mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-01 07:28:30 +00:00
Make texture scale mode a part of the 2D renderer draw state
Also added texture addressing mode support to the PSP and Vita renderers (untested) Fixes https://github.com/libsdl-org/SDL/issues/12461
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@@ -76,6 +76,8 @@ typedef struct GLES2_TextureData
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GLuint texture_u;
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GLuint texture_u_external;
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#endif
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SDL_ScaleMode texture_scale_mode;
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SDL_TextureAddressMode texture_address_mode;
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GLES2_FBOList *fbo;
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} GLES2_TextureData;
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@@ -1029,6 +1031,23 @@ static bool SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, c
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return true;
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}
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static bool SetTextureScaleMode(GLES2_RenderData *data, GLenum textype, SDL_ScaleMode scaleMode)
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{
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switch (scaleMode) {
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case SDL_SCALEMODE_NEAREST:
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data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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break;
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case SDL_SCALEMODE_LINEAR:
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data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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break;
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default:
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return SDL_SetError("Unknown texture scale mode: %d", scaleMode);
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}
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return true;
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}
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static bool SetTextureAddressMode(GLES2_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode)
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{
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switch (addressMode) {
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@@ -1051,6 +1070,7 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
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SDL_Texture *texture = cmd->data.draw.texture;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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int ret;
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// Pick an appropriate shader
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@@ -1172,19 +1192,66 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
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ret = SetDrawState(data, cmd, sourceType, vertices);
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if (texture != data->drawstate.texture) {
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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#ifdef SDL_HAVE_YUV
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if (tdata->yuv) {
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data->glActiveTexture(GL_TEXTURE2);
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data->glBindTexture(tdata->texture_type, tdata->texture_v);
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(tdata->texture_type, tdata->texture_u);
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data->glActiveTexture(GL_TEXTURE0);
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} else if (tdata->nv12) {
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(tdata->texture_type, tdata->texture_u);
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data->glActiveTexture(GL_TEXTURE0);
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}
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#endif
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data->glBindTexture(tdata->texture_type, tdata->texture);
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data->drawstate.texture = texture;
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}
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if (cmd->data.draw.texture_scale_mode != tdata->texture_scale_mode) {
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#ifdef SDL_HAVE_YUV
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if (tdata->yuv) {
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data->glActiveTexture(GL_TEXTURE2);
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if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
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return false;
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}
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data->glActiveTexture(GL_TEXTURE1);
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if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
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return false;
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}
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data->glActiveTexture(GL_TEXTURE0);
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} else if (tdata->nv12) {
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data->glActiveTexture(GL_TEXTURE1);
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if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
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return false;
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}
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data->glActiveTexture(GL_TEXTURE0);
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}
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#endif
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if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
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return false;
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}
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tdata->texture_scale_mode = cmd->data.draw.texture_scale_mode;
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}
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if (cmd->data.draw.texture_address_mode != tdata->texture_address_mode) {
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#ifdef SDL_HAVE_YUV
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if (tdata->yuv) {
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data->glActiveTexture(GL_TEXTURE2);
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if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
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return false;
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}
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(tdata->texture_type, tdata->texture_u);
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if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
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return false;
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}
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@@ -1192,8 +1259,6 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
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data->glActiveTexture(GL_TEXTURE0);
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} else if (tdata->nv12) {
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(tdata->texture_type, tdata->texture_u);
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if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
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return false;
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}
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@@ -1201,13 +1266,11 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
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data->glActiveTexture(GL_TEXTURE0);
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}
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#endif
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data->glBindTexture(tdata->texture_type, tdata->texture);
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if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
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return false;
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}
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data->drawstate.texture = texture;
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tdata->texture_address_mode = cmd->data.draw.texture_address_mode;
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}
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return ret;
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@@ -1384,6 +1447,8 @@ static bool GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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same texture, we can combine them all into a single draw call. */
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SDL_Texture *thistexture = cmd->data.draw.texture;
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SDL_BlendMode thisblend = cmd->data.draw.blend;
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SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode;
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SDL_TextureAddressMode thisaddressmode = cmd->data.draw.texture_address_mode;
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const SDL_RenderCommandType thiscmdtype = cmd->command;
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SDL_RenderCommand *finalcmd = cmd;
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SDL_RenderCommand *nextcmd = cmd->next;
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@@ -1393,7 +1458,10 @@ static bool GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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const SDL_RenderCommandType nextcmdtype = nextcmd->command;
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if (nextcmdtype != thiscmdtype) {
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break; // can't go any further on this draw call, different render command up next.
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} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
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} else if (nextcmd->data.draw.texture != thistexture ||
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nextcmd->data.draw.texture_scale_mode != thisscalemode ||
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nextcmd->data.draw.texture_address_mode != thisaddressmode ||
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nextcmd->data.draw.blend != thisblend) {
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break; // can't go any further on this draw call, different texture/blendmode copy up next.
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} else {
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finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
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@@ -1486,7 +1554,6 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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GLES2_TextureData *data;
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GLenum format;
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GLenum type;
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GLenum scaleMode;
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GLES2_ActivateRenderer(renderer);
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@@ -1544,7 +1611,8 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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data->texture_u = 0;
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data->texture_v = 0;
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#endif
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scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
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data->texture_scale_mode = SDL_SCALEMODE_INVALID;
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data->texture_address_mode = SDL_TEXTURE_ADDRESS_INVALID;
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// Allocate a blob for image renderdata
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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@@ -1583,8 +1651,6 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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}
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renderdata->glActiveTexture(GL_TEXTURE2);
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renderdata->glBindTexture(data->texture_type, data->texture_v);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
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SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER, data->texture_v);
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@@ -1599,8 +1665,6 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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}
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
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if (!GL_CheckError("glTexImage2D()", renderer)) {
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return false;
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@@ -1622,8 +1686,6 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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}
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
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if (!GL_CheckError("glTexImage2D()", renderer)) {
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return false;
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@@ -1648,8 +1710,6 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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texture->internal = data;
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renderdata->glActiveTexture(GL_TEXTURE0);
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renderdata->glBindTexture(data->texture_type, data->texture);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
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renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
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if (!GL_CheckError("glTexImage2D()", renderer)) {
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@@ -1900,37 +1960,6 @@ static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
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}
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static void GLES2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
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{
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GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->internal;
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GLES2_TextureData *data = (GLES2_TextureData *)texture->internal;
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GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
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#ifdef SDL_HAVE_YUV
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if (data->yuv) {
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renderdata->glActiveTexture(GL_TEXTURE2);
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renderdata->glBindTexture(data->texture_type, data->texture_v);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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} else if (data->nv12) {
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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}
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#endif
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renderdata->glActiveTexture(GL_TEXTURE0);
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renderdata->glBindTexture(data->texture_type, data->texture);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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}
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static bool GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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@@ -2151,7 +2180,6 @@ static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
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#endif
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renderer->LockTexture = GLES2_LockTexture;
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renderer->UnlockTexture = GLES2_UnlockTexture;
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renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
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renderer->SetRenderTarget = GLES2_SetRenderTarget;
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renderer->QueueSetViewport = GLES2_QueueNoOp;
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renderer->QueueSetDrawColor = GLES2_QueueNoOp;
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