;
- DXGI_PRESENT_PARAMETERS parameters;
-
- SDL_zero(parameters);
-
-#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- syncInterval = 1;
- presentFlags = 0;
- result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
-#else
- if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
- syncInterval = 1;
- presentFlags = 0;
- } else {
- syncInterval = 0;
- presentFlags = DXGI_PRESENT_DO_NOT_WAIT;
- }
-
- /* The application may optionally specify "dirty" or "scroll"
- * rects to improve efficiency in certain scenarios.
- * This option is not available on Windows Phone 8, to note.
- */
- result = IDXGISwapChain1_Present1(data->swapChain, syncInterval, presentFlags, &parameters);
-#endif
-
- /* Discard the contents of the render target.
- * This is a valid operation only when the existing contents will be entirely
- * overwritten. If dirty or scroll rects are used, this call should be removed.
- */
- ID3D11DeviceContext1_DiscardView(data->d3dContext, (ID3D11View*)data->mainRenderTargetView);
-
- /* When the present flips, it unbinds the current view, so bind it again on the next draw call */
- data->currentRenderTargetView = NULL;
-
- if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) {
- /* If the device was removed either by a disconnect or a driver upgrade, we
- * must recreate all device resources.
- *
- * TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvage debug info from users' machines
- */
- if ( result == DXGI_ERROR_DEVICE_REMOVED ) {
- D3D11_HandleDeviceLost(renderer);
- } else if (result == DXGI_ERROR_INVALID_CALL) {
- /* We probably went through a fullscreen <-> windowed transition */
- D3D11_CreateWindowSizeDependentResources(renderer);
- } else {
- WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
- }
- }
-}
-
-#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/direct3d11/SDL_render_winrt.cpp b/3rdparty/SDL2/src/render/direct3d11/SDL_render_winrt.cpp
deleted file mode 100644
index 99f2b4ea429..00000000000
--- a/3rdparty/SDL2/src/render/direct3d11/SDL_render_winrt.cpp
+++ /dev/null
@@ -1,116 +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_D3D11 && !SDL_RENDER_DISABLED
-
-#include "SDL_syswm.h"
-#include "../../video/winrt/SDL_winrtvideo_cpp.h"
-extern "C" {
-#include "../SDL_sysrender.h"
-}
-
-#include <windows.ui.core.h>
-#include <windows.graphics.display.h>
-
-#if WINAPI_FAMILY == WINAPI_FAMILY_APP
-#include <windows.ui.xaml.media.dxinterop.h>
-#endif
-
-using namespace Windows::UI::Core;
-using namespace Windows::Graphics::Display;
-
-#include <DXGI.h>
-
-#include "SDL_render_winrt.h"
-
-
-extern "C" void *
-D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
-{
- SDL_Window * sdlWindow = renderer->window;
- if ( ! renderer->window ) {
- return NULL;
- }
-
- SDL_SysWMinfo sdlWindowInfo;
- SDL_VERSION(&sdlWindowInfo.version);
- if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
- return NULL;
- }
-
- if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
- return NULL;
- }
-
- if (!sdlWindowInfo.info.winrt.window) {
- return NULL;
- }
-
- ABI::Windows::UI::Core::ICoreWindow *coreWindow = NULL;
- if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
- return NULL;
- }
-
- IUnknown *coreWindowAsIUnknown = NULL;
- coreWindow->QueryInterface(&coreWindowAsIUnknown);
- coreWindow->Release();
-
- return coreWindowAsIUnknown;
-}
-
-extern "C" DXGI_MODE_ROTATION
-D3D11_GetCurrentRotation()
-{
- const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
-
- switch (currentOrientation) {
-
-#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- /* Windows Phone rotations */
- case DisplayOrientations::Landscape:
- return DXGI_MODE_ROTATION_ROTATE90;
- case DisplayOrientations::Portrait:
- return DXGI_MODE_ROTATION_IDENTITY;
- case DisplayOrientations::LandscapeFlipped:
- return DXGI_MODE_ROTATION_ROTATE270;
- case DisplayOrientations::PortraitFlipped:
- return DXGI_MODE_ROTATION_ROTATE180;
-#else
- /* Non-Windows-Phone rotations (ex: Windows 8, Windows RT) */
- case DisplayOrientations::Landscape:
- return DXGI_MODE_ROTATION_IDENTITY;
- case DisplayOrientations::Portrait:
- return DXGI_MODE_ROTATION_ROTATE270;
- case DisplayOrientations::LandscapeFlipped:
- return DXGI_MODE_ROTATION_ROTATE180;
- case DisplayOrientations::PortraitFlipped:
- return DXGI_MODE_ROTATION_ROTATE90;
-#endif /* WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP */
- }
-
- return DXGI_MODE_ROTATION_IDENTITY;
-}
-
-
-#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/direct3d11/SDL_render_winrt.h b/3rdparty/SDL2/src/render/direct3d11/SDL_render_winrt.h
deleted file mode 100644
index 734ebf41aa2..00000000000
--- a/3rdparty/SDL2/src/render/direct3d11/SDL_render_winrt.h
+++ /dev/null
@@ -1,40 +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_D3D11 && !SDL_RENDER_DISABLED
-
-#include "SDL_render.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-void * D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer);
-DXGI_MODE_ROTATION D3D11_GetCurrentRotation();
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/mmx.h b/3rdparty/SDL2/src/render/mmx.h
deleted file mode 100644
index 3bd00ac2398..00000000000
--- a/3rdparty/SDL2/src/render/mmx.h
+++ /dev/null
@@ -1,642 +0,0 @@
-/* mmx.h
-
- MultiMedia eXtensions GCC interface library for IA32.
-
- To use this library, simply include this header file
- and compile with GCC. You MUST have inlining enabled
- in order for mmx_ok() to work; this can be done by
- simply using -O on the GCC command line.
-
- Compiling with -DMMX_TRACE will cause detailed trace
- output to be sent to stderr for each mmx operation.
- This adds lots of code, and obviously slows execution to
- a crawl, but can be very useful for debugging.
-
- THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY
- EXPRESS OR IMPLIED WARRANTIES, INCLUDING, WITHOUT
- LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY
- AND FITNESS FOR ANY PARTICULAR PURPOSE.
-
- 1997-99 by H. Dietz and R. Fisher
-
- Notes:
- It appears that the latest gas has the pand problem fixed, therefore
- I'll undefine BROKEN_PAND by default.
-*/
-
-#ifndef _MMX_H
-#define _MMX_H
-
-
-/* Warning: at this writing, the version of GAS packaged
- with most Linux distributions does not handle the
- parallel AND operation mnemonic correctly. If the
- symbol BROKEN_PAND is defined, a slower alternative
- coding will be used. If execution of mmxtest results
- in an illegal instruction fault, define this symbol.
-*/
-#undef BROKEN_PAND
-
-
-/* The type of an value that fits in an MMX register
- (note that long long constant values MUST be suffixed
- by LL and unsigned long long values by ULL, lest
- they be truncated by the compiler)
-*/
-typedef union
-{
- long long q; /* Quadword (64-bit) value */
- unsigned long long uq; /* Unsigned Quadword */
- int d[2]; /* 2 Doubleword (32-bit) values */
- unsigned int ud[2]; /* 2 Unsigned Doubleword */
- short w[4]; /* 4 Word (16-bit) values */
- unsigned short uw[4]; /* 4 Unsigned Word */
- char b[8]; /* 8 Byte (8-bit) values */
- unsigned char ub[8]; /* 8 Unsigned Byte */
- float s[2]; /* Single-precision (32-bit) value */
-} __attribute__ ((aligned(8))) mmx_t; /* On an 8-byte (64-bit) boundary */
-
-
-#if 0
-/* Function to test if multimedia instructions are supported...
-*/
-inline extern int
-mm_support(void)
-{
- /* Returns 1 if MMX instructions are supported,
- 3 if Cyrix MMX and Extended MMX instructions are supported
- 5 if AMD MMX and 3DNow! instructions are supported
- 0 if hardware does not support any of these
- */
- register int rval = 0;
-
- __asm__ __volatile__(
- /* See if CPUID instruction is supported ... */
- /* ... Get copies of EFLAGS into eax and ecx */
- "pushf\n\t"
- "popl %%eax\n\t" "movl %%eax, %%ecx\n\t"
- /* ... Toggle the ID bit in one copy and store */
- /* to the EFLAGS reg */
- "xorl $0x200000, %%eax\n\t"
- "push %%eax\n\t" "popf\n\t"
- /* ... Get the (hopefully modified) EFLAGS */
- "pushf\n\t" "popl %%eax\n\t"
- /* ... Compare and test result */
- "xorl %%eax, %%ecx\n\t" "testl $0x200000, %%ecx\n\t" "jz NotSupported1\n\t" /* CPUID not supported */
- /* Get standard CPUID information, and
- go to a specific vendor section */
- "movl $0, %%eax\n\t" "cpuid\n\t"
- /* Check for Intel */
- "cmpl $0x756e6547, %%ebx\n\t"
- "jne TryAMD\n\t"
- "cmpl $0x49656e69, %%edx\n\t"
- "jne TryAMD\n\t"
- "cmpl $0x6c65746e, %%ecx\n"
- "jne TryAMD\n\t" "jmp Intel\n\t"
- /* Check for AMD */
- "\nTryAMD:\n\t"
- "cmpl $0x68747541, %%ebx\n\t"
- "jne TryCyrix\n\t"
- "cmpl $0x69746e65, %%edx\n\t"
- "jne TryCyrix\n\t"
- "cmpl $0x444d4163, %%ecx\n"
- "jne TryCyrix\n\t" "jmp AMD\n\t"
- /* Check for Cyrix */
- "\nTryCyrix:\n\t"
- "cmpl $0x69727943, %%ebx\n\t"
- "jne NotSupported2\n\t"
- "cmpl $0x736e4978, %%edx\n\t"
- "jne NotSupported3\n\t"
- "cmpl $0x64616574, %%ecx\n\t"
- "jne NotSupported4\n\t"
- /* Drop through to Cyrix... */
- /* Cyrix Section */
- /* See if extended CPUID level 80000001 is supported */
- /* The value of CPUID/80000001 for the 6x86MX is undefined
- according to the Cyrix CPU Detection Guide (Preliminary
- Rev. 1.01 table 1), so we'll check the value of eax for
- CPUID/0 to see if standard CPUID level 2 is supported.
- According to the table, the only CPU which supports level
- 2 is also the only one which supports extended CPUID levels.
- */
- "cmpl $0x2, %%eax\n\t" "jne MMXtest\n\t" /* Use standard CPUID instead */
- /* Extended CPUID supported (in theory), so get extended
- features */
- "movl $0x80000001, %%eax\n\t" "cpuid\n\t" "testl $0x00800000, %%eax\n\t" /* Test for MMX */
- "jz NotSupported5\n\t" /* MMX not supported */
- "testl $0x01000000, %%eax\n\t" /* Test for Ext'd MMX */
- "jnz EMMXSupported\n\t" "movl $1, %0:\n\n\t" /* MMX Supported */
- "jmp Return\n\n" "EMMXSupported:\n\t" "movl $3, %0:\n\n\t" /* EMMX and MMX Supported */
- "jmp Return\n\t"
- /* AMD Section */
- "AMD:\n\t"
- /* See if extended CPUID is supported */
- "movl $0x80000000, %%eax\n\t" "cpuid\n\t" "cmpl $0x80000000, %%eax\n\t" "jl MMXtest\n\t" /* Use standard CPUID instead */
- /* Extended CPUID supported, so get extended features */
- "movl $0x80000001, %%eax\n\t" "cpuid\n\t" "testl $0x00800000, %%edx\n\t" /* Test for MMX */
- "jz NotSupported6\n\t" /* MMX not supported */
- "testl $0x80000000, %%edx\n\t" /* Test for 3DNow! */
- "jnz ThreeDNowSupported\n\t" "movl $1, %0:\n\n\t" /* MMX Supported */
- "jmp Return\n\n" "ThreeDNowSupported:\n\t" "movl $5, %0:\n\n\t" /* 3DNow! and MMX Supported */
- "jmp Return\n\t"
- /* Intel Section */
- "Intel:\n\t"
- /* Check for MMX */
- "MMXtest:\n\t" "movl $1, %%eax\n\t" "cpuid\n\t" "testl $0x00800000, %%edx\n\t" /* Test for MMX */
- "jz NotSupported7\n\t" /* MMX Not supported */
- "movl $1, %0:\n\n\t" /* MMX Supported */
- "jmp Return\n\t"
- /* Nothing supported */
- "\nNotSupported1:\n\t" "#movl $101, %0:\n\n\t" "\nNotSupported2:\n\t" "#movl $102, %0:\n\n\t" "\nNotSupported3:\n\t" "#movl $103, %0:\n\n\t" "\nNotSupported4:\n\t" "#movl $104, %0:\n\n\t" "\nNotSupported5:\n\t" "#movl $105, %0:\n\n\t" "\nNotSupported6:\n\t" "#movl $106, %0:\n\n\t" "\nNotSupported7:\n\t" "#movl $107, %0:\n\n\t" "movl $0, %0:\n\n\t" "Return:\n\t":"=a"(rval): /* no input */
- :"eax", "ebx", "ecx", "edx");
-
- /* Return */
- return (rval);
-}
-
-/* Function to test if mmx instructions are supported...
-*/
-inline extern int
-mmx_ok(void)
-{
- /* Returns 1 if MMX instructions are supported, 0 otherwise */
- return (mm_support() & 0x1);
-}
-#endif
-
-/* Helper functions for the instruction macros that follow...
- (note that memory-to-register, m2r, instructions are nearly
- as efficient as register-to-register, r2r, instructions;
- however, memory-to-memory instructions are really simulated
- as a convenience, and are only 1/3 as efficient)
-*/
-#ifdef MMX_TRACE
-
-/* Include the stuff for printing a trace to stderr...
-*/
-
-#define mmx_i2r(op, imm, reg) \
- { \
- mmx_t mmx_trace; \
- mmx_trace.uq = (imm); \
- printf(#op "_i2r(" #imm "=0x%08x%08x, ", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- __asm__ __volatile__ ("movq %%" #reg ", %0" \
- : "=X" (mmx_trace) \
- : /* nothing */ ); \
- printf(#reg "=0x%08x%08x) => ", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- __asm__ __volatile__ (#op " %0, %%" #reg \
- : /* nothing */ \
- : "X" (imm)); \
- __asm__ __volatile__ ("movq %%" #reg ", %0" \
- : "=X" (mmx_trace) \
- : /* nothing */ ); \
- printf(#reg "=0x%08x%08x\n", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- }
-
-#define mmx_m2r(op, mem, reg) \
- { \
- mmx_t mmx_trace; \
- mmx_trace = (mem); \
- printf(#op "_m2r(" #mem "=0x%08x%08x, ", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- __asm__ __volatile__ ("movq %%" #reg ", %0" \
- : "=X" (mmx_trace) \
- : /* nothing */ ); \
- printf(#reg "=0x%08x%08x) => ", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- __asm__ __volatile__ (#op " %0, %%" #reg \
- : /* nothing */ \
- : "X" (mem)); \
- __asm__ __volatile__ ("movq %%" #reg ", %0" \
- : "=X" (mmx_trace) \
- : /* nothing */ ); \
- printf(#reg "=0x%08x%08x\n", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- }
-
-#define mmx_r2m(op, reg, mem) \
- { \
- mmx_t mmx_trace; \
- __asm__ __volatile__ ("movq %%" #reg ", %0" \
- : "=X" (mmx_trace) \
- : /* nothing */ ); \
- printf(#op "_r2m(" #reg "=0x%08x%08x, ", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- mmx_trace = (mem); \
- printf(#mem "=0x%08x%08x) => ", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- __asm__ __volatile__ (#op " %%" #reg ", %0" \
- : "=X" (mem) \
- : /* nothing */ ); \
- mmx_trace = (mem); \
- printf(#mem "=0x%08x%08x\n", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- }
-
-#define mmx_r2r(op, regs, regd) \
- { \
- mmx_t mmx_trace; \
- __asm__ __volatile__ ("movq %%" #regs ", %0" \
- : "=X" (mmx_trace) \
- : /* nothing */ ); \
- printf(#op "_r2r(" #regs "=0x%08x%08x, ", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- __asm__ __volatile__ ("movq %%" #regd ", %0" \
- : "=X" (mmx_trace) \
- : /* nothing */ ); \
- printf(#regd "=0x%08x%08x) => ", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- __asm__ __volatile__ (#op " %" #regs ", %" #regd); \
- __asm__ __volatile__ ("movq %%" #regd ", %0" \
- : "=X" (mmx_trace) \
- : /* nothing */ ); \
- printf(#regd "=0x%08x%08x\n", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- }
-
-#define mmx_m2m(op, mems, memd) \
- { \
- mmx_t mmx_trace; \
- mmx_trace = (mems); \
- printf(#op "_m2m(" #mems "=0x%08x%08x, ", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- mmx_trace = (memd); \
- printf(#memd "=0x%08x%08x) => ", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- __asm__ __volatile__ ("movq %0, %%mm0\n\t" \
- #op " %1, %%mm0\n\t" \
- "movq %%mm0, %0" \
- : "=X" (memd) \
- : "X" (mems)); \
- mmx_trace = (memd); \
- printf(#memd "=0x%08x%08x\n", \
- mmx_trace.d[1], mmx_trace.d[0]); \
- }
-
-#else
-
-/* These macros are a lot simpler without the tracing...
-*/
-
-#define mmx_i2r(op, imm, reg) \
- __asm__ __volatile__ (#op " %0, %%" #reg \
- : /* nothing */ \
- : "X" (imm) )
-
-#define mmx_m2r(op, mem, reg) \
- __asm__ __volatile__ (#op " %0, %%" #reg \
- : /* nothing */ \
- : "m" (mem))
-
-#define mmx_r2m(op, reg, mem) \
- __asm__ __volatile__ (#op " %%" #reg ", %0" \
- : "=m" (mem) \
- : /* nothing */ )
-
-#define mmx_r2r(op, regs, regd) \
- __asm__ __volatile__ (#op " %" #regs ", %" #regd)
-
-#define mmx_m2m(op, mems, memd) \
- __asm__ __volatile__ ("movq %0, %%mm0\n\t" \
- #op " %1, %%mm0\n\t" \
- "movq %%mm0, %0" \
- : "=X" (memd) \
- : "X" (mems))
-
-#endif
-
-
-/* 1x64 MOVe Quadword
- (this is both a load and a store...
- in fact, it is the only way to store)
-*/
-#define movq_m2r(var, reg) mmx_m2r(movq, var, reg)
-#define movq_r2m(reg, var) mmx_r2m(movq, reg, var)
-#define movq_r2r(regs, regd) mmx_r2r(movq, regs, regd)
-#define movq(vars, vard) \
- __asm__ __volatile__ ("movq %1, %%mm0\n\t" \
- "movq %%mm0, %0" \
- : "=X" (vard) \
- : "X" (vars))
-
-
-/* 1x32 MOVe Doubleword
- (like movq, this is both load and store...
- but is most useful for moving things between
- mmx registers and ordinary registers)
-*/
-#define movd_m2r(var, reg) mmx_m2r(movd, var, reg)
-#define movd_r2m(reg, var) mmx_r2m(movd, reg, var)
-#define movd_r2r(regs, regd) mmx_r2r(movd, regs, regd)
-#define movd(vars, vard) \
- __asm__ __volatile__ ("movd %1, %%mm0\n\t" \
- "movd %%mm0, %0" \
- : "=X" (vard) \
- : "X" (vars))
-
-
-/* 2x32, 4x16, and 8x8 Parallel ADDs
-*/
-#define paddd_m2r(var, reg) mmx_m2r(paddd, var, reg)
-#define paddd_r2r(regs, regd) mmx_r2r(paddd, regs, regd)
-#define paddd(vars, vard) mmx_m2m(paddd, vars, vard)
-
-#define paddw_m2r(var, reg) mmx_m2r(paddw, var, reg)
-#define paddw_r2r(regs, regd) mmx_r2r(paddw, regs, regd)
-#define paddw(vars, vard) mmx_m2m(paddw, vars, vard)
-
-#define paddb_m2r(var, reg) mmx_m2r(paddb, var, reg)
-#define paddb_r2r(regs, regd) mmx_r2r(paddb, regs, regd)
-#define paddb(vars, vard) mmx_m2m(paddb, vars, vard)
-
-
-/* 4x16 and 8x8 Parallel ADDs using Saturation arithmetic
-*/
-#define paddsw_m2r(var, reg) mmx_m2r(paddsw, var, reg)
-#define paddsw_r2r(regs, regd) mmx_r2r(paddsw, regs, regd)
-#define paddsw(vars, vard) mmx_m2m(paddsw, vars, vard)
-
-#define paddsb_m2r(var, reg) mmx_m2r(paddsb, var, reg)
-#define paddsb_r2r(regs, regd) mmx_r2r(paddsb, regs, regd)
-#define paddsb(vars, vard) mmx_m2m(paddsb, vars, vard)
-
-
-/* 4x16 and 8x8 Parallel ADDs using Unsigned Saturation arithmetic
-*/
-#define paddusw_m2r(var, reg) mmx_m2r(paddusw, var, reg)
-#define paddusw_r2r(regs, regd) mmx_r2r(paddusw, regs, regd)
-#define paddusw(vars, vard) mmx_m2m(paddusw, vars, vard)
-
-#define paddusb_m2r(var, reg) mmx_m2r(paddusb, var, reg)
-#define paddusb_r2r(regs, regd) mmx_r2r(paddusb, regs, regd)
-#define paddusb(vars, vard) mmx_m2m(paddusb, vars, vard)
-
-
-/* 2x32, 4x16, and 8x8 Parallel SUBs
-*/
-#define psubd_m2r(var, reg) mmx_m2r(psubd, var, reg)
-#define psubd_r2r(regs, regd) mmx_r2r(psubd, regs, regd)
-#define psubd(vars, vard) mmx_m2m(psubd, vars, vard)
-
-#define psubw_m2r(var, reg) mmx_m2r(psubw, var, reg)
-#define psubw_r2r(regs, regd) mmx_r2r(psubw, regs, regd)
-#define psubw(vars, vard) mmx_m2m(psubw, vars, vard)
-
-#define psubb_m2r(var, reg) mmx_m2r(psubb, var, reg)
-#define psubb_r2r(regs, regd) mmx_r2r(psubb, regs, regd)
-#define psubb(vars, vard) mmx_m2m(psubb, vars, vard)
-
-
-/* 4x16 and 8x8 Parallel SUBs using Saturation arithmetic
-*/
-#define psubsw_m2r(var, reg) mmx_m2r(psubsw, var, reg)
-#define psubsw_r2r(regs, regd) mmx_r2r(psubsw, regs, regd)
-#define psubsw(vars, vard) mmx_m2m(psubsw, vars, vard)
-
-#define psubsb_m2r(var, reg) mmx_m2r(psubsb, var, reg)
-#define psubsb_r2r(regs, regd) mmx_r2r(psubsb, regs, regd)
-#define psubsb(vars, vard) mmx_m2m(psubsb, vars, vard)
-
-
-/* 4x16 and 8x8 Parallel SUBs using Unsigned Saturation arithmetic
-*/
-#define psubusw_m2r(var, reg) mmx_m2r(psubusw, var, reg)
-#define psubusw_r2r(regs, regd) mmx_r2r(psubusw, regs, regd)
-#define psubusw(vars, vard) mmx_m2m(psubusw, vars, vard)
-
-#define psubusb_m2r(var, reg) mmx_m2r(psubusb, var, reg)
-#define psubusb_r2r(regs, regd) mmx_r2r(psubusb, regs, regd)
-#define psubusb(vars, vard) mmx_m2m(psubusb, vars, vard)
-
-
-/* 4x16 Parallel MULs giving Low 4x16 portions of results
-*/
-#define pmullw_m2r(var, reg) mmx_m2r(pmullw, var, reg)
-#define pmullw_r2r(regs, regd) mmx_r2r(pmullw, regs, regd)
-#define pmullw(vars, vard) mmx_m2m(pmullw, vars, vard)
-
-
-/* 4x16 Parallel MULs giving High 4x16 portions of results
-*/
-#define pmulhw_m2r(var, reg) mmx_m2r(pmulhw, var, reg)
-#define pmulhw_r2r(regs, regd) mmx_r2r(pmulhw, regs, regd)
-#define pmulhw(vars, vard) mmx_m2m(pmulhw, vars, vard)
-
-
-/* 4x16->2x32 Parallel Mul-ADD
- (muls like pmullw, then adds adjacent 16-bit fields
- in the multiply result to make the final 2x32 result)
-*/
-#define pmaddwd_m2r(var, reg) mmx_m2r(pmaddwd, var, reg)
-#define pmaddwd_r2r(regs, regd) mmx_r2r(pmaddwd, regs, regd)
-#define pmaddwd(vars, vard) mmx_m2m(pmaddwd, vars, vard)
-
-
-/* 1x64 bitwise AND
-*/
-#ifdef BROKEN_PAND
-#define pand_m2r(var, reg) \
- { \
- mmx_m2r(pandn, (mmx_t) -1LL, reg); \
- mmx_m2r(pandn, var, reg); \
- }
-#define pand_r2r(regs, regd) \
- { \
- mmx_m2r(pandn, (mmx_t) -1LL, regd); \
- mmx_r2r(pandn, regs, regd) \
- }
-#define pand(vars, vard) \
- { \
- movq_m2r(vard, mm0); \
- mmx_m2r(pandn, (mmx_t) -1LL, mm0); \
- mmx_m2r(pandn, vars, mm0); \
- movq_r2m(mm0, vard); \
- }
-#else
-#define pand_m2r(var, reg) mmx_m2r(pand, var, reg)
-#define pand_r2r(regs, regd) mmx_r2r(pand, regs, regd)
-#define pand(vars, vard) mmx_m2m(pand, vars, vard)
-#endif
-
-
-/* 1x64 bitwise AND with Not the destination
-*/
-#define pandn_m2r(var, reg) mmx_m2r(pandn, var, reg)
-#define pandn_r2r(regs, regd) mmx_r2r(pandn, regs, regd)
-#define pandn(vars, vard) mmx_m2m(pandn, vars, vard)
-
-
-/* 1x64 bitwise OR
-*/
-#define por_m2r(var, reg) mmx_m2r(por, var, reg)
-#define por_r2r(regs, regd) mmx_r2r(por, regs, regd)
-#define por(vars, vard) mmx_m2m(por, vars, vard)
-
-
-/* 1x64 bitwise eXclusive OR
-*/
-#define pxor_m2r(var, reg) mmx_m2r(pxor, var, reg)
-#define pxor_r2r(regs, regd) mmx_r2r(pxor, regs, regd)
-#define pxor(vars, vard) mmx_m2m(pxor, vars, vard)
-
-
-/* 2x32, 4x16, and 8x8 Parallel CoMPare for EQuality
- (resulting fields are either 0 or -1)
-*/
-#define pcmpeqd_m2r(var, reg) mmx_m2r(pcmpeqd, var, reg)
-#define pcmpeqd_r2r(regs, regd) mmx_r2r(pcmpeqd, regs, regd)
-#define pcmpeqd(vars, vard) mmx_m2m(pcmpeqd, vars, vard)
-
-#define pcmpeqw_m2r(var, reg) mmx_m2r(pcmpeqw, var, reg)
-#define pcmpeqw_r2r(regs, regd) mmx_r2r(pcmpeqw, regs, regd)
-#define pcmpeqw(vars, vard) mmx_m2m(pcmpeqw, vars, vard)
-
-#define pcmpeqb_m2r(var, reg) mmx_m2r(pcmpeqb, var, reg)
-#define pcmpeqb_r2r(regs, regd) mmx_r2r(pcmpeqb, regs, regd)
-#define pcmpeqb(vars, vard) mmx_m2m(pcmpeqb, vars, vard)
-
-
-/* 2x32, 4x16, and 8x8 Parallel CoMPare for Greater Than
- (resulting fields are either 0 or -1)
-*/
-#define pcmpgtd_m2r(var, reg) mmx_m2r(pcmpgtd, var, reg)
-#define pcmpgtd_r2r(regs, regd) mmx_r2r(pcmpgtd, regs, regd)
-#define pcmpgtd(vars, vard) mmx_m2m(pcmpgtd, vars, vard)
-
-#define pcmpgtw_m2r(var, reg) mmx_m2r(pcmpgtw, var, reg)
-#define pcmpgtw_r2r(regs, regd) mmx_r2r(pcmpgtw, regs, regd)
-#define pcmpgtw(vars, vard) mmx_m2m(pcmpgtw, vars, vard)
-
-#define pcmpgtb_m2r(var, reg) mmx_m2r(pcmpgtb, var, reg)
-#define pcmpgtb_r2r(regs, regd) mmx_r2r(pcmpgtb, regs, regd)
-#define pcmpgtb(vars, vard) mmx_m2m(pcmpgtb, vars, vard)
-
-
-/* 1x64, 2x32, and 4x16 Parallel Shift Left Logical
-*/
-#define psllq_i2r(imm, reg) mmx_i2r(psllq, imm, reg)
-#define psllq_m2r(var, reg) mmx_m2r(psllq, var, reg)
-#define psllq_r2r(regs, regd) mmx_r2r(psllq, regs, regd)
-#define psllq(vars, vard) mmx_m2m(psllq, vars, vard)
-
-#define pslld_i2r(imm, reg) mmx_i2r(pslld, imm, reg)
-#define pslld_m2r(var, reg) mmx_m2r(pslld, var, reg)
-#define pslld_r2r(regs, regd) mmx_r2r(pslld, regs, regd)
-#define pslld(vars, vard) mmx_m2m(pslld, vars, vard)
-
-#define psllw_i2r(imm, reg) mmx_i2r(psllw, imm, reg)
-#define psllw_m2r(var, reg) mmx_m2r(psllw, var, reg)
-#define psllw_r2r(regs, regd) mmx_r2r(psllw, regs, regd)
-#define psllw(vars, vard) mmx_m2m(psllw, vars, vard)
-
-
-/* 1x64, 2x32, and 4x16 Parallel Shift Right Logical
-*/
-#define psrlq_i2r(imm, reg) mmx_i2r(psrlq, imm, reg)
-#define psrlq_m2r(var, reg) mmx_m2r(psrlq, var, reg)
-#define psrlq_r2r(regs, regd) mmx_r2r(psrlq, regs, regd)
-#define psrlq(vars, vard) mmx_m2m(psrlq, vars, vard)
-
-#define psrld_i2r(imm, reg) mmx_i2r(psrld, imm, reg)
-#define psrld_m2r(var, reg) mmx_m2r(psrld, var, reg)
-#define psrld_r2r(regs, regd) mmx_r2r(psrld, regs, regd)
-#define psrld(vars, vard) mmx_m2m(psrld, vars, vard)
-
-#define psrlw_i2r(imm, reg) mmx_i2r(psrlw, imm, reg)
-#define psrlw_m2r(var, reg) mmx_m2r(psrlw, var, reg)
-#define psrlw_r2r(regs, regd) mmx_r2r(psrlw, regs, regd)
-#define psrlw(vars, vard) mmx_m2m(psrlw, vars, vard)
-
-
-/* 2x32 and 4x16 Parallel Shift Right Arithmetic
-*/
-#define psrad_i2r(imm, reg) mmx_i2r(psrad, imm, reg)
-#define psrad_m2r(var, reg) mmx_m2r(psrad, var, reg)
-#define psrad_r2r(regs, regd) mmx_r2r(psrad, regs, regd)
-#define psrad(vars, vard) mmx_m2m(psrad, vars, vard)
-
-#define psraw_i2r(imm, reg) mmx_i2r(psraw, imm, reg)
-#define psraw_m2r(var, reg) mmx_m2r(psraw, var, reg)
-#define psraw_r2r(regs, regd) mmx_r2r(psraw, regs, regd)
-#define psraw(vars, vard) mmx_m2m(psraw, vars, vard)
-
-
-/* 2x32->4x16 and 4x16->8x8 PACK and Signed Saturate
- (packs source and dest fields into dest in that order)
-*/
-#define packssdw_m2r(var, reg) mmx_m2r(packssdw, var, reg)
-#define packssdw_r2r(regs, regd) mmx_r2r(packssdw, regs, regd)
-#define packssdw(vars, vard) mmx_m2m(packssdw, vars, vard)
-
-#define packsswb_m2r(var, reg) mmx_m2r(packsswb, var, reg)
-#define packsswb_r2r(regs, regd) mmx_r2r(packsswb, regs, regd)
-#define packsswb(vars, vard) mmx_m2m(packsswb, vars, vard)
-
-
-/* 4x16->8x8 PACK and Unsigned Saturate
- (packs source and dest fields into dest in that order)
-*/
-#define packuswb_m2r(var, reg) mmx_m2r(packuswb, var, reg)
-#define packuswb_r2r(regs, regd) mmx_r2r(packuswb, regs, regd)
-#define packuswb(vars, vard) mmx_m2m(packuswb, vars, vard)
-
-
-/* 2x32->1x64, 4x16->2x32, and 8x8->4x16 UNPaCK Low
- (interleaves low half of dest with low half of source
- as padding in each result field)
-*/
-#define punpckldq_m2r(var, reg) mmx_m2r(punpckldq, var, reg)
-#define punpckldq_r2r(regs, regd) mmx_r2r(punpckldq, regs, regd)
-#define punpckldq(vars, vard) mmx_m2m(punpckldq, vars, vard)
-
-#define punpcklwd_m2r(var, reg) mmx_m2r(punpcklwd, var, reg)
-#define punpcklwd_r2r(regs, regd) mmx_r2r(punpcklwd, regs, regd)
-#define punpcklwd(vars, vard) mmx_m2m(punpcklwd, vars, vard)
-
-#define punpcklbw_m2r(var, reg) mmx_m2r(punpcklbw, var, reg)
-#define punpcklbw_r2r(regs, regd) mmx_r2r(punpcklbw, regs, regd)
-#define punpcklbw(vars, vard) mmx_m2m(punpcklbw, vars, vard)
-
-
-/* 2x32->1x64, 4x16->2x32, and 8x8->4x16 UNPaCK High
- (interleaves high half of dest with high half of source
- as padding in each result field)
-*/
-#define punpckhdq_m2r(var, reg) mmx_m2r(punpckhdq, var, reg)
-#define punpckhdq_r2r(regs, regd) mmx_r2r(punpckhdq, regs, regd)
-#define punpckhdq(vars, vard) mmx_m2m(punpckhdq, vars, vard)
-
-#define punpckhwd_m2r(var, reg) mmx_m2r(punpckhwd, var, reg)
-#define punpckhwd_r2r(regs, regd) mmx_r2r(punpckhwd, regs, regd)
-#define punpckhwd(vars, vard) mmx_m2m(punpckhwd, vars, vard)
-
-#define punpckhbw_m2r(var, reg) mmx_m2r(punpckhbw, var, reg)
-#define punpckhbw_r2r(regs, regd) mmx_r2r(punpckhbw, regs, regd)
-#define punpckhbw(vars, vard) mmx_m2m(punpckhbw, vars, vard)
-
-
-/* Empty MMx State
- (used to clean-up when going from mmx to float use
- of the registers that are shared by both; note that
- there is no float-to-mmx operation needed, because
- only the float tag word info is corruptible)
-*/
-#ifdef MMX_TRACE
-
-#define emms() \
- { \
- printf("emms()\n"); \
- __asm__ __volatile__ ("emms"); \
- }
-
-#else
-
-#define emms() __asm__ __volatile__ ("emms")
-
-#endif
-
-#endif
-/* vi: set ts=4 sw=4 expandtab: */
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: */
diff --git a/3rdparty/SDL2/src/render/opengles/SDL_glesfuncs.h b/3rdparty/SDL2/src/render/opengles/SDL_glesfuncs.h
deleted file mode 100644
index a15d76d4967..00000000000
--- a/3rdparty/SDL2/src/render/opengles/SDL_glesfuncs.h
+++ /dev/null
@@ -1,63 +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.
-*/
-
-SDL_PROC(void, glBindTexture, (GLenum, GLuint))
-SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
-SDL_PROC_OES(void, glBlendFuncSeparateOES, (GLenum, GLenum, GLenum, GLenum))
-SDL_PROC(void, glClear, (GLbitfield))
-SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
-SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
-SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
-SDL_PROC(void, glDisable, (GLenum))
-SDL_PROC(void, glDisableClientState, (GLenum array))
-SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
-SDL_PROC_OES(void, glDrawTexfOES, (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat))
-SDL_PROC(void, glEnable, (GLenum))
-SDL_PROC(void, glEnableClientState, (GLenum))
-SDL_PROC(void, glFinish, (void))
-SDL_PROC_OES(void, glGenFramebuffersOES, (GLsizei, GLuint *))
-SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
-SDL_PROC(GLenum, glGetError, (void))
-SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
-SDL_PROC(void, glLoadIdentity, (void))
-SDL_PROC(void, glMatrixMode, (GLenum))
-SDL_PROC(void, glOrthof, (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat))
-SDL_PROC(void, glPixelStorei, (GLenum, GLint))
-SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
-SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
-SDL_PROC(void, glTexCoordPointer, (GLint, GLenum, GLsizei, const GLvoid *))
-SDL_PROC(void, glTexEnvf, (GLenum, GLenum, GLfloat))
-SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *))
-SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
-SDL_PROC(void, glTexParameteriv, (GLenum, GLenum, const GLint *))
-SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
-SDL_PROC(void, glVertexPointer, (GLint, GLenum, GLsizei, const GLvoid *))
-SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
-SDL_PROC_OES(void, glBindFramebufferOES, (GLenum, GLuint))
-SDL_PROC_OES(void, glFramebufferTexture2DOES, (GLenum, GLenum, GLenum, GLuint, GLint))
-SDL_PROC_OES(GLenum, glCheckFramebufferStatusOES, (GLenum))
-SDL_PROC(void, glPushMatrix, (void))
-SDL_PROC(void, glTranslatef, (GLfloat, GLfloat, GLfloat))
-SDL_PROC(void, glRotatef, (GLfloat, GLfloat, GLfloat, GLfloat))
-SDL_PROC(void, glPopMatrix, (void))
-SDL_PROC_OES(void, glDeleteFramebuffersOES, (GLsizei, const GLuint*))
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/opengles/SDL_render_gles.c b/3rdparty/SDL2/src/render/opengles/SDL_render_gles.c
deleted file mode 100644
index 71f5b3a7a0d..00000000000
--- a/3rdparty/SDL2/src/render/opengles/SDL_render_gles.c
+++ /dev/null
@@ -1,1216 +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_ES && !SDL_RENDER_DISABLED
-
-#include "SDL_hints.h"
-#include "SDL_opengles.h"
-#include "../SDL_sysrender.h"
-
-/* To prevent unnecessary window recreation,
- * these should match the defaults selected in SDL_GL_ResetAttributes
- */
-
-#define RENDERER_CONTEXT_MAJOR 1
-#define RENDERER_CONTEXT_MINOR 1
-
-#if defined(SDL_VIDEO_DRIVER_PANDORA)
-
-/* Empty function stub to get OpenGL ES 1.x support without */
-/* OpenGL ES extension GL_OES_draw_texture supported */
-GL_API void GL_APIENTRY
-glDrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height)
-{
- return;
-}
-
-#endif /* SDL_VIDEO_DRIVER_PANDORA */
-
-/* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */
-
-/* Used to re-create the window with OpenGL ES capability */
-extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
-
-static const float inv255f = 1.0f / 255.0f;
-
-static SDL_Renderer *GLES_CreateRenderer(SDL_Window * window, Uint32 flags);
-static void GLES_WindowEvent(SDL_Renderer * renderer,
- const SDL_WindowEvent *event);
-static int GLES_GetOutputSize(SDL_Renderer * renderer, int *w, int *h);
-static int GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
-static int GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *pixels,
- int pitch);
-static int GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch);
-static void GLES_UnlockTexture(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static int GLES_SetRenderTarget(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static int GLES_UpdateViewport(SDL_Renderer * renderer);
-static int GLES_UpdateClipRect(SDL_Renderer * renderer);
-static int GLES_RenderClear(SDL_Renderer * renderer);
-static int GLES_RenderDrawPoints(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
-static int GLES_RenderDrawLines(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
-static int GLES_RenderFillRects(SDL_Renderer * renderer,
- const SDL_FRect * rects, int count);
-static int GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect,
- const SDL_FRect * dstrect);
-static int GLES_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 GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 pixel_format, void * pixels, int pitch);
-static void GLES_RenderPresent(SDL_Renderer * renderer);
-static void GLES_DestroyTexture(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static void GLES_DestroyRenderer(SDL_Renderer * renderer);
-static int GLES_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
-static int GLES_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
-
-typedef struct GLES_FBOList GLES_FBOList;
-
-struct GLES_FBOList
-{
- Uint32 w, h;
- GLuint FBO;
- GLES_FBOList *next;
-};
-
-
-SDL_RenderDriver GLES_RenderDriver = {
- GLES_CreateRenderer,
- {
- "opengles",
- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
- 1,
- {SDL_PIXELFORMAT_ABGR8888},
- 0,
- 0}
-};
-
-typedef struct
-{
- SDL_GLContext context;
- struct {
- Uint32 color;
- int blendMode;
- SDL_bool tex_coords;
- } current;
-
-#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
-#define SDL_PROC_OES SDL_PROC
-#include "SDL_glesfuncs.h"
-#undef SDL_PROC
-#undef SDL_PROC_OES
- SDL_bool GL_OES_framebuffer_object_supported;
- GLES_FBOList *framebuffers;
- GLuint window_framebuffer;
-
- SDL_bool GL_OES_blend_func_separate_supported;
-} GLES_RenderData;
-
-typedef struct
-{
- GLuint texture;
- GLenum type;
- GLfloat texw;
- GLfloat texh;
- GLenum format;
- GLenum formattype;
- void *pixels;
- int pitch;
- GLES_FBOList *fbo;
-} GLES_TextureData;
-
-static int
-GLES_SetError(const char *prefix, GLenum result)
-{
- const char *error;
-
- switch (result) {
- case GL_NO_ERROR:
- error = "GL_NO_ERROR";
- break;
- case GL_INVALID_ENUM:
- error = "GL_INVALID_ENUM";
- break;
- case GL_INVALID_VALUE:
- error = "GL_INVALID_VALUE";
- break;
- case GL_INVALID_OPERATION:
- error = "GL_INVALID_OPERATION";
- break;
- case GL_STACK_OVERFLOW:
- error = "GL_STACK_OVERFLOW";
- break;
- case GL_STACK_UNDERFLOW:
- error = "GL_STACK_UNDERFLOW";
- break;
- case GL_OUT_OF_MEMORY:
- error = "GL_OUT_OF_MEMORY";
- break;
- default:
- error = "UNKNOWN";
- break;
- }
- return SDL_SetError("%s: %s", prefix, error);
-}
-
-static int GLES_LoadFunctions(GLES_RenderData * data)
-{
-#if SDL_VIDEO_DRIVER_UIKIT
-#define __SDL_NOGETPROCADDR__
-#elif SDL_VIDEO_DRIVER_ANDROID
-#define __SDL_NOGETPROCADDR__
-#elif SDL_VIDEO_DRIVER_PANDORA
-#define __SDL_NOGETPROCADDR__
-#endif
-
-#ifdef __SDL_NOGETPROCADDR__
-#define SDL_PROC(ret,func,params) data->func=func;
-#define SDL_PROC_OES(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 GLES function %s: %s\n", #func, SDL_GetError()); \
- } \
- } while ( 0 );
-#define SDL_PROC_OES(ret,func,params) \
- do { \
- data->func = SDL_GL_GetProcAddress(#func); \
- } while ( 0 );
-#endif /* __SDL_NOGETPROCADDR__ */
-
-#include "SDL_glesfuncs.h"
-#undef SDL_PROC
-#undef SDL_PROC_OES
- return 0;
-}
-
-static SDL_GLContext SDL_CurrentContext = NULL;
-
-GLES_FBOList *
-GLES_GetFBO(GLES_RenderData *data, Uint32 w, Uint32 h)
-{
- GLES_FBOList *result = data->framebuffers;
- while ((result) && ((result->w != w) || (result->h != h)) ) {
- result = result->next;
- }
- if (result == NULL) {
- result = SDL_malloc(sizeof(GLES_FBOList));
- result->w = w;
- result->h = h;
- data->glGenFramebuffersOES(1, &result->FBO);
- result->next = data->framebuffers;
- data->framebuffers = result;
- }
- return result;
-}
-
-
-static int
-GLES_ActivateRenderer(SDL_Renderer * renderer)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
-
- if (SDL_CurrentContext != data->context) {
- if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
- return -1;
- }
- SDL_CurrentContext = data->context;
-
- GLES_UpdateViewport(renderer);
- }
- return 0;
-}
-
-/* This is called if we need to invalidate all of the SDL OpenGL state */
-static void
-GLES_ResetState(SDL_Renderer *renderer)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
-
- if (SDL_CurrentContext == data->context) {
- GLES_UpdateViewport(renderer);
- } else {
- GLES_ActivateRenderer(renderer);
- }
-
- data->current.color = 0;
- data->current.blendMode = -1;
- data->current.tex_coords = SDL_FALSE;
-
- data->glDisable(GL_DEPTH_TEST);
- data->glDisable(GL_CULL_FACE);
-
- data->glMatrixMode(GL_MODELVIEW);
- data->glLoadIdentity();
-
- data->glEnableClientState(GL_VERTEX_ARRAY);
- data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-}
-
-SDL_Renderer *
-GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
-{
-
- SDL_Renderer *renderer;
- GLES_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, SDL_GL_CONTEXT_PROFILE_ES);
- 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 = (GLES_RenderData *) SDL_calloc(1, sizeof(*data));
- if (!data) {
- GLES_DestroyRenderer(renderer);
- SDL_OutOfMemory();
- goto error;
- }
-
- renderer->WindowEvent = GLES_WindowEvent;
- renderer->GetOutputSize = GLES_GetOutputSize;
- renderer->CreateTexture = GLES_CreateTexture;
- renderer->UpdateTexture = GLES_UpdateTexture;
- renderer->LockTexture = GLES_LockTexture;
- renderer->UnlockTexture = GLES_UnlockTexture;
- renderer->SetRenderTarget = GLES_SetRenderTarget;
- renderer->UpdateViewport = GLES_UpdateViewport;
- renderer->UpdateClipRect = GLES_UpdateClipRect;
- renderer->RenderClear = GLES_RenderClear;
- renderer->RenderDrawPoints = GLES_RenderDrawPoints;
- renderer->RenderDrawLines = GLES_RenderDrawLines;
- renderer->RenderFillRects = GLES_RenderFillRects;
- renderer->RenderCopy = GLES_RenderCopy;
- renderer->RenderCopyEx = GLES_RenderCopyEx;
- renderer->RenderReadPixels = GLES_RenderReadPixels;
- renderer->RenderPresent = GLES_RenderPresent;
- renderer->DestroyTexture = GLES_DestroyTexture;
- renderer->DestroyRenderer = GLES_DestroyRenderer;
- renderer->GL_BindTexture = GLES_BindTexture;
- renderer->GL_UnbindTexture = GLES_UnbindTexture;
- renderer->info = GLES_RenderDriver.info;
- renderer->info.flags = SDL_RENDERER_ACCELERATED;
- renderer->driverdata = data;
- renderer->window = window;
-
- data->context = SDL_GL_CreateContext(window);
- if (!data->context) {
- GLES_DestroyRenderer(renderer);
- goto error;
- }
- if (SDL_GL_MakeCurrent(window, data->context) < 0) {
- GLES_DestroyRenderer(renderer);
- goto error;
- }
-
- if (GLES_LoadFunctions(data) < 0) {
- GLES_DestroyRenderer(renderer);
- goto error;
- }
-
- 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;
- }
-
- value = 0;
- data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
- renderer->info.max_texture_width = value;
- value = 0;
- data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
- renderer->info.max_texture_height = value;
-
- /* Android does not report GL_OES_framebuffer_object but the functionality seems to be there anyway */
- if (SDL_GL_ExtensionSupported("GL_OES_framebuffer_object") || data->glGenFramebuffersOES) {
- data->GL_OES_framebuffer_object_supported = SDL_TRUE;
- renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
-
- value = 0;
- data->glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &value);
- data->window_framebuffer = (GLuint)value;
- }
- data->framebuffers = NULL;
-
- if (SDL_GL_ExtensionSupported("GL_OES_blend_func_separate")) {
- data->GL_OES_blend_func_separate_supported = SDL_TRUE;
- }
-
- /* Set up parameters for rendering */
- GLES_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
-GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
-
- 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;
- }
-
- if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
- /* According to Apple documentation, we need to finish drawing NOW! */
- data->glFinish();
- }
-}
-
-static int
-GLES_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
-{
- SDL_GL_GetDrawableSize(renderer->window, w, h);
- return 0;
-}
-
-static SDL_INLINE int
-power_of_2(int input)
-{
- int value = 1;
-
- while (value < input) {
- value <<= 1;
- }
- return value;
-}
-
-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
-GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
- GLES_TextureData *data;
- GLint internalFormat;
- GLenum format, type;
- int texture_w, texture_h;
- GLenum scaleMode;
- GLenum result;
-
- GLES_ActivateRenderer(renderer);
-
- switch (texture->format) {
- case SDL_PIXELFORMAT_ABGR8888:
- internalFormat = GL_RGBA;
- format = GL_RGBA;
- type = GL_UNSIGNED_BYTE;
- break;
- default:
- return SDL_SetError("Texture format not supported");
- }
-
- data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
- if (!data) {
- return SDL_OutOfMemory();
- }
-
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
- data->pixels = SDL_calloc(1, texture->h * data->pitch);
- if (!data->pixels) {
- SDL_free(data);
- return SDL_OutOfMemory();
- }
- }
-
-
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- if (!renderdata->GL_OES_framebuffer_object_supported) {
- SDL_free(data);
- return SDL_SetError("GL_OES_framebuffer_object not supported");
- }
- data->fbo = GLES_GetFBO(renderer->driverdata, texture->w, texture->h);
- } else {
- data->fbo = NULL;
- }
-
-
- renderdata->glGetError();
- renderdata->glEnable(GL_TEXTURE_2D);
- renderdata->glGenTextures(1, &data->texture);
- result = renderdata->glGetError();
- if (result != GL_NO_ERROR) {
- SDL_free(data);
- return GLES_SetError("glGenTextures()", result);
- }
-
- data->type = GL_TEXTURE_2D;
- /* no NPOV textures allowed in OpenGL ES (yet) */
- 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->glBindTexture(data->type, data->texture);
- 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,
- texture_h, 0, format, type, NULL);
- renderdata->glDisable(GL_TEXTURE_2D);
-
- result = renderdata->glGetError();
- if (result != GL_NO_ERROR) {
- SDL_free(data);
- return GLES_SetError("glTexImage2D()", result);
- }
-
- texture->driverdata = data;
- return 0;
-}
-
-static int
-GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *pixels, int pitch)
-{
- GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
- GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
- Uint8 *blob = NULL;
- Uint8 *src;
- int srcPitch;
- int y;
-
- GLES_ActivateRenderer(renderer);
-
- /* Bail out if we're supposed to update an empty rectangle */
- if (rect->w <= 0 || rect->h <= 0) {
- return 0;
- }
-
- /* Reformat the texture data into a tightly packed array */
- srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
- src = (Uint8 *)pixels;
- if (pitch != srcPitch) {
- blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
- if (!blob) {
- return SDL_OutOfMemory();
- }
- src = blob;
- for (y = 0; y < rect->h; ++y) {
- SDL_memcpy(src, pixels, srcPitch);
- src += srcPitch;
- pixels = (Uint8 *)pixels + pitch;
- }
- src = blob;
- }
-
- /* Create a texture subimage with the supplied data */
- renderdata->glGetError();
- renderdata->glEnable(data->type);
- renderdata->glBindTexture(data->type, data->texture);
- renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- renderdata->glTexSubImage2D(data->type,
- 0,
- rect->x,
- rect->y,
- rect->w,
- rect->h,
- data->format,
- data->formattype,
- src);
- renderdata->glDisable(data->type);
- SDL_free(blob);
-
- if (renderdata->glGetError() != GL_NO_ERROR) {
- return SDL_SetError("Failed to update texture");
- }
- return 0;
-}
-
-static int
-GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch)
-{
- GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
-
- *pixels =
- (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = data->pitch;
- return 0;
-}
-
-static void
-GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
- SDL_Rect rect;
-
- /* We do whole texture updates, at least for now */
- rect.x = 0;
- rect.y = 0;
- rect.w = texture->w;
- rect.h = texture->h;
- GLES_UpdateTexture(renderer, texture, &rect, data->pixels, data->pitch);
-}
-
-static int
-GLES_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
- GLES_TextureData *texturedata = NULL;
- GLenum status;
-
- GLES_ActivateRenderer(renderer);
-
- if (!data->GL_OES_framebuffer_object_supported) {
- return SDL_SetError("Can't enable render target support in this renderer");
- }
-
- if (texture == NULL) {
- data->glBindFramebufferOES(GL_FRAMEBUFFER_OES, data->window_framebuffer);
- return 0;
- }
-
- texturedata = (GLES_TextureData *) texture->driverdata;
- data->glBindFramebufferOES(GL_FRAMEBUFFER_OES, texturedata->fbo->FBO);
- /* TODO: check if texture pixel format allows this operation */
- data->glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, texturedata->type, texturedata->texture, 0);
- /* Check FBO status */
- status = data->glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
- if (status != GL_FRAMEBUFFER_COMPLETE_OES) {
- return SDL_SetError("glFramebufferTexture2DOES() failed");
- }
- return 0;
-}
-
-static int
-GLES_UpdateViewport(SDL_Renderer * renderer)
-{
- GLES_RenderData *data = (GLES_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->glOrthof((GLfloat) 0,
- (GLfloat) renderer->viewport.w,
- (GLfloat) 0,
- (GLfloat) renderer->viewport.h,
- 0.0, 1.0);
- } else {
- data->glOrthof((GLfloat) 0,
- (GLfloat) renderer->viewport.w,
- (GLfloat) renderer->viewport.h,
- (GLfloat) 0,
- 0.0, 1.0);
- }
- }
- return 0;
-}
-
-static int
-GLES_UpdateClipRect(SDL_Renderer * renderer)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
-
- if (SDL_CurrentContext != data->context) {
- /* We'll update the clip rect after we rebind the context */
- return 0;
- }
-
- 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
-GLES_SetColor(GLES_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
-GLES_SetBlendMode(GLES_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);
- if (data->GL_OES_blend_func_separate_supported) {
- data->glBlendFuncSeparateOES(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- break;
- case SDL_BLENDMODE_ADD:
- data->glEnable(GL_BLEND);
- if (data->GL_OES_blend_func_separate_supported) {
- data->glBlendFuncSeparateOES(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
- } else {
- data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- }
- break;
- case SDL_BLENDMODE_MOD:
- data->glEnable(GL_BLEND);
- if (data->GL_OES_blend_func_separate_supported) {
- data->glBlendFuncSeparateOES(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
- } else {
- data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
- }
- break;
- }
- data->current.blendMode = blendMode;
- }
-}
-
-static void
-GLES_SetTexCoords(GLES_RenderData * data, SDL_bool enabled)
-{
- if (enabled != data->current.tex_coords) {
- if (enabled) {
- data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- } else {
- data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- }
- data->current.tex_coords = enabled;
- }
-}
-
-static void
-GLES_SetDrawingState(SDL_Renderer * renderer)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
-
- GLES_ActivateRenderer(renderer);
-
- GLES_SetColor(data, (GLfloat) renderer->r,
- (GLfloat) renderer->g,
- (GLfloat) renderer->b,
- (GLfloat) renderer->a);
-
- GLES_SetBlendMode(data, renderer->blendMode);
-
- GLES_SetTexCoords(data, SDL_FALSE);
-}
-
-static int
-GLES_RenderClear(SDL_Renderer * renderer)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
-
- GLES_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
-GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
- int count)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
- GLfloat *vertices;
- int idx;
-
- GLES_SetDrawingState(renderer);
-
- /* Emit the specified vertices as points */
- vertices = SDL_stack_alloc(GLfloat, count * 2);
- for (idx = 0; idx < count; ++idx) {
- GLfloat x = points[idx].x + 0.5f;
- GLfloat y = points[idx].y + 0.5f;
-
- vertices[idx * 2] = x;
- vertices[(idx * 2) + 1] = y;
- }
-
- data->glVertexPointer(2, GL_FLOAT, 0, vertices);
- data->glDrawArrays(GL_POINTS, 0, count);
- SDL_stack_free(vertices);
- return 0;
-}
-
-static int
-GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
- int count)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
- GLfloat *vertices;
- int idx;
-
- GLES_SetDrawingState(renderer);
-
- /* Emit a line strip including the specified vertices */
- vertices = SDL_stack_alloc(GLfloat, count * 2);
- for (idx = 0; idx < count; ++idx) {
- GLfloat x = points[idx].x + 0.5f;
- GLfloat y = points[idx].y + 0.5f;
-
- vertices[idx * 2] = x;
- vertices[(idx * 2) + 1] = y;
- }
-
- data->glVertexPointer(2, GL_FLOAT, 0, vertices);
- if (count > 2 &&
- points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
- /* GL_LINE_LOOP takes care of the final segment */
- --count;
- data->glDrawArrays(GL_LINE_LOOP, 0, count);
- } else {
- data->glDrawArrays(GL_LINE_STRIP, 0, count);
- /* We need to close the endpoint of the line */
- data->glDrawArrays(GL_POINTS, count-1, 1);
- }
- SDL_stack_free(vertices);
-
- return 0;
-}
-
-static int
-GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects,
- int count)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
- int i;
-
- GLES_SetDrawingState(renderer);
-
- for (i = 0; i < count; ++i) {
- const SDL_FRect *rect = &rects[i];
- GLfloat minx = rect->x;
- GLfloat maxx = rect->x + rect->w;
- GLfloat miny = rect->y;
- GLfloat maxy = rect->y + rect->h;
- GLfloat vertices[8];
- vertices[0] = minx;
- vertices[1] = miny;
- vertices[2] = maxx;
- vertices[3] = miny;
- vertices[4] = minx;
- vertices[5] = maxy;
- vertices[6] = maxx;
- vertices[7] = maxy;
-
- data->glVertexPointer(2, GL_FLOAT, 0, vertices);
- data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- }
-
- return 0;
-}
-
-static int
-GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
- GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
- GLfloat minx, miny, maxx, maxy;
- GLfloat minu, maxu, minv, maxv;
- GLfloat vertices[8];
- GLfloat texCoords[8];
-
- GLES_ActivateRenderer(renderer);
-
- data->glEnable(GL_TEXTURE_2D);
-
- data->glBindTexture(texturedata->type, texturedata->texture);
-
- if (texture->modMode) {
- GLES_SetColor(data, texture->r, texture->g, texture->b, texture->a);
- } else {
- GLES_SetColor(data, 255, 255, 255, 255);
- }
-
- GLES_SetBlendMode(data, texture->blendMode);
-
- GLES_SetTexCoords(data, SDL_TRUE);
-
- 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;
-
- vertices[0] = minx;
- vertices[1] = miny;
- vertices[2] = maxx;
- vertices[3] = miny;
- vertices[4] = minx;
- vertices[5] = maxy;
- vertices[6] = maxx;
- vertices[7] = maxy;
-
- texCoords[0] = minu;
- texCoords[1] = minv;
- texCoords[2] = maxu;
- texCoords[3] = minv;
- texCoords[4] = minu;
- texCoords[5] = maxv;
- texCoords[6] = maxu;
- texCoords[7] = maxv;
-
- data->glVertexPointer(2, GL_FLOAT, 0, vertices);
- data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
- data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- data->glDisable(GL_TEXTURE_2D);
-
- return 0;
-}
-
-static int
-GLES_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)
-{
-
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
- GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
- GLfloat minx, miny, maxx, maxy;
- GLfloat minu, maxu, minv, maxv;
- GLfloat centerx, centery;
- GLfloat vertices[8];
- GLfloat texCoords[8];
-
-
- GLES_ActivateRenderer(renderer);
-
- data->glEnable(GL_TEXTURE_2D);
-
- data->glBindTexture(texturedata->type, texturedata->texture);
-
- if (texture->modMode) {
- GLES_SetColor(data, texture->r, texture->g, texture->b, texture->a);
- } else {
- GLES_SetColor(data, 255, 255, 255, 255);
- }
-
- GLES_SetBlendMode(data, texture->blendMode);
-
- GLES_SetTexCoords(data, SDL_TRUE);
-
- centerx = center->x;
- centery = center->y;
-
- /* Rotate and translate */
- data->glPushMatrix();
- data->glTranslatef(dstrect->x + centerx, dstrect->y + centery, 0.0f);
- data->glRotatef((GLfloat)angle, 0.0f, 0.0f, 1.0f);
-
- 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;
-
- vertices[0] = minx;
- vertices[1] = miny;
- vertices[2] = maxx;
- vertices[3] = miny;
- vertices[4] = minx;
- vertices[5] = maxy;
- vertices[6] = maxx;
- vertices[7] = maxy;
-
- texCoords[0] = minu;
- texCoords[1] = minv;
- texCoords[2] = maxu;
- texCoords[3] = minv;
- texCoords[4] = minu;
- texCoords[5] = maxv;
- texCoords[6] = maxu;
- texCoords[7] = maxv;
- data->glVertexPointer(2, GL_FLOAT, 0, vertices);
- data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
- data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- data->glPopMatrix();
- data->glDisable(GL_TEXTURE_2D);
-
- return 0;
-}
-
-static int
-GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 pixel_format, void * pixels, int pitch)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
- Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
- void *temp_pixels;
- int temp_pitch;
- Uint8 *src, *dst, *tmp;
- int w, h, length, rows;
- int status;
-
- GLES_ActivateRenderer(renderer);
-
- temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
- temp_pixels = SDL_malloc(rect->h * temp_pitch);
- if (!temp_pixels) {
- return SDL_OutOfMemory();
- }
-
- SDL_GetRendererOutputSize(renderer, &w, &h);
-
- data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
-
- data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
- rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
-
- /* 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
-GLES_RenderPresent(SDL_Renderer * renderer)
-{
- GLES_ActivateRenderer(renderer);
-
- SDL_GL_SwapWindow(renderer->window);
-}
-
-static void
-GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
-
- GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
-
- GLES_ActivateRenderer(renderer);
-
- if (!data) {
- return;
- }
- if (data->texture) {
- renderdata->glDeleteTextures(1, &data->texture);
- }
- SDL_free(data->pixels);
- SDL_free(data);
- texture->driverdata = NULL;
-}
-
-static void
-GLES_DestroyRenderer(SDL_Renderer * renderer)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
-
- if (data) {
- if (data->context) {
- while (data->framebuffers) {
- GLES_FBOList *nextnode = data->framebuffers->next;
- data->glDeleteFramebuffersOES(1, &data->framebuffers->FBO);
- SDL_free(data->framebuffers);
- data->framebuffers = nextnode;
- }
- SDL_GL_DeleteContext(data->context);
- }
- SDL_free(data);
- }
- SDL_free(renderer);
-}
-
-static int GLES_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
- GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
- GLES_ActivateRenderer(renderer);
-
- data->glEnable(GL_TEXTURE_2D);
- data->glBindTexture(texturedata->type, texturedata->texture);
-
- if (texw) {
- *texw = (float)texturedata->texw;
- }
- if (texh) {
- *texh = (float)texturedata->texh;
- }
-
- return 0;
-}
-
-static int GLES_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
-{
- GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
- GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
- GLES_ActivateRenderer(renderer);
- data->glDisable(texturedata->type);
-
- return 0;
-}
-
-#endif /* SDL_VIDEO_RENDER_OGL_ES && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/opengles2/SDL_gles2funcs.h b/3rdparty/SDL2/src/render/opengles2/SDL_gles2funcs.h
deleted file mode 100644
index 0ecfa7f94ea..00000000000
--- a/3rdparty/SDL2/src/render/opengles2/SDL_gles2funcs.h
+++ /dev/null
@@ -1,75 +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.
-*/
-
-SDL_PROC(void, glActiveTexture, (GLenum))
-SDL_PROC(void, glAttachShader, (GLuint, GLuint))
-SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
-SDL_PROC(void, glBindTexture, (GLenum, GLuint))
-SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
-SDL_PROC(void, glClear, (GLbitfield))
-SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
-SDL_PROC(void, glCompileShader, (GLuint))
-SDL_PROC(GLuint, glCreateProgram, (void))
-SDL_PROC(GLuint, glCreateShader, (GLenum))
-SDL_PROC(void, glDeleteProgram, (GLuint))
-SDL_PROC(void, glDeleteShader, (GLuint))
-SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
-SDL_PROC(void, glDisable, (GLenum))
-SDL_PROC(void, glDisableVertexAttribArray, (GLuint))
-SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
-SDL_PROC(void, glEnable, (GLenum))
-SDL_PROC(void, glEnableVertexAttribArray, (GLuint))
-SDL_PROC(void, glFinish, (void))
-SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *))
-SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
-SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *))
-SDL_PROC(const GLubyte *, glGetString, (GLenum))
-SDL_PROC(GLenum, glGetError, (void))
-SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
-SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *))
-SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *))
-SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *))
-SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *))
-SDL_PROC(void, glLinkProgram, (GLuint))
-SDL_PROC(void, glPixelStorei, (GLenum, GLint))
-SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
-SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
-SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
-SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
-SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
-SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
-SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
-SDL_PROC(void, glUniform1i, (GLint, GLint))
-SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
-SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *))
-SDL_PROC(void, glUseProgram, (GLuint))
-SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *))
-SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
-SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint))
-SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint))
-SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum))
-SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
-SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *))
-SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*))
-SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *))
-SDL_PROC(void, glBindBuffer, (GLenum, GLuint))
-SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum))
-SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *))
diff --git a/3rdparty/SDL2/src/render/opengles2/SDL_render_gles2.c b/3rdparty/SDL2/src/render/opengles2/SDL_render_gles2.c
deleted file mode 100644
index c846a7b395f..00000000000
--- a/3rdparty/SDL2/src/render/opengles2/SDL_render_gles2.c
+++ /dev/null
@@ -1,2137 +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_ES2 && !SDL_RENDER_DISABLED
-
-#include "SDL_hints.h"
-#include "SDL_opengles2.h"
-#include "../SDL_sysrender.h"
-#include "../../video/SDL_blit.h"
-#include "SDL_shaders_gles2.h"
-
-/* !!! FIXME: Emscripten makes these into WebGL calls, and WebGL doesn't offer
- !!! FIXME: client-side arrays (without an Emscripten compatibility hack,
- !!! FIXME: at least), but the current VBO code here is dramatically
- !!! FIXME: slower on actual iOS devices, even though the iOS Simulator
- !!! FIXME: is okay. Some time after 2.0.4 ships, we should revisit this,
- !!! FIXME: fix the performance bottleneck, and make everything use VBOs.
-*/
-#ifdef __EMSCRIPTEN__
-#define SDL_GLES2_USE_VBOS 1
-#else
-#define SDL_GLES2_USE_VBOS 0
-#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 0
-
-/* Used to re-create the window with OpenGL ES capability */
-extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
-
-/*************************************************************************************************
- * Bootstrap data *
- *************************************************************************************************/
-
-static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags);
-
-SDL_RenderDriver GLES2_RenderDriver = {
- GLES2_CreateRenderer,
- {
- "opengles2",
- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
- 4,
- {
- SDL_PIXELFORMAT_ARGB8888,
- SDL_PIXELFORMAT_ABGR8888,
- SDL_PIXELFORMAT_RGB888,
- SDL_PIXELFORMAT_BGR888
- },
- 0,
- 0
- }
-};
-
-/*************************************************************************************************
- * Context structures *
- *************************************************************************************************/
-
-typedef struct GLES2_FBOList GLES2_FBOList;
-
-struct GLES2_FBOList
-{
- Uint32 w, h;
- GLuint FBO;
- GLES2_FBOList *next;
-};
-
-typedef struct GLES2_TextureData
-{
- GLenum texture;
- GLenum texture_type;
- GLenum pixel_format;
- GLenum pixel_type;
- void *pixel_data;
- int pitch;
- /* YUV texture support */
- SDL_bool yuv;
- SDL_bool nv12;
- GLenum texture_v;
- GLenum texture_u;
- GLES2_FBOList *fbo;
-} GLES2_TextureData;
-
-typedef struct GLES2_ShaderCacheEntry
-{
- GLuint id;
- GLES2_ShaderType type;
- const GLES2_ShaderInstance *instance;
- int references;
- Uint8 modulation_r, modulation_g, modulation_b, modulation_a;
- struct GLES2_ShaderCacheEntry *prev;
- struct GLES2_ShaderCacheEntry *next;
-} GLES2_ShaderCacheEntry;
-
-typedef struct GLES2_ShaderCache
-{
- int count;
- GLES2_ShaderCacheEntry *head;
-} GLES2_ShaderCache;
-
-typedef struct GLES2_ProgramCacheEntry
-{
- GLuint id;
- SDL_BlendMode blend_mode;
- GLES2_ShaderCacheEntry *vertex_shader;
- GLES2_ShaderCacheEntry *fragment_shader;
- GLuint uniform_locations[16];
- Uint8 color_r, color_g, color_b, color_a;
- Uint8 modulation_r, modulation_g, modulation_b, modulation_a;
- GLfloat projection[4][4];
- struct GLES2_ProgramCacheEntry *prev;
- struct GLES2_ProgramCacheEntry *next;
-} GLES2_ProgramCacheEntry;
-
-typedef struct GLES2_ProgramCache
-{
- int count;
- GLES2_ProgramCacheEntry *head;
- GLES2_ProgramCacheEntry *tail;
-} GLES2_ProgramCache;
-
-typedef enum
-{
- GLES2_ATTRIBUTE_POSITION = 0,
- GLES2_ATTRIBUTE_TEXCOORD = 1,
- GLES2_ATTRIBUTE_ANGLE = 2,
- GLES2_ATTRIBUTE_CENTER = 3,
-} GLES2_Attribute;
-
-typedef enum
-{
- GLES2_UNIFORM_PROJECTION,
- GLES2_UNIFORM_TEXTURE,
- GLES2_UNIFORM_MODULATION,
- GLES2_UNIFORM_COLOR,
- GLES2_UNIFORM_TEXTURE_U,
- GLES2_UNIFORM_TEXTURE_V
-} GLES2_Uniform;
-
-typedef enum
-{
- GLES2_IMAGESOURCE_SOLID,
- GLES2_IMAGESOURCE_TEXTURE_ABGR,
- GLES2_IMAGESOURCE_TEXTURE_ARGB,
- GLES2_IMAGESOURCE_TEXTURE_RGB,
- GLES2_IMAGESOURCE_TEXTURE_BGR,
- GLES2_IMAGESOURCE_TEXTURE_YUV,
- GLES2_IMAGESOURCE_TEXTURE_NV12,
- GLES2_IMAGESOURCE_TEXTURE_NV21
-} GLES2_ImageSource;
-
-typedef struct GLES2_DriverContext
-{
- SDL_GLContext *context;
-
- SDL_bool debug_enabled;
-
- struct {
- int blendMode;
- SDL_bool tex_coords;
- } current;
-
-#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
-#include "SDL_gles2funcs.h"
-#undef SDL_PROC
- GLES2_FBOList *framebuffers;
- GLuint window_framebuffer;
-
- int shader_format_count;
- GLenum *shader_formats;
- GLES2_ShaderCache shader_cache;
- GLES2_ProgramCache program_cache;
- GLES2_ProgramCacheEntry *current_program;
- Uint8 clear_r, clear_g, clear_b, clear_a;
-
-#if SDL_GLES2_USE_VBOS
- GLuint vertex_buffers[4];
- GLsizeiptr vertex_buffer_size[4];
-#endif
-} GLES2_DriverContext;
-
-#define GLES2_MAX_CACHED_PROGRAMS 8
-
-
-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)
- default:
- return "UNKNOWN";
-}
-#undef GL_ERROR_TRANSLATE
-}
-
-SDL_FORCE_INLINE void
-GL_ClearErrors(SDL_Renderer *renderer)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
-
- if (!data->debug_enabled) {
- return;
- }
- 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)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
- int ret = 0;
-
- if (!data->debug_enabled) {
- return 0;
- }
- /* 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
-
-
-/*************************************************************************************************
- * Renderer state APIs *
- *************************************************************************************************/
-
-static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
-static void GLES2_WindowEvent(SDL_Renderer * renderer,
- const SDL_WindowEvent *event);
-static int GLES2_UpdateViewport(SDL_Renderer * renderer);
-static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
-static int GLES2_SetOrthographicProjection(SDL_Renderer *renderer);
-
-
-static SDL_GLContext SDL_CurrentContext = NULL;
-
-static int GLES2_LoadFunctions(GLES2_DriverContext * data)
-{
-#if SDL_VIDEO_DRIVER_UIKIT
-#define __SDL_NOGETPROCADDR__
-#elif SDL_VIDEO_DRIVER_ANDROID
-#define __SDL_NOGETPROCADDR__
-#elif SDL_VIDEO_DRIVER_PANDORA
-#define __SDL_NOGETPROCADDR__
-#endif
-
-#if defined __SDL_NOGETPROCADDR__
-#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 GLES2 function %s: %s\n", #func, SDL_GetError()); \
- } \
- } while ( 0 );
-#endif /* __SDL_NOGETPROCADDR__ */
-
-#include "SDL_gles2funcs.h"
-#undef SDL_PROC
- return 0;
-}
-
-GLES2_FBOList *
-GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h)
-{
- GLES2_FBOList *result = data->framebuffers;
- while ((result) && ((result->w != w) || (result->h != h)) ) {
- result = result->next;
- }
- if (result == NULL) {
- result = SDL_malloc(sizeof(GLES2_FBOList));
- result->w = w;
- result->h = h;
- data->glGenFramebuffers(1, &result->FBO);
- result->next = data->framebuffers;
- data->framebuffers = result;
- }
- return result;
-}
-
-static int
-GLES2_ActivateRenderer(SDL_Renderer * renderer)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
-
- if (SDL_CurrentContext != data->context) {
- /* Null out the current program to ensure we set it again */
- data->current_program = NULL;
-
- if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
- return -1;
- }
- SDL_CurrentContext = data->context;
-
- GLES2_UpdateViewport(renderer);
- }
-
- GL_ClearErrors(renderer);
-
- return 0;
-}
-
-static void
-GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
-
- if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
- event->event == SDL_WINDOWEVENT_SHOWN ||
- event->event == SDL_WINDOWEVENT_HIDDEN) {
- /* Rebind the context to the window area */
- SDL_CurrentContext = NULL;
- }
-
- if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
- /* According to Apple documentation, we need to finish drawing NOW! */
- data->glFinish();
- }
-}
-
-static int
-GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
-{
- SDL_GL_GetDrawableSize(renderer->window, w, h);
- return 0;
-}
-
-static int
-GLES2_UpdateViewport(SDL_Renderer * renderer)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)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);
- }
-
- if (data->current_program) {
- GLES2_SetOrthographicProjection(renderer);
- }
- return GL_CheckError("", renderer);
-}
-
-static int
-GLES2_UpdateClipRect(SDL_Renderer * renderer)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
-
- if (SDL_CurrentContext != data->context) {
- /* We'll update the clip rect after we rebind the context */
- return 0;
- }
-
- 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
-GLES2_DestroyRenderer(SDL_Renderer *renderer)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
-
- /* Deallocate everything */
- if (data) {
- GLES2_ActivateRenderer(renderer);
-
- {
- GLES2_ShaderCacheEntry *entry;
- GLES2_ShaderCacheEntry *next;
- entry = data->shader_cache.head;
- while (entry) {
- data->glDeleteShader(entry->id);
- next = entry->next;
- SDL_free(entry);
- entry = next;
- }
- }
- {
- GLES2_ProgramCacheEntry *entry;
- GLES2_ProgramCacheEntry *next;
- entry = data->program_cache.head;
- while (entry) {
- data->glDeleteProgram(entry->id);
- next = entry->next;
- SDL_free(entry);
- entry = next;
- }
- }
- if (data->context) {
- while (data->framebuffers) {
- GLES2_FBOList *nextnode = data->framebuffers->next;
- data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
- GL_CheckError("", renderer);
- SDL_free(data->framebuffers);
- data->framebuffers = nextnode;
- }
- SDL_GL_DeleteContext(data->context);
- }
- SDL_free(data->shader_formats);
- SDL_free(data);
- }
- SDL_free(renderer);
-}
-
-/*************************************************************************************************
- * Texture APIs *
- *************************************************************************************************/
-
-static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
-static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
- const void *pixels, int pitch);
-static int GLES2_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 GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
- void **pixels, int *pitch);
-static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
-static int GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
-static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
-
-static GLenum
-GetScaleQuality(void)
-{
- const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
-
- if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
- return GL_NEAREST;
- } else {
- return GL_LINEAR;
- }
-}
-
-static int
-GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
-{
- GLES2_DriverContext *renderdata = (GLES2_DriverContext *)renderer->driverdata;
- GLES2_TextureData *data;
- GLenum format;
- GLenum type;
- GLenum scaleMode;
-
- GLES2_ActivateRenderer(renderer);
-
- /* Determine the corresponding GLES texture format params */
- switch (texture->format)
- {
- case SDL_PIXELFORMAT_ARGB8888:
- case SDL_PIXELFORMAT_ABGR8888:
- case SDL_PIXELFORMAT_RGB888:
- case SDL_PIXELFORMAT_BGR888:
- format = GL_RGBA;
- type = GL_UNSIGNED_BYTE;
- break;
- case SDL_PIXELFORMAT_IYUV:
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_NV12:
- case SDL_PIXELFORMAT_NV21:
- format = GL_LUMINANCE;
- type = GL_UNSIGNED_BYTE;
- break;
- default:
- return SDL_SetError("Texture format not supported");
- }
-
- /* Allocate a texture struct */
- data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
- if (!data) {
- return SDL_OutOfMemory();
- }
- data->texture = 0;
- data->texture_type = GL_TEXTURE_2D;
- data->pixel_format = format;
- data->pixel_type = type;
- data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
- data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
- data->texture_u = 0;
- data->texture_v = 0;
- scaleMode = GetScaleQuality();
-
- /* Allocate a blob for image renderdata */
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- size_t size;
- data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
- size = texture->h * data->pitch;
- if (data->yuv) {
- /* Need to add size for the U and V planes */
- size += (2 * (texture->h * data->pitch) / 4);
- }
- if (data->nv12) {
- /* Need to add size for the U/V plane */
- size += ((texture->h * data->pitch) / 2);
- }
- data->pixel_data = SDL_calloc(1, size);
- if (!data->pixel_data) {
- SDL_free(data);
- return SDL_OutOfMemory();
- }
- }
-
- /* Allocate the texture */
- GL_CheckError("", renderer);
-
- if (data->yuv) {
- renderdata->glGenTextures(1, &data->texture_v);
- if (GL_CheckError("glGenTexures()", renderer) < 0) {
- return -1;
- }
- renderdata->glActiveTexture(GL_TEXTURE2);
- renderdata->glBindTexture(data->texture_type, data->texture_v);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- renderdata->glTexImage2D(data->texture_type, 0, format, texture->w / 2, texture->h / 2, 0, format, type, NULL);
-
- renderdata->glGenTextures(1, &data->texture_u);
- if (GL_CheckError("glGenTexures()", renderer) < 0) {
- return -1;
- }
- renderdata->glActiveTexture(GL_TEXTURE1);
- renderdata->glBindTexture(data->texture_type, data->texture_u);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- renderdata->glTexImage2D(data->texture_type, 0, format, texture->w / 2, texture->h / 2, 0, format, type, NULL);
- if (GL_CheckError("glTexImage2D()", renderer) < 0) {
- return -1;
- }
- }
-
- if (data->nv12) {
- renderdata->glGenTextures(1, &data->texture_u);
- if (GL_CheckError("glGenTexures()", renderer) < 0) {
- return -1;
- }
- renderdata->glActiveTexture(GL_TEXTURE1);
- renderdata->glBindTexture(data->texture_type, data->texture_u);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, texture->w / 2, texture->h / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
- if (GL_CheckError("glTexImage2D()", renderer) < 0) {
- return -1;
- }
- }
-
- renderdata->glGenTextures(1, &data->texture);
- if (GL_CheckError("glGenTexures()", renderer) < 0) {
- return -1;
- }
- texture->driverdata = data;
- renderdata->glActiveTexture(GL_TEXTURE0);
- renderdata->glBindTexture(data->texture_type, data->texture);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
- if (GL_CheckError("glTexImage2D()", renderer) < 0) {
- return -1;
- }
-
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
- } else {
- data->fbo = NULL;
- }
-
- return GL_CheckError("", renderer);
-}
-
-static int
-GLES2_TexSubImage2D(GLES2_DriverContext *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
-{
- Uint8 *blob = NULL;
- Uint8 *src;
- int src_pitch;
- int y;
-
- /* Reformat the texture data into a tightly packed array */
- src_pitch = width * bpp;
- src = (Uint8 *)pixels;
- if (pitch != src_pitch) {
- blob = (Uint8 *)SDL_malloc(src_pitch * height);
- if (!blob) {
- return SDL_OutOfMemory();
- }
- src = blob;
- for (y = 0; y < height; ++y)
- {
- SDL_memcpy(src, pixels, src_pitch);
- src += src_pitch;
- pixels = (Uint8 *)pixels + pitch;
- }
- src = blob;
- }
-
- data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
- if (blob) {
- SDL_free(blob);
- }
- return 0;
-}
-
-static int
-GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
- const void *pixels, int pitch)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
-
- GLES2_ActivateRenderer(renderer);
-
- /* Bail out if we're supposed to update an empty rectangle */
- if (rect->w <= 0 || rect->h <= 0) {
- return 0;
- }
-
- /* Create a texture subimage with the supplied data */
- data->glBindTexture(tdata->texture_type, tdata->texture);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x,
- rect->y,
- rect->w,
- rect->h,
- tdata->pixel_format,
- tdata->pixel_type,
- pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
-
- if (tdata->yuv) {
- /* Skip to the correct offset into the next texture */
- pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
- if (texture->format == SDL_PIXELFORMAT_YV12) {
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
- } else {
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
- }
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x / 2,
- rect->y / 2,
- rect->w / 2,
- rect->h / 2,
- tdata->pixel_format,
- tdata->pixel_type,
- pixels, pitch / 2, 1);
-
- /* 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) {
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
- } else {
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
- }
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x / 2,
- rect->y / 2,
- rect->w / 2,
- rect->h / 2,
- tdata->pixel_format,
- tdata->pixel_type,
- pixels, pitch / 2, 1);
- }
-
- if (tdata->nv12) {
- /* Skip to the correct offset into the next texture */
- pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x / 2,
- rect->y / 2,
- rect->w / 2,
- rect->h / 2,
- GL_LUMINANCE_ALPHA,
- GL_UNSIGNED_BYTE,
- pixels, pitch, 2);
- }
-
- return GL_CheckError("glTexSubImage2D()", renderer);
-}
-
-static int
-GLES2_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)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
-
- GLES2_ActivateRenderer(renderer);
-
- /* Bail out if we're supposed to update an empty rectangle */
- if (rect->w <= 0 || rect->h <= 0) {
- return 0;
- }
-
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x / 2,
- rect->y / 2,
- rect->w / 2,
- rect->h / 2,
- tdata->pixel_format,
- tdata->pixel_type,
- Vplane, Vpitch, 1);
-
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x / 2,
- rect->y / 2,
- rect->w / 2,
- rect->h / 2,
- tdata->pixel_format,
- tdata->pixel_type,
- Uplane, Upitch, 1);
-
- data->glBindTexture(tdata->texture_type, tdata->texture);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x,
- rect->y,
- rect->w,
- rect->h,
- tdata->pixel_format,
- tdata->pixel_type,
- Yplane, Ypitch, 1);
-
- return GL_CheckError("glTexSubImage2D()", renderer);
-}
-
-static int
-GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
- void **pixels, int *pitch)
-{
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
-
- /* Retrieve the buffer/pitch for the specified region */
- *pixels = (Uint8 *)tdata->pixel_data +
- (tdata->pitch * rect->y) +
- (rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = tdata->pitch;
-
- return 0;
-}
-
-static void
-GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
-{
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
- SDL_Rect rect;
-
- /* We do whole texture updates, at least for now */
- rect.x = 0;
- rect.y = 0;
- rect.w = texture->w;
- rect.h = texture->h;
- GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
-}
-
-static int
-GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
- GLES2_TextureData *texturedata = NULL;
- GLenum status;
-
- if (texture == NULL) {
- data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
- } else {
- texturedata = (GLES2_TextureData *) texture->driverdata;
- data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
- /* TODO: check if texture pixel format allows this operation */
- data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
- /* Check FBO status */
- status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- return SDL_SetError("glFramebufferTexture2D() failed");
- }
- }
- return 0;
-}
-
-static void
-GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
-
- GLES2_ActivateRenderer(renderer);
-
- /* Destroy the texture */
- if (tdata) {
- data->glDeleteTextures(1, &tdata->texture);
- if (tdata->texture_v) {
- data->glDeleteTextures(1, &tdata->texture_v);
- }
- if (tdata->texture_u) {
- data->glDeleteTextures(1, &tdata->texture_u);
- }
- SDL_free(tdata->pixel_data);
- SDL_free(tdata);
- texture->driverdata = NULL;
- }
-}
-
-/*************************************************************************************************
- * Shader management functions *
- *************************************************************************************************/
-
-static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type,
- SDL_BlendMode blendMode);
-static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
-static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
- GLES2_ShaderCacheEntry *vertex,
- GLES2_ShaderCacheEntry *fragment,
- SDL_BlendMode blendMode);
-static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source,
- SDL_BlendMode blendMode);
-
-static GLES2_ProgramCacheEntry *
-GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
- GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLES2_ProgramCacheEntry *entry;
- GLES2_ShaderCacheEntry *shaderEntry;
- GLint linkSuccessful;
-
- /* Check if we've already cached this program */
- entry = data->program_cache.head;
- while (entry) {
- if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
- break;
- }
- entry = entry->next;
- }
- if (entry) {
- if (data->program_cache.head != entry) {
- if (entry->next) {
- entry->next->prev = entry->prev;
- }
- if (entry->prev) {
- entry->prev->next = entry->next;
- }
- entry->prev = NULL;
- entry->next = data->program_cache.head;
- data->program_cache.head->prev = entry;
- data->program_cache.head = entry;
- }
- return entry;
- }
-
- /* Create a program cache entry */
- entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
- if (!entry) {
- SDL_OutOfMemory();
- return NULL;
- }
- entry->vertex_shader = vertex;
- entry->fragment_shader = fragment;
- entry->blend_mode = blendMode;
-
- /* Create the program and link it */
- entry->id = data->glCreateProgram();
- data->glAttachShader(entry->id, vertex->id);
- data->glAttachShader(entry->id, fragment->id);
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
- data->glLinkProgram(entry->id);
- data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
- if (!linkSuccessful) {
- data->glDeleteProgram(entry->id);
- SDL_free(entry);
- SDL_SetError("Failed to link shader program");
- return NULL;
- }
-
- /* Predetermine locations of uniform variables */
- entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
- data->glGetUniformLocation(entry->id, "u_projection");
- entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
- data->glGetUniformLocation(entry->id, "u_texture_v");
- entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
- data->glGetUniformLocation(entry->id, "u_texture_u");
- entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
- data->glGetUniformLocation(entry->id, "u_texture");
- entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
- data->glGetUniformLocation(entry->id, "u_modulation");
- entry->uniform_locations[GLES2_UNIFORM_COLOR] =
- data->glGetUniformLocation(entry->id, "u_color");
-
- entry->modulation_r = entry->modulation_g = entry->modulation_b = entry->modulation_a = 255;
- entry->color_r = entry->color_g = entry->color_b = entry->color_a = 255;
-
- data->glUseProgram(entry->id);
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
- data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
- data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_MODULATION], 1.0f, 1.0f, 1.0f, 1.0f);
- data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
-
- /* Cache the linked program */
- if (data->program_cache.head) {
- entry->next = data->program_cache.head;
- data->program_cache.head->prev = entry;
- } else {
- data->program_cache.tail = entry;
- }
- data->program_cache.head = entry;
- ++data->program_cache.count;
-
- /* Increment the refcount of the shaders we're using */
- ++vertex->references;
- ++fragment->references;
-
- /* Evict the last entry from the cache if we exceed the limit */
- if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
- shaderEntry = data->program_cache.tail->vertex_shader;
- if (--shaderEntry->references <= 0) {
- GLES2_EvictShader(renderer, shaderEntry);
- }
- shaderEntry = data->program_cache.tail->fragment_shader;
- if (--shaderEntry->references <= 0) {
- GLES2_EvictShader(renderer, shaderEntry);
- }
- data->glDeleteProgram(data->program_cache.tail->id);
- data->program_cache.tail = data->program_cache.tail->prev;
- SDL_free(data->program_cache.tail->next);
- data->program_cache.tail->next = NULL;
- --data->program_cache.count;
- }
- return entry;
-}
-
-static GLES2_ShaderCacheEntry *
-GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- const GLES2_Shader *shader;
- const GLES2_ShaderInstance *instance = NULL;
- GLES2_ShaderCacheEntry *entry = NULL;
- GLint compileSuccessful = GL_FALSE;
- int i, j;
-
- /* Find the corresponding shader */
- shader = GLES2_GetShader(type, blendMode);
- if (!shader) {
- SDL_SetError("No shader matching the requested characteristics was found");
- return NULL;
- }
-
- /* Find a matching shader instance that's supported on this hardware */
- for (i = 0; i < shader->instance_count && !instance; ++i) {
- for (j = 0; j < data->shader_format_count && !instance; ++j) {
- if (!shader->instances[i]) {
- continue;
- }
- if (shader->instances[i]->format != data->shader_formats[j]) {
- continue;
- }
- instance = shader->instances[i];
- }
- }
- if (!instance) {
- SDL_SetError("The specified shader cannot be loaded on the current platform");
- return NULL;
- }
-
- /* Check if we've already cached this shader */
- entry = data->shader_cache.head;
- while (entry) {
- if (entry->instance == instance) {
- break;
- }
- entry = entry->next;
- }
- if (entry) {
- return entry;
- }
-
- /* Create a shader cache entry */
- entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
- if (!entry) {
- SDL_OutOfMemory();
- return NULL;
- }
- entry->type = type;
- entry->instance = instance;
-
- /* Compile or load the selected shader instance */
- entry->id = data->glCreateShader(instance->type);
- if (instance->format == (GLenum)-1) {
- data->glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
- data->glCompileShader(entry->id);
- data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
- } else {
- data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
- compileSuccessful = GL_TRUE;
- }
- if (!compileSuccessful) {
- char *info = NULL;
- int length = 0;
-
- data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
- if (length > 0) {
- info = SDL_stack_alloc(char, length);
- if (info) {
- data->glGetShaderInfoLog(entry->id, length, &length, info);
- }
- }
- if (info) {
- SDL_SetError("Failed to load the shader: %s", info);
- SDL_stack_free(info);
- } else {
- SDL_SetError("Failed to load the shader");
- }
- data->glDeleteShader(entry->id);
- SDL_free(entry);
- return NULL;
- }
-
- /* Link the shader entry in at the front of the cache */
- if (data->shader_cache.head) {
- entry->next = data->shader_cache.head;
- data->shader_cache.head->prev = entry;
- }
- data->shader_cache.head = entry;
- ++data->shader_cache.count;
- return entry;
-}
-
-static void
-GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
-
- /* Unlink the shader from the cache */
- if (entry->next) {
- entry->next->prev = entry->prev;
- }
- if (entry->prev) {
- entry->prev->next = entry->next;
- }
- if (data->shader_cache.head == entry) {
- data->shader_cache.head = entry->next;
- }
- --data->shader_cache.count;
-
- /* Deallocate the shader */
- data->glDeleteShader(entry->id);
- SDL_free(entry);
-}
-
-static int
-GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLES2_ShaderCacheEntry *vertex = NULL;
- GLES2_ShaderCacheEntry *fragment = NULL;
- GLES2_ShaderType vtype, ftype;
- GLES2_ProgramCacheEntry *program;
-
- /* Select an appropriate shader pair for the specified modes */
- vtype = GLES2_SHADER_VERTEX_DEFAULT;
- switch (source) {
- case GLES2_IMAGESOURCE_SOLID:
- ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_ABGR:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_ARGB:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_RGB:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_BGR:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_YUV:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_NV12:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_SRC;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_NV21:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_SRC;
- break;
- default:
- goto fault;
- }
-
- /* Load the requested shaders */
- vertex = GLES2_CacheShader(renderer, vtype, blendMode);
- if (!vertex) {
- goto fault;
- }
- fragment = GLES2_CacheShader(renderer, ftype, blendMode);
- if (!fragment) {
- goto fault;
- }
-
- /* Check if we need to change programs at all */
- if (data->current_program &&
- data->current_program->vertex_shader == vertex &&
- data->current_program->fragment_shader == fragment) {
- return 0;
- }
-
- /* Generate a matching program */
- program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
- if (!program) {
- goto fault;
- }
-
- /* Select that program in OpenGL */
- data->glUseProgram(program->id);
-
- /* Set the current program */
- data->current_program = program;
-
- /* Activate an orthographic projection */
- if (GLES2_SetOrthographicProjection(renderer) < 0) {
- goto fault;
- }
-
- /* Clean up and return */
- return 0;
-fault:
- if (vertex && vertex->references <= 0) {
- GLES2_EvictShader(renderer, vertex);
- }
- if (fragment && fragment->references <= 0) {
- GLES2_EvictShader(renderer, fragment);
- }
- data->current_program = NULL;
- return -1;
-}
-
-static int
-GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLfloat projection[4][4];
-
- if (!renderer->viewport.w || !renderer->viewport.h) {
- return 0;
- }
-
- /* Prepare an orthographic projection */
- projection[0][0] = 2.0f / renderer->viewport.w;
- projection[0][1] = 0.0f;
- projection[0][2] = 0.0f;
- projection[0][3] = 0.0f;
- projection[1][0] = 0.0f;
- if (renderer->target) {
- projection[1][1] = 2.0f / renderer->viewport.h;
- } else {
- projection[1][1] = -2.0f / renderer->viewport.h;
- }
- projection[1][2] = 0.0f;
- projection[1][3] = 0.0f;
- projection[2][0] = 0.0f;
- projection[2][1] = 0.0f;
- projection[2][2] = 0.0f;
- projection[2][3] = 0.0f;
- projection[3][0] = -1.0f;
- if (renderer->target) {
- projection[3][1] = -1.0f;
- } else {
- projection[3][1] = 1.0f;
- }
- projection[3][2] = 0.0f;
- projection[3][3] = 1.0f;
-
- /* Set the projection matrix */
- if (SDL_memcmp(data->current_program->projection, projection, sizeof (projection)) != 0) {
- const GLuint locProjection = data->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
- data->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
- SDL_memcpy(data->current_program->projection, projection, sizeof (projection));
- }
-
- return 0;
-}
-
-/*************************************************************************************************
- * Rendering functions *
- *************************************************************************************************/
-
-static const float inv255f = 1.0f / 255.0f;
-
-static int GLES2_RenderClear(SDL_Renderer *renderer);
-static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
-static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
-static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
-static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
- const SDL_FRect *dstrect);
-static int GLES2_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 GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 pixel_format, void * pixels, int pitch);
-static void GLES2_RenderPresent(SDL_Renderer *renderer);
-
-static SDL_bool
-CompareColors(Uint8 r1, Uint8 g1, Uint8 b1, Uint8 a1,
- Uint8 r2, Uint8 g2, Uint8 b2, Uint8 a2)
-{
- Uint32 Pixel1, Pixel2;
- RGBA8888_FROM_RGBA(Pixel1, r1, g1, b1, a1);
- RGBA8888_FROM_RGBA(Pixel2, r2, g2, b2, a2);
- return (Pixel1 == Pixel2);
-}
-
-static int
-GLES2_RenderClear(SDL_Renderer * renderer)
-{
- Uint8 r, g, b, a;
-
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
-
- GLES2_ActivateRenderer(renderer);
-
- if (!CompareColors(data->clear_r, data->clear_g, data->clear_b, data->clear_a,
- renderer->r, renderer->g, renderer->b, renderer->a)) {
-
- /* Select the color to clear with */
- g = renderer->g;
- a = renderer->a;
-
- if (renderer->target &&
- (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
- renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
- r = renderer->b;
- b = renderer->r;
- } else {
- r = renderer->r;
- b = renderer->b;
- }
-
- data->glClearColor((GLfloat) r * inv255f,
- (GLfloat) g * inv255f,
- (GLfloat) b * inv255f,
- (GLfloat) a * inv255f);
- data->clear_r = renderer->r;
- data->clear_g = renderer->g;
- data->clear_b = renderer->b;
- data->clear_a = renderer->a;
- }
-
- 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 void
-GLES2_SetBlendMode(GLES2_DriverContext *data, int blendMode)
-{
- if (blendMode != data->current.blendMode) {
- switch (blendMode) {
- default:
- 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
-GLES2_SetTexCoords(GLES2_DriverContext * data, SDL_bool enabled)
-{
- if (enabled != data->current.tex_coords) {
- if (enabled) {
- data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
- } else {
- data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
- }
- data->current.tex_coords = enabled;
- }
-}
-
-static int
-GLES2_SetDrawingState(SDL_Renderer * renderer)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- const int blendMode = renderer->blendMode;
- GLES2_ProgramCacheEntry *program;
- Uint8 r, g, b, a;
-
- GLES2_ActivateRenderer(renderer);
-
- GLES2_SetBlendMode(data, blendMode);
-
- GLES2_SetTexCoords(data, SDL_FALSE);
-
- /* Activate an appropriate shader and set the projection matrix */
- if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0) {
- return -1;
- }
-
- /* Select the color to draw with */
- g = renderer->g;
- a = renderer->a;
-
- if (renderer->target &&
- (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
- renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
- r = renderer->b;
- b = renderer->r;
- } else {
- r = renderer->r;
- b = renderer->b;
- }
-
- program = data->current_program;
- if (!CompareColors(program->color_r, program->color_g, program->color_b, program->color_a, r, g, b, a)) {
- /* Select the color to draw with */
- data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
- program->color_r = r;
- program->color_g = g;
- program->color_b = b;
- program->color_a = a;
- }
-
- return 0;
-}
-
-static int
-GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr,
- const void *vertexData, size_t dataSizeInBytes)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
-
-#if !SDL_GLES2_USE_VBOS
- data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, vertexData);
-#else
- if (!data->vertex_buffers[attr]) {
- data->glGenBuffers(1, &data->vertex_buffers[attr]);
- }
-
- data->glBindBuffer(GL_ARRAY_BUFFER, data->vertex_buffers[attr]);
-
- if (data->vertex_buffer_size[attr] < dataSizeInBytes) {
- data->glBufferData(GL_ARRAY_BUFFER, dataSizeInBytes, vertexData, GL_STREAM_DRAW);
- data->vertex_buffer_size[attr] = dataSizeInBytes;
- } else {
- data->glBufferSubData(GL_ARRAY_BUFFER, 0, dataSizeInBytes, vertexData);
- }
-
- data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, 0);
-#endif
-
- return 0;
-}
-
-static int
-GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLfloat *vertices;
- int idx;
-
- if (GLES2_SetDrawingState(renderer) < 0) {
- return -1;
- }
-
- /* Emit the specified vertices as points */
- vertices = SDL_stack_alloc(GLfloat, count * 2);
- for (idx = 0; idx < count; ++idx) {
- GLfloat x = points[idx].x + 0.5f;
- GLfloat y = points[idx].y + 0.5f;
-
- vertices[idx * 2] = x;
- vertices[(idx * 2) + 1] = y;
- }
- /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/
- GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2 * sizeof(GLfloat));
- data->glDrawArrays(GL_POINTS, 0, count);
- SDL_stack_free(vertices);
- return 0;
-}
-
-static int
-GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLfloat *vertices;
- int idx;
-
- if (GLES2_SetDrawingState(renderer) < 0) {
- return -1;
- }
-
- /* Emit a line strip including the specified vertices */
- vertices = SDL_stack_alloc(GLfloat, count * 2);
- for (idx = 0; idx < count; ++idx) {
- GLfloat x = points[idx].x + 0.5f;
- GLfloat y = points[idx].y + 0.5f;
-
- vertices[idx * 2] = x;
- vertices[(idx * 2) + 1] = y;
- }
- /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/
- GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2 * sizeof(GLfloat));
- data->glDrawArrays(GL_LINE_STRIP, 0, count);
-
- /* We need to close the endpoint of the line */
- if (count == 2 ||
- points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
- data->glDrawArrays(GL_POINTS, count-1, 1);
- }
- SDL_stack_free(vertices);
-
- return GL_CheckError("", renderer);
-}
-
-static int
-GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLfloat vertices[8];
- int idx;
-
- if (GLES2_SetDrawingState(renderer) < 0) {
- return -1;
- }
-
- /* Emit a line loop for each rectangle */
- for (idx = 0; idx < count; ++idx) {
- const SDL_FRect *rect = &rects[idx];
-
- GLfloat xMin = rect->x;
- GLfloat xMax = (rect->x + rect->w);
- GLfloat yMin = rect->y;
- GLfloat yMax = (rect->y + rect->h);
-
- vertices[0] = xMin;
- vertices[1] = yMin;
- vertices[2] = xMax;
- vertices[3] = yMin;
- vertices[4] = xMin;
- vertices[5] = yMax;
- vertices[6] = xMax;
- vertices[7] = yMax;
- /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/
- GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat));
- data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- }
- return GL_CheckError("", renderer);
-}
-
-static int
-GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
- GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- SDL_BlendMode blendMode;
- GLES2_ProgramCacheEntry *program;
- Uint8 r, g, b, a;
-
- /* Activate an appropriate shader and set the projection matrix */
- blendMode = texture->blendMode;
- if (renderer->target) {
- /* Check if we need to do color mapping between the source and render target textures */
- if (renderer->target->format != texture->format) {
- switch (texture->format) {
- case SDL_PIXELFORMAT_ARGB8888:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_ABGR8888:
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- }
- break;
- case SDL_PIXELFORMAT_ABGR8888:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_ARGB8888:
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- }
- break;
- case SDL_PIXELFORMAT_RGB888:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_ABGR8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_ARGB8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- }
- break;
- case SDL_PIXELFORMAT_BGR888:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_ABGR8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- case SDL_PIXELFORMAT_ARGB8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
- break;
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- }
- break;
- case SDL_PIXELFORMAT_IYUV:
- case SDL_PIXELFORMAT_YV12:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
- break;
- case SDL_PIXELFORMAT_NV12:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
- break;
- case SDL_PIXELFORMAT_NV21:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
- break;
- default:
- return SDL_SetError("Unsupported texture format");
- }
- } else {
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
- }
- } else {
- switch (texture->format) {
- case SDL_PIXELFORMAT_ARGB8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_ABGR8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
- break;
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- case SDL_PIXELFORMAT_IYUV:
- case SDL_PIXELFORMAT_YV12:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
- break;
- case SDL_PIXELFORMAT_NV12:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
- break;
- case SDL_PIXELFORMAT_NV21:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
- break;
- default:
- return SDL_SetError("Unsupported texture format");
- }
- }
-
- if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0) {
- return -1;
- }
-
- /* Select the target texture */
- if (tdata->yuv) {
- data->glActiveTexture(GL_TEXTURE2);
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
-
- data->glActiveTexture(GL_TEXTURE1);
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
-
- data->glActiveTexture(GL_TEXTURE0);
- }
- if (tdata->nv12) {
- data->glActiveTexture(GL_TEXTURE1);
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
-
- data->glActiveTexture(GL_TEXTURE0);
- }
- data->glBindTexture(tdata->texture_type, tdata->texture);
-
- /* Configure color modulation */
- g = texture->g;
- a = texture->a;
-
- if (renderer->target &&
- (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
- renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
- r = texture->b;
- b = texture->r;
- } else {
- r = texture->r;
- b = texture->b;
- }
-
- program = data->current_program;
-
- if (!CompareColors(program->modulation_r, program->modulation_g, program->modulation_b, program->modulation_a, r, g, b, a)) {
- data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_MODULATION], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
- program->modulation_r = r;
- program->modulation_g = g;
- program->modulation_b = b;
- program->modulation_a = a;
- }
-
- /* Configure texture blending */
- GLES2_SetBlendMode(data, blendMode);
-
- GLES2_SetTexCoords(data, SDL_TRUE);
- return 0;
-}
-
-static int
-GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
- const SDL_FRect *dstrect)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLfloat vertices[8];
- GLfloat texCoords[8];
-
- GLES2_ActivateRenderer(renderer);
-
- if (GLES2_SetupCopy(renderer, texture) < 0) {
- return -1;
- }
-
- /* Emit the textured quad */
- vertices[0] = dstrect->x;
- vertices[1] = dstrect->y;
- vertices[2] = (dstrect->x + dstrect->w);
- vertices[3] = dstrect->y;
- vertices[4] = dstrect->x;
- vertices[5] = (dstrect->y + dstrect->h);
- vertices[6] = (dstrect->x + dstrect->w);
- vertices[7] = (dstrect->y + dstrect->h);
- /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/
- GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat));
- texCoords[0] = srcrect->x / (GLfloat)texture->w;
- texCoords[1] = srcrect->y / (GLfloat)texture->h;
- texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
- texCoords[3] = srcrect->y / (GLfloat)texture->h;
- texCoords[4] = srcrect->x / (GLfloat)texture->w;
- texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
- texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
- texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
- /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);*/
- GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_TEXCOORD, texCoords, 8 * sizeof(GLfloat));
- data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- return GL_CheckError("", renderer);
-}
-
-static int
-GLES2_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)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLfloat vertices[8];
- GLfloat texCoords[8];
- GLfloat translate[8];
- GLfloat fAngle[4];
- GLfloat tmp;
-
- GLES2_ActivateRenderer(renderer);
-
- if (GLES2_SetupCopy(renderer, texture) < 0) {
- return -1;
- }
-
- data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
- data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
- fAngle[0] = fAngle[1] = fAngle[2] = fAngle[3] = (GLfloat)(360.0f - angle);
- /* Calculate the center of rotation */
- translate[0] = translate[2] = translate[4] = translate[6] = (center->x + dstrect->x);
- translate[1] = translate[3] = translate[5] = translate[7] = (center->y + dstrect->y);
-
- /* Emit the textured quad */
- vertices[0] = dstrect->x;
- vertices[1] = dstrect->y;
- vertices[2] = (dstrect->x + dstrect->w);
- vertices[3] = dstrect->y;
- vertices[4] = dstrect->x;
- vertices[5] = (dstrect->y + dstrect->h);
- vertices[6] = (dstrect->x + dstrect->w);
- vertices[7] = (dstrect->y + dstrect->h);
- if (flip & SDL_FLIP_HORIZONTAL) {
- tmp = vertices[0];
- vertices[0] = vertices[4] = vertices[2];
- vertices[2] = vertices[6] = tmp;
- }
- if (flip & SDL_FLIP_VERTICAL) {
- tmp = vertices[1];
- vertices[1] = vertices[3] = vertices[5];
- vertices[5] = vertices[7] = tmp;
- }
-
- /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 1, GL_FLOAT, GL_FALSE, 0, &fAngle);
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, translate);
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/
-
- GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_ANGLE, fAngle, 4 * sizeof(GLfloat));
- GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_CENTER, translate, 8 * sizeof(GLfloat));
- GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat));
-
- texCoords[0] = srcrect->x / (GLfloat)texture->w;
- texCoords[1] = srcrect->y / (GLfloat)texture->h;
- texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
- texCoords[3] = srcrect->y / (GLfloat)texture->h;
- texCoords[4] = srcrect->x / (GLfloat)texture->w;
- texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
- texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
- texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
- /*data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);*/
- GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_TEXCOORD, texCoords, 8 * sizeof(GLfloat));
- data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
- data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
-
- return GL_CheckError("", renderer);
-}
-
-static int
-GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 pixel_format, void * pixels, int pitch)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
- void *temp_pixels;
- int temp_pitch;
- Uint8 *src, *dst, *tmp;
- int w, h, length, rows;
- int status;
-
- GLES2_ActivateRenderer(renderer);
-
- temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
- temp_pixels = SDL_malloc(rect->h * temp_pitch);
- if (!temp_pixels) {
- return SDL_OutOfMemory();
- }
-
- SDL_GetRendererOutputSize(renderer, &w, &h);
-
- data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
- rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
- if (GL_CheckError("glReadPixels()", renderer) < 0) {
- 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
-GLES2_RenderPresent(SDL_Renderer *renderer)
-{
- GLES2_ActivateRenderer(renderer);
-
- /* Tell the video driver to swap buffers */
- SDL_GL_SwapWindow(renderer->window);
-}
-
-
-/*************************************************************************************************
- * Bind/unbinding of textures
- *************************************************************************************************/
-static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
-static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
-
-static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
- GLES2_ActivateRenderer(renderer);
-
- data->glBindTexture(texturedata->texture_type, texturedata->texture);
-
- if (texw) {
- *texw = 1.0;
- }
- if (texh) {
- *texh = 1.0;
- }
-
- return 0;
-}
-
-static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
- GLES2_ActivateRenderer(renderer);
-
- data->glBindTexture(texturedata->texture_type, 0);
-
- return 0;
-}
-
-
-/*************************************************************************************************
- * Renderer instantiation *
- *************************************************************************************************/
-
-#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
-
-static void
-GLES2_ResetState(SDL_Renderer *renderer)
-{
- GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
-
- if (SDL_CurrentContext == data->context) {
- GLES2_UpdateViewport(renderer);
- } else {
- GLES2_ActivateRenderer(renderer);
- }
-
- data->current.blendMode = -1;
- data->current.tex_coords = SDL_FALSE;
-
- data->glActiveTexture(GL_TEXTURE0);
- data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
- data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- data->glClearColor((GLfloat) data->clear_r * inv255f,
- (GLfloat) data->clear_g * inv255f,
- (GLfloat) data->clear_b * inv255f,
- (GLfloat) data->clear_a * inv255f);
-
- data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
- data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
-
- GL_CheckError("", renderer);
-}
-
-static SDL_Renderer *
-GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
-{
- SDL_Renderer *renderer;
- GLES2_DriverContext *data;
- GLint nFormats;
-#ifndef ZUNE_HD
- GLboolean hasCompiler;
-#endif
- Uint32 window_flags;
- GLint window_framebuffer;
- GLint value;
- int profile_mask = 0, major = 0, minor = 0;
- SDL_bool changed_window = SDL_FALSE;
-
- if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask) < 0) {
- goto error;
- }
- if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major) < 0) {
- goto error;
- }
- if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor) < 0) {
- goto error;
- }
-
- 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, SDL_GL_CONTEXT_PROFILE_ES);
- 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;
- }
- }
-
- /* Create the renderer struct */
- renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
- if (!renderer) {
- SDL_OutOfMemory();
- goto error;
- }
-
- data = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
- if (!data) {
- GLES2_DestroyRenderer(renderer);
- SDL_OutOfMemory();
- goto error;
- }
- renderer->info = GLES2_RenderDriver.info;
- renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
- renderer->driverdata = data;
- renderer->window = window;
-
- /* Create an OpenGL ES 2.0 context */
- data->context = SDL_GL_CreateContext(window);
- if (!data->context) {
- GLES2_DestroyRenderer(renderer);
- goto error;
- }
- if (SDL_GL_MakeCurrent(window, data->context) < 0) {
- GLES2_DestroyRenderer(renderer);
- goto error;
- }
-
- if (GLES2_LoadFunctions(data) < 0) {
- GLES2_DestroyRenderer(renderer);
- goto error;
- }
-
-#if __WINRT__
- /* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync
- * is turned on. Not doing so will freeze the screen's contents to that
- * of the first drawn frame.
- */
- flags |= SDL_RENDERER_PRESENTVSYNC;
-#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;
- }
-
- value = 0;
- data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
- renderer->info.max_texture_width = value;
- value = 0;
- data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
- renderer->info.max_texture_height = value;
-
- /* Determine supported shader formats */
- /* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
-#ifdef ZUNE_HD
- nFormats = 1;
-#else /* !ZUNE_HD */
- data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
- data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
- if (hasCompiler) {
- ++nFormats;
- }
-#endif /* ZUNE_HD */
- data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
- if (!data->shader_formats) {
- GLES2_DestroyRenderer(renderer);
- SDL_OutOfMemory();
- goto error;
- }
- data->shader_format_count = nFormats;
-#ifdef ZUNE_HD
- data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
-#else /* !ZUNE_HD */
- data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats);
- if (hasCompiler) {
- data->shader_formats[nFormats - 1] = (GLenum)-1;
- }
-#endif /* ZUNE_HD */
-
- data->framebuffers = NULL;
- data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
- data->window_framebuffer = (GLuint)window_framebuffer;
-
- /* Populate the function pointers for the module */
- renderer->WindowEvent = &GLES2_WindowEvent;
- renderer->GetOutputSize = &GLES2_GetOutputSize;
- renderer->CreateTexture = &GLES2_CreateTexture;
- renderer->UpdateTexture = &GLES2_UpdateTexture;
- renderer->UpdateTextureYUV = &GLES2_UpdateTextureYUV;
- renderer->LockTexture = &GLES2_LockTexture;
- renderer->UnlockTexture = &GLES2_UnlockTexture;
- renderer->SetRenderTarget = &GLES2_SetRenderTarget;
- renderer->UpdateViewport = &GLES2_UpdateViewport;
- renderer->UpdateClipRect = &GLES2_UpdateClipRect;
- renderer->RenderClear = &GLES2_RenderClear;
- renderer->RenderDrawPoints = &GLES2_RenderDrawPoints;
- renderer->RenderDrawLines = &GLES2_RenderDrawLines;
- renderer->RenderFillRects = &GLES2_RenderFillRects;
- renderer->RenderCopy = &GLES2_RenderCopy;
- renderer->RenderCopyEx = &GLES2_RenderCopyEx;
- renderer->RenderReadPixels = &GLES2_RenderReadPixels;
- renderer->RenderPresent = &GLES2_RenderPresent;
- renderer->DestroyTexture = &GLES2_DestroyTexture;
- renderer->DestroyRenderer = &GLES2_DestroyRenderer;
- renderer->GL_BindTexture = &GLES2_BindTexture;
- renderer->GL_UnbindTexture = &GLES2_UnbindTexture;
-
- 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;
-
- GLES2_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;
-}
-
-#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/opengles2/SDL_shaders_gles2.c b/3rdparty/SDL2/src/render/opengles2/SDL_shaders_gles2.c
deleted file mode 100644
index 0c01a8c64ed..00000000000
--- a/3rdparty/SDL2/src/render/opengles2/SDL_shaders_gles2.c
+++ /dev/null
@@ -1,906 +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_ES2 && !SDL_RENDER_DISABLED
-
-#include "SDL_video.h"
-#include "SDL_opengles2.h"
-#include "SDL_shaders_gles2.h"
-#include "SDL_stdinc.h"
-
-/*************************************************************************************************
- * Vertex/fragment shader source *
- *************************************************************************************************/
-
-static const Uint8 GLES2_VertexSrc_Default_[] = " \
- uniform mat4 u_projection; \
- attribute vec2 a_position; \
- attribute vec2 a_texCoord; \
- attribute float a_angle; \
- attribute vec2 a_center; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- float angle = radians(a_angle); \
- float c = cos(angle); \
- float s = sin(angle); \
- mat2 rotationMatrix = mat2(c, -s, s, c); \
- vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
- v_texCoord = a_texCoord; \
- gl_Position = u_projection * vec4(position, 0.0, 1.0);\
- gl_PointSize = 1.0; \
- } \
-";
-
-static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
- precision mediump float; \
- uniform vec4 u_color; \
- \
- void main() \
- { \
- gl_FragColor = u_color; \
- } \
-";
-
-static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
- precision mediump float; \
- uniform sampler2D u_texture; \
- uniform vec4 u_modulation; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- gl_FragColor = texture2D(u_texture, v_texCoord); \
- gl_FragColor *= u_modulation; \
- } \
-";
-
-/* ARGB to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
- precision mediump float; \
- uniform sampler2D u_texture; \
- uniform vec4 u_modulation; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- vec4 abgr = texture2D(u_texture, v_texCoord); \
- gl_FragColor = abgr; \
- gl_FragColor.r = abgr.b; \
- gl_FragColor.b = abgr.r; \
- gl_FragColor *= u_modulation; \
- } \
-";
-
-/* RGB to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
- precision mediump float; \
- uniform sampler2D u_texture; \
- uniform vec4 u_modulation; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- vec4 abgr = texture2D(u_texture, v_texCoord); \
- gl_FragColor = abgr; \
- gl_FragColor.r = abgr.b; \
- gl_FragColor.b = abgr.r; \
- gl_FragColor.a = 1.0; \
- gl_FragColor *= u_modulation; \
- } \
-";
-
-/* BGR to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
- precision mediump float; \
- uniform sampler2D u_texture; \
- uniform vec4 u_modulation; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- vec4 abgr = texture2D(u_texture, v_texCoord); \
- gl_FragColor = abgr; \
- gl_FragColor.a = 1.0; \
- gl_FragColor *= u_modulation; \
- } \
-";
-
-/* YUV to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureYUVSrc_[] = " \
- precision mediump float; \
- uniform sampler2D u_texture; \
- uniform sampler2D u_texture_u; \
- uniform sampler2D u_texture_v; \
- uniform vec4 u_modulation; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- mediump vec3 yuv; \
- lowp vec3 rgb; \
- yuv.x = texture2D(u_texture, v_texCoord).r; \
- yuv.y = texture2D(u_texture_u, v_texCoord).r - 0.5; \
- yuv.z = texture2D(u_texture_v, v_texCoord).r - 0.5; \
- rgb = mat3( 1, 1, 1, \
- 0, -0.39465, 2.03211, \
- 1.13983, -0.58060, 0) * yuv; \
- gl_FragColor = vec4(rgb, 1); \
- gl_FragColor *= u_modulation; \
- } \
-";
-
-/* NV12 to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureNV12Src_[] = " \
- precision mediump float; \
- uniform sampler2D u_texture; \
- uniform sampler2D u_texture_u; \
- uniform vec4 u_modulation; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- mediump vec3 yuv; \
- lowp vec3 rgb; \
- yuv.x = texture2D(u_texture, v_texCoord).r; \
- yuv.yz = texture2D(u_texture_u, v_texCoord).ra - 0.5; \
- rgb = mat3( 1, 1, 1, \
- 0, -0.39465, 2.03211, \
- 1.13983, -0.58060, 0) * yuv; \
- gl_FragColor = vec4(rgb, 1); \
- gl_FragColor *= u_modulation; \
- } \
-";
-
-/* NV21 to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureNV21Src_[] = " \
- precision mediump float; \
- uniform sampler2D u_texture; \
- uniform sampler2D u_texture_u; \
- uniform vec4 u_modulation; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- mediump vec3 yuv; \
- lowp vec3 rgb; \
- yuv.x = texture2D(u_texture, v_texCoord).r; \
- yuv.yz = texture2D(u_texture_u, v_texCoord).ar - 0.5; \
- rgb = mat3( 1, 1, 1, \
- 0, -0.39465, 2.03211, \
- 1.13983, -0.58060, 0) * yuv; \
- gl_FragColor = vec4(rgb, 1); \
- gl_FragColor *= u_modulation; \
- } \
-";
-
-static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
- GL_VERTEX_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_VertexSrc_Default_),
- GLES2_VertexSrc_Default_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_SolidSrc_),
- GLES2_FragmentSrc_SolidSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureABGRSrc_),
- GLES2_FragmentSrc_TextureABGRSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureARGBSrc_),
- GLES2_FragmentSrc_TextureARGBSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureRGBSrc_),
- GLES2_FragmentSrc_TextureRGBSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureBGRSrc_),
- GLES2_FragmentSrc_TextureBGRSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureYUVSrc_),
- GLES2_FragmentSrc_TextureYUVSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12Src = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureNV12Src_),
- GLES2_FragmentSrc_TextureNV12Src_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21Src = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureNV21Src_),
- GLES2_FragmentSrc_TextureNV21Src_
-};
-
-
-/*************************************************************************************************
- * Vertex/fragment shader binaries (NVIDIA Tegra 1/2) *
- *************************************************************************************************/
-
-#if GLES2_INCLUDE_NVIDIA_SHADERS
-
-#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
-
-static const Uint8 GLES2_VertexTegra_Default_[] = {
- 243, 193, 1, 142, 31, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
- 0, 0, 46, 0, 0, 0, 48, 0, 0, 0, 2, 0, 0, 0, 85, 0, 0, 0, 2, 0, 0, 0, 24, 0, 0, 0, 3, 0, 0, 0,
- 91, 0, 0, 0, 1, 0, 0, 0, 16, 0, 0, 0, 5, 0, 0, 0, 95, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 95, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
- 13, 0, 0, 0, 102, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 16, 0, 0, 0, 104, 0, 0, 0, 1, 0, 0, 0, 32, 0, 0, 0, 17, 0, 0, 0, 112, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 112, 0, 0, 0, 80, 0, 0, 0, 80, 0, 0, 0, 19, 0, 0, 0, 132, 0,
- 0, 0, 104, 0, 0, 0, 104, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 97,
- 95, 112, 111, 115, 105, 116, 105, 111, 110, 0, 97, 95, 116, 101, 120, 67, 111, 111, 114, 100,
- 0, 118, 95, 116, 101, 120, 67, 111, 111, 114, 100, 0, 117, 95, 112, 114, 111, 106, 101, 99,
- 116, 105, 111, 110, 0, 0, 0, 0, 0, 0, 0, 82, 139, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 80, 139, 0,
- 0, 1, 0, 0, 0, 22, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 33, 0, 0, 0, 92, 139, 0, 0,
- 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 240, 0, 0, 0, 0, 0, 0, 1, 0,
- 0, 0, 64, 0, 0, 0, 80, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 193, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 66, 24, 0, 6, 34, 108, 28,
- 0, 0, 42, 16, 128, 0, 195, 192, 6, 129, 252, 255, 65, 96, 108, 28, 0, 0, 0, 0, 0, 1, 195, 192,
- 6, 1, 252, 255, 33, 96, 108, 156, 31, 64, 8, 1, 64, 0, 131, 192, 6, 1, 156, 159, 65, 96, 108,
- 28, 0, 0, 85, 32, 0, 1, 195, 192, 6, 1, 252, 255, 33, 96, 108, 156, 31, 64, 0, 64, 64, 0, 131,
- 192, 134, 1, 152, 31, 65, 96, 108, 156, 31, 64, 127, 48, 0, 1, 195, 192, 6, 129, 129, 255, 33,
- 96
-};
-
-static const Uint8 GLES2_FragmentTegra_None_SolidSrc_[] = {
- 155, 191, 159, 1, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
- 0, 0, 8, 0, 0, 0, 8, 0, 0, 0, 2, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 75,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0,
- 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 75, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0, 13, 0,
- 0, 0, 82, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 14, 0, 0, 0, 84, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 22, 0, 0, 0, 84, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 92, 0, 0, 0, 1, 0, 0, 0, 4,
- 0, 0, 0, 15, 0, 0, 0, 93, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 113, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 113, 0, 0,
- 0, 108, 0, 0, 0, 108, 0, 0, 0, 20, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 0, 0,
- 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 117, 95, 99, 111, 108, 111, 114, 0, 0, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 241, 0, 0, 0, 240, 0, 0,
- 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0, 0,
- 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 21, 32, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 20, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 82, 50, 48, 45, 66, 73, 78, 1,
- 0, 0, 0, 1, 0, 0, 0, 1, 0, 65, 37, 0, 0, 0, 0, 1, 0, 0, 21, 0, 0, 0, 0, 1, 0, 1, 38, 0, 0, 0,
- 0, 1, 0, 1, 39, 0, 0, 0, 0, 1, 0, 1, 40, 1, 0, 0, 0, 8, 0, 4, 40, 0, 40, 0, 0, 0, 242, 65, 63,
- 192, 200, 0, 0, 0, 242, 65, 63, 128, 168, 0, 0, 0, 242, 65, 63, 64, 72, 0, 0, 0, 242, 65, 63,
- 1, 0, 6, 40, 0, 0, 0, 0, 1, 0, 1, 41, 5, 0, 2, 0
-};
-
-static const Uint8 GLES2_FragmentTegra_Alpha_SolidSrc_[] = {
- 169, 153, 195, 28, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
- 0, 0, 8, 0, 0, 0, 8, 0, 0, 0, 2, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 75,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0,
- 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 75, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0, 13, 0,
- 0, 0, 82, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 14, 0, 0, 0, 84, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 22, 0, 0, 0, 84, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 92, 0, 0, 0, 1, 0, 0, 0, 4,
- 0, 0, 0, 15, 0, 0, 0, 93, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 113, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 113, 0, 0,
- 0, 220, 0, 0, 0, 220, 0, 0, 0, 20, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 0, 0,
- 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 117, 95, 99, 111, 108, 111, 114, 0, 0, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 118, 118, 17, 241, 0, 0, 0, 240, 0,
- 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0,
- 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 21, 32, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 20, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 82, 50, 48, 45, 66, 73, 78,
- 1, 0, 0, 0, 3, 0, 0, 0, 3, 0, 65, 37, 8, 0, 129, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 21, 0,
- 0, 0, 0, 3, 0, 1, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 1, 39, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 3, 0, 1, 40, 1, 0, 0, 0, 5, 0, 0, 0, 9, 0, 0, 0, 24, 0, 4, 40, 232, 231, 15,
- 0, 0, 242, 65, 62, 194, 72, 1, 0, 0, 250, 65, 63, 194, 40, 1, 0, 0, 250, 65, 63, 192, 168, 1,
- 0, 0, 242, 1, 64, 192, 168, 1, 0, 0, 242, 1, 68, 168, 32, 0, 0, 0, 50, 64, 0, 192, 168, 15,
- 0, 0, 242, 1, 66, 168, 64, 0, 16, 0, 242, 65, 1, 232, 231, 15, 0, 0, 242, 65, 62, 168, 160,
- 0, 0, 0, 50, 64, 2, 104, 192, 0, 0, 36, 48, 66, 4, 232, 231, 15, 0, 0, 242, 65, 62, 3, 0, 6,
- 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 1, 41, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 2, 0
-};
-
-static const Uint8 GLES2_FragmentTegra_Additive_SolidSrc_[] = {
- 59, 71, 42, 17, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0, 0,
- 0, 8, 0, 0, 0, 8, 0, 0, 0, 2, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 75,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0,
- 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 75, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0, 13, 0,
- 0, 0, 82, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 14, 0, 0, 0, 84, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 22, 0, 0, 0, 84, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 92, 0, 0, 0, 1, 0, 0, 0, 4,
- 0, 0, 0, 15, 0, 0, 0, 93, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 113, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 113, 0, 0,
- 0, 108, 0, 0, 0, 108, 0, 0, 0, 20, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 0, 0,
- 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 117, 95, 99, 111, 108, 111, 114, 0, 0, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 22, 22, 17, 241, 0, 0, 0, 240, 0,
- 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0,
- 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 21, 32, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 20, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 82, 50, 48, 45, 66, 73, 78,
- 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 65, 37, 8, 0, 129, 0, 1, 0, 0, 21, 0, 0, 0, 0, 1, 0, 1, 38, 0,
- 0, 0, 0, 1, 0, 1, 39, 0, 0, 0, 0, 1, 0, 1, 40, 1, 0, 0, 0, 8, 0, 4, 40, 192, 200, 0, 0, 0, 26,
- 0, 70, 192, 40, 0, 0, 0, 2, 0, 64, 192, 72, 0, 0, 0, 10, 0, 66, 192, 168, 0, 0, 0, 18, 0, 68,
- 1, 0, 6, 40, 0, 0, 0, 0, 1, 0, 1, 41, 5, 0, 2, 0
-};
-
-static const Uint8 GLES2_FragmentTegra_Modulated_SolidSrc_[] = {
- 37, 191, 49, 17, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0, 0,
- 0, 8, 0, 0, 0, 8, 0, 0, 0, 2, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 75,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0,
- 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 75, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0, 13, 0,
- 0, 0, 82, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 14, 0, 0, 0, 84, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 22, 0, 0, 0, 84, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 92, 0, 0, 0, 1, 0, 0, 0, 4,
- 0, 0, 0, 15, 0, 0, 0, 93, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 113, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 113, 0, 0,
- 0, 108, 0, 0, 0, 108, 0, 0, 0, 20, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 0, 0,
- 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 117, 95, 99, 111, 108, 111, 114, 0, 0, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 32, 32, 17, 241, 0, 0, 0, 240, 0,
- 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0,
- 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 21, 32, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 20, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 82, 50, 48, 45, 66, 73, 78,
- 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 65, 37, 8, 0, 129, 0, 1, 0, 0, 21, 0, 0, 0, 0, 1, 0, 1, 38, 0,
- 0, 0, 0, 1, 0, 1, 39, 0, 0, 0, 0, 1, 0, 1, 40, 1, 0, 0, 0, 8, 0, 4, 40, 104, 192, 0, 0, 0, 242,
- 1, 70, 8, 32, 0, 0, 0, 242, 1, 64, 40, 64, 0, 0, 0, 242, 1, 66, 72, 160, 0, 0, 0, 242, 1, 68,
- 1, 0, 6, 40, 0, 0, 0, 0, 1, 0, 1, 41, 5, 0, 2, 0
-};
-
-static const Uint8 GLES2_FragmentTegra_None_TextureSrc_[] = {
- 220, 217, 41, 211, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
- 0, 0, 34, 0, 0, 0, 36, 0, 0, 0, 2, 0, 0, 0, 82, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0,
- 82, 0, 0, 0, 1, 0, 0, 0, 20, 0, 0, 0, 6, 0, 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0,
- 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 87, 0, 0, 0, 2, 0, 0, 0, 56, 0, 0, 0,
- 13, 0, 0, 0, 101, 0, 0, 0, 4, 0, 0, 0, 16, 0, 0, 0, 14, 0, 0, 0, 105, 0, 0, 0, 1, 0, 0, 0, 4,
- 0, 0, 0, 22, 0, 0, 0, 106, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 114, 0, 0, 0, 1, 0,
- 0, 0, 4, 0, 0, 0, 15, 0, 0, 0, 115, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 135, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 135,
- 0, 0, 0, 120, 0, 0, 0, 120, 0, 0, 0, 20, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21,
- 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 118, 95, 116, 101, 120, 67, 111, 111, 114, 100, 0, 117, 95, 109, 111, 100, 117, 108,
- 97, 116, 105, 111, 110, 0, 117, 95, 116, 101, 120, 116, 117, 114, 101, 0, 0, 0, 0, 0, 0, 0,
- 2, 0, 0, 0, 0, 0, 0, 0, 220, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 94, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0,
- 0, 2, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 1, 0, 0, 0, 241, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240,
- 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 1, 0,
- 0, 0, 1, 0, 0, 0, 21, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0,
- 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 65, 82, 50, 48, 45, 66, 73, 78, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 65, 37, 0, 0, 0, 0, 1, 0,
- 0, 21, 0, 0, 0, 0, 1, 0, 1, 38, 1, 0, 0, 0, 2, 0, 4, 38, 186, 81, 78, 16, 2, 1, 0, 0, 1, 0,
- 1, 39, 0, 4, 0, 0, 1, 0, 1, 40, 1, 0, 0, 0, 8, 0, 4, 40, 104, 192, 0, 0, 0, 242, 1, 70, 8, 32,
- 0, 0, 0, 242, 1, 64, 40, 64, 0, 0, 0, 242, 1, 66, 72, 160, 0, 0, 0, 242, 1, 68, 1, 0, 6, 40,
- 0, 0, 0, 0, 1, 0, 1, 41, 5, 0, 2, 0
-};
-
-static const Uint8 GLES2_FragmentTegra_Alpha_TextureSrc_[] = {
- 71, 202, 114, 229, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
- 0, 0, 34, 0, 0, 0, 36, 0, 0, 0, 2, 0, 0, 0, 82, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0,
- 82, 0, 0, 0, 1, 0, 0, 0, 20, 0, 0, 0, 6, 0, 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0,
- 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 87, 0, 0, 0, 2, 0, 0, 0, 56, 0, 0, 0,
- 13, 0, 0, 0, 101, 0, 0, 0, 4, 0, 0, 0, 16, 0, 0, 0, 14, 0, 0, 0, 105, 0, 0, 0, 1, 0, 0, 0, 4,
- 0, 0, 0, 22, 0, 0, 0, 106, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 114, 0, 0, 0, 1, 0,
- 0, 0, 4, 0, 0, 0, 15, 0, 0, 0, 115, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 135, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 135,
- 0, 0, 0, 176, 0, 0, 0, 176, 0, 0, 0, 20, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21,
- 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 118, 95, 116, 101, 120, 67, 111, 111, 114, 100, 0, 117, 95, 109, 111, 100, 117, 108,
- 97, 116, 105, 111, 110, 0, 117, 95, 116, 101, 120, 116, 117, 114, 101, 0, 0, 0, 0, 0, 0, 0,
- 2, 0, 0, 0, 0, 0, 0, 0, 220, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 94, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0,
- 0, 2, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 1, 118, 118, 17, 241, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0,
- 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0,
- 1, 0, 0, 0, 2, 0, 0, 0, 21, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 16, 0, 0, 0, 16,
- 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 65, 82, 50, 48, 45, 66, 73, 78, 1, 0, 0, 0, 2, 0, 0, 0, 2, 0, 65, 37, 0, 0, 0, 0,
- 8, 0, 129, 0, 1, 0, 0, 21, 0, 0, 0, 0, 2, 0, 1, 38, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 4, 38, 186,
- 81, 78, 16, 2, 1, 0, 0, 2, 0, 1, 39, 0, 4, 0, 0, 0, 0, 0, 0, 2, 0, 1, 40, 1, 0, 0, 0, 5, 0,
- 0, 0, 16, 0, 4, 40, 40, 160, 1, 0, 0, 242, 1, 66, 8, 192, 1, 0, 0, 242, 1, 64, 104, 32, 1, 0,
- 0, 242, 1, 70, 72, 64, 1, 0, 0, 242, 1, 68, 154, 192, 0, 0, 37, 34, 64, 3, 8, 32, 0, 0, 5, 58,
- 208, 4, 40, 64, 0, 0, 5, 50, 208, 4, 72, 160, 0, 0, 37, 42, 208, 4, 2, 0, 6, 40, 0, 0, 0, 0,
- 0, 0, 0, 0, 2, 0, 1, 41, 0, 0, 0, 0, 5, 0, 2, 0
-};
-
-static const Uint8 GLES2_FragmentTegra_Additive_TextureSrc_[] = {
- 161, 234, 193, 234, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
- 0, 0, 34, 0, 0, 0, 36, 0, 0, 0, 2, 0, 0, 0, 82, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0,
- 82, 0, 0, 0, 1, 0, 0, 0, 20, 0, 0, 0, 6, 0, 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0,
- 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 87, 0, 0, 0, 2, 0, 0, 0, 56, 0, 0, 0,
- 13, 0, 0, 0, 101, 0, 0, 0, 4, 0, 0, 0, 16, 0, 0, 0, 14, 0, 0, 0, 105, 0, 0, 0, 1, 0, 0, 0, 4,
- 0, 0, 0, 22, 0, 0, 0, 106, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 114, 0, 0, 0, 1, 0,
- 0, 0, 4, 0, 0, 0, 15, 0, 0, 0, 115, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 135, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 135,
- 0, 0, 0, 176, 0, 0, 0, 176, 0, 0, 0, 20, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21,
- 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 118, 95, 116, 101, 120, 67, 111, 111, 114, 100, 0, 117, 95, 109, 111, 100, 117, 108,
- 97, 116, 105, 111, 110, 0, 117, 95, 116, 101, 120, 116, 117, 114, 101, 0, 0, 0, 0, 0, 0, 0,
- 2, 0, 0, 0, 0, 0, 0, 0, 220, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 94, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0,
- 0, 2, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 1, 22, 22, 17, 241, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240,
- 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0, 1, 0,
- 0, 0, 2, 0, 0, 0, 21, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0,
- 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 65, 82, 50, 48, 45, 66, 73, 78, 1, 0, 0, 0, 2, 0, 0, 0, 2, 0, 65, 37, 0, 0, 0, 0, 8, 0,
- 129, 0, 1, 0, 0, 21, 0, 0, 0, 0, 2, 0, 1, 38, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 4, 38, 186, 81,
- 78, 16, 2, 1, 0, 0, 2, 0, 1, 39, 0, 4, 0, 0, 0, 0, 0, 0, 2, 0, 1, 40, 1, 0, 0, 0, 5, 0, 0, 0,
- 16, 0, 4, 40, 40, 160, 1, 0, 0, 242, 1, 66, 104, 32, 1, 0, 0, 242, 1, 70, 8, 192, 1, 0, 0, 242,
- 1, 64, 72, 64, 1, 0, 0, 242, 1, 68, 136, 192, 0, 0, 0, 26, 64, 4, 136, 32, 0, 0, 0, 2, 64, 7,
- 136, 64, 0, 0, 0, 10, 64, 6, 136, 160, 0, 0, 0, 18, 64, 5, 2, 0, 6, 40, 0, 0, 0, 0, 0, 0, 0,
- 0, 2, 0, 1, 41, 0, 0, 0, 0, 5, 0, 2, 0
-};
-
-static const Uint8 GLES2_FragmentTegra_Modulated_TextureSrc_[] = {
- 75, 132, 201, 227, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
- 0, 0, 34, 0, 0, 0, 36, 0, 0, 0, 2, 0, 0, 0, 82, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0,
- 82, 0, 0, 0, 1, 0, 0, 0, 20, 0, 0, 0, 6, 0, 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0,
- 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 87, 0, 0, 0, 2, 0, 0, 0, 56, 0, 0, 0,
- 13, 0, 0, 0, 101, 0, 0, 0, 4, 0, 0, 0, 16, 0, 0, 0, 14, 0, 0, 0, 105, 0, 0, 0, 1, 0, 0, 0, 4,
- 0, 0, 0, 22, 0, 0, 0, 106, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 114, 0, 0, 0, 1, 0,
- 0, 0, 4, 0, 0, 0, 15, 0, 0, 0, 115, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 135, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 135,
- 0, 0, 0, 176, 0, 0, 0, 176, 0, 0, 0, 20, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21,
- 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 118, 95, 116, 101, 120, 67, 111, 111, 114, 100, 0, 117, 95, 109, 111, 100, 117, 108,
- 97, 116, 105, 111, 110, 0, 117, 95, 116, 101, 120, 116, 117, 114, 101, 0, 0, 0, 0, 0, 0, 0,
- 2, 0, 0, 0, 0, 0, 0, 0, 220, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 94, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0,
- 0, 2, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 1, 32, 32, 17, 241, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240,
- 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0, 1, 0,
- 0, 0, 2, 0, 0, 0, 21, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0,
- 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 65, 82, 50, 48, 45, 66, 73, 78, 1, 0, 0, 0, 2, 0, 0, 0, 2, 0, 65, 37, 0, 0, 0, 0, 8, 0,
- 129, 0, 1, 0, 0, 21, 0, 0, 0, 0, 2, 0, 1, 38, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 4, 38, 186, 81,
- 78, 16, 2, 1, 0, 0, 2, 0, 1, 39, 0, 4, 0, 0, 0, 0, 0, 0, 2, 0, 1, 40, 1, 0, 0, 0, 5, 0, 0, 0,
- 16, 0, 4, 40, 40, 160, 1, 0, 0, 242, 1, 66, 8, 192, 1, 0, 0, 242, 1, 64, 104, 32, 1, 0, 0, 242,
- 1, 70, 72, 64, 1, 0, 0, 242, 1, 68, 104, 192, 0, 0, 0, 242, 65, 4, 232, 32, 0, 0, 0, 242, 65,
- 0, 40, 64, 0, 0, 0, 242, 65, 6, 72, 160, 0, 0, 0, 242, 65, 5, 2, 0, 6, 40, 0, 0, 0, 0, 0, 0,
- 0, 0, 2, 0, 1, 41, 0, 0, 0, 0, 5, 0, 2, 0
-};
-
-static const GLES2_ShaderInstance GLES2_VertexTegra_Default = {
- GL_VERTEX_SHADER,
- GL_NVIDIA_PLATFORM_BINARY_NV,
- sizeof(GLES2_VertexTegra_Default_),
- GLES2_VertexTegra_Default_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentTegra_None_SolidSrc = {
- GL_FRAGMENT_SHADER,
- GL_NVIDIA_PLATFORM_BINARY_NV,
- sizeof(GLES2_FragmentTegra_None_SolidSrc_),
- GLES2_FragmentTegra_None_SolidSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentTegra_Alpha_SolidSrc = {
- GL_FRAGMENT_SHADER,
- GL_NVIDIA_PLATFORM_BINARY_NV,
- sizeof(GLES2_FragmentTegra_Alpha_SolidSrc_),
- GLES2_FragmentTegra_Alpha_SolidSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentTegra_Additive_SolidSrc = {
- GL_FRAGMENT_SHADER,
- GL_NVIDIA_PLATFORM_BINARY_NV,
- sizeof(GLES2_FragmentTegra_Additive_SolidSrc_),
- GLES2_FragmentTegra_Additive_SolidSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentTegra_Modulated_SolidSrc = {
- GL_FRAGMENT_SHADER,
- GL_NVIDIA_PLATFORM_BINARY_NV,
- sizeof(GLES2_FragmentTegra_Modulated_SolidSrc_),
- GLES2_FragmentTegra_Modulated_SolidSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentTegra_None_TextureSrc = {
- GL_FRAGMENT_SHADER,
- GL_NVIDIA_PLATFORM_BINARY_NV,
- sizeof(GLES2_FragmentTegra_None_TextureSrc_),
- GLES2_FragmentTegra_None_TextureSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentTegra_Alpha_TextureSrc = {
- GL_FRAGMENT_SHADER,
- GL_NVIDIA_PLATFORM_BINARY_NV,
- sizeof(GLES2_FragmentTegra_Alpha_TextureSrc_),
- GLES2_FragmentTegra_Alpha_TextureSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentTegra_Additive_TextureSrc = {
- GL_FRAGMENT_SHADER,
- GL_NVIDIA_PLATFORM_BINARY_NV,
- sizeof(GLES2_FragmentTegra_Additive_TextureSrc_),
- GLES2_FragmentTegra_Additive_TextureSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentTegra_Modulated_TextureSrc = {
- GL_FRAGMENT_SHADER,
- GL_NVIDIA_PLATFORM_BINARY_NV,
- sizeof(GLES2_FragmentTegra_Modulated_TextureSrc_),
- GLES2_FragmentTegra_Modulated_TextureSrc_
-};
-
-#endif /* GLES2_INCLUDE_NVIDIA_SHADERS */
-
-/*************************************************************************************************
- * Vertex/fragment shader definitions *
- *************************************************************************************************/
-
-static GLES2_Shader GLES2_VertexShader_Default = {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- 2,
-#else
- 1,
-#endif
- {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- &GLES2_VertexTegra_Default,
-#endif
- &GLES2_VertexSrc_Default
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_None_SolidSrc = {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- 2,
-#else
- 1,
-#endif
- {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- &GLES2_FragmentTegra_None_SolidSrc,
-#endif
- &GLES2_FragmentSrc_SolidSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Alpha_SolidSrc = {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- 2,
-#else
- 1,
-#endif
- {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- &GLES2_FragmentTegra_Alpha_SolidSrc,
-#endif
- &GLES2_FragmentSrc_SolidSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Additive_SolidSrc = {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- 2,
-#else
- 1,
-#endif
- {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- &GLES2_FragmentTegra_Additive_SolidSrc,
-#endif
- &GLES2_FragmentSrc_SolidSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Modulated_SolidSrc = {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- 2,
-#else
- 1,
-#endif
- {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- &GLES2_FragmentTegra_Modulated_SolidSrc,
-#endif
- &GLES2_FragmentSrc_SolidSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_None_TextureABGRSrc = {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- 2,
-#else
- 1,
-#endif
- {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- &GLES2_FragmentTegra_None_TextureSrc,
-#endif
- &GLES2_FragmentSrc_TextureABGRSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Alpha_TextureABGRSrc = {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- 2,
-#else
- 1,
-#endif
- {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- &GLES2_FragmentTegra_Alpha_TextureSrc,
-#endif
- &GLES2_FragmentSrc_TextureABGRSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Additive_TextureABGRSrc = {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- 2,
-#else
- 1,
-#endif
- {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- &GLES2_FragmentTegra_Additive_TextureSrc,
-#endif
- &GLES2_FragmentSrc_TextureABGRSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Modulated_TextureABGRSrc = {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- 2,
-#else
- 1,
-#endif
- {
-#if GLES2_INCLUDE_NVIDIA_SHADERS
- &GLES2_FragmentTegra_Modulated_TextureSrc,
-#endif
- &GLES2_FragmentSrc_TextureABGRSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_None_TextureARGBSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureARGBSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Alpha_TextureARGBSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureARGBSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Additive_TextureARGBSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureARGBSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Modulated_TextureARGBSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureARGBSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_None_TextureRGBSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureRGBSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Alpha_TextureRGBSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureRGBSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Additive_TextureRGBSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureRGBSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Modulated_TextureRGBSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureRGBSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_None_TextureBGRSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureBGRSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Alpha_TextureBGRSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureBGRSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Additive_TextureBGRSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureBGRSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_Modulated_TextureBGRSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureBGRSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureYUVSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureYUVSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureNV12Src = {
- 1,
- {
- &GLES2_FragmentSrc_TextureNV12Src
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureNV21Src = {
- 1,
- {
- &GLES2_FragmentSrc_TextureNV21Src
- }
-};
-
-
-/*************************************************************************************************
- * Shader selector *
- *************************************************************************************************/
-
-const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMode)
-{
- switch (type) {
- case GLES2_SHADER_VERTEX_DEFAULT:
- return &GLES2_VertexShader_Default;
- case GLES2_SHADER_FRAGMENT_SOLID_SRC:
- switch (blendMode) {
- case SDL_BLENDMODE_NONE:
- return &GLES2_FragmentShader_None_SolidSrc;
- case SDL_BLENDMODE_BLEND:
- return &GLES2_FragmentShader_Alpha_SolidSrc;
- case SDL_BLENDMODE_ADD:
- return &GLES2_FragmentShader_Additive_SolidSrc;
- case SDL_BLENDMODE_MOD:
- return &GLES2_FragmentShader_Modulated_SolidSrc;
- default:
- return NULL;
- }
- case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
- switch (blendMode) {
- case SDL_BLENDMODE_NONE:
- return &GLES2_FragmentShader_None_TextureABGRSrc;
- case SDL_BLENDMODE_BLEND:
- return &GLES2_FragmentShader_Alpha_TextureABGRSrc;
- case SDL_BLENDMODE_ADD:
- return &GLES2_FragmentShader_Additive_TextureABGRSrc;
- case SDL_BLENDMODE_MOD:
- return &GLES2_FragmentShader_Modulated_TextureABGRSrc;
- default:
- return NULL;
- }
- case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
- switch (blendMode) {
- case SDL_BLENDMODE_NONE:
- return &GLES2_FragmentShader_None_TextureARGBSrc;
- case SDL_BLENDMODE_BLEND:
- return &GLES2_FragmentShader_Alpha_TextureARGBSrc;
- case SDL_BLENDMODE_ADD:
- return &GLES2_FragmentShader_Additive_TextureARGBSrc;
- case SDL_BLENDMODE_MOD:
- return &GLES2_FragmentShader_Modulated_TextureARGBSrc;
- default:
- return NULL;
- }
-
- case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
- switch (blendMode) {
- case SDL_BLENDMODE_NONE:
- return &GLES2_FragmentShader_None_TextureRGBSrc;
- case SDL_BLENDMODE_BLEND:
- return &GLES2_FragmentShader_Alpha_TextureRGBSrc;
- case SDL_BLENDMODE_ADD:
- return &GLES2_FragmentShader_Additive_TextureRGBSrc;
- case SDL_BLENDMODE_MOD:
- return &GLES2_FragmentShader_Modulated_TextureRGBSrc;
- default:
- return NULL;
- }
-
- case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
- switch (blendMode) {
- case SDL_BLENDMODE_NONE:
- return &GLES2_FragmentShader_None_TextureBGRSrc;
- case SDL_BLENDMODE_BLEND:
- return &GLES2_FragmentShader_Alpha_TextureBGRSrc;
- case SDL_BLENDMODE_ADD:
- return &GLES2_FragmentShader_Additive_TextureBGRSrc;
- case SDL_BLENDMODE_MOD:
- return &GLES2_FragmentShader_Modulated_TextureBGRSrc;
- default:
- return NULL;
- }
-
- case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC:
- {
- return &GLES2_FragmentShader_TextureYUVSrc;
- }
-
- case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_SRC:
- {
- return &GLES2_FragmentShader_TextureNV12Src;
- }
-
- case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_SRC:
- {
- return &GLES2_FragmentShader_TextureNV21Src;
- }
-
- default:
- return NULL;
- }
-}
-
-#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/opengles2/SDL_shaders_gles2.h b/3rdparty/SDL2/src/render/opengles2/SDL_shaders_gles2.h
deleted file mode 100644
index 3958ae00d10..00000000000
--- a/3rdparty/SDL2/src/render/opengles2/SDL_shaders_gles2.h
+++ /dev/null
@@ -1,63 +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_ES2
-
-#ifndef SDL_shaderdata_h_
-#define SDL_shaderdata_h_
-
-typedef struct GLES2_ShaderInstance
-{
- GLenum type;
- GLenum format;
- int length;
- const void *data;
-} GLES2_ShaderInstance;
-
-typedef struct GLES2_Shader
-{
- int instance_count;
- const GLES2_ShaderInstance *instances[4];
-} GLES2_Shader;
-
-typedef enum
-{
- GLES2_SHADER_VERTEX_DEFAULT,
- GLES2_SHADER_FRAGMENT_SOLID_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_NV12_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_NV21_SRC
-} GLES2_ShaderType;
-
-#define GLES2_SOURCE_SHADER (GLenum)-1
-
-const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMode);
-
-#endif /* SDL_shaderdata_h_ */
-
-#endif /* SDL_VIDEO_RENDER_OGL_ES2 */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/psp/SDL_render_psp.c b/3rdparty/SDL2/src/render/psp/SDL_render_psp.c
deleted file mode 100644
index f2851319ee2..00000000000
--- a/3rdparty/SDL2/src/render/psp/SDL_render_psp.c
+++ /dev/null
@@ -1,1028 +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_PSP
-
-#include "SDL_hints.h"
-#include "../SDL_sysrender.h"
-
-#include <pspkernel.h>
-#include <pspdisplay.h>
-#include <pspgu.h>
-#include <pspgum.h>
-#include <stdio.h>
-#include <string.h>
-#include <math.h>
-#include <pspge.h>
-#include <stdarg.h>
-#include <stdlib.h>
-#include <vram.h>
-
-
-
-
-/* PSP renderer implementation, based on the PGE */
-
-
-extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
-
-
-static SDL_Renderer *PSP_CreateRenderer(SDL_Window * window, Uint32 flags);
-static void PSP_WindowEvent(SDL_Renderer * renderer,
- const SDL_WindowEvent *event);
-static int PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
-static int PSP_SetTextureColorMod(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static int PSP_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *pixels,
- int pitch);
-static int PSP_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch);
-static void PSP_UnlockTexture(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static int PSP_SetRenderTarget(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static int PSP_UpdateViewport(SDL_Renderer * renderer);
-static int PSP_RenderClear(SDL_Renderer * renderer);
-static int PSP_RenderDrawPoints(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
-static int PSP_RenderDrawLines(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
-static int PSP_RenderFillRects(SDL_Renderer * renderer,
- const SDL_FRect * rects, int count);
-static int PSP_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect,
- const SDL_FRect * dstrect);
-static int PSP_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 pixel_format, void * pixels, int pitch);
-static int PSP_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 void PSP_RenderPresent(SDL_Renderer * renderer);
-static void PSP_DestroyTexture(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static void PSP_DestroyRenderer(SDL_Renderer * renderer);
-
-/*
-SDL_RenderDriver PSP_RenderDriver = {
- PSP_CreateRenderer,
- {
- "PSP",
- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
- 1,
- {SDL_PIXELFORMAT_ABGR8888},
- 0,
- 0}
-};
-*/
-SDL_RenderDriver PSP_RenderDriver = {
- .CreateRenderer = PSP_CreateRenderer,
- .info = {
- .name = "PSP",
- .flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE,
- .num_texture_formats = 4,
- .texture_formats = { [0] = SDL_PIXELFORMAT_BGR565,
- [1] = SDL_PIXELFORMAT_ABGR1555,
- [2] = SDL_PIXELFORMAT_ABGR4444,
- [3] = SDL_PIXELFORMAT_ABGR8888,
- },
- .max_texture_width = 512,
- .max_texture_height = 512,
- }
-};
-
-#define PSP_SCREEN_WIDTH 480
-#define PSP_SCREEN_HEIGHT 272
-
-#define PSP_FRAME_BUFFER_WIDTH 512
-#define PSP_FRAME_BUFFER_SIZE (PSP_FRAME_BUFFER_WIDTH*PSP_SCREEN_HEIGHT)
-
-static unsigned int __attribute__((aligned(16))) DisplayList[262144];
-
-
-#define COL5650(r,g,b,a) ((r>>3) | ((g>>2)<<5) | ((b>>3)<<11))
-#define COL5551(r,g,b,a) ((r>>3) | ((g>>3)<<5) | ((b>>3)<<10) | (a>0?0x7000:0))
-#define COL4444(r,g,b,a) ((r>>4) | ((g>>4)<<4) | ((b>>4)<<8) | ((a>>4)<<12))
-#define COL8888(r,g,b,a) ((r) | ((g)<<8) | ((b)<<16) | ((a)<<24))
-
-
-typedef struct
-{
- void* frontbuffer ;
- void* backbuffer ;
- SDL_bool initialized ;
- SDL_bool displayListAvail ;
- unsigned int psm ;
- unsigned int bpp ;
-
- SDL_bool vsync;
- unsigned int currentColor;
- int currentBlendMode;
-
-} PSP_RenderData;
-
-
-typedef struct
-{
- void *data; /**< Image data. */
- unsigned int size; /**< Size of data in bytes. */
- unsigned int width; /**< Image width. */
- unsigned int height; /**< Image height. */
- unsigned int textureWidth; /**< Texture width (power of two). */
- unsigned int textureHeight; /**< Texture height (power of two). */
- unsigned int bits; /**< Image bits per pixel. */
- unsigned int format; /**< Image format - one of ::pgePixelFormat. */
- unsigned int pitch;
- SDL_bool swizzled; /**< Is image swizzled. */
-
-} PSP_TextureData;
-
-typedef struct
-{
- float x, y, z;
-} VertV;
-
-
-typedef struct
-{
- float u, v;
- float x, y, z;
-
-} VertTV;
-
-
-/* Return next power of 2 */
-static int
-TextureNextPow2(unsigned int w)
-{
- if(w == 0)
- return 0;
-
- unsigned int n = 2;
-
- while(w > n)
- n <<= 1;
-
- return n;
-}
-
-
-static int
-GetScaleQuality(void)
-{
- const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
-
- if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
- return GU_NEAREST; /* GU_NEAREST good for tile-map */
- } else {
- return GU_LINEAR; /* GU_LINEAR good for scaling */
- }
-}
-
-static int
-PixelFormatToPSPFMT(Uint32 format)
-{
- switch (format) {
- case SDL_PIXELFORMAT_BGR565:
- return GU_PSM_5650;
- case SDL_PIXELFORMAT_ABGR1555:
- return GU_PSM_5551;
- case SDL_PIXELFORMAT_ABGR4444:
- return GU_PSM_4444;
- case SDL_PIXELFORMAT_ABGR8888:
- return GU_PSM_8888;
- default:
- return GU_PSM_8888;
- }
-}
-
-void
-StartDrawing(SDL_Renderer * renderer)
-{
- PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
- if(data->displayListAvail)
- return;
-
- sceGuStart(GU_DIRECT, DisplayList);
- data->displayListAvail = SDL_TRUE;
-}
-
-
-int
-TextureSwizzle(PSP_TextureData *psp_texture)
-{
- if(psp_texture->swizzled)
- return 1;
-
- int bytewidth = psp_texture->textureWidth*(psp_texture->bits>>3);
- int height = psp_texture->size / bytewidth;
-
- int rowblocks = (bytewidth>>4);
- int rowblocksadd = (rowblocks-1)<<7;
- unsigned int blockaddress = 0;
- unsigned int *src = (unsigned int*) psp_texture->data;
-
- unsigned char *data = NULL;
- data = malloc(psp_texture->size);
-
- int j;
-
- for(j = 0; j < height; j++, blockaddress += 16)
- {
- unsigned int *block;
-
- block = (unsigned int*)&data[blockaddress];
-
- int i;
-
- for(i = 0; i < rowblocks; i++)
- {
- *block++ = *src++;
- *block++ = *src++;
- *block++ = *src++;
- *block++ = *src++;
- block += 28;
- }
-
- if((j & 0x7) == 0x7)
- blockaddress += rowblocksadd;
- }
-
- free(psp_texture->data);
- psp_texture->data = data;
- psp_texture->swizzled = SDL_TRUE;
-
- return 1;
-}
-int TextureUnswizzle(PSP_TextureData *psp_texture)
-{
- if(!psp_texture->swizzled)
- return 1;
-
- int blockx, blocky;
-
- int bytewidth = psp_texture->textureWidth*(psp_texture->bits>>3);
- int height = psp_texture->size / bytewidth;
-
- int widthblocks = bytewidth/16;
- int heightblocks = height/8;
-
- int dstpitch = (bytewidth - 16)/4;
- int dstrow = bytewidth * 8;
-
- unsigned int *src = (unsigned int*) psp_texture->data;
-
- unsigned char *data = NULL;
-
- data = malloc(psp_texture->size);
-
- if(!data)
- return 0;
-
- sceKernelDcacheWritebackAll();
-
- int j;
-
- unsigned char *ydst = (unsigned char *)data;
-
- for(blocky = 0; blocky < heightblocks; ++blocky)
- {
- unsigned char *xdst = ydst;
-
- for(blockx = 0; blockx < widthblocks; ++blockx)
- {
- unsigned int *block;
-
- block = (unsigned int*)xdst;
-
- for(j = 0; j < 8; ++j)
- {
- *(block++) = *(src++);
- *(block++) = *(src++);
- *(block++) = *(src++);
- *(block++) = *(src++);
- block += dstpitch;
- }
-
- xdst += 16;
- }
-
- ydst += dstrow;
- }
-
- free(psp_texture->data);
-
- psp_texture->data = data;
-
- psp_texture->swizzled = SDL_FALSE;
-
- return 1;
-}
-
-SDL_Renderer *
-PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
-{
-
- SDL_Renderer *renderer;
- PSP_RenderData *data;
- int pixelformat;
- renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
- if (!renderer) {
- SDL_OutOfMemory();
- return NULL;
- }
-
- data = (PSP_RenderData *) SDL_calloc(1, sizeof(*data));
- if (!data) {
- PSP_DestroyRenderer(renderer);
- SDL_OutOfMemory();
- return NULL;
- }
-
-
- renderer->WindowEvent = PSP_WindowEvent;
- renderer->CreateTexture = PSP_CreateTexture;
- renderer->SetTextureColorMod = PSP_SetTextureColorMod;
- renderer->UpdateTexture = PSP_UpdateTexture;
- renderer->LockTexture = PSP_LockTexture;
- renderer->UnlockTexture = PSP_UnlockTexture;
- renderer->SetRenderTarget = PSP_SetRenderTarget;
- renderer->UpdateViewport = PSP_UpdateViewport;
- renderer->RenderClear = PSP_RenderClear;
- renderer->RenderDrawPoints = PSP_RenderDrawPoints;
- renderer->RenderDrawLines = PSP_RenderDrawLines;
- renderer->RenderFillRects = PSP_RenderFillRects;
- renderer->RenderCopy = PSP_RenderCopy;
- renderer->RenderReadPixels = PSP_RenderReadPixels;
- renderer->RenderCopyEx = PSP_RenderCopyEx;
- renderer->RenderPresent = PSP_RenderPresent;
- renderer->DestroyTexture = PSP_DestroyTexture;
- renderer->DestroyRenderer = PSP_DestroyRenderer;
- renderer->info = PSP_RenderDriver.info;
- renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
- renderer->driverdata = data;
- renderer->window = window;
-
- if (data->initialized != SDL_FALSE)
- return 0;
- data->initialized = SDL_TRUE;
-
- if (flags & SDL_RENDERER_PRESENTVSYNC) {
- data->vsync = SDL_TRUE;
- } else {
- data->vsync = SDL_FALSE;
- }
-
- pixelformat=PixelFormatToPSPFMT(SDL_GetWindowPixelFormat(window));
- switch(pixelformat)
- {
- case GU_PSM_4444:
- case GU_PSM_5650:
- case GU_PSM_5551:
- data->frontbuffer = (unsigned int *)(PSP_FRAME_BUFFER_SIZE<<1);
- data->backbuffer = (unsigned int *)(0);
- data->bpp = 2;
- data->psm = pixelformat;
- break;
- default:
- data->frontbuffer = (unsigned int *)(PSP_FRAME_BUFFER_SIZE<<2);
- data->backbuffer = (unsigned int *)(0);
- data->bpp = 4;
- data->psm = GU_PSM_8888;
- break;
- }
-
- sceGuInit();
- /* setup GU */
- sceGuStart(GU_DIRECT, DisplayList);
- sceGuDrawBuffer(data->psm, data->frontbuffer, PSP_FRAME_BUFFER_WIDTH);
- sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, data->backbuffer, PSP_FRAME_BUFFER_WIDTH);
-
-
- sceGuOffset(2048 - (PSP_SCREEN_WIDTH>>1), 2048 - (PSP_SCREEN_HEIGHT>>1));
- sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
-
- data->frontbuffer = vabsptr(data->frontbuffer);
- data->backbuffer = vabsptr(data->backbuffer);
-
- /* Scissoring */
- sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
- sceGuEnable(GU_SCISSOR_TEST);
-
- /* Backface culling */
- sceGuFrontFace(GU_CCW);
- sceGuEnable(GU_CULL_FACE);
-
- /* Texturing */
- sceGuEnable(GU_TEXTURE_2D);
- sceGuShadeModel(GU_SMOOTH);
- sceGuTexWrap(GU_REPEAT, GU_REPEAT);
-
- /* Blending */
- sceGuEnable(GU_BLEND);
- sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
-
- sceGuTexFilter(GU_LINEAR,GU_LINEAR);
-
- sceGuFinish();
- sceGuSync(0,0);
- sceDisplayWaitVblankStartCB();
- sceGuDisplay(GU_TRUE);
-
- return renderer;
-}
-
-static void
-PSP_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
-{
-
-}
-
-
-static int
-PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
-/* PSP_RenderData *renderdata = (PSP_RenderData *) renderer->driverdata; */
- PSP_TextureData* psp_texture = (PSP_TextureData*) SDL_calloc(1, sizeof(*psp_texture));
-
- if(!psp_texture)
- return -1;
-
- psp_texture->swizzled = SDL_FALSE;
- psp_texture->width = texture->w;
- psp_texture->height = texture->h;
- psp_texture->textureHeight = TextureNextPow2(texture->h);
- psp_texture->textureWidth = TextureNextPow2(texture->w);
- psp_texture->format = PixelFormatToPSPFMT(texture->format);
-
- switch(psp_texture->format)
- {
- case GU_PSM_5650:
- case GU_PSM_5551:
- case GU_PSM_4444:
- psp_texture->bits = 16;
- break;
-
- case GU_PSM_8888:
- psp_texture->bits = 32;
- break;
-
- default:
- return -1;
- }
-
- psp_texture->pitch = psp_texture->textureWidth * SDL_BYTESPERPIXEL(texture->format);
- psp_texture->size = psp_texture->textureHeight*psp_texture->pitch;
- psp_texture->data = SDL_calloc(1, psp_texture->size);
-
- if(!psp_texture->data)
- {
- SDL_free(psp_texture);
- return SDL_OutOfMemory();
- }
- texture->driverdata = psp_texture;
-
- return 0;
-}
-
-static int
-PSP_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- return SDL_Unsupported();
-}
-
-void
-TextureActivate(SDL_Texture * texture)
-{
- PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
- int scaleMode = GetScaleQuality();
-
- /* Swizzling is useless with small textures. */
- if (texture->w >= 16 || texture->h >= 16)
- {
- TextureSwizzle(psp_texture);
- }
-
- sceGuEnable(GU_TEXTURE_2D);
- sceGuTexWrap(GU_REPEAT, GU_REPEAT);
- sceGuTexMode(psp_texture->format, 0, 0, psp_texture->swizzled);
- sceGuTexFilter(scaleMode, scaleMode); /* GU_NEAREST good for tile-map */
- /* GU_LINEAR good for scaling */
- sceGuTexImage(0, psp_texture->textureWidth, psp_texture->textureHeight, psp_texture->textureWidth, psp_texture->data);
- sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
-}
-
-
-static int
-PSP_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *pixels, int pitch)
-{
-/* PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata; */
- const Uint8 *src;
- Uint8 *dst;
- int row, length,dpitch;
- src = pixels;
-
- PSP_LockTexture(renderer, texture,rect,(void **)&dst, &dpitch);
- length = rect->w * SDL_BYTESPERPIXEL(texture->format);
- if (length == pitch && length == dpitch) {
- SDL_memcpy(dst, src, length*rect->h);
- } else {
- for (row = 0; row < rect->h; ++row) {
- SDL_memcpy(dst, src, length);
- src += pitch;
- dst += dpitch;
- }
- }
-
- sceKernelDcacheWritebackAll();
- return 0;
-}
-
-static int
-PSP_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch)
-{
- PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
-
- *pixels =
- (void *) ((Uint8 *) psp_texture->data + rect->y * psp_texture->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = psp_texture->pitch;
- return 0;
-}
-
-static void
-PSP_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
- SDL_Rect rect;
-
- /* We do whole texture updates, at least for now */
- rect.x = 0;
- rect.y = 0;
- rect.w = texture->w;
- rect.h = texture->h;
- PSP_UpdateTexture(renderer, texture, &rect, psp_texture->data, psp_texture->pitch);
-}
-
-static int
-PSP_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
-{
-
- return 0;
-}
-
-static int
-PSP_UpdateViewport(SDL_Renderer * renderer)
-{
-
- return 0;
-}
-
-
-static void
-PSP_SetBlendMode(SDL_Renderer * renderer, int blendMode)
-{
- PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
- if (blendMode != data-> currentBlendMode) {
- switch (blendMode) {
- case SDL_BLENDMODE_NONE:
- sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
- sceGuDisable(GU_BLEND);
- break;
- case SDL_BLENDMODE_BLEND:
- sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
- sceGuEnable(GU_BLEND);
- sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0 );
- break;
- case SDL_BLENDMODE_ADD:
- sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
- sceGuEnable(GU_BLEND);
- sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_FIX, 0, 0x00FFFFFF );
- break;
- case SDL_BLENDMODE_MOD:
- sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
- sceGuEnable(GU_BLEND);
- sceGuBlendFunc( GU_ADD, GU_FIX, GU_SRC_COLOR, 0, 0);
- break;
- }
- data->currentBlendMode = blendMode;
- }
-}
-
-
-
-static int
-PSP_RenderClear(SDL_Renderer * renderer)
-{
- /* start list */
- StartDrawing(renderer);
- int color = renderer->a << 24 | renderer->b << 16 | renderer->g << 8 | renderer->r;
- sceGuClearColor(color);
- sceGuClearDepth(0);
- sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT|GU_FAST_CLEAR_BIT);
-
- return 0;
-}
-
-static int
-PSP_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
- int count)
-{
- int color = renderer->a << 24 | renderer->b << 16 | renderer->g << 8 | renderer->r;
- int i;
- StartDrawing(renderer);
- VertV* vertices = (VertV*)sceGuGetMemory(count*sizeof(VertV));
-
- for (i = 0; i < count; ++i) {
- vertices[i].x = points[i].x;
- vertices[i].y = points[i].y;
- vertices[i].z = 0.0f;
- }
- sceGuDisable(GU_TEXTURE_2D);
- sceGuColor(color);
- sceGuShadeModel(GU_FLAT);
- sceGuDrawArray(GU_POINTS, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, vertices);
- sceGuShadeModel(GU_SMOOTH);
- sceGuEnable(GU_TEXTURE_2D);
-
- return 0;
-}
-
-static int
-PSP_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
- int count)
-{
- int color = renderer->a << 24 | renderer->b << 16 | renderer->g << 8 | renderer->r;
- int i;
- StartDrawing(renderer);
- VertV* vertices = (VertV*)sceGuGetMemory(count*sizeof(VertV));
-
- for (i = 0; i < count; ++i) {
- vertices[i].x = points[i].x;
- vertices[i].y = points[i].y;
- vertices[i].z = 0.0f;
- }
-
- sceGuDisable(GU_TEXTURE_2D);
- sceGuColor(color);
- sceGuShadeModel(GU_FLAT);
- sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, vertices);
- sceGuShadeModel(GU_SMOOTH);
- sceGuEnable(GU_TEXTURE_2D);
-
- return 0;
-}
-
-static int
-PSP_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects,
- int count)
-{
- int color = renderer->a << 24 | renderer->b << 16 | renderer->g << 8 | renderer->r;
- int i;
- StartDrawing(renderer);
-
- for (i = 0; i < count; ++i) {
- const SDL_FRect *rect = &rects[i];
- VertV* vertices = (VertV*)sceGuGetMemory((sizeof(VertV)<<1));
- vertices[0].x = rect->x;
- vertices[0].y = rect->y;
- vertices[0].z = 0.0f;
-
- vertices[1].x = rect->x + rect->w;
- vertices[1].y = rect->y + rect->h;
- vertices[1].z = 0.0f;
-
- sceGuDisable(GU_TEXTURE_2D);
- sceGuColor(color);
- sceGuShadeModel(GU_FLAT);
- sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2, 0, vertices);
- sceGuShadeModel(GU_SMOOTH);
- sceGuEnable(GU_TEXTURE_2D);
- }
-
- return 0;
-}
-
-
-#define PI 3.14159265358979f
-
-#define radToDeg(x) ((x)*180.f/PI)
-#define degToRad(x) ((x)*PI/180.f)
-
-float MathAbs(float x)
-{
- float result;
-
- __asm__ volatile (
- "mtv %1, S000\n"
- "vabs.s S000, S000\n"
- "mfv %0, S000\n"
- : "=r"(result) : "r"(x));
-
- return result;
-}
-
-void MathSincos(float r, float *s, float *c)
-{
- __asm__ volatile (
- "mtv %2, S002\n"
- "vcst.s S003, VFPU_2_PI\n"
- "vmul.s S002, S002, S003\n"
- "vrot.p C000, S002, [s, c]\n"
- "mfv %0, S000\n"
- "mfv %1, S001\n"
- : "=r"(*s), "=r"(*c): "r"(r));
-}
-
-void Swap(float *a, float *b)
-{
- float n=*a;
- *a = *b;
- *b = n;
-}
-
-static int
-PSP_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect)
-{
- float x, y, width, height;
- float u0, v0, u1, v1;
- unsigned char alpha;
-
- x = dstrect->x;
- y = dstrect->y;
- width = dstrect->w;
- height = dstrect->h;
-
- u0 = srcrect->x;
- v0 = srcrect->y;
- u1 = srcrect->x + srcrect->w;
- v1 = srcrect->y + srcrect->h;
-
- alpha = texture->a;
-
- StartDrawing(renderer);
- TextureActivate(texture);
- PSP_SetBlendMode(renderer, renderer->blendMode);
-
- if(alpha != 255)
- {
- sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
- sceGuColor(GU_RGBA(255, 255, 255, alpha));
- }else{
- sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
- sceGuColor(0xFFFFFFFF);
- }
-
- if((MathAbs(u1) - MathAbs(u0)) < 64.0f)
- {
- VertTV* vertices = (VertTV*)sceGuGetMemory((sizeof(VertTV))<<1);
-
- vertices[0].u = u0;
- vertices[0].v = v0;
- vertices[0].x = x;
- vertices[0].y = y;
- vertices[0].z = 0;
-
- vertices[1].u = u1;
- vertices[1].v = v1;
- vertices[1].x = x + width;
- vertices[1].y = y + height;
- vertices[1].z = 0;
-
- sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2, 0, vertices);
- }
- else
- {
- float start, end;
- float curU = u0;
- float curX = x;
- float endX = x + width;
- float slice = 64.0f;
- float ustep = (u1 - u0)/width * slice;
-
- if(ustep < 0.0f)
- ustep = -ustep;
-
- for(start = 0, end = width; start < end; start += slice)
- {
- VertTV* vertices = (VertTV*)sceGuGetMemory((sizeof(VertTV))<<1);
-
- float polyWidth = ((curX + slice) > endX) ? (endX - curX) : slice;
- float sourceWidth = ((curU + ustep) > u1) ? (u1 - curU) : ustep;
-
- vertices[0].u = curU;
- vertices[0].v = v0;
- vertices[0].x = curX;
- vertices[0].y = y;
- vertices[0].z = 0;
-
- curU += sourceWidth;
- curX += polyWidth;
-
- vertices[1].u = curU;
- vertices[1].v = v1;
- vertices[1].x = curX;
- vertices[1].y = (y + height);
- vertices[1].z = 0;
-
- sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2, 0, vertices);
- }
- }
-
- if(alpha != 255)
- sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
- return 0;
-}
-
-static int
-PSP_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 pixel_format, void * pixels, int pitch)
-
-{
- return SDL_Unsupported();
-}
-
-
-static int
-PSP_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)
-{
- float x, y, width, height;
- float u0, v0, u1, v1;
- unsigned char alpha;
- float centerx, centery;
-
- x = dstrect->x;
- y = dstrect->y;
- width = dstrect->w;
- height = dstrect->h;
-
- u0 = srcrect->x;
- v0 = srcrect->y;
- u1 = srcrect->x + srcrect->w;
- v1 = srcrect->y + srcrect->h;
-
- centerx = center->x;
- centery = center->y;
-
- alpha = texture->a;
-
- StartDrawing(renderer);
- TextureActivate(texture);
- PSP_SetBlendMode(renderer, renderer->blendMode);
-
- if(alpha != 255)
- {
- sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
- sceGuColor(GU_RGBA(255, 255, 255, alpha));
- }else{
- sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
- sceGuColor(0xFFFFFFFF);
- }
-
-/* x += width * 0.5f; */
-/* y += height * 0.5f; */
- x += centerx;
- y += centery;
-
- float c, s;
-
- MathSincos(degToRad(angle), &s, &c);
-
-/* width *= 0.5f; */
-/* height *= 0.5f; */
- width -= centerx;
- height -= centery;
-
-
- float cw = c*width;
- float sw = s*width;
- float ch = c*height;
- float sh = s*height;
-
- VertTV* vertices = (VertTV*)sceGuGetMemory(sizeof(VertTV)<<2);
-
- vertices[0].u = u0;
- vertices[0].v = v0;
- vertices[0].x = x - cw + sh;
- vertices[0].y = y - sw - ch;
- vertices[0].z = 0;
-
- vertices[1].u = u0;
- vertices[1].v = v1;
- vertices[1].x = x - cw - sh;
- vertices[1].y = y - sw + ch;
- vertices[1].z = 0;
-
- vertices[2].u = u1;
- vertices[2].v = v1;
- vertices[2].x = x + cw - sh;
- vertices[2].y = y + sw + ch;
- vertices[2].z = 0;
-
- vertices[3].u = u1;
- vertices[3].v = v0;
- vertices[3].x = x + cw + sh;
- vertices[3].y = y + sw - ch;
- vertices[3].z = 0;
-
- if (flip & SDL_FLIP_HORIZONTAL) {
- Swap(&vertices[0].v, &vertices[2].v);
- Swap(&vertices[1].v, &vertices[3].v);
- }
- if (flip & SDL_FLIP_VERTICAL) {
- Swap(&vertices[0].u, &vertices[2].u);
- Swap(&vertices[1].u, &vertices[3].u);
- }
-
- sceGuDrawArray(GU_TRIANGLE_FAN, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 4, 0, vertices);
-
- if(alpha != 255)
- sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
- return 0;
-}
-
-static void
-PSP_RenderPresent(SDL_Renderer * renderer)
-{
- PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
- if(!data->displayListAvail)
- return;
-
- data->displayListAvail = SDL_FALSE;
- sceGuFinish();
- sceGuSync(0,0);
-
-/* if(data->vsync) */
- sceDisplayWaitVblankStart();
-
- data->backbuffer = data->frontbuffer;
- data->frontbuffer = vabsptr(sceGuSwapBuffers());
-
-}
-
-static void
-PSP_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- PSP_RenderData *renderdata = (PSP_RenderData *) renderer->driverdata;
- PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
-
- if (renderdata == 0)
- return;
-
- if(psp_texture == 0)
- return;
-
- SDL_free(psp_texture->data);
- SDL_free(psp_texture);
- texture->driverdata = NULL;
-}
-
-static void
-PSP_DestroyRenderer(SDL_Renderer * renderer)
-{
- PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
- if (data) {
- if (!data->initialized)
- return;
-
- StartDrawing(renderer);
-
- sceGuTerm();
-/* vfree(data->backbuffer); */
-/* vfree(data->frontbuffer); */
-
- data->initialized = SDL_FALSE;
- data->displayListAvail = SDL_FALSE;
- SDL_free(data);
- }
- SDL_free(renderer);
-}
-
-#endif /* SDL_VIDEO_RENDER_PSP */
-
-/* vi: set ts=4 sw=4 expandtab: */
-
diff --git a/3rdparty/SDL2/src/render/software/SDL_blendfillrect.c b/3rdparty/SDL2/src/render/software/SDL_blendfillrect.c
deleted file mode 100644
index 7cfb274aefd..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_blendfillrect.c
+++ /dev/null
@@ -1,336 +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_RENDER_DISABLED
-
-#include "SDL_draw.h"
-#include "SDL_blendfillrect.h"
-
-
-static int
-SDL_BlendFillRect_RGB555(SDL_Surface * dst, const SDL_Rect * rect,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- unsigned inva = 0xff - a;
-
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- FILLRECT(Uint16, DRAW_SETPIXEL_BLEND_RGB555);
- break;
- case SDL_BLENDMODE_ADD:
- FILLRECT(Uint16, DRAW_SETPIXEL_ADD_RGB555);
- break;
- case SDL_BLENDMODE_MOD:
- FILLRECT(Uint16, DRAW_SETPIXEL_MOD_RGB555);
- break;
- default:
- FILLRECT(Uint16, DRAW_SETPIXEL_RGB555);
- break;
- }
- return 0;
-}
-
-static int
-SDL_BlendFillRect_RGB565(SDL_Surface * dst, const SDL_Rect * rect,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- unsigned inva = 0xff - a;
-
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- FILLRECT(Uint16, DRAW_SETPIXEL_BLEND_RGB565);
- break;
- case SDL_BLENDMODE_ADD:
- FILLRECT(Uint16, DRAW_SETPIXEL_ADD_RGB565);
- break;
- case SDL_BLENDMODE_MOD:
- FILLRECT(Uint16, DRAW_SETPIXEL_MOD_RGB565);
- break;
- default:
- FILLRECT(Uint16, DRAW_SETPIXEL_RGB565);
- break;
- }
- return 0;
-}
-
-static int
-SDL_BlendFillRect_RGB888(SDL_Surface * dst, const SDL_Rect * rect,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- unsigned inva = 0xff - a;
-
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- FILLRECT(Uint32, DRAW_SETPIXEL_BLEND_RGB888);
- break;
- case SDL_BLENDMODE_ADD:
- FILLRECT(Uint32, DRAW_SETPIXEL_ADD_RGB888);
- break;
- case SDL_BLENDMODE_MOD:
- FILLRECT(Uint32, DRAW_SETPIXEL_MOD_RGB888);
- break;
- default:
- FILLRECT(Uint32, DRAW_SETPIXEL_RGB888);
- break;
- }
- return 0;
-}
-
-static int
-SDL_BlendFillRect_ARGB8888(SDL_Surface * dst, const SDL_Rect * rect,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- unsigned inva = 0xff - a;
-
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- FILLRECT(Uint32, DRAW_SETPIXEL_BLEND_ARGB8888);
- break;
- case SDL_BLENDMODE_ADD:
- FILLRECT(Uint32, DRAW_SETPIXEL_ADD_ARGB8888);
- break;
- case SDL_BLENDMODE_MOD:
- FILLRECT(Uint32, DRAW_SETPIXEL_MOD_ARGB8888);
- break;
- default:
- FILLRECT(Uint32, DRAW_SETPIXEL_ARGB8888);
- break;
- }
- return 0;
-}
-
-static int
-SDL_BlendFillRect_RGB(SDL_Surface * dst, const SDL_Rect * rect,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- SDL_PixelFormat *fmt = dst->format;
- unsigned inva = 0xff - a;
-
- switch (fmt->BytesPerPixel) {
- case 2:
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- FILLRECT(Uint16, DRAW_SETPIXEL_BLEND_RGB);
- break;
- case SDL_BLENDMODE_ADD:
- FILLRECT(Uint16, DRAW_SETPIXEL_ADD_RGB);
- break;
- case SDL_BLENDMODE_MOD:
- FILLRECT(Uint16, DRAW_SETPIXEL_MOD_RGB);
- break;
- default:
- FILLRECT(Uint16, DRAW_SETPIXEL_RGB);
- break;
- }
- return 0;
- case 4:
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- FILLRECT(Uint32, DRAW_SETPIXEL_BLEND_RGB);
- break;
- case SDL_BLENDMODE_ADD:
- FILLRECT(Uint32, DRAW_SETPIXEL_ADD_RGB);
- break;
- case SDL_BLENDMODE_MOD:
- FILLRECT(Uint32, DRAW_SETPIXEL_MOD_RGB);
- break;
- default:
- FILLRECT(Uint32, DRAW_SETPIXEL_RGB);
- break;
- }
- return 0;
- default:
- return SDL_Unsupported();
- }
-}
-
-static int
-SDL_BlendFillRect_RGBA(SDL_Surface * dst, const SDL_Rect * rect,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- SDL_PixelFormat *fmt = dst->format;
- unsigned inva = 0xff - a;
-
- switch (fmt->BytesPerPixel) {
- case 4:
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- FILLRECT(Uint32, DRAW_SETPIXEL_BLEND_RGBA);
- break;
- case SDL_BLENDMODE_ADD:
- FILLRECT(Uint32, DRAW_SETPIXEL_ADD_RGBA);
- break;
- case SDL_BLENDMODE_MOD:
- FILLRECT(Uint32, DRAW_SETPIXEL_MOD_RGBA);
- break;
- default:
- FILLRECT(Uint32, DRAW_SETPIXEL_RGBA);
- break;
- }
- return 0;
- default:
- return SDL_Unsupported();
- }
-}
-
-int
-SDL_BlendFillRect(SDL_Surface * dst, const SDL_Rect * rect,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- SDL_Rect clipped;
-
- if (!dst) {
- return SDL_SetError("Passed NULL destination surface");
- }
-
- /* This function doesn't work on surfaces < 8 bpp */
- if (dst->format->BitsPerPixel < 8) {
- return SDL_SetError("SDL_BlendFillRect(): Unsupported surface format");
- }
-
- /* If 'rect' == NULL, then fill the whole surface */
- if (rect) {
- /* Perform clipping */
- if (!SDL_IntersectRect(rect, &dst->clip_rect, &clipped)) {
- return 0;
- }
- rect = &clipped;
- } else {
- rect = &dst->clip_rect;
- }
-
- if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
- r = DRAW_MUL(r, a);
- g = DRAW_MUL(g, a);
- b = DRAW_MUL(b, a);
- }
-
- switch (dst->format->BitsPerPixel) {
- case 15:
- switch (dst->format->Rmask) {
- case 0x7C00:
- return SDL_BlendFillRect_RGB555(dst, rect, blendMode, r, g, b, a);
- }
- break;
- case 16:
- switch (dst->format->Rmask) {
- case 0xF800:
- return SDL_BlendFillRect_RGB565(dst, rect, blendMode, r, g, b, a);
- }
- break;
- case 32:
- switch (dst->format->Rmask) {
- case 0x00FF0000:
- if (!dst->format->Amask) {
- return SDL_BlendFillRect_RGB888(dst, rect, blendMode, r, g, b, a);
- } else {
- return SDL_BlendFillRect_ARGB8888(dst, rect, blendMode, r, g, b, a);
- }
- break;
- }
- break;
- default:
- break;
- }
-
- if (!dst->format->Amask) {
- return SDL_BlendFillRect_RGB(dst, rect, blendMode, r, g, b, a);
- } else {
- return SDL_BlendFillRect_RGBA(dst, rect, blendMode, r, g, b, a);
- }
-}
-
-int
-SDL_BlendFillRects(SDL_Surface * dst, const SDL_Rect * rects, int count,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- SDL_Rect rect;
- int i;
- int (*func)(SDL_Surface * dst, const SDL_Rect * rect,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a) = NULL;
- int status = 0;
-
- if (!dst) {
- return SDL_SetError("Passed NULL destination surface");
- }
-
- /* This function doesn't work on surfaces < 8 bpp */
- if (dst->format->BitsPerPixel < 8) {
- return SDL_SetError("SDL_BlendFillRects(): Unsupported surface format");
- }
-
- if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
- r = DRAW_MUL(r, a);
- g = DRAW_MUL(g, a);
- b = DRAW_MUL(b, a);
- }
-
- /* FIXME: Does this function pointer slow things down significantly? */
- switch (dst->format->BitsPerPixel) {
- case 15:
- switch (dst->format->Rmask) {
- case 0x7C00:
- func = SDL_BlendFillRect_RGB555;
- }
- break;
- case 16:
- switch (dst->format->Rmask) {
- case 0xF800:
- func = SDL_BlendFillRect_RGB565;
- }
- break;
- case 32:
- switch (dst->format->Rmask) {
- case 0x00FF0000:
- if (!dst->format->Amask) {
- func = SDL_BlendFillRect_RGB888;
- } else {
- func = SDL_BlendFillRect_ARGB8888;
- }
- break;
- }
- break;
- default:
- break;
- }
-
- if (!func) {
- if (!dst->format->Amask) {
- func = SDL_BlendFillRect_RGB;
- } else {
- func = SDL_BlendFillRect_RGBA;
- }
- }
-
- for (i = 0; i < count; ++i) {
- /* Perform clipping */
- if (!SDL_IntersectRect(&rects[i], &dst->clip_rect, &rect)) {
- continue;
- }
- status = func(dst, &rect, blendMode, r, g, b, a);
- }
- return status;
-}
-
-#endif /* !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_blendfillrect.h b/3rdparty/SDL2/src/render/software/SDL_blendfillrect.h
deleted file mode 100644
index 88bb2e2c467..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_blendfillrect.h
+++ /dev/null
@@ -1,27 +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"
-
-
-extern int SDL_BlendFillRect(SDL_Surface * dst, const SDL_Rect * rect, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
-extern int SDL_BlendFillRects(SDL_Surface * dst, const SDL_Rect * rects, int count, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_blendline.c b/3rdparty/SDL2/src/render/software/SDL_blendline.c
deleted file mode 100644
index ef0d585316c..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_blendline.c
+++ /dev/null
@@ -1,777 +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_RENDER_DISABLED
-
-#include "SDL_draw.h"
-#include "SDL_blendline.h"
-#include "SDL_blendpoint.h"
-
-
-static void
-SDL_BlendLine_RGB2(SDL_Surface * dst, int x1, int y1, int x2, int y2,
- SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
- SDL_bool draw_end)
-{
- const SDL_PixelFormat *fmt = dst->format;
- unsigned r, g, b, a, inva;
-
- if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
- r = DRAW_MUL(_r, _a);
- g = DRAW_MUL(_g, _a);
- b = DRAW_MUL(_b, _a);
- a = _a;
- } else {
- r = _r;
- g = _g;
- b = _b;
- a = _a;
- }
- inva = (a ^ 0xff);
-
- if (y1 == y2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- HLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- HLINE(Uint16, DRAW_SETPIXEL_ADD_RGB, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- HLINE(Uint16, DRAW_SETPIXEL_MOD_RGB, draw_end);
- break;
- default:
- HLINE(Uint16, DRAW_SETPIXEL_RGB, draw_end);
- break;
- }
- } else if (x1 == x2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- VLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- VLINE(Uint16, DRAW_SETPIXEL_ADD_RGB, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- VLINE(Uint16, DRAW_SETPIXEL_MOD_RGB, draw_end);
- break;
- default:
- VLINE(Uint16, DRAW_SETPIXEL_RGB, draw_end);
- break;
- }
- } else if (ABS(x1 - x2) == ABS(y1 - y2)) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- DLINE(Uint16, DRAW_SETPIXEL_ADD_RGB, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- DLINE(Uint16, DRAW_SETPIXEL_MOD_RGB, draw_end);
- break;
- default:
- DLINE(Uint16, DRAW_SETPIXEL_RGB, draw_end);
- break;
- }
- } else {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY2_BLEND_RGB, DRAW_SETPIXELXY2_BLEND_RGB,
- draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY2_ADD_RGB, DRAW_SETPIXELXY2_ADD_RGB,
- draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY2_MOD_RGB, DRAW_SETPIXELXY2_MOD_RGB,
- draw_end);
- break;
- default:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY2_RGB, DRAW_SETPIXELXY2_BLEND_RGB,
- draw_end);
- break;
- }
- }
-}
-
-static void
-SDL_BlendLine_RGB555(SDL_Surface * dst, int x1, int y1, int x2, int y2,
- SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
- SDL_bool draw_end)
-{
- unsigned r, g, b, a, inva;
-
- if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
- r = DRAW_MUL(_r, _a);
- g = DRAW_MUL(_g, _a);
- b = DRAW_MUL(_b, _a);
- a = _a;
- } else {
- r = _r;
- g = _g;
- b = _b;
- a = _a;
- }
- inva = (a ^ 0xff);
-
- if (y1 == y2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- HLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB555, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- HLINE(Uint16, DRAW_SETPIXEL_ADD_RGB555, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- HLINE(Uint16, DRAW_SETPIXEL_MOD_RGB555, draw_end);
- break;
- default:
- HLINE(Uint16, DRAW_SETPIXEL_RGB555, draw_end);
- break;
- }
- } else if (x1 == x2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- VLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB555, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- VLINE(Uint16, DRAW_SETPIXEL_ADD_RGB555, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- VLINE(Uint16, DRAW_SETPIXEL_MOD_RGB555, draw_end);
- break;
- default:
- VLINE(Uint16, DRAW_SETPIXEL_RGB555, draw_end);
- break;
- }
- } else if (ABS(x1 - x2) == ABS(y1 - y2)) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB555, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- DLINE(Uint16, DRAW_SETPIXEL_ADD_RGB555, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- DLINE(Uint16, DRAW_SETPIXEL_MOD_RGB555, draw_end);
- break;
- default:
- DLINE(Uint16, DRAW_SETPIXEL_RGB555, draw_end);
- break;
- }
- } else {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_BLEND_RGB555, DRAW_SETPIXELXY_BLEND_RGB555,
- draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_ADD_RGB555, DRAW_SETPIXELXY_ADD_RGB555,
- draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_MOD_RGB555, DRAW_SETPIXELXY_MOD_RGB555,
- draw_end);
- break;
- default:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_RGB555, DRAW_SETPIXELXY_BLEND_RGB555,
- draw_end);
- break;
- }
- }
-}
-
-static void
-SDL_BlendLine_RGB565(SDL_Surface * dst, int x1, int y1, int x2, int y2,
- SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
- SDL_bool draw_end)
-{
- unsigned r, g, b, a, inva;
-
- if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
- r = DRAW_MUL(_r, _a);
- g = DRAW_MUL(_g, _a);
- b = DRAW_MUL(_b, _a);
- a = _a;
- } else {
- r = _r;
- g = _g;
- b = _b;
- a = _a;
- }
- inva = (a ^ 0xff);
-
- if (y1 == y2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- HLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB565, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- HLINE(Uint16, DRAW_SETPIXEL_ADD_RGB565, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- HLINE(Uint16, DRAW_SETPIXEL_MOD_RGB565, draw_end);
- break;
- default:
- HLINE(Uint16, DRAW_SETPIXEL_RGB565, draw_end);
- break;
- }
- } else if (x1 == x2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- VLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB565, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- VLINE(Uint16, DRAW_SETPIXEL_ADD_RGB565, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- VLINE(Uint16, DRAW_SETPIXEL_MOD_RGB565, draw_end);
- break;
- default:
- VLINE(Uint16, DRAW_SETPIXEL_RGB565, draw_end);
- break;
- }
- } else if (ABS(x1 - x2) == ABS(y1 - y2)) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB565, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- DLINE(Uint16, DRAW_SETPIXEL_ADD_RGB565, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- DLINE(Uint16, DRAW_SETPIXEL_MOD_RGB565, draw_end);
- break;
- default:
- DLINE(Uint16, DRAW_SETPIXEL_RGB565, draw_end);
- break;
- }
- } else {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_BLEND_RGB565, DRAW_SETPIXELXY_BLEND_RGB565,
- draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_ADD_RGB565, DRAW_SETPIXELXY_ADD_RGB565,
- draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_MOD_RGB565, DRAW_SETPIXELXY_MOD_RGB565,
- draw_end);
- break;
- default:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_RGB565, DRAW_SETPIXELXY_BLEND_RGB565,
- draw_end);
- break;
- }
- }
-}
-
-static void
-SDL_BlendLine_RGB4(SDL_Surface * dst, int x1, int y1, int x2, int y2,
- SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
- SDL_bool draw_end)
-{
- const SDL_PixelFormat *fmt = dst->format;
- unsigned r, g, b, a, inva;
-
- if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
- r = DRAW_MUL(_r, _a);
- g = DRAW_MUL(_g, _a);
- b = DRAW_MUL(_b, _a);
- a = _a;
- } else {
- r = _r;
- g = _g;
- b = _b;
- a = _a;
- }
- inva = (a ^ 0xff);
-
- if (y1 == y2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- HLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- HLINE(Uint32, DRAW_SETPIXEL_ADD_RGB, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- HLINE(Uint32, DRAW_SETPIXEL_MOD_RGB, draw_end);
- break;
- default:
- HLINE(Uint32, DRAW_SETPIXEL_RGB, draw_end);
- break;
- }
- } else if (x1 == x2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- VLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- VLINE(Uint32, DRAW_SETPIXEL_ADD_RGB, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- VLINE(Uint32, DRAW_SETPIXEL_MOD_RGB, draw_end);
- break;
- default:
- VLINE(Uint32, DRAW_SETPIXEL_RGB, draw_end);
- break;
- }
- } else if (ABS(x1 - x2) == ABS(y1 - y2)) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- DLINE(Uint32, DRAW_SETPIXEL_ADD_RGB, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- DLINE(Uint32, DRAW_SETPIXEL_MOD_RGB, draw_end);
- break;
- default:
- DLINE(Uint32, DRAW_SETPIXEL_RGB, draw_end);
- break;
- }
- } else {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY4_BLEND_RGB, DRAW_SETPIXELXY4_BLEND_RGB,
- draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY4_ADD_RGB, DRAW_SETPIXELXY4_ADD_RGB,
- draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY4_MOD_RGB, DRAW_SETPIXELXY4_MOD_RGB,
- draw_end);
- break;
- default:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY4_RGB, DRAW_SETPIXELXY4_BLEND_RGB,
- draw_end);
- break;
- }
- }
-}
-
-static void
-SDL_BlendLine_RGBA4(SDL_Surface * dst, int x1, int y1, int x2, int y2,
- SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
- SDL_bool draw_end)
-{
- const SDL_PixelFormat *fmt = dst->format;
- unsigned r, g, b, a, inva;
-
- if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
- r = DRAW_MUL(_r, _a);
- g = DRAW_MUL(_g, _a);
- b = DRAW_MUL(_b, _a);
- a = _a;
- } else {
- r = _r;
- g = _g;
- b = _b;
- a = _a;
- }
- inva = (a ^ 0xff);
-
- if (y1 == y2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- HLINE(Uint32, DRAW_SETPIXEL_BLEND_RGBA, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- HLINE(Uint32, DRAW_SETPIXEL_ADD_RGBA, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- HLINE(Uint32, DRAW_SETPIXEL_MOD_RGBA, draw_end);
- break;
- default:
- HLINE(Uint32, DRAW_SETPIXEL_RGBA, draw_end);
- break;
- }
- } else if (x1 == x2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- VLINE(Uint32, DRAW_SETPIXEL_BLEND_RGBA, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- VLINE(Uint32, DRAW_SETPIXEL_ADD_RGBA, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- VLINE(Uint32, DRAW_SETPIXEL_MOD_RGBA, draw_end);
- break;
- default:
- VLINE(Uint32, DRAW_SETPIXEL_RGBA, draw_end);
- break;
- }
- } else if (ABS(x1 - x2) == ABS(y1 - y2)) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DLINE(Uint32, DRAW_SETPIXEL_BLEND_RGBA, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- DLINE(Uint32, DRAW_SETPIXEL_ADD_RGBA, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- DLINE(Uint32, DRAW_SETPIXEL_MOD_RGBA, draw_end);
- break;
- default:
- DLINE(Uint32, DRAW_SETPIXEL_RGBA, draw_end);
- break;
- }
- } else {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY4_BLEND_RGBA, DRAW_SETPIXELXY4_BLEND_RGBA,
- draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY4_ADD_RGBA, DRAW_SETPIXELXY4_ADD_RGBA,
- draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY4_MOD_RGBA, DRAW_SETPIXELXY4_MOD_RGBA,
- draw_end);
- break;
- default:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY4_RGBA, DRAW_SETPIXELXY4_BLEND_RGBA,
- draw_end);
- break;
- }
- }
-}
-
-static void
-SDL_BlendLine_RGB888(SDL_Surface * dst, int x1, int y1, int x2, int y2,
- SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
- SDL_bool draw_end)
-{
- unsigned r, g, b, a, inva;
-
- if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
- r = DRAW_MUL(_r, _a);
- g = DRAW_MUL(_g, _a);
- b = DRAW_MUL(_b, _a);
- a = _a;
- } else {
- r = _r;
- g = _g;
- b = _b;
- a = _a;
- }
- inva = (a ^ 0xff);
-
- if (y1 == y2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- HLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB888, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- HLINE(Uint32, DRAW_SETPIXEL_ADD_RGB888, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- HLINE(Uint32, DRAW_SETPIXEL_MOD_RGB888, draw_end);
- break;
- default:
- HLINE(Uint32, DRAW_SETPIXEL_RGB888, draw_end);
- break;
- }
- } else if (x1 == x2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- VLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB888, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- VLINE(Uint32, DRAW_SETPIXEL_ADD_RGB888, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- VLINE(Uint32, DRAW_SETPIXEL_MOD_RGB888, draw_end);
- break;
- default:
- VLINE(Uint32, DRAW_SETPIXEL_RGB888, draw_end);
- break;
- }
- } else if (ABS(x1 - x2) == ABS(y1 - y2)) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB888, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- DLINE(Uint32, DRAW_SETPIXEL_ADD_RGB888, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- DLINE(Uint32, DRAW_SETPIXEL_MOD_RGB888, draw_end);
- break;
- default:
- DLINE(Uint32, DRAW_SETPIXEL_RGB888, draw_end);
- break;
- }
- } else {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_BLEND_RGB888, DRAW_SETPIXELXY_BLEND_RGB888,
- draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_ADD_RGB888, DRAW_SETPIXELXY_ADD_RGB888,
- draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_MOD_RGB888, DRAW_SETPIXELXY_MOD_RGB888,
- draw_end);
- break;
- default:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_RGB888, DRAW_SETPIXELXY_BLEND_RGB888,
- draw_end);
- break;
- }
- }
-}
-
-static void
-SDL_BlendLine_ARGB8888(SDL_Surface * dst, int x1, int y1, int x2, int y2,
- SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
- SDL_bool draw_end)
-{
- unsigned r, g, b, a, inva;
-
- if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
- r = DRAW_MUL(_r, _a);
- g = DRAW_MUL(_g, _a);
- b = DRAW_MUL(_b, _a);
- a = _a;
- } else {
- r = _r;
- g = _g;
- b = _b;
- a = _a;
- }
- inva = (a ^ 0xff);
-
- if (y1 == y2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- HLINE(Uint32, DRAW_SETPIXEL_BLEND_ARGB8888, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- HLINE(Uint32, DRAW_SETPIXEL_ADD_ARGB8888, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- HLINE(Uint32, DRAW_SETPIXEL_MOD_ARGB8888, draw_end);
- break;
- default:
- HLINE(Uint32, DRAW_SETPIXEL_ARGB8888, draw_end);
- break;
- }
- } else if (x1 == x2) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- VLINE(Uint32, DRAW_SETPIXEL_BLEND_ARGB8888, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- VLINE(Uint32, DRAW_SETPIXEL_ADD_ARGB8888, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- VLINE(Uint32, DRAW_SETPIXEL_MOD_ARGB8888, draw_end);
- break;
- default:
- VLINE(Uint32, DRAW_SETPIXEL_ARGB8888, draw_end);
- break;
- }
- } else if (ABS(x1 - x2) == ABS(y1 - y2)) {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DLINE(Uint32, DRAW_SETPIXEL_BLEND_ARGB8888, draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- DLINE(Uint32, DRAW_SETPIXEL_ADD_ARGB8888, draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- DLINE(Uint32, DRAW_SETPIXEL_MOD_ARGB8888, draw_end);
- break;
- default:
- DLINE(Uint32, DRAW_SETPIXEL_ARGB8888, draw_end);
- break;
- }
- } else {
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_BLEND_ARGB8888, DRAW_SETPIXELXY_BLEND_ARGB8888,
- draw_end);
- break;
- case SDL_BLENDMODE_ADD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_ADD_ARGB8888, DRAW_SETPIXELXY_ADD_ARGB8888,
- draw_end);
- break;
- case SDL_BLENDMODE_MOD:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_MOD_ARGB8888, DRAW_SETPIXELXY_MOD_ARGB8888,
- draw_end);
- break;
- default:
- AALINE(x1, y1, x2, y2,
- DRAW_SETPIXELXY_ARGB8888, DRAW_SETPIXELXY_BLEND_ARGB8888,
- draw_end);
- break;
- }
- }
-}
-
-typedef void (*BlendLineFunc) (SDL_Surface * dst,
- int x1, int y1, int x2, int y2,
- SDL_BlendMode blendMode,
- Uint8 r, Uint8 g, Uint8 b, Uint8 a,
- SDL_bool draw_end);
-
-static BlendLineFunc
-SDL_CalculateBlendLineFunc(const SDL_PixelFormat * fmt)
-{
- switch (fmt->BytesPerPixel) {
- case 2:
- if (fmt->Rmask == 0x7C00) {
- return SDL_BlendLine_RGB555;
- } else if (fmt->Rmask == 0xF800) {
- return SDL_BlendLine_RGB565;
- } else {
- return SDL_BlendLine_RGB2;
- }
- break;
- case 4:
- if (fmt->Rmask == 0x00FF0000) {
- if (fmt->Amask) {
- return SDL_BlendLine_ARGB8888;
- } else {
- return SDL_BlendLine_RGB888;
- }
- } else {
- if (fmt->Amask) {
- return SDL_BlendLine_RGBA4;
- } else {
- return SDL_BlendLine_RGB4;
- }
- }
- }
- return NULL;
-}
-
-int
-SDL_BlendLine(SDL_Surface * dst, int x1, int y1, int x2, int y2,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- BlendLineFunc func;
-
- if (!dst) {
- return SDL_SetError("SDL_BlendLine(): Passed NULL destination surface");
- }
-
- func = SDL_CalculateBlendLineFunc(dst->format);
- if (!func) {
- return SDL_SetError("SDL_BlendLine(): Unsupported surface format");
- }
-
- /* Perform clipping */
- /* FIXME: We don't actually want to clip, as it may change line slope */
- if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
- return 0;
- }
-
- func(dst, x1, y1, x2, y2, blendMode, r, g, b, a, SDL_TRUE);
- return 0;
-}
-
-int
-SDL_BlendLines(SDL_Surface * dst, const SDL_Point * points, int count,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- int i;
- int x1, y1;
- int x2, y2;
- SDL_bool draw_end;
- BlendLineFunc func;
-
- if (!dst) {
- return SDL_SetError("SDL_BlendLines(): Passed NULL destination surface");
- }
-
- func = SDL_CalculateBlendLineFunc(dst->format);
- if (!func) {
- return SDL_SetError("SDL_BlendLines(): Unsupported surface format");
- }
-
- for (i = 1; i < count; ++i) {
- x1 = points[i-1].x;
- y1 = points[i-1].y;
- x2 = points[i].x;
- y2 = points[i].y;
-
- /* Perform clipping */
- /* FIXME: We don't actually want to clip, as it may change line slope */
- if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
- continue;
- }
-
- /* Draw the end if it was clipped */
- draw_end = (x2 != points[i].x || y2 != points[i].y);
-
- func(dst, x1, y1, x2, y2, blendMode, r, g, b, a, draw_end);
- }
- if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
- SDL_BlendPoint(dst, points[count-1].x, points[count-1].y,
- blendMode, r, g, b, a);
- }
- return 0;
-}
-
-#endif /* !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_blendline.h b/3rdparty/SDL2/src/render/software/SDL_blendline.h
deleted file mode 100644
index c0b545f3459..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_blendline.h
+++ /dev/null
@@ -1,27 +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"
-
-
-extern int SDL_BlendLine(SDL_Surface * dst, int x1, int y1, int x2, int y2, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
-extern int SDL_BlendLines(SDL_Surface * dst, const SDL_Point * points, int count, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_blendpoint.c b/3rdparty/SDL2/src/render/software/SDL_blendpoint.c
deleted file mode 100644
index fc42dfe767a..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_blendpoint.c
+++ /dev/null
@@ -1,343 +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_RENDER_DISABLED
-
-#include "SDL_draw.h"
-#include "SDL_blendpoint.h"
-
-
-static int
-SDL_BlendPoint_RGB555(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
- Uint8 g, Uint8 b, Uint8 a)
-{
- unsigned inva = 0xff - a;
-
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DRAW_SETPIXELXY_BLEND_RGB555(x, y);
- break;
- case SDL_BLENDMODE_ADD:
- DRAW_SETPIXELXY_ADD_RGB555(x, y);
- break;
- case SDL_BLENDMODE_MOD:
- DRAW_SETPIXELXY_MOD_RGB555(x, y);
- break;
- default:
- DRAW_SETPIXELXY_RGB555(x, y);
- break;
- }
- return 0;
-}
-
-static int
-SDL_BlendPoint_RGB565(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
- Uint8 g, Uint8 b, Uint8 a)
-{
- unsigned inva = 0xff - a;
-
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DRAW_SETPIXELXY_BLEND_RGB565(x, y);
- break;
- case SDL_BLENDMODE_ADD:
- DRAW_SETPIXELXY_ADD_RGB565(x, y);
- break;
- case SDL_BLENDMODE_MOD:
- DRAW_SETPIXELXY_MOD_RGB565(x, y);
- break;
- default:
- DRAW_SETPIXELXY_RGB565(x, y);
- break;
- }
- return 0;
-}
-
-static int
-SDL_BlendPoint_RGB888(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
- Uint8 g, Uint8 b, Uint8 a)
-{
- unsigned inva = 0xff - a;
-
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DRAW_SETPIXELXY_BLEND_RGB888(x, y);
- break;
- case SDL_BLENDMODE_ADD:
- DRAW_SETPIXELXY_ADD_RGB888(x, y);
- break;
- case SDL_BLENDMODE_MOD:
- DRAW_SETPIXELXY_MOD_RGB888(x, y);
- break;
- default:
- DRAW_SETPIXELXY_RGB888(x, y);
- break;
- }
- return 0;
-}
-
-static int
-SDL_BlendPoint_ARGB8888(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode,
- Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- unsigned inva = 0xff - a;
-
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DRAW_SETPIXELXY_BLEND_ARGB8888(x, y);
- break;
- case SDL_BLENDMODE_ADD:
- DRAW_SETPIXELXY_ADD_ARGB8888(x, y);
- break;
- case SDL_BLENDMODE_MOD:
- DRAW_SETPIXELXY_MOD_ARGB8888(x, y);
- break;
- default:
- DRAW_SETPIXELXY_ARGB8888(x, y);
- break;
- }
- return 0;
-}
-
-static int
-SDL_BlendPoint_RGB(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
- Uint8 g, Uint8 b, Uint8 a)
-{
- SDL_PixelFormat *fmt = dst->format;
- unsigned inva = 0xff - a;
-
- switch (fmt->BytesPerPixel) {
- case 2:
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DRAW_SETPIXELXY2_BLEND_RGB(x, y);
- break;
- case SDL_BLENDMODE_ADD:
- DRAW_SETPIXELXY2_ADD_RGB(x, y);
- break;
- case SDL_BLENDMODE_MOD:
- DRAW_SETPIXELXY2_MOD_RGB(x, y);
- break;
- default:
- DRAW_SETPIXELXY2_RGB(x, y);
- break;
- }
- return 0;
- case 4:
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DRAW_SETPIXELXY4_BLEND_RGB(x, y);
- break;
- case SDL_BLENDMODE_ADD:
- DRAW_SETPIXELXY4_ADD_RGB(x, y);
- break;
- case SDL_BLENDMODE_MOD:
- DRAW_SETPIXELXY4_MOD_RGB(x, y);
- break;
- default:
- DRAW_SETPIXELXY4_RGB(x, y);
- break;
- }
- return 0;
- default:
- return SDL_Unsupported();
- }
-}
-
-static int
-SDL_BlendPoint_RGBA(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
- Uint8 g, Uint8 b, Uint8 a)
-{
- SDL_PixelFormat *fmt = dst->format;
- unsigned inva = 0xff - a;
-
- switch (fmt->BytesPerPixel) {
- case 4:
- switch (blendMode) {
- case SDL_BLENDMODE_BLEND:
- DRAW_SETPIXELXY4_BLEND_RGBA(x, y);
- break;
- case SDL_BLENDMODE_ADD:
- DRAW_SETPIXELXY4_ADD_RGBA(x, y);
- break;
- case SDL_BLENDMODE_MOD:
- DRAW_SETPIXELXY4_MOD_RGBA(x, y);
- break;
- default:
- DRAW_SETPIXELXY4_RGBA(x, y);
- break;
- }
- return 0;
- default:
- return SDL_Unsupported();
- }
-}
-
-int
-SDL_BlendPoint(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
- Uint8 g, Uint8 b, Uint8 a)
-{
- if (!dst) {
- return SDL_SetError("Passed NULL destination surface");
- }
-
- /* This function doesn't work on surfaces < 8 bpp */
- if (dst->format->BitsPerPixel < 8) {
- return SDL_SetError("SDL_BlendPoint(): Unsupported surface format");
- }
-
- /* Perform clipping */
- if (x < dst->clip_rect.x || y < dst->clip_rect.y ||
- x >= (dst->clip_rect.x + dst->clip_rect.w) ||
- y >= (dst->clip_rect.y + dst->clip_rect.h)) {
- return 0;
- }
-
- if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
- r = DRAW_MUL(r, a);
- g = DRAW_MUL(g, a);
- b = DRAW_MUL(b, a);
- }
-
- switch (dst->format->BitsPerPixel) {
- case 15:
- switch (dst->format->Rmask) {
- case 0x7C00:
- return SDL_BlendPoint_RGB555(dst, x, y, blendMode, r, g, b, a);
- }
- break;
- case 16:
- switch (dst->format->Rmask) {
- case 0xF800:
- return SDL_BlendPoint_RGB565(dst, x, y, blendMode, r, g, b, a);
- }
- break;
- case 32:
- switch (dst->format->Rmask) {
- case 0x00FF0000:
- if (!dst->format->Amask) {
- return SDL_BlendPoint_RGB888(dst, x, y, blendMode, r, g, b,
- a);
- } else {
- return SDL_BlendPoint_ARGB8888(dst, x, y, blendMode, r, g, b,
- a);
- }
- break;
- }
- break;
- default:
- break;
- }
-
- if (!dst->format->Amask) {
- return SDL_BlendPoint_RGB(dst, x, y, blendMode, r, g, b, a);
- } else {
- return SDL_BlendPoint_RGBA(dst, x, y, blendMode, r, g, b, a);
- }
-}
-
-int
-SDL_BlendPoints(SDL_Surface * dst, const SDL_Point * points, int count,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
-{
- int minx, miny;
- int maxx, maxy;
- int i;
- int x, y;
- int (*func)(SDL_Surface * dst, int x, int y,
- SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a) = NULL;
- int status = 0;
-
- if (!dst) {
- return SDL_SetError("Passed NULL destination surface");
- }
-
- /* This function doesn't work on surfaces < 8 bpp */
- if (dst->format->BitsPerPixel < 8) {
- return SDL_SetError("SDL_BlendPoints(): Unsupported surface format");
- }
-
- if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
- r = DRAW_MUL(r, a);
- g = DRAW_MUL(g, a);
- b = DRAW_MUL(b, a);
- }
-
- /* FIXME: Does this function pointer slow things down significantly? */
- switch (dst->format->BitsPerPixel) {
- case 15:
- switch (dst->format->Rmask) {
- case 0x7C00:
- func = SDL_BlendPoint_RGB555;
- break;
- }
- break;
- case 16:
- switch (dst->format->Rmask) {
- case 0xF800:
- func = SDL_BlendPoint_RGB565;
- break;
- }
- break;
- case 32:
- switch (dst->format->Rmask) {
- case 0x00FF0000:
- if (!dst->format->Amask) {
- func = SDL_BlendPoint_RGB888;
- } else {
- func = SDL_BlendPoint_ARGB8888;
- }
- break;
- }
- break;
- default:
- break;
- }
-
- if (!func) {
- if (!dst->format->Amask) {
- func = SDL_BlendPoint_RGB;
- } else {
- func = SDL_BlendPoint_RGBA;
- }
- }
-
- minx = dst->clip_rect.x;
- maxx = dst->clip_rect.x + dst->clip_rect.w - 1;
- miny = dst->clip_rect.y;
- maxy = dst->clip_rect.y + dst->clip_rect.h - 1;
-
- for (i = 0; i < count; ++i) {
- x = points[i].x;
- y = points[i].y;
-
- if (x < minx || x > maxx || y < miny || y > maxy) {
- continue;
- }
- status = func(dst, x, y, blendMode, r, g, b, a);
- }
- return status;
-}
-
-#endif /* !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_blendpoint.h b/3rdparty/SDL2/src/render/software/SDL_blendpoint.h
deleted file mode 100644
index 58ddec7ee42..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_blendpoint.h
+++ /dev/null
@@ -1,27 +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"
-
-
-extern int SDL_BlendPoint(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
-extern int SDL_BlendPoints(SDL_Surface * dst, const SDL_Point * points, int count, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_draw.h b/3rdparty/SDL2/src/render/software/SDL_draw.h
deleted file mode 100644
index 3a5e7cf1133..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_draw.h
+++ /dev/null
@@ -1,576 +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"
-
-#include "../../video/SDL_blit.h"
-
-/* This code assumes that r, g, b, a are the source color,
- * and in the blend and add case, the RGB values are premultiplied by a.
- */
-
-#define DRAW_MUL(_a, _b) (((unsigned)(_a)*(_b))/255)
-
-#define DRAW_FASTSETPIXEL(type) \
- *pixel = (type) color
-
-#define DRAW_FASTSETPIXEL1 DRAW_FASTSETPIXEL(Uint8)
-#define DRAW_FASTSETPIXEL2 DRAW_FASTSETPIXEL(Uint16)
-#define DRAW_FASTSETPIXEL4 DRAW_FASTSETPIXEL(Uint32)
-
-#define DRAW_FASTSETPIXELXY(x, y, type, bpp, color) \
- *(type *)((Uint8 *)dst->pixels + (y) * dst->pitch \
- + (x) * bpp) = (type) color
-
-#define DRAW_FASTSETPIXELXY1(x, y) DRAW_FASTSETPIXELXY(x, y, Uint8, 1, color)
-#define DRAW_FASTSETPIXELXY2(x, y) DRAW_FASTSETPIXELXY(x, y, Uint16, 2, color)
-#define DRAW_FASTSETPIXELXY4(x, y) DRAW_FASTSETPIXELXY(x, y, Uint32, 4, color)
-
-#define DRAW_SETPIXEL(setpixel) \
-do { \
- unsigned sr = r, sg = g, sb = b, sa = a; (void) sa; \
- setpixel; \
-} while (0)
-
-#define DRAW_SETPIXEL_BLEND(getpixel, setpixel) \
-do { \
- unsigned sr, sg, sb, sa = 0xFF; \
- getpixel; \
- sr = DRAW_MUL(inva, sr) + r; \
- sg = DRAW_MUL(inva, sg) + g; \
- sb = DRAW_MUL(inva, sb) + b; \
- sa = DRAW_MUL(inva, sa) + a; \
- setpixel; \
-} while (0)
-
-#define DRAW_SETPIXEL_ADD(getpixel, setpixel) \
-do { \
- unsigned sr, sg, sb, sa; (void) sa; \
- getpixel; \
- sr += r; if (sr > 0xff) sr = 0xff; \
- sg += g; if (sg > 0xff) sg = 0xff; \
- sb += b; if (sb > 0xff) sb = 0xff; \
- setpixel; \
-} while (0)
-
-#define DRAW_SETPIXEL_MOD(getpixel, setpixel) \
-do { \
- unsigned sr, sg, sb, sa; (void) sa; \
- getpixel; \
- sr = DRAW_MUL(sr, r); \
- sg = DRAW_MUL(sg, g); \
- sb = DRAW_MUL(sb, b); \
- setpixel; \
-} while (0)
-
-#define DRAW_SETPIXELXY(x, y, type, bpp, op) \
-do { \
- type *pixel = (type *)((Uint8 *)dst->pixels + (y) * dst->pitch \
- + (x) * bpp); \
- op; \
-} while (0)
-
-/*
- * Define draw operators for RGB555
- */
-
-#define DRAW_SETPIXEL_RGB555 \
- DRAW_SETPIXEL(RGB555_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXEL_BLEND_RGB555 \
- DRAW_SETPIXEL_BLEND(RGB_FROM_RGB555(*pixel, sr, sg, sb), \
- RGB555_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXEL_ADD_RGB555 \
- DRAW_SETPIXEL_ADD(RGB_FROM_RGB555(*pixel, sr, sg, sb), \
- RGB555_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXEL_MOD_RGB555 \
- DRAW_SETPIXEL_MOD(RGB_FROM_RGB555(*pixel, sr, sg, sb), \
- RGB555_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXELXY_RGB555(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_RGB555)
-
-#define DRAW_SETPIXELXY_BLEND_RGB555(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_BLEND_RGB555)
-
-#define DRAW_SETPIXELXY_ADD_RGB555(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_ADD_RGB555)
-
-#define DRAW_SETPIXELXY_MOD_RGB555(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_MOD_RGB555)
-
-/*
- * Define draw operators for RGB565
- */
-
-#define DRAW_SETPIXEL_RGB565 \
- DRAW_SETPIXEL(RGB565_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXEL_BLEND_RGB565 \
- DRAW_SETPIXEL_BLEND(RGB_FROM_RGB565(*pixel, sr, sg, sb), \
- RGB565_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXEL_ADD_RGB565 \
- DRAW_SETPIXEL_ADD(RGB_FROM_RGB565(*pixel, sr, sg, sb), \
- RGB565_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXEL_MOD_RGB565 \
- DRAW_SETPIXEL_MOD(RGB_FROM_RGB565(*pixel, sr, sg, sb), \
- RGB565_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXELXY_RGB565(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_RGB565)
-
-#define DRAW_SETPIXELXY_BLEND_RGB565(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_BLEND_RGB565)
-
-#define DRAW_SETPIXELXY_ADD_RGB565(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_ADD_RGB565)
-
-#define DRAW_SETPIXELXY_MOD_RGB565(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_MOD_RGB565)
-
-/*
- * Define draw operators for RGB888
- */
-
-#define DRAW_SETPIXEL_RGB888 \
- DRAW_SETPIXEL(RGB888_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXEL_BLEND_RGB888 \
- DRAW_SETPIXEL_BLEND(RGB_FROM_RGB888(*pixel, sr, sg, sb), \
- RGB888_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXEL_ADD_RGB888 \
- DRAW_SETPIXEL_ADD(RGB_FROM_RGB888(*pixel, sr, sg, sb), \
- RGB888_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXEL_MOD_RGB888 \
- DRAW_SETPIXEL_MOD(RGB_FROM_RGB888(*pixel, sr, sg, sb), \
- RGB888_FROM_RGB(*pixel, sr, sg, sb))
-
-#define DRAW_SETPIXELXY_RGB888(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_RGB888)
-
-#define DRAW_SETPIXELXY_BLEND_RGB888(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_RGB888)
-
-#define DRAW_SETPIXELXY_ADD_RGB888(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_RGB888)
-
-#define DRAW_SETPIXELXY_MOD_RGB888(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_MOD_RGB888)
-
-/*
- * Define draw operators for ARGB8888
- */
-
-#define DRAW_SETPIXEL_ARGB8888 \
- DRAW_SETPIXEL(ARGB8888_FROM_RGBA(*pixel, sr, sg, sb, sa))
-
-#define DRAW_SETPIXEL_BLEND_ARGB8888 \
- DRAW_SETPIXEL_BLEND(RGBA_FROM_ARGB8888(*pixel, sr, sg, sb, sa), \
- ARGB8888_FROM_RGBA(*pixel, sr, sg, sb, sa))
-
-#define DRAW_SETPIXEL_ADD_ARGB8888 \
- DRAW_SETPIXEL_ADD(RGBA_FROM_ARGB8888(*pixel, sr, sg, sb, sa), \
- ARGB8888_FROM_RGBA(*pixel, sr, sg, sb, sa))
-
-#define DRAW_SETPIXEL_MOD_ARGB8888 \
- DRAW_SETPIXEL_MOD(RGBA_FROM_ARGB8888(*pixel, sr, sg, sb, sa), \
- ARGB8888_FROM_RGBA(*pixel, sr, sg, sb, sa))
-
-#define DRAW_SETPIXELXY_ARGB8888(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ARGB8888)
-
-#define DRAW_SETPIXELXY_BLEND_ARGB8888(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_ARGB8888)
-
-#define DRAW_SETPIXELXY_ADD_ARGB8888(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_ARGB8888)
-
-#define DRAW_SETPIXELXY_MOD_ARGB8888(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_MOD_ARGB8888)
-
-/*
- * Define draw operators for general RGB
- */
-
-#define DRAW_SETPIXEL_RGB \
- DRAW_SETPIXEL(PIXEL_FROM_RGB(*pixel, fmt, sr, sg, sb))
-
-#define DRAW_SETPIXEL_BLEND_RGB \
- DRAW_SETPIXEL_BLEND(RGB_FROM_PIXEL(*pixel, fmt, sr, sg, sb), \
- PIXEL_FROM_RGB(*pixel, fmt, sr, sg, sb))
-
-#define DRAW_SETPIXEL_ADD_RGB \
- DRAW_SETPIXEL_ADD(RGB_FROM_PIXEL(*pixel, fmt, sr, sg, sb), \
- PIXEL_FROM_RGB(*pixel, fmt, sr, sg, sb))
-
-#define DRAW_SETPIXEL_MOD_RGB \
- DRAW_SETPIXEL_MOD(RGB_FROM_PIXEL(*pixel, fmt, sr, sg, sb), \
- PIXEL_FROM_RGB(*pixel, fmt, sr, sg, sb))
-
-#define DRAW_SETPIXELXY2_RGB(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_RGB)
-
-#define DRAW_SETPIXELXY4_RGB(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_RGB)
-
-#define DRAW_SETPIXELXY2_BLEND_RGB(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_BLEND_RGB)
-
-#define DRAW_SETPIXELXY4_BLEND_RGB(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_RGB)
-
-#define DRAW_SETPIXELXY2_ADD_RGB(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_ADD_RGB)
-
-#define DRAW_SETPIXELXY4_ADD_RGB(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_RGB)
-
-#define DRAW_SETPIXELXY2_MOD_RGB(x, y) \
- DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_MOD_RGB)
-
-#define DRAW_SETPIXELXY4_MOD_RGB(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_MOD_RGB)
-
-
-/*
- * Define draw operators for general RGBA
- */
-
-#define DRAW_SETPIXEL_RGBA \
- DRAW_SETPIXEL(PIXEL_FROM_RGBA(*pixel, fmt, sr, sg, sb, sa))
-
-#define DRAW_SETPIXEL_BLEND_RGBA \
- DRAW_SETPIXEL_BLEND(RGBA_FROM_PIXEL(*pixel, fmt, sr, sg, sb, sa), \
- PIXEL_FROM_RGBA(*pixel, fmt, sr, sg, sb, sa))
-
-#define DRAW_SETPIXEL_ADD_RGBA \
- DRAW_SETPIXEL_ADD(RGBA_FROM_PIXEL(*pixel, fmt, sr, sg, sb, sa), \
- PIXEL_FROM_RGBA(*pixel, fmt, sr, sg, sb, sa))
-
-#define DRAW_SETPIXEL_MOD_RGBA \
- DRAW_SETPIXEL_MOD(RGBA_FROM_PIXEL(*pixel, fmt, sr, sg, sb, sa), \
- PIXEL_FROM_RGBA(*pixel, fmt, sr, sg, sb, sa))
-
-#define DRAW_SETPIXELXY4_RGBA(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_RGBA)
-
-#define DRAW_SETPIXELXY4_BLEND_RGBA(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_RGBA)
-
-#define DRAW_SETPIXELXY4_ADD_RGBA(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_RGBA)
-
-#define DRAW_SETPIXELXY4_MOD_RGBA(x, y) \
- DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_MOD_RGBA)
-
-/*
- * Define line drawing macro
- */
-
-#define ABS(_x) ((_x) < 0 ? -(_x) : (_x))
-
-/* Horizontal line */
-#define HLINE(type, op, draw_end) \
-{ \
- int length; \
- int pitch = (dst->pitch / dst->format->BytesPerPixel); \
- type *pixel; \
- if (x1 <= x2) { \
- pixel = (type *)dst->pixels + y1 * pitch + x1; \
- length = draw_end ? (x2-x1+1) : (x2-x1); \
- } else { \
- pixel = (type *)dst->pixels + y1 * pitch + x2; \
- if (!draw_end) { \
- ++pixel; \
- } \
- length = draw_end ? (x1-x2+1) : (x1-x2); \
- } \
- while (length--) { \
- op; \
- ++pixel; \
- } \
-}
-
-/* Vertical line */
-#define VLINE(type, op, draw_end) \
-{ \
- int length; \
- int pitch = (dst->pitch / dst->format->BytesPerPixel); \
- type *pixel; \
- if (y1 <= y2) { \
- pixel = (type *)dst->pixels + y1 * pitch + x1; \
- length = draw_end ? (y2-y1+1) : (y2-y1); \
- } else { \
- pixel = (type *)dst->pixels + y2 * pitch + x1; \
- if (!draw_end) { \
- pixel += pitch; \
- } \
- length = draw_end ? (y1-y2+1) : (y1-y2); \
- } \
- while (length--) { \
- op; \
- pixel += pitch; \
- } \
-}
-
-/* Diagonal line */
-#define DLINE(type, op, draw_end) \
-{ \
- int length; \
- int pitch = (dst->pitch / dst->format->BytesPerPixel); \
- type *pixel; \
- if (y1 <= y2) { \
- pixel = (type *)dst->pixels + y1 * pitch + x1; \
- if (x1 <= x2) { \
- ++pitch; \
- } else { \
- --pitch; \
- } \
- length = (y2-y1); \
- } else { \
- pixel = (type *)dst->pixels + y2 * pitch + x2; \
- if (x2 <= x1) { \
- ++pitch; \
- } else { \
- --pitch; \
- } \
- if (!draw_end) { \
- pixel += pitch; \
- } \
- length = (y1-y2); \
- } \
- if (draw_end) { \
- ++length; \
- } \
- while (length--) { \
- op; \
- pixel += pitch; \
- } \
-}
-
-/* Bresenham's line algorithm */
-#define BLINE(x1, y1, x2, y2, op, draw_end) \
-{ \
- int i, deltax, deltay, numpixels; \
- int d, dinc1, dinc2; \
- int x, xinc1, xinc2; \
- int y, yinc1, yinc2; \
- \
- deltax = ABS(x2 - x1); \
- deltay = ABS(y2 - y1); \
- \
- if (deltax >= deltay) { \
- numpixels = deltax + 1; \
- d = (2 * deltay) - deltax; \
- dinc1 = deltay * 2; \
- dinc2 = (deltay - deltax) * 2; \
- xinc1 = 1; \
- xinc2 = 1; \
- yinc1 = 0; \
- yinc2 = 1; \
- } else { \
- numpixels = deltay + 1; \
- d = (2 * deltax) - deltay; \
- dinc1 = deltax * 2; \
- dinc2 = (deltax - deltay) * 2; \
- xinc1 = 0; \
- xinc2 = 1; \
- yinc1 = 1; \
- yinc2 = 1; \
- } \
- \
- if (x1 > x2) { \
- xinc1 = -xinc1; \
- xinc2 = -xinc2; \
- } \
- if (y1 > y2) { \
- yinc1 = -yinc1; \
- yinc2 = -yinc2; \
- } \
- \
- x = x1; \
- y = y1; \
- \
- if (!draw_end) { \
- --numpixels; \
- } \
- for (i = 0; i < numpixels; ++i) { \
- op(x, y); \
- if (d < 0) { \
- d += dinc1; \
- x += xinc1; \
- y += yinc1; \
- } else { \
- d += dinc2; \
- x += xinc2; \
- y += yinc2; \
- } \
- } \
-}
-
-/* Xiaolin Wu's line algorithm, based on Michael Abrash's implementation */
-#define WULINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
-{ \
- Uint16 ErrorAdj, ErrorAcc; \
- Uint16 ErrorAccTemp, Weighting; \
- int DeltaX, DeltaY, Temp, XDir; \
- unsigned r, g, b, a, inva; \
- \
- /* Draw the initial pixel, which is always exactly intersected by \
- the line and so needs no weighting */ \
- opaque_op(x1, y1); \
- \
- /* Draw the final pixel, which is always exactly intersected by the line \
- and so needs no weighting */ \
- if (draw_end) { \
- opaque_op(x2, y2); \
- } \
- \
- /* Make sure the line runs top to bottom */ \
- if (y1 > y2) { \
- Temp = y1; y1 = y2; y2 = Temp; \
- Temp = x1; x1 = x2; x2 = Temp; \
- } \
- DeltaY = y2 - y1; \
- \
- if ((DeltaX = x2 - x1) >= 0) { \
- XDir = 1; \
- } else { \
- XDir = -1; \
- DeltaX = -DeltaX; /* make DeltaX positive */ \
- } \
- \
- /* line is not horizontal, diagonal, or vertical */ \
- ErrorAcc = 0; /* initialize the line error accumulator to 0 */ \
- \
- /* Is this an X-major or Y-major line? */ \
- if (DeltaY > DeltaX) { \
- /* Y-major line; calculate 16-bit fixed-point fractional part of a \
- pixel that X advances each time Y advances 1 pixel, truncating the \
- result so that we won't overrun the endpoint along the X axis */ \
- ErrorAdj = ((unsigned long) DeltaX << 16) / (unsigned long) DeltaY; \
- /* Draw all pixels other than the first and last */ \
- while (--DeltaY) { \
- ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
- ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
- if (ErrorAcc <= ErrorAccTemp) { \
- /* The error accumulator turned over, so advance the X coord */ \
- x1 += XDir; \
- } \
- y1++; /* Y-major, so always advance Y */ \
- /* The IntensityBits most significant bits of ErrorAcc give us the \
- intensity weighting for this pixel, and the complement of the \
- weighting for the paired pixel */ \
- Weighting = ErrorAcc >> 8; \
- { \
- a = DRAW_MUL(_a, (Weighting ^ 255)); \
- r = DRAW_MUL(_r, a); \
- g = DRAW_MUL(_g, a); \
- b = DRAW_MUL(_b, a); \
- inva = (a ^ 0xFF); \
- blend_op(x1, y1); \
- } \
- { \
- a = DRAW_MUL(_a, Weighting); \
- r = DRAW_MUL(_r, a); \
- g = DRAW_MUL(_g, a); \
- b = DRAW_MUL(_b, a); \
- inva = (a ^ 0xFF); \
- blend_op(x1 + XDir, y1); \
- } \
- } \
- } else { \
- /* X-major line; calculate 16-bit fixed-point fractional part of a \
- pixel that Y advances each time X advances 1 pixel, truncating the \
- result to avoid overrunning the endpoint along the X axis */ \
- ErrorAdj = ((unsigned long) DeltaY << 16) / (unsigned long) DeltaX; \
- /* Draw all pixels other than the first and last */ \
- while (--DeltaX) { \
- ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
- ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
- if (ErrorAcc <= ErrorAccTemp) { \
- /* The error accumulator turned over, so advance the Y coord */ \
- y1++; \
- } \
- x1 += XDir; /* X-major, so always advance X */ \
- /* The IntensityBits most significant bits of ErrorAcc give us the \
- intensity weighting for this pixel, and the complement of the \
- weighting for the paired pixel */ \
- Weighting = ErrorAcc >> 8; \
- { \
- a = DRAW_MUL(_a, (Weighting ^ 255)); \
- r = DRAW_MUL(_r, a); \
- g = DRAW_MUL(_g, a); \
- b = DRAW_MUL(_b, a); \
- inva = (a ^ 0xFF); \
- blend_op(x1, y1); \
- } \
- { \
- a = DRAW_MUL(_a, Weighting); \
- r = DRAW_MUL(_r, a); \
- g = DRAW_MUL(_g, a); \
- b = DRAW_MUL(_b, a); \
- inva = (a ^ 0xFF); \
- blend_op(x1, y1 + 1); \
- } \
- } \
- } \
-}
-
-#ifdef AA_LINES
-#define AALINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
- WULINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end)
-#else
-#define AALINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
- BLINE(x1, y1, x2, y2, opaque_op, draw_end)
-#endif
-
-/*
- * Define fill rect macro
- */
-
-#define FILLRECT(type, op) \
-do { \
- int width = rect->w; \
- int height = rect->h; \
- int pitch = (dst->pitch / dst->format->BytesPerPixel); \
- int skip = pitch - width; \
- type *pixel = (type *)dst->pixels + rect->y * pitch + rect->x; \
- while (height--) { \
- { int n = (width+3)/4; \
- switch (width & 3) { \
- case 0: do { op; pixel++; \
- case 3: op; pixel++; \
- case 2: op; pixel++; \
- case 1: op; pixel++; \
- } while ( --n > 0 ); \
- } \
- } \
- pixel += skip; \
- } \
-} while (0)
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_drawline.c b/3rdparty/SDL2/src/render/software/SDL_drawline.c
deleted file mode 100644
index fd50ea748b0..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_drawline.c
+++ /dev/null
@@ -1,209 +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_RENDER_DISABLED
-
-#include "SDL_draw.h"
-#include "SDL_drawline.h"
-#include "SDL_drawpoint.h"
-
-
-static void
-SDL_DrawLine1(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color,
- SDL_bool draw_end)
-{
- if (y1 == y2) {
- int length;
- int pitch = (dst->pitch / dst->format->BytesPerPixel);
- Uint8 *pixel;
- if (x1 <= x2) {
- pixel = (Uint8 *)dst->pixels + y1 * pitch + x1;
- length = draw_end ? (x2-x1+1) : (x2-x1);
- } else {
- pixel = (Uint8 *)dst->pixels + y1 * pitch + x2;
- if (!draw_end) {
- ++pixel;
- }
- length = draw_end ? (x1-x2+1) : (x1-x2);
- }
- SDL_memset(pixel, color, length);
- } else if (x1 == x2) {
- VLINE(Uint8, DRAW_FASTSETPIXEL1, draw_end);
- } else if (ABS(x1 - x2) == ABS(y1 - y2)) {
- DLINE(Uint8, DRAW_FASTSETPIXEL1, draw_end);
- } else {
- BLINE(x1, y1, x2, y2, DRAW_FASTSETPIXELXY1, draw_end);
- }
-}
-
-static void
-SDL_DrawLine2(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color,
- SDL_bool draw_end)
-{
- if (y1 == y2) {
- HLINE(Uint16, DRAW_FASTSETPIXEL2, draw_end);
- } else if (x1 == x2) {
- VLINE(Uint16, DRAW_FASTSETPIXEL2, draw_end);
- } else if (ABS(x1 - x2) == ABS(y1 - y2)) {
- DLINE(Uint16, DRAW_FASTSETPIXEL2, draw_end);
- } else {
- Uint8 _r, _g, _b, _a;
- const SDL_PixelFormat * fmt = dst->format;
- SDL_GetRGBA(color, fmt, &_r, &_g, &_b, &_a);
- if (fmt->Rmask == 0x7C00) {
- AALINE(x1, y1, x2, y2,
- DRAW_FASTSETPIXELXY2, DRAW_SETPIXELXY_BLEND_RGB555,
- draw_end);
- } else if (fmt->Rmask == 0xF800) {
- AALINE(x1, y1, x2, y2,
- DRAW_FASTSETPIXELXY2, DRAW_SETPIXELXY_BLEND_RGB565,
- draw_end);
- } else {
- AALINE(x1, y1, x2, y2,
- DRAW_FASTSETPIXELXY2, DRAW_SETPIXELXY2_BLEND_RGB,
- draw_end);
- }
- }
-}
-
-static void
-SDL_DrawLine4(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color,
- SDL_bool draw_end)
-{
- if (y1 == y2) {
- HLINE(Uint32, DRAW_FASTSETPIXEL4, draw_end);
- } else if (x1 == x2) {
- VLINE(Uint32, DRAW_FASTSETPIXEL4, draw_end);
- } else if (ABS(x1 - x2) == ABS(y1 - y2)) {
- DLINE(Uint32, DRAW_FASTSETPIXEL4, draw_end);
- } else {
- Uint8 _r, _g, _b, _a;
- const SDL_PixelFormat * fmt = dst->format;
- SDL_GetRGBA(color, fmt, &_r, &_g, &_b, &_a);
- if (fmt->Rmask == 0x00FF0000) {
- if (!fmt->Amask) {
- AALINE(x1, y1, x2, y2,
- DRAW_FASTSETPIXELXY4, DRAW_SETPIXELXY_BLEND_RGB888,
- draw_end);
- } else {
- AALINE(x1, y1, x2, y2,
- DRAW_FASTSETPIXELXY4, DRAW_SETPIXELXY_BLEND_ARGB8888,
- draw_end);
- }
- } else {
- AALINE(x1, y1, x2, y2,
- DRAW_FASTSETPIXELXY4, DRAW_SETPIXELXY4_BLEND_RGB,
- draw_end);
- }
- }
-}
-
-typedef void (*DrawLineFunc) (SDL_Surface * dst,
- int x1, int y1, int x2, int y2,
- Uint32 color, SDL_bool draw_end);
-
-static DrawLineFunc
-SDL_CalculateDrawLineFunc(const SDL_PixelFormat * fmt)
-{
- switch (fmt->BytesPerPixel) {
- case 1:
- if (fmt->BitsPerPixel < 8) {
- break;
- }
- return SDL_DrawLine1;
- case 2:
- return SDL_DrawLine2;
- case 4:
- return SDL_DrawLine4;
- }
- return NULL;
-}
-
-int
-SDL_DrawLine(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color)
-{
- DrawLineFunc func;
-
- if (!dst) {
- return SDL_SetError("SDL_DrawLine(): Passed NULL destination surface");
- }
-
- func = SDL_CalculateDrawLineFunc(dst->format);
- if (!func) {
- return SDL_SetError("SDL_DrawLine(): Unsupported surface format");
- }
-
- /* Perform clipping */
- /* FIXME: We don't actually want to clip, as it may change line slope */
- if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
- return 0;
- }
-
- func(dst, x1, y1, x2, y2, color, SDL_TRUE);
- return 0;
-}
-
-int
-SDL_DrawLines(SDL_Surface * dst, const SDL_Point * points, int count,
- Uint32 color)
-{
- int i;
- int x1, y1;
- int x2, y2;
- SDL_bool draw_end;
- DrawLineFunc func;
-
- if (!dst) {
- return SDL_SetError("SDL_DrawLines(): Passed NULL destination surface");
- }
-
- func = SDL_CalculateDrawLineFunc(dst->format);
- if (!func) {
- return SDL_SetError("SDL_DrawLines(): Unsupported surface format");
- }
-
- for (i = 1; i < count; ++i) {
- x1 = points[i-1].x;
- y1 = points[i-1].y;
- x2 = points[i].x;
- y2 = points[i].y;
-
- /* Perform clipping */
- /* FIXME: We don't actually want to clip, as it may change line slope */
- if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
- continue;
- }
-
- /* Draw the end if it was clipped */
- draw_end = (x2 != points[i].x || y2 != points[i].y);
-
- func(dst, x1, y1, x2, y2, color, draw_end);
- }
- if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
- SDL_DrawPoint(dst, points[count-1].x, points[count-1].y, color);
- }
- return 0;
-}
-
-#endif /* !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_drawline.h b/3rdparty/SDL2/src/render/software/SDL_drawline.h
deleted file mode 100644
index 40721c3fcec..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_drawline.h
+++ /dev/null
@@ -1,27 +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"
-
-
-extern int SDL_DrawLine(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color);
-extern int SDL_DrawLines(SDL_Surface * dst, const SDL_Point * points, int count, Uint32 color);
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_drawpoint.c b/3rdparty/SDL2/src/render/software/SDL_drawpoint.c
deleted file mode 100644
index 98f0d83c00c..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_drawpoint.c
+++ /dev/null
@@ -1,114 +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_RENDER_DISABLED
-
-#include "SDL_draw.h"
-#include "SDL_drawpoint.h"
-
-
-int
-SDL_DrawPoint(SDL_Surface * dst, int x, int y, Uint32 color)
-{
- if (!dst) {
- return SDL_SetError("Passed NULL destination surface");
- }
-
- /* This function doesn't work on surfaces < 8 bpp */
- if (dst->format->BitsPerPixel < 8) {
- return SDL_SetError("SDL_DrawPoint(): Unsupported surface format");
- }
-
- /* Perform clipping */
- if (x < dst->clip_rect.x || y < dst->clip_rect.y ||
- x >= (dst->clip_rect.x + dst->clip_rect.w) ||
- y >= (dst->clip_rect.y + dst->clip_rect.h)) {
- return 0;
- }
-
- switch (dst->format->BytesPerPixel) {
- case 1:
- DRAW_FASTSETPIXELXY1(x, y);
- break;
- case 2:
- DRAW_FASTSETPIXELXY2(x, y);
- break;
- case 3:
- return SDL_Unsupported();
- case 4:
- DRAW_FASTSETPIXELXY4(x, y);
- break;
- }
- return 0;
-}
-
-int
-SDL_DrawPoints(SDL_Surface * dst, const SDL_Point * points, int count,
- Uint32 color)
-{
- int minx, miny;
- int maxx, maxy;
- int i;
- int x, y;
-
- if (!dst) {
- return SDL_SetError("Passed NULL destination surface");
- }
-
- /* This function doesn't work on surfaces < 8 bpp */
- if (dst->format->BitsPerPixel < 8) {
- return SDL_SetError("SDL_DrawPoints(): Unsupported surface format");
- }
-
- minx = dst->clip_rect.x;
- maxx = dst->clip_rect.x + dst->clip_rect.w - 1;
- miny = dst->clip_rect.y;
- maxy = dst->clip_rect.y + dst->clip_rect.h - 1;
-
- for (i = 0; i < count; ++i) {
- x = points[i].x;
- y = points[i].y;
-
- if (x < minx || x > maxx || y < miny || y > maxy) {
- continue;
- }
-
- switch (dst->format->BytesPerPixel) {
- case 1:
- DRAW_FASTSETPIXELXY1(x, y);
- break;
- case 2:
- DRAW_FASTSETPIXELXY2(x, y);
- break;
- case 3:
- return SDL_Unsupported();
- case 4:
- DRAW_FASTSETPIXELXY4(x, y);
- break;
- }
- }
- return 0;
-}
-
-#endif /* !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_drawpoint.h b/3rdparty/SDL2/src/render/software/SDL_drawpoint.h
deleted file mode 100644
index e77857ac91a..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_drawpoint.h
+++ /dev/null
@@ -1,27 +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"
-
-
-extern int SDL_DrawPoint(SDL_Surface * dst, int x, int y, Uint32 color);
-extern int SDL_DrawPoints(SDL_Surface * dst, const SDL_Point * points, int count, Uint32 color);
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_render_sw.c b/3rdparty/SDL2/src/render/software/SDL_render_sw.c
deleted file mode 100644
index e7a6cd88d53..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_render_sw.c
+++ /dev/null
@@ -1,794 +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_RENDER_DISABLED
-
-#include "../SDL_sysrender.h"
-#include "SDL_render_sw_c.h"
-#include "SDL_hints.h"
-
-#include "SDL_draw.h"
-#include "SDL_blendfillrect.h"
-#include "SDL_blendline.h"
-#include "SDL_blendpoint.h"
-#include "SDL_drawline.h"
-#include "SDL_drawpoint.h"
-#include "SDL_rotate.h"
-
-/* SDL surface based renderer implementation */
-
-static SDL_Renderer *SW_CreateRenderer(SDL_Window * window, Uint32 flags);
-static void SW_WindowEvent(SDL_Renderer * renderer,
- const SDL_WindowEvent *event);
-static int SW_GetOutputSize(SDL_Renderer * renderer, int *w, int *h);
-static int SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
-static int SW_SetTextureColorMod(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static int SW_SetTextureAlphaMod(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static int SW_SetTextureBlendMode(SDL_Renderer * renderer,
- SDL_Texture * texture);
-static int SW_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *pixels,
- int pitch);
-static int SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch);
-static void SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
-static int SW_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
-static int SW_UpdateViewport(SDL_Renderer * renderer);
-static int SW_UpdateClipRect(SDL_Renderer * renderer);
-static int SW_RenderClear(SDL_Renderer * renderer);
-static int SW_RenderDrawPoints(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
-static int SW_RenderDrawLines(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
-static int SW_RenderFillRects(SDL_Renderer * renderer,
- const SDL_FRect * rects, int count);
-static int SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect);
-static int SW_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 SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 format, void * pixels, int pitch);
-static void SW_RenderPresent(SDL_Renderer * renderer);
-static void SW_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
-static void SW_DestroyRenderer(SDL_Renderer * renderer);
-
-
-SDL_RenderDriver SW_RenderDriver = {
- SW_CreateRenderer,
- {
- "software",
- SDL_RENDERER_SOFTWARE | SDL_RENDERER_TARGETTEXTURE,
- 8,
- {
- SDL_PIXELFORMAT_ARGB8888,
- SDL_PIXELFORMAT_ABGR8888,
- SDL_PIXELFORMAT_RGBA8888,
- SDL_PIXELFORMAT_BGRA8888,
- SDL_PIXELFORMAT_RGB888,
- SDL_PIXELFORMAT_BGR888,
- SDL_PIXELFORMAT_RGB565,
- SDL_PIXELFORMAT_RGB555
- },
- 0,
- 0}
-};
-
-typedef struct
-{
- SDL_Surface *surface;
- SDL_Surface *window;
-} SW_RenderData;
-
-
-static SDL_Surface *
-SW_ActivateRenderer(SDL_Renderer * renderer)
-{
- SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
-
- if (!data->surface) {
- data->surface = data->window;
- }
- if (!data->surface) {
- SDL_Surface *surface = SDL_GetWindowSurface(renderer->window);
- if (surface) {
- data->surface = data->window = surface;
-
- SW_UpdateViewport(renderer);
- SW_UpdateClipRect(renderer);
- }
- }
- return data->surface;
-}
-
-SDL_Renderer *
-SW_CreateRendererForSurface(SDL_Surface * surface)
-{
- SDL_Renderer *renderer;
- SW_RenderData *data;
-
- if (!surface) {
- SDL_SetError("Can't create renderer for NULL surface");
- return NULL;
- }
-
- renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
- if (!renderer) {
- SDL_OutOfMemory();
- return NULL;
- }
-
- data = (SW_RenderData *) SDL_calloc(1, sizeof(*data));
- if (!data) {
- SW_DestroyRenderer(renderer);
- SDL_OutOfMemory();
- return NULL;
- }
- data->surface = surface;
- data->window = surface;
-
- renderer->WindowEvent = SW_WindowEvent;
- renderer->GetOutputSize = SW_GetOutputSize;
- renderer->CreateTexture = SW_CreateTexture;
- renderer->SetTextureColorMod = SW_SetTextureColorMod;
- renderer->SetTextureAlphaMod = SW_SetTextureAlphaMod;
- renderer->SetTextureBlendMode = SW_SetTextureBlendMode;
- renderer->UpdateTexture = SW_UpdateTexture;
- renderer->LockTexture = SW_LockTexture;
- renderer->UnlockTexture = SW_UnlockTexture;
- renderer->SetRenderTarget = SW_SetRenderTarget;
- renderer->UpdateViewport = SW_UpdateViewport;
- renderer->UpdateClipRect = SW_UpdateClipRect;
- renderer->RenderClear = SW_RenderClear;
- renderer->RenderDrawPoints = SW_RenderDrawPoints;
- renderer->RenderDrawLines = SW_RenderDrawLines;
- renderer->RenderFillRects = SW_RenderFillRects;
- renderer->RenderCopy = SW_RenderCopy;
- renderer->RenderCopyEx = SW_RenderCopyEx;
- renderer->RenderReadPixels = SW_RenderReadPixels;
- renderer->RenderPresent = SW_RenderPresent;
- renderer->DestroyTexture = SW_DestroyTexture;
- renderer->DestroyRenderer = SW_DestroyRenderer;
- renderer->info = SW_RenderDriver.info;
- renderer->driverdata = data;
-
- SW_ActivateRenderer(renderer);
-
- return renderer;
-}
-
-SDL_Renderer *
-SW_CreateRenderer(SDL_Window * window, Uint32 flags)
-{
- SDL_Surface *surface;
-
- surface = SDL_GetWindowSurface(window);
- if (!surface) {
- return NULL;
- }
- return SW_CreateRendererForSurface(surface);
-}
-
-static void
-SW_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
-{
- SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
-
- if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
- data->surface = NULL;
- data->window = NULL;
- }
-}
-
-static int
-SW_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
-{
- SDL_Surface *surface = SW_ActivateRenderer(renderer);
-
- if (surface) {
- if (w) {
- *w = surface->w;
- }
- if (h) {
- *h = surface->h;
- }
- return 0;
- } else {
- SDL_SetError("Software renderer doesn't have an output surface");
- return -1;
- }
-}
-
-static int
-SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- int bpp;
- Uint32 Rmask, Gmask, Bmask, Amask;
-
- if (!SDL_PixelFormatEnumToMasks
- (texture->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
- return SDL_SetError("Unknown texture format");
- }
-
- texture->driverdata =
- SDL_CreateRGBSurface(0, texture->w, texture->h, bpp, Rmask, Gmask,
- Bmask, Amask);
- SDL_SetSurfaceColorMod(texture->driverdata, texture->r, texture->g,
- texture->b);
- SDL_SetSurfaceAlphaMod(texture->driverdata, texture->a);
- SDL_SetSurfaceBlendMode(texture->driverdata, texture->blendMode);
-
- if (texture->access == SDL_TEXTUREACCESS_STATIC) {
- SDL_SetSurfaceRLE(texture->driverdata, 1);
- }
-
- if (!texture->driverdata) {
- return -1;
- }
- return 0;
-}
-
-static int
-SW_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
- /* If the color mod is ever enabled (non-white), permanently disable RLE (which doesn't support
- * color mod) to avoid potentially frequent RLE encoding/decoding.
- */
- if ((texture->r & texture->g & texture->b) != 255) {
- SDL_SetSurfaceRLE(surface, 0);
- }
- return SDL_SetSurfaceColorMod(surface, texture->r, texture->g,
- texture->b);
-}
-
-static int
-SW_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
- /* If the texture ever has multiple alpha values (surface alpha plus alpha channel), permanently
- * disable RLE (which doesn't support this) to avoid potentially frequent RLE encoding/decoding.
- */
- if (texture->a != 255 && surface->format->Amask) {
- SDL_SetSurfaceRLE(surface, 0);
- }
- return SDL_SetSurfaceAlphaMod(surface, texture->a);
-}
-
-static int
-SW_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
- /* If add or mod blending are ever enabled, permanently disable RLE (which doesn't support
- * them) to avoid potentially frequent RLE encoding/decoding.
- */
- if ((texture->blendMode == SDL_BLENDMODE_ADD || texture->blendMode == SDL_BLENDMODE_MOD)) {
- SDL_SetSurfaceRLE(surface, 0);
- }
- return SDL_SetSurfaceBlendMode(surface, texture->blendMode);
-}
-
-static int
-SW_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *pixels, int pitch)
-{
- SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
- Uint8 *src, *dst;
- int row;
- size_t length;
-
- if(SDL_MUSTLOCK(surface))
- SDL_LockSurface(surface);
- src = (Uint8 *) pixels;
- dst = (Uint8 *) surface->pixels +
- rect->y * surface->pitch +
- rect->x * surface->format->BytesPerPixel;
- length = rect->w * surface->format->BytesPerPixel;
- for (row = 0; row < rect->h; ++row) {
- SDL_memcpy(dst, src, length);
- src += pitch;
- dst += surface->pitch;
- }
- if(SDL_MUSTLOCK(surface))
- SDL_UnlockSurface(surface);
- return 0;
-}
-
-static int
-SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch)
-{
- SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
-
- *pixels =
- (void *) ((Uint8 *) surface->pixels + rect->y * surface->pitch +
- rect->x * surface->format->BytesPerPixel);
- *pitch = surface->pitch;
- return 0;
-}
-
-static void
-SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
-}
-
-static int
-SW_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
-
- if (texture ) {
- data->surface = (SDL_Surface *) texture->driverdata;
- } else {
- data->surface = data->window;
- }
- return 0;
-}
-
-static int
-SW_UpdateViewport(SDL_Renderer * renderer)
-{
- SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
- SDL_Surface *surface = data->surface;
-
- if (!surface) {
- /* We'll update the viewport after we recreate the surface */
- return 0;
- }
-
- SDL_SetClipRect(data->surface, &renderer->viewport);
- return 0;
-}
-
-static int
-SW_UpdateClipRect(SDL_Renderer * renderer)
-{
- SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
- SDL_Surface *surface = data->surface;
- if (surface) {
- if (renderer->clipping_enabled) {
- SDL_SetClipRect(surface, &renderer->clip_rect);
- } else {
- SDL_SetClipRect(surface, NULL);
- }
- }
- return 0;
-}
-
-static int
-SW_RenderClear(SDL_Renderer * renderer)
-{
- SDL_Surface *surface = SW_ActivateRenderer(renderer);
- Uint32 color;
- SDL_Rect clip_rect;
-
- if (!surface) {
- return -1;
- }
-
- color = SDL_MapRGBA(surface->format,
- renderer->r, renderer->g, renderer->b, renderer->a);
-
- /* By definition the clear ignores the clip rect */
- clip_rect = surface->clip_rect;
- SDL_SetClipRect(surface, NULL);
- SDL_FillRect(surface, NULL, color);
- SDL_SetClipRect(surface, &clip_rect);
- return 0;
-}
-
-static int
-SW_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
- int count)
-{
- SDL_Surface *surface = SW_ActivateRenderer(renderer);
- SDL_Point *final_points;
- int i, status;
-
- if (!surface) {
- return -1;
- }
-
- final_points = SDL_stack_alloc(SDL_Point, count);
- if (!final_points) {
- return SDL_OutOfMemory();
- }
- if (renderer->viewport.x || renderer->viewport.y) {
- int x = renderer->viewport.x;
- int y = renderer->viewport.y;
-
- for (i = 0; i < count; ++i) {
- final_points[i].x = (int)(x + points[i].x);
- final_points[i].y = (int)(y + points[i].y);
- }
- } else {
- for (i = 0; i < count; ++i) {
- final_points[i].x = (int)points[i].x;
- final_points[i].y = (int)points[i].y;
- }
- }
-
- /* Draw the points! */
- if (renderer->blendMode == SDL_BLENDMODE_NONE) {
- Uint32 color = SDL_MapRGBA(surface->format,
- renderer->r, renderer->g, renderer->b,
- renderer->a);
-
- status = SDL_DrawPoints(surface, final_points, count, color);
- } else {
- status = SDL_BlendPoints(surface, final_points, count,
- renderer->blendMode,
- renderer->r, renderer->g, renderer->b,
- renderer->a);
- }
- SDL_stack_free(final_points);
-
- return status;
-}
-
-static int
-SW_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
- int count)
-{
- SDL_Surface *surface = SW_ActivateRenderer(renderer);
- SDL_Point *final_points;
- int i, status;
-
- if (!surface) {
- return -1;
- }
-
- final_points = SDL_stack_alloc(SDL_Point, count);
- if (!final_points) {
- return SDL_OutOfMemory();
- }
- if (renderer->viewport.x || renderer->viewport.y) {
- int x = renderer->viewport.x;
- int y = renderer->viewport.y;
-
- for (i = 0; i < count; ++i) {
- final_points[i].x = (int)(x + points[i].x);
- final_points[i].y = (int)(y + points[i].y);
- }
- } else {
- for (i = 0; i < count; ++i) {
- final_points[i].x = (int)points[i].x;
- final_points[i].y = (int)points[i].y;
- }
- }
-
- /* Draw the lines! */
- if (renderer->blendMode == SDL_BLENDMODE_NONE) {
- Uint32 color = SDL_MapRGBA(surface->format,
- renderer->r, renderer->g, renderer->b,
- renderer->a);
-
- status = SDL_DrawLines(surface, final_points, count, color);
- } else {
- status = SDL_BlendLines(surface, final_points, count,
- renderer->blendMode,
- renderer->r, renderer->g, renderer->b,
- renderer->a);
- }
- SDL_stack_free(final_points);
-
- return status;
-}
-
-static int
-SW_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count)
-{
- SDL_Surface *surface = SW_ActivateRenderer(renderer);
- SDL_Rect *final_rects;
- int i, status;
-
- if (!surface) {
- return -1;
- }
-
- final_rects = SDL_stack_alloc(SDL_Rect, count);
- if (!final_rects) {
- return SDL_OutOfMemory();
- }
- if (renderer->viewport.x || renderer->viewport.y) {
- int x = renderer->viewport.x;
- int y = renderer->viewport.y;
-
- for (i = 0; i < count; ++i) {
- final_rects[i].x = (int)(x + rects[i].x);
- final_rects[i].y = (int)(y + rects[i].y);
- final_rects[i].w = SDL_max((int)rects[i].w, 1);
- final_rects[i].h = SDL_max((int)rects[i].h, 1);
- }
- } else {
- for (i = 0; i < count; ++i) {
- final_rects[i].x = (int)rects[i].x;
- final_rects[i].y = (int)rects[i].y;
- final_rects[i].w = SDL_max((int)rects[i].w, 1);
- final_rects[i].h = SDL_max((int)rects[i].h, 1);
- }
- }
-
- if (renderer->blendMode == SDL_BLENDMODE_NONE) {
- Uint32 color = SDL_MapRGBA(surface->format,
- renderer->r, renderer->g, renderer->b,
- renderer->a);
- status = SDL_FillRects(surface, final_rects, count, color);
- } else {
- status = SDL_BlendFillRects(surface, final_rects, count,
- renderer->blendMode,
- renderer->r, renderer->g, renderer->b,
- renderer->a);
- }
- SDL_stack_free(final_rects);
-
- return status;
-}
-
-static int
-SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect)
-{
- SDL_Surface *surface = SW_ActivateRenderer(renderer);
- SDL_Surface *src = (SDL_Surface *) texture->driverdata;
- SDL_Rect final_rect;
-
- if (!surface) {
- return -1;
- }
-
- if (renderer->viewport.x || renderer->viewport.y) {
- final_rect.x = (int)(renderer->viewport.x + dstrect->x);
- final_rect.y = (int)(renderer->viewport.y + dstrect->y);
- } else {
- final_rect.x = (int)dstrect->x;
- final_rect.y = (int)dstrect->y;
- }
- final_rect.w = (int)dstrect->w;
- final_rect.h = (int)dstrect->h;
-
- if ( srcrect->w == final_rect.w && srcrect->h == final_rect.h ) {
- return SDL_BlitSurface(src, srcrect, surface, &final_rect);
- } else {
- /* If scaling is ever done, permanently disable RLE (which doesn't support scaling)
- * to avoid potentially frequent RLE encoding/decoding.
- */
- SDL_SetSurfaceRLE(surface, 0);
- return SDL_BlitScaled(src, srcrect, surface, &final_rect);
- }
-}
-
-static int
-GetScaleQuality(void)
-{
- const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
-
- if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
- return 0;
- } else {
- return 1;
- }
-}
-
-static int
-SW_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)
-{
- SDL_Surface *surface = SW_ActivateRenderer(renderer);
- SDL_Surface *src = (SDL_Surface *) texture->driverdata;
- SDL_Rect final_rect, tmp_rect;
- SDL_Surface *surface_rotated, *surface_scaled;
- int retval, dstwidth, dstheight, abscenterx, abscentery;
- double cangle, sangle, px, py, p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y;
-
- if (!surface) {
- return -1;
- }
-
- if (renderer->viewport.x || renderer->viewport.y) {
- final_rect.x = (int)(renderer->viewport.x + dstrect->x);
- final_rect.y = (int)(renderer->viewport.y + dstrect->y);
- } else {
- final_rect.x = (int)dstrect->x;
- final_rect.y = (int)dstrect->y;
- }
- final_rect.w = (int)dstrect->w;
- final_rect.h = (int)dstrect->h;
-
- /* SDLgfx_rotateSurface doesn't accept a source rectangle, so crop and scale if we need to */
- tmp_rect = final_rect;
- tmp_rect.x = 0;
- tmp_rect.y = 0;
- if (srcrect->w == final_rect.w && srcrect->h == final_rect.h && srcrect->x == 0 && srcrect->y == 0) {
- surface_scaled = src; /* but if we don't need to, just use the original */
- retval = 0;
- } else {
- SDL_Surface *blit_src = src;
- Uint32 colorkey;
- SDL_BlendMode blendMode;
- Uint8 alphaMod, r, g, b;
- SDL_bool cloneSource = SDL_FALSE;
-
- surface_scaled = SDL_CreateRGBSurface(SDL_SWSURFACE, final_rect.w, final_rect.h, src->format->BitsPerPixel,
- src->format->Rmask, src->format->Gmask,
- src->format->Bmask, src->format->Amask );
- if (!surface_scaled) {
- return -1;
- }
-
- /* copy the color key, alpha mod, blend mode, and color mod so the scaled surface behaves like the source */
- if (SDL_GetColorKey(src, &colorkey) == 0) {
- SDL_SetColorKey(surface_scaled, SDL_TRUE, colorkey);
- cloneSource = SDL_TRUE;
- }
- SDL_GetSurfaceAlphaMod(src, &alphaMod); /* these will be copied to surface_scaled below if necessary */
- SDL_GetSurfaceBlendMode(src, &blendMode);
- SDL_GetSurfaceColorMod(src, &r, &g, &b);
-
- /* now we need to blit the src into surface_scaled. since we want to copy the colors from the source to
- * surface_scaled rather than blend them, etc. we'll need to disable the blend mode, alpha mod, etc.
- * but we don't want to modify src (in case it's being used on other threads), so we'll need to clone it
- * before changing the blend options
- */
- cloneSource |= blendMode != SDL_BLENDMODE_NONE || (alphaMod & r & g & b) != 255;
- if (cloneSource) {
- blit_src = SDL_ConvertSurface(src, src->format, src->flags); /* clone src */
- if (!blit_src) {
- SDL_FreeSurface(surface_scaled);
- return -1;
- }
- SDL_SetSurfaceAlphaMod(blit_src, 255); /* disable all blending options in blit_src */
- SDL_SetSurfaceBlendMode(blit_src, SDL_BLENDMODE_NONE);
- SDL_SetColorKey(blit_src, 0, 0);
- SDL_SetSurfaceColorMod(blit_src, 255, 255, 255);
- SDL_SetSurfaceRLE(blit_src, 0); /* don't RLE encode a surface we'll only use once */
-
- SDL_SetSurfaceAlphaMod(surface_scaled, alphaMod); /* copy blending options to surface_scaled */
- SDL_SetSurfaceBlendMode(surface_scaled, blendMode);
- SDL_SetSurfaceColorMod(surface_scaled, r, g, b);
- }
-
- retval = SDL_BlitScaled(blit_src, srcrect, surface_scaled, &tmp_rect);
- if (blit_src != src) {
- SDL_FreeSurface(blit_src);
- }
- }
-
- if (!retval) {
- SDLgfx_rotozoomSurfaceSizeTrig(tmp_rect.w, tmp_rect.h, angle, &dstwidth, &dstheight, &cangle, &sangle);
- surface_rotated = SDLgfx_rotateSurface(surface_scaled, angle, dstwidth/2, dstheight/2, GetScaleQuality(), flip & SDL_FLIP_HORIZONTAL, flip & SDL_FLIP_VERTICAL, dstwidth, dstheight, cangle, sangle);
- if(surface_rotated) {
- /* Find out where the new origin is by rotating the four final_rect points around the center and then taking the extremes */
- abscenterx = final_rect.x + (int)center->x;
- abscentery = final_rect.y + (int)center->y;
- /* Compensate the angle inversion to match the behaviour of the other backends */
- sangle = -sangle;
-
- /* Top Left */
- px = final_rect.x - abscenterx;
- py = final_rect.y - abscentery;
- p1x = px * cangle - py * sangle + abscenterx;
- p1y = px * sangle + py * cangle + abscentery;
-
- /* Top Right */
- px = final_rect.x + final_rect.w - abscenterx;
- py = final_rect.y - abscentery;
- p2x = px * cangle - py * sangle + abscenterx;
- p2y = px * sangle + py * cangle + abscentery;
-
- /* Bottom Left */
- px = final_rect.x - abscenterx;
- py = final_rect.y + final_rect.h - abscentery;
- p3x = px * cangle - py * sangle + abscenterx;
- p3y = px * sangle + py * cangle + abscentery;
-
- /* Bottom Right */
- px = final_rect.x + final_rect.w - abscenterx;
- py = final_rect.y + final_rect.h - abscentery;
- p4x = px * cangle - py * sangle + abscenterx;
- p4y = px * sangle + py * cangle + abscentery;
-
- tmp_rect.x = (int)MIN(MIN(p1x, p2x), MIN(p3x, p4x));
- tmp_rect.y = (int)MIN(MIN(p1y, p2y), MIN(p3y, p4y));
- tmp_rect.w = dstwidth;
- tmp_rect.h = dstheight;
-
- retval = SDL_BlitSurface(surface_rotated, NULL, surface, &tmp_rect);
- SDL_FreeSurface(surface_rotated);
- }
- }
-
- if (surface_scaled != src) {
- SDL_FreeSurface(surface_scaled);
- }
- return retval;
-}
-
-static int
-SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 format, void * pixels, int pitch)
-{
- SDL_Surface *surface = SW_ActivateRenderer(renderer);
- Uint32 src_format;
- void *src_pixels;
- SDL_Rect final_rect;
-
- if (!surface) {
- return -1;
- }
-
- if (renderer->viewport.x || renderer->viewport.y) {
- final_rect.x = renderer->viewport.x + rect->x;
- final_rect.y = renderer->viewport.y + rect->y;
- final_rect.w = rect->w;
- final_rect.h = rect->h;
- rect = &final_rect;
- }
-
- if (rect->x < 0 || rect->x+rect->w > surface->w ||
- rect->y < 0 || rect->y+rect->h > surface->h) {
- return SDL_SetError("Tried to read outside of surface bounds");
- }
-
- src_format = surface->format->format;
- src_pixels = (void*)((Uint8 *) surface->pixels +
- rect->y * surface->pitch +
- rect->x * surface->format->BytesPerPixel);
-
- return SDL_ConvertPixels(rect->w, rect->h,
- src_format, src_pixels, surface->pitch,
- format, pixels, pitch);
-}
-
-static void
-SW_RenderPresent(SDL_Renderer * renderer)
-{
- SDL_Window *window = renderer->window;
-
- if (window) {
- SDL_UpdateWindowSurface(window);
- }
-}
-
-static void
-SW_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
-{
- SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
-
- SDL_FreeSurface(surface);
-}
-
-static void
-SW_DestroyRenderer(SDL_Renderer * renderer)
-{
- SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
-
- SDL_free(data);
- SDL_free(renderer);
-}
-
-#endif /* !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_render_sw_c.h b/3rdparty/SDL2/src/render/software/SDL_render_sw_c.h
deleted file mode 100644
index 89b4e8acc4e..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_render_sw_c.h
+++ /dev/null
@@ -1,24 +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.
-*/
-
-extern SDL_Renderer * SW_CreateRendererForSurface(SDL_Surface * surface);
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/3rdparty/SDL2/src/render/software/SDL_rotate.c b/3rdparty/SDL2/src/render/software/SDL_rotate.c
deleted file mode 100644
index 0141d174d9f..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_rotate.c
+++ /dev/null
@@ -1,579 +0,0 @@
-/*
-
-SDL_rotate.c: rotates 32bit or 8bit surfaces
-
-Shamelessly stolen from SDL_gfx by Andreas Schiffler. Original copyright follows:
-
-Copyright (C) 2001-2011 Andreas Schiffler
-
-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.
-
-Andreas Schiffler -- aschiffler at ferzkopp dot net
-
-*/
-#include "../../SDL_internal.h"
-
-#if defined(__WIN32__)
-#include "../../core/windows/SDL_windows.h"
-#endif
-
-#include <stdlib.h>
-#include <string.h>
-
-#include "SDL.h"
-#include "SDL_rotate.h"
-
-/* ---- Internally used structures */
-
-/* !
-\brief A 32 bit RGBA pixel.
-*/
-typedef struct tColorRGBA {
- Uint8 r;
- Uint8 g;
- Uint8 b;
- Uint8 a;
-} tColorRGBA;
-
-/* !
-\brief A 8bit Y/palette pixel.
-*/
-typedef struct tColorY {
- Uint8 y;
-} tColorY;
-
-/* !
-\brief Returns maximum of two numbers a and b.
-*/
-#define MAX(a,b) (((a) > (b)) ? (a) : (b))
-
-/* !
-\brief Number of guard rows added to destination surfaces.
-
-This is a simple but effective workaround for observed issues.
-These rows allocate extra memory and are then hidden from the surface.
-Rows are added to the end of destination surfaces when they are allocated.
-This catches any potential overflows which seem to happen with
-just the right src image dimensions and scale/rotation and can lead
-to a situation where the program can segfault.
-*/
-#define GUARD_ROWS (2)
-
-/* !
-\brief Lower limit of absolute zoom factor or rotation degrees.
-*/
-#define VALUE_LIMIT 0.001
-
-/* !
-\brief Returns colorkey info for a surface
-*/
-static Uint32
-_colorkey(SDL_Surface *src)
-{
- Uint32 key = 0;
- SDL_GetColorKey(src, &key);
- return key;
-}
-
-
-/* !
-\brief Internal target surface sizing function for rotations with trig result return.
-
-\param width The source surface width.
-\param height The source surface height.
-\param angle The angle to rotate in degrees.
-\param dstwidth The calculated width of the destination surface.
-\param dstheight The calculated height of the destination surface.
-\param cangle The sine of the angle
-\param sangle The cosine of the angle
-
-*/
-void
-SDLgfx_rotozoomSurfaceSizeTrig(int width, int height, double angle,
- int *dstwidth, int *dstheight,
- double *cangle, double *sangle)
-{
- /* The trig code below gets the wrong size (due to FP inaccuracy?) when angle is a multiple of 90 degrees */
- int angle90 = (int)(angle/90);
- if(angle90 == angle/90) { /* if the angle is a multiple of 90 degrees */
- angle90 %= 4;
- if(angle90 < 0) angle90 += 4; /* 0:0 deg, 1:90 deg, 2:180 deg, 3:270 deg */
- if(angle90 & 1) {
- *dstwidth = height;
- *dstheight = width;
- *cangle = 0;
- *sangle = angle90 == 1 ? -1 : 1; /* reversed because our rotations are clockwise */
- } else {
- *dstwidth = width;
- *dstheight = height;
- *cangle = angle90 == 0 ? 1 : -1;
- *sangle = 0;
- }
- } else {
- double x, y, cx, cy, sx, sy;
- double radangle;
- int dstwidthhalf, dstheighthalf;
- /*
- * Determine destination width and height by rotating a centered source box
- */
- radangle = angle * (M_PI / -180.0); /* reverse the angle because our rotations are clockwise */
- *sangle = SDL_sin(radangle);
- *cangle = SDL_cos(radangle);
- x = (double)(width / 2);
- y = (double)(height / 2);
- cx = *cangle * x;
- cy = *cangle * y;
- sx = *sangle * x;
- sy = *sangle * y;
-
- dstwidthhalf = MAX((int)
- SDL_ceil(MAX(MAX(MAX(SDL_fabs(cx + sy), SDL_fabs(cx - sy)), SDL_fabs(-cx + sy)), SDL_fabs(-cx - sy))), 1);
- dstheighthalf = MAX((int)
- SDL_ceil(MAX(MAX(MAX(SDL_fabs(sx + cy), SDL_fabs(sx - cy)), SDL_fabs(-sx + cy)), SDL_fabs(-sx - cy))), 1);
- *dstwidth = 2 * dstwidthhalf;
- *dstheight = 2 * dstheighthalf;
- }
-}
-
-/* Computes source pointer X/Y increments for a rotation that's a multiple of 90 degrees. */
-static void
-computeSourceIncrements90(SDL_Surface * src, int bpp, int angle, int flipx, int flipy,
- int *sincx, int *sincy, int *signx, int *signy)
-{
- int pitch = flipy ? -src->pitch : src->pitch;
- if (flipx) {
- bpp = -bpp;
- }
- switch (angle) { /* 0:0 deg, 1:90 deg, 2:180 deg, 3:270 deg */
- case 0: *sincx = bpp; *sincy = pitch - src->w * *sincx; *signx = *signy = 1; break;
- case 1: *sincx = -pitch; *sincy = bpp - *sincx * src->h; *signx = 1; *signy = -1; break;
- case 2: *sincx = -bpp; *sincy = -src->w * *sincx - pitch; *signx = *signy = -1; break;
- case 3: default: *sincx = pitch; *sincy = -*sincx * src->h - bpp; *signx = -1; *signy = 1; break;
- }
- if (flipx) {
- *signx = -*signx;
- }
- if (flipy) {
- *signy = -*signy;
- }
-}
-
-/* Performs a relatively fast rotation/flip when the angle is a multiple of 90 degrees. */
-#define TRANSFORM_SURFACE_90(pixelType) \
- int dy, dincy = dst->pitch - dst->w*sizeof(pixelType), sincx, sincy, signx, signy; \
- Uint8 *sp = (Uint8*)src->pixels, *dp = (Uint8*)dst->pixels, *de; \
- \
- computeSourceIncrements90(src, sizeof(pixelType), angle, flipx, flipy, &sincx, &sincy, &signx, &signy); \
- if (signx < 0) sp += (src->w-1)*sizeof(pixelType); \
- if (signy < 0) sp += (src->h-1)*src->pitch; \
- \
- for (dy = 0; dy < dst->h; sp += sincy, dp += dincy, dy++) { \
- if (sincx == sizeof(pixelType)) { /* if advancing src and dest equally, use memcpy */ \
- SDL_memcpy(dp, sp, dst->w*sizeof(pixelType)); \
- sp += dst->w*sizeof(pixelType); \
- dp += dst->w*sizeof(pixelType); \
- } else { \
- for (de = dp + dst->w*sizeof(pixelType); dp != de; sp += sincx, dp += sizeof(pixelType)) { \
- *(pixelType*)dp = *(pixelType*)sp; \
- } \
- } \
- }
-
-static void
-transformSurfaceRGBA90(SDL_Surface * src, SDL_Surface * dst, int angle, int flipx, int flipy)
-{
- TRANSFORM_SURFACE_90(tColorRGBA);
-}
-
-static void
-transformSurfaceY90(SDL_Surface * src, SDL_Surface * dst, int angle, int flipx, int flipy)
-{
- TRANSFORM_SURFACE_90(tColorY);
-}
-
-#undef TRANSFORM_SURFACE_90
-
-/* !
-\brief Internal 32 bit rotozoomer with optional anti-aliasing.
-
-Rotates and zooms 32 bit RGBA/ABGR 'src' surface to 'dst' surface based on the control
-parameters by scanning the destination surface and applying optionally anti-aliasing
-by bilinear interpolation.
-Assumes src and dst surfaces are of 32 bit depth.
-Assumes dst surface was allocated with the correct dimensions.
-
-\param src Source surface.
-\param dst Destination surface.
-\param cx Horizontal center coordinate.
-\param cy Vertical center coordinate.
-\param isin Integer version of sine of angle.
-\param icos Integer version of cosine of angle.
-\param flipx Flag indicating horizontal mirroring should be applied.
-\param flipy Flag indicating vertical mirroring should be applied.
-\param smooth Flag indicating anti-aliasing should be used.
-*/
-static void
-_transformSurfaceRGBA(SDL_Surface * src, SDL_Surface * dst, int cx, int cy, int isin, int icos, int flipx, int flipy, int smooth)
-{
- int x, y, t1, t2, dx, dy, xd, yd, sdx, sdy, ax, ay, ex, ey, sw, sh;
- tColorRGBA c00, c01, c10, c11, cswap;
- tColorRGBA *pc, *sp;
- int gap;
-
- /*
- * Variable setup
- */
- xd = ((src->w - dst->w) << 15);
- yd = ((src->h - dst->h) << 15);
- ax = (cx << 16) - (icos * cx);
- ay = (cy << 16) - (isin * cx);
- sw = src->w - 1;
- sh = src->h - 1;
- pc = (tColorRGBA*) dst->pixels;
- gap = dst->pitch - dst->w * 4;
-
- /*
- * Switch between interpolating and non-interpolating code
- */
- if (smooth) {
- for (y = 0; y < dst->h; y++) {
- dy = cy - y;
- sdx = (ax + (isin * dy)) + xd;
- sdy = (ay - (icos * dy)) + yd;
- for (x = 0; x < dst->w; x++) {
- dx = (sdx >> 16);
- dy = (sdy >> 16);
- if (flipx) dx = sw - dx;
- if (flipy) dy = sh - dy;
- if ((unsigned)dx < (unsigned)sw && (unsigned)dy < (unsigned)sh) {
- sp = (tColorRGBA *) ((Uint8 *) src->pixels + src->pitch * dy) + dx;
- c00 = *sp;
- sp += 1;
- c01 = *sp;
- sp += (src->pitch/4);
- c11 = *sp;
- sp -= 1;
- c10 = *sp;
- if (flipx) {
- cswap = c00; c00=c01; c01=cswap;
- cswap = c10; c10=c11; c11=cswap;
- }
- if (flipy) {
- cswap = c00; c00=c10; c10=cswap;
- cswap = c01; c01=c11; c11=cswap;
- }
- /*
- * Interpolate colors
- */
- ex = (sdx & 0xffff);
- ey = (sdy & 0xffff);
- t1 = ((((c01.r - c00.r) * ex) >> 16) + c00.r) & 0xff;
- t2 = ((((c11.r - c10.r) * ex) >> 16) + c10.r) & 0xff;
- pc->r = (((t2 - t1) * ey) >> 16) + t1;
- t1 = ((((c01.g - c00.g) * ex) >> 16) + c00.g) & 0xff;
- t2 = ((((c11.g - c10.g) * ex) >> 16) + c10.g) & 0xff;
- pc->g = (((t2 - t1) * ey) >> 16) + t1;
- t1 = ((((c01.b - c00.b) * ex) >> 16) + c00.b) & 0xff;
- t2 = ((((c11.b - c10.b) * ex) >> 16) + c10.b) & 0xff;
- pc->b = (((t2 - t1) * ey) >> 16) + t1;
- t1 = ((((c01.a - c00.a) * ex) >> 16) + c00.a) & 0xff;
- t2 = ((((c11.a - c10.a) * ex) >> 16) + c10.a) & 0xff;
- pc->a = (((t2 - t1) * ey) >> 16) + t1;
- }
- sdx += icos;
- sdy += isin;
- pc++;
- }
- pc = (tColorRGBA *) ((Uint8 *) pc + gap);
- }
- } else {
- for (y = 0; y < dst->h; y++) {
- dy = cy - y;
- sdx = (ax + (isin * dy)) + xd;
- sdy = (ay - (icos * dy)) + yd;
- for (x = 0; x < dst->w; x++) {
- dx = (sdx >> 16);
- dy = (sdy >> 16);
- if ((unsigned)dx < (unsigned)src->w && (unsigned)dy < (unsigned)src->h) {
- if(flipx) dx = sw - dx;
- if(flipy) dy = sh - dy;
- *pc = *((tColorRGBA *)((Uint8 *)src->pixels + src->pitch * dy) + dx);
- }
- sdx += icos;
- sdy += isin;
- pc++;
- }
- pc = (tColorRGBA *) ((Uint8 *) pc + gap);
- }
- }
-}
-
-/* !
-
-\brief Rotates and zooms 8 bit palette/Y 'src' surface to 'dst' surface without smoothing.
-
-Rotates and zooms 8 bit RGBA/ABGR 'src' surface to 'dst' surface based on the control
-parameters by scanning the destination surface.
-Assumes src and dst surfaces are of 8 bit depth.
-Assumes dst surface was allocated with the correct dimensions.
-
-\param src Source surface.
-\param dst Destination surface.
-\param cx Horizontal center coordinate.
-\param cy Vertical center coordinate.
-\param isin Integer version of sine of angle.
-\param icos Integer version of cosine of angle.
-\param flipx Flag indicating horizontal mirroring should be applied.
-\param flipy Flag indicating vertical mirroring should be applied.
-*/
-static void
-transformSurfaceY(SDL_Surface * src, SDL_Surface * dst, int cx, int cy, int isin, int icos, int flipx, int flipy)
-{
- int x, y, dx, dy, xd, yd, sdx, sdy, ax, ay;
- tColorY *pc;
- int gap;
-
- /*
- * Variable setup
- */
- xd = ((src->w - dst->w) << 15);
- yd = ((src->h - dst->h) << 15);
- ax = (cx << 16) - (icos * cx);
- ay = (cy << 16) - (isin * cx);
- pc = (tColorY*) dst->pixels;
- gap = dst->pitch - dst->w;
- /*
- * Clear surface to colorkey
- */
- SDL_memset(pc, (int)(_colorkey(src) & 0xff), dst->pitch * dst->h);
- /*
- * Iterate through destination surface
- */
- for (y = 0; y < dst->h; y++) {
- dy = cy - y;
- sdx = (ax + (isin * dy)) + xd;
- sdy = (ay - (icos * dy)) + yd;
- for (x = 0; x < dst->w; x++) {
- dx = (sdx >> 16);
- dy = (sdy >> 16);
- if ((unsigned)dx < (unsigned)src->w && (unsigned)dy < (unsigned)src->h) {
- if (flipx) dx = (src->w-1)-dx;
- if (flipy) dy = (src->h-1)-dy;
- *pc = *((tColorY *)src->pixels + src->pitch * dy + dx);
- }
- sdx += icos;
- sdy += isin;
- pc++;
- }
- pc += gap;
- }
-}
-
-
-/* !
-\brief Rotates and zooms a surface with different horizontal and vertival scaling factors and optional anti-aliasing.
-
-Rotates a 32bit or 8bit 'src' surface to newly created 'dst' surface.
-'angle' is the rotation in degrees, 'centerx' and 'centery' the rotation center. If 'smooth' is set
-then the destination 32bit surface is anti-aliased. If the surface is not 8bit
-or 32bit RGBA/ABGR it will be converted into a 32bit RGBA format on the fly.
-
-\param src The surface to rotozoom.
-\param angle The angle to rotate in degrees.
-\param centerx The horizontal coordinate of the center of rotation
-\param zoomy The vertical coordinate of the center of rotation
-\param smooth Antialiasing flag; set to SMOOTHING_ON to enable.
-\param flipx Set to 1 to flip the image horizontally
-\param flipy Set to 1 to flip the image vertically
-\param dstwidth The destination surface width
-\param dstheight The destination surface height
-\param cangle The angle cosine
-\param sangle The angle sine
-\return The new rotated surface.
-
-*/
-
-SDL_Surface *
-SDLgfx_rotateSurface(SDL_Surface * src, double angle, int centerx, int centery, int smooth, int flipx, int flipy, int dstwidth, int dstheight, double cangle, double sangle)
-{
- SDL_Surface *rz_src;
- SDL_Surface *rz_dst;
- int is32bit, angle90;
- int i;
- Uint8 r = 0, g = 0, b = 0;
- Uint32 colorkey = 0;
- int colorKeyAvailable = 0;
- double sangleinv, cangleinv;
-
- /*
- * Sanity check
- */
- if (src == NULL)
- return (NULL);
-
- if (src->flags & SDL_TRUE/* SDL_SRCCOLORKEY */)
- {
- colorkey = _colorkey(src);
- SDL_GetRGB(colorkey, src->format, &r, &g, &b);
- colorKeyAvailable = 1;
- }
- /*
- * Determine if source surface is 32bit or 8bit
- */
- is32bit = (src->format->BitsPerPixel == 32);
- if ((is32bit) || (src->format->BitsPerPixel == 8)) {
- /*
- * Use source surface 'as is'
- */
- rz_src = src;
- } else {
- rz_src = SDL_ConvertSurfaceFormat(src, SDL_PIXELFORMAT_ARGB32, src->flags);
- if (rz_src == NULL) {
- return NULL;
- }
- is32bit = 1;
- }
-
- /* Determine target size */
- /* _rotozoomSurfaceSizeTrig(rz_src->w, rz_src->h, angle, &dstwidth, &dstheight, &cangle, &sangle); */
-
- /*
- * Calculate target factors from sin/cos and zoom
- */
- sangleinv = sangle*65536.0;
- cangleinv = cangle*65536.0;
-
- /*
- * Alloc space to completely contain the rotated surface
- */
- if (is32bit) {
- /*
- * Target surface is 32bit with source RGBA/ABGR ordering
- */
- rz_dst =
- SDL_CreateRGBSurface(SDL_SWSURFACE, dstwidth, dstheight + GUARD_ROWS, 32,
- rz_src->format->Rmask, rz_src->format->Gmask,
- rz_src->format->Bmask, rz_src->format->Amask);
- } else {
- /*
- * Target surface is 8bit
- */
- rz_dst = SDL_CreateRGBSurface(SDL_SWSURFACE, dstwidth, dstheight + GUARD_ROWS, 8, 0, 0, 0, 0);
- }
-
- /* Check target */
- if (rz_dst == NULL)
- return NULL;
-
- /* Adjust for guard rows */
- rz_dst->h = dstheight;
-
- if (colorKeyAvailable == 1){
- colorkey = SDL_MapRGB(rz_dst->format, r, g, b);
-
- SDL_FillRect(rz_dst, NULL, colorkey );
- }
-
- /*
- * Lock source surface
- */
- if (SDL_MUSTLOCK(rz_src)) {
- SDL_LockSurface(rz_src);
- }
-
- /* check if the rotation is a multiple of 90 degrees so we can take a fast path and also somewhat reduce
- * the off-by-one problem in _transformSurfaceRGBA that expresses itself when the rotation is near
- * multiples of 90 degrees.
- */
- angle90 = (int)(angle/90);
- if (angle90 == angle/90) {
- angle90 %= 4;
- if (angle90 < 0) angle90 += 4; /* 0:0 deg, 1:90 deg, 2:180 deg, 3:270 deg */
- } else {
- angle90 = -1;
- }
-
- /*
- * Check which kind of surface we have
- */
- if (is32bit) {
- /*
- * Call the 32bit transformation routine to do the rotation (using alpha)
- */
- if (angle90 >= 0) {
- transformSurfaceRGBA90(rz_src, rz_dst, angle90, flipx, flipy);
- } else {
- _transformSurfaceRGBA(rz_src, rz_dst, centerx, centery, (int) (sangleinv), (int) (cangleinv), flipx, flipy, smooth);
- }
- /*
- * Turn on source-alpha support
- */
- /* SDL_SetAlpha(rz_dst, SDL_SRCALPHA, 255); */
- SDL_SetColorKey(rz_dst, /* SDL_SRCCOLORKEY */ SDL_TRUE | SDL_RLEACCEL, _colorkey(rz_src));
- } else {
- /*
- * Copy palette and colorkey info
- */
- for (i = 0; i < rz_src->format->palette->ncolors; i++) {
- rz_dst->format->palette->colors[i] = rz_src->format->palette->colors[i];
- }
- rz_dst->format->palette->ncolors = rz_src->format->palette->ncolors;
- /*
- * Call the 8bit transformation routine to do the rotation
- */
- if(angle90 >= 0) {
- transformSurfaceY90(rz_src, rz_dst, angle90, flipx, flipy);
- } else {
- transformSurfaceY(rz_src, rz_dst, centerx, centery, (int)(sangleinv), (int)(cangleinv), flipx, flipy);
- }
- SDL_SetColorKey(rz_dst, /* SDL_SRCCOLORKEY */ SDL_TRUE | SDL_RLEACCEL, _colorkey(rz_src));
- }
-
- /* copy alpha mod, color mod, and blend mode */
- {
- SDL_BlendMode blendMode;
- Uint8 alphaMod, cr, cg, cb;
- SDL_GetSurfaceAlphaMod(src, &alphaMod);
- SDL_GetSurfaceBlendMode(src, &blendMode);
- SDL_GetSurfaceColorMod(src, &cr, &cg, &cb);
- SDL_SetSurfaceAlphaMod(rz_dst, alphaMod);
- SDL_SetSurfaceBlendMode(rz_dst, blendMode);
- SDL_SetSurfaceColorMod(rz_dst, cr, cg, cb);
- }
-
- /*
- * Unlock source surface
- */
- if (SDL_MUSTLOCK(rz_src)) {
- SDL_UnlockSurface(rz_src);
- }
-
- /*
- * Cleanup temp surface
- */
- if (rz_src != src) {
- SDL_FreeSurface(rz_src);
- }
-
- /*
- * Return destination surface
- */
- return (rz_dst);
-}
diff --git a/3rdparty/SDL2/src/render/software/SDL_rotate.h b/3rdparty/SDL2/src/render/software/SDL_rotate.h
deleted file mode 100644
index 338109fc053..00000000000
--- a/3rdparty/SDL2/src/render/software/SDL_rotate.h
+++ /dev/null
@@ -1,28 +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.
-*/
-
-#ifndef MIN
-#define MIN(a,b) (((a) < (b)) ? (a) : (b))
-#endif
-
-extern SDL_Surface *SDLgfx_rotateSurface(SDL_Surface * src, double angle, int centerx, int centery, int smooth, int flipx, int flipy, int dstwidth, int dstheight, double cangle, double sangle);
-extern void SDLgfx_rotozoomSurfaceSizeTrig(int width, int height, double angle, int *dstwidth, int *dstheight, double *cangle, double *sangle);
-