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SDL window size, state, and position functions have been considered immediate, with their effects assuming to have taken effect upon successful return of the function. However, several windowing systems handle these requests asynchronously, resulting in the functions blocking until the changes have taken effect, potentially for long periods of time. Additionally, some windowing systems treat these as requests, and can potentially deny or fulfill the request in a manner differently than the application expects, such as not allowing a window to be positioned or sized beyond desktop borders, prohibiting fullscreen, and so on. With these changes, applications can make requests of the window manager that do not block, with the understanding that an associated event will be sent if the request is fulfilled. Currently, size, position, maximize, minimize, and fullscreen calls are handled as asynchronous requests, with events being returned if the request is honored. If the application requires that the change take effect immediately, it can call the new SDL_SyncWindow function, which will attempt to block until the request is fulfilled, or some arbitrary timeout period elapses, the duration of which depends not only on the windowing system, but on the operation requested as well (e.g. a 100ms timeout is fine for most X11 events, but maximizing a window can take considerably longer for some reason). There is also a new hint 'SDL_VIDEO_SYNC_ALL_WINDOW_OPS' that will mimic the old behavior by synchronizing after every window operation with, again, the understanding that using this may result in the associated calls blocking for a relatively long period. The deferred model also results in the window size and position getters not reporting false coordinates anymore, as they only forward what the window manager reports vs allowing applications to set arbitrary values, and fullscreen enter/leave events that were initiated via the window manager update the window state appropriately, where they didn't before. Care was taken to ensure that order of operations is maintained, and that requests are not ignored or dropped. This does require some implicit internal synchronization in the various backends if many requests are made in a short period, as some state and behavior depends on other bits of state that need to be known at that particular point in time, but this isn't something that typical applications will hit, unless they are sending a lot of window state in a short time as the tests do. The automated tests developed to test the previous behavior also resulted in previously undefined behavior being defined and normalized across platforms, particularly when it comes to the sizing and positioning of windows when they are in a fixed-size state, such as maximized or fullscreen. Size and position requests made when the window is not in a movable or resizable state will be deferred until it can be applied, so no requests are lost. These changes fix another long-standing issue with renderers recreating maximized windows, where the original non-maximized size was lost, resulting in the window being restored to the wrong size. All automated video tests pass across all platforms. Overall, the "make a request/get an event" model better reflects how most windowing systems work, and some backends avoid spending significant time blocking while waiting for operations to complete.
2043 lines
74 KiB
C
2043 lines
74 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#if defined(SDL_VIDEO_RENDER_OGL) && !defined(SDL_RENDER_DISABLED)
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#include "../../video/SDL_sysvideo.h" /* For SDL_RecreateWindow */
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#include <SDL3/SDL_opengl.h>
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#include "../SDL_sysrender.h"
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#include "SDL_shaders_gl.h"
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#include "../../SDL_utils_c.h"
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#ifdef __MACOS__
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#include <OpenGL/OpenGL.h>
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#endif
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#ifdef SDL_VIDEO_VITA_PVR_OGL
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#include <GL/gl.h>
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#include <GL/glext.h>
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#endif
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/* To prevent unnecessary window recreation,
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* these should match the defaults selected in SDL_GL_ResetAttributes
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*/
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#define RENDERER_CONTEXT_MAJOR 2
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#define RENDERER_CONTEXT_MINOR 1
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/* OpenGL renderer implementation */
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/* Details on optimizing the texture path on macOS:
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http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
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*/
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static const float inv255f = 1.0f / 255.0f;
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typedef struct GL_FBOList GL_FBOList;
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struct GL_FBOList
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{
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Uint32 w, h;
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GLuint FBO;
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GL_FBOList *next;
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};
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typedef struct
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{
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SDL_bool viewport_dirty;
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SDL_Rect viewport;
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SDL_Texture *texture;
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SDL_Texture *target;
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int drawablew;
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int drawableh;
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SDL_BlendMode blend;
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GL_Shader shader;
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SDL_bool cliprect_enabled_dirty;
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SDL_bool cliprect_enabled;
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SDL_bool cliprect_dirty;
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SDL_Rect cliprect;
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SDL_bool texturing;
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SDL_bool texturing_dirty;
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SDL_bool vertex_array;
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SDL_bool color_array;
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SDL_bool texture_array;
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SDL_bool color_dirty;
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Uint32 color;
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SDL_bool clear_color_dirty;
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Uint32 clear_color;
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} GL_DrawStateCache;
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typedef struct
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{
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SDL_GLContext context;
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SDL_bool debug_enabled;
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SDL_bool GL_ARB_debug_output_supported;
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int errors;
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char **error_messages;
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GLDEBUGPROCARB next_error_callback;
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GLvoid *next_error_userparam;
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GLenum textype;
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SDL_bool GL_ARB_texture_non_power_of_two_supported;
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SDL_bool GL_ARB_texture_rectangle_supported;
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SDL_bool GL_EXT_framebuffer_object_supported;
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GL_FBOList *framebuffers;
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/* OpenGL functions */
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#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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/* Multitexture support */
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SDL_bool GL_ARB_multitexture_supported;
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PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
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GLint num_texture_units;
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PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
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PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
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PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
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PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
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PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
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/* Shader support */
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GL_ShaderContext *shaders;
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GL_DrawStateCache drawstate;
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} GL_RenderData;
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typedef struct
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{
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GLuint texture;
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SDL_bool texture_external;
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GLfloat texw;
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GLfloat texh;
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GLenum format;
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GLenum formattype;
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GL_Shader shader;
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void *pixels;
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int pitch;
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SDL_Rect locked_rect;
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#if SDL_HAVE_YUV
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/* YUV texture support */
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SDL_bool yuv;
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SDL_bool nv12;
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GLuint utexture;
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SDL_bool utexture_external;
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GLuint vtexture;
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SDL_bool vtexture_external;
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#endif
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GL_FBOList *fbo;
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} GL_TextureData;
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static const char *GL_TranslateError(GLenum error)
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{
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#define GL_ERROR_TRANSLATE(e) \
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case e: \
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return #e;
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switch (error) {
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GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
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GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
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GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
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GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
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GL_ERROR_TRANSLATE(GL_NO_ERROR)
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GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW)
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GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW)
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GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE)
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default:
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return "UNKNOWN";
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}
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#undef GL_ERROR_TRANSLATE
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}
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static void GL_ClearErrors(SDL_Renderer *renderer)
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{
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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if (!data->debug_enabled) {
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return;
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}
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if (data->GL_ARB_debug_output_supported) {
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if (data->errors) {
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int i;
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for (i = 0; i < data->errors; ++i) {
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SDL_free(data->error_messages[i]);
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}
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SDL_free(data->error_messages);
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data->errors = 0;
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data->error_messages = NULL;
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}
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} else if (data->glGetError) {
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while (data->glGetError() != GL_NO_ERROR) {
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/* continue; */
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}
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}
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}
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static int GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
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{
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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int ret = 0;
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if (!data->debug_enabled) {
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return 0;
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}
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if (data->GL_ARB_debug_output_supported) {
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if (data->errors) {
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int i;
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for (i = 0; i < data->errors; ++i) {
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SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]);
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ret = -1;
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}
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GL_ClearErrors(renderer);
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}
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} else {
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/* check gl errors (can return multiple errors) */
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for (;;) {
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GLenum error = data->glGetError();
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if (error != GL_NO_ERROR) {
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if (prefix == NULL || prefix[0] == '\0') {
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prefix = "generic";
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}
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SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
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ret = -1;
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} else {
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break;
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}
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}
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}
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return ret;
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}
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#if 0
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#define GL_CheckError(prefix, renderer)
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#else
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#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
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#endif
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static int GL_LoadFunctions(GL_RenderData *data)
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{
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#ifdef __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret, func, params) data->func = func;
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#else
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int retval = 0;
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#define SDL_PROC(ret, func, params) \
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do { \
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data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \
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if (!data->func) { \
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retval = SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
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} \
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} while (0);
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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return retval;
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}
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static int GL_ActivateRenderer(SDL_Renderer *renderer)
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{
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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if (SDL_GL_GetCurrentContext() != data->context) {
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if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
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return -1;
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}
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}
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GL_ClearErrors(renderer);
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return 0;
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}
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static void APIENTRY GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam)
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{
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SDL_Renderer *renderer = (SDL_Renderer *)userParam;
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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if (type == GL_DEBUG_TYPE_ERROR_ARB) {
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/* Record this error */
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int errors = data->errors + 1;
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char **error_messages = SDL_realloc(data->error_messages, errors * sizeof(*data->error_messages));
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if (error_messages) {
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data->errors = errors;
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data->error_messages = error_messages;
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data->error_messages[data->errors - 1] = SDL_strdup(message);
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}
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}
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/* If there's another error callback, pass it along, otherwise log it */
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if (data->next_error_callback) {
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data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam);
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} else {
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if (type == GL_DEBUG_TYPE_ERROR_ARB) {
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message);
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} else {
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SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message);
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}
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}
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}
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static GL_FBOList *GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
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{
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GL_FBOList *result = data->framebuffers;
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while (result && ((result->w != w) || (result->h != h))) {
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result = result->next;
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}
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if (!result) {
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result = SDL_malloc(sizeof(GL_FBOList));
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if (result) {
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result->w = w;
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result->h = h;
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data->glGenFramebuffersEXT(1, &result->FBO);
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result->next = data->framebuffers;
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data->framebuffers = result;
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}
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}
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return result;
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}
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static void GL_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
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{
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/* If the window x/y/w/h changed at all, assume the viewport has been
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* changed behind our backs. x/y changes might seem weird but viewport
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* resets have been observed on macOS at minimum!
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*/
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if (event->type == SDL_EVENT_WINDOW_RESIZED ||
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event->type == SDL_EVENT_WINDOW_MOVED) {
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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data->drawstate.viewport_dirty = SDL_TRUE;
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}
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}
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static GLenum GetBlendFunc(SDL_BlendFactor factor)
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{
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switch (factor) {
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case SDL_BLENDFACTOR_ZERO:
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return GL_ZERO;
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case SDL_BLENDFACTOR_ONE:
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return GL_ONE;
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case SDL_BLENDFACTOR_SRC_COLOR:
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return GL_SRC_COLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
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return GL_ONE_MINUS_SRC_COLOR;
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case SDL_BLENDFACTOR_SRC_ALPHA:
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return GL_SRC_ALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
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return GL_ONE_MINUS_SRC_ALPHA;
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case SDL_BLENDFACTOR_DST_COLOR:
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return GL_DST_COLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
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return GL_ONE_MINUS_DST_COLOR;
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case SDL_BLENDFACTOR_DST_ALPHA:
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return GL_DST_ALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
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return GL_ONE_MINUS_DST_ALPHA;
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default:
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return GL_INVALID_ENUM;
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}
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}
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static GLenum GetBlendEquation(SDL_BlendOperation operation)
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{
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switch (operation) {
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case SDL_BLENDOPERATION_ADD:
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return GL_FUNC_ADD;
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case SDL_BLENDOPERATION_SUBTRACT:
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return GL_FUNC_SUBTRACT;
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case SDL_BLENDOPERATION_REV_SUBTRACT:
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return GL_FUNC_REVERSE_SUBTRACT;
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case SDL_BLENDOPERATION_MINIMUM:
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return GL_MIN;
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case SDL_BLENDOPERATION_MAXIMUM:
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return GL_MAX;
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default:
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return GL_INVALID_ENUM;
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}
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}
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static SDL_bool GL_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
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{
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SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
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SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
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SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
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SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
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SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
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SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
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if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
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GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
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GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
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GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
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GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
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GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
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return SDL_FALSE;
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}
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if (colorOperation != alphaOperation) {
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return SDL_FALSE;
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}
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return SDL_TRUE;
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}
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static SDL_bool convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
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GLint *internalFormat, GLenum *format, GLenum *type)
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{
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switch (pixel_format) {
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case SDL_PIXELFORMAT_ARGB8888:
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case SDL_PIXELFORMAT_XRGB8888:
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*internalFormat = GL_RGBA8;
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*format = GL_BGRA;
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*type = GL_UNSIGNED_INT_8_8_8_8_REV;
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break;
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case SDL_PIXELFORMAT_ABGR8888:
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case SDL_PIXELFORMAT_XBGR8888:
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*internalFormat = GL_RGBA8;
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*format = GL_RGBA;
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*type = GL_UNSIGNED_INT_8_8_8_8_REV;
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break;
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case SDL_PIXELFORMAT_YV12:
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case SDL_PIXELFORMAT_IYUV:
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case SDL_PIXELFORMAT_NV12:
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case SDL_PIXELFORMAT_NV21:
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*internalFormat = GL_LUMINANCE;
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*format = GL_LUMINANCE;
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*type = GL_UNSIGNED_BYTE;
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break;
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#ifdef __MACOS__
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case SDL_PIXELFORMAT_UYVY:
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*internalFormat = GL_RGB8;
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*format = GL_YCBCR_422_APPLE;
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*type = GL_UNSIGNED_SHORT_8_8_APPLE;
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break;
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#endif
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default:
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|
return SDL_FALSE;
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}
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return SDL_TRUE;
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}
|
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|
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static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
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|
{
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GL_RenderData *renderdata = (GL_RenderData *)renderer->driverdata;
|
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const GLenum textype = renderdata->textype;
|
|
GL_TextureData *data;
|
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GLint internalFormat;
|
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GLenum format, type;
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int texture_w, texture_h;
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GLenum scaleMode;
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|
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GL_ActivateRenderer(renderer);
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|
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renderdata->drawstate.texture = NULL; /* we trash this state. */
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renderdata->drawstate.texturing_dirty = SDL_TRUE; /* we trash this state. */
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|
|
if (texture->access == SDL_TEXTUREACCESS_TARGET &&
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!renderdata->GL_EXT_framebuffer_object_supported) {
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return SDL_SetError("Render targets not supported by OpenGL");
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|
}
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|
|
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 -1;
|
|
}
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
size_t size;
|
|
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
|
|
size = (size_t)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 + 1) / 2) * ((data->pitch + 1) / 2);
|
|
}
|
|
if (texture->format == SDL_PIXELFORMAT_NV12 ||
|
|
texture->format == SDL_PIXELFORMAT_NV21) {
|
|
/* Need to add size for the U/V plane */
|
|
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
|
|
}
|
|
data->pixels = SDL_calloc(1, size);
|
|
if (!data->pixels) {
|
|
SDL_free(data);
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
data->fbo = GL_GetFBO(renderdata, texture->w, texture->h);
|
|
} else {
|
|
data->fbo = NULL;
|
|
}
|
|
|
|
data->texture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture", 0);
|
|
if (data->texture) {
|
|
data->texture_external = SDL_TRUE;
|
|
} else {
|
|
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) {
|
|
texture_w = texture->w;
|
|
texture_h = texture->h;
|
|
data->texw = 1.0f;
|
|
data->texh = 1.0f;
|
|
} else if (renderdata->GL_ARB_texture_rectangle_supported) {
|
|
texture_w = texture->w;
|
|
texture_h = texture->h;
|
|
data->texw = (GLfloat)texture_w;
|
|
data->texh = (GLfloat)texture_h;
|
|
} else {
|
|
texture_w = SDL_powerof2(texture->w);
|
|
texture_h = SDL_powerof2(texture->h);
|
|
data->texw = (GLfloat)(texture->w) / texture_w;
|
|
data->texh = (GLfloat)texture->h / texture_h;
|
|
}
|
|
SDL_PropertiesID props = SDL_GetTextureProperties(texture);
|
|
SDL_SetNumberProperty(props, "SDL.texture.opengl.texture", data->texture);
|
|
SDL_SetFloatProperty(props, "SDL.texture.opengl.tex_w", data->texw);
|
|
SDL_SetFloatProperty(props, "SDL.texture.opengl.tex_h", data->texh);
|
|
|
|
data->format = format;
|
|
data->formattype = type;
|
|
scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
|
|
renderdata->glEnable(textype);
|
|
renderdata->glBindTexture(textype, data->texture);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
renderdata->glTexParameteri(textype, 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 (textype != GL_TEXTURE_RECTANGLE_ARB) {
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
}
|
|
#ifdef __MACOS__
|
|
#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(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
|
|
GL_STORAGE_SHARED_APPLE);
|
|
} else {
|
|
renderdata->glTexParameteri(textype, 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(textype, 0, internalFormat, texture_w,
|
|
texture_h, 0, format, type, data->pixels);
|
|
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
|
} else
|
|
#endif
|
|
{
|
|
renderdata->glTexImage2D(textype, 0, internalFormat, texture_w,
|
|
texture_h, 0, format, type, NULL);
|
|
}
|
|
renderdata->glDisable(textype);
|
|
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
#if SDL_HAVE_YUV
|
|
if (texture->format == SDL_PIXELFORMAT_YV12 ||
|
|
texture->format == SDL_PIXELFORMAT_IYUV) {
|
|
data->yuv = SDL_TRUE;
|
|
|
|
data->utexture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture_u", 0);
|
|
if (data->utexture) {
|
|
data->utexture_external = SDL_TRUE;
|
|
} else {
|
|
renderdata->glGenTextures(1, &data->utexture);
|
|
}
|
|
data->vtexture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture_v", 0);
|
|
if (data->vtexture) {
|
|
data->vtexture_external = SDL_TRUE;
|
|
} else {
|
|
renderdata->glGenTextures(1, &data->vtexture);
|
|
}
|
|
|
|
renderdata->glBindTexture(textype, data->utexture);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
|
|
scaleMode);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
|
|
scaleMode);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2,
|
|
(texture_h + 1) / 2, 0, format, type, NULL);
|
|
SDL_SetNumberProperty(props, "SDL.texture.opengl.texture_u", data->utexture);
|
|
|
|
renderdata->glBindTexture(textype, data->vtexture);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
|
|
scaleMode);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
|
|
scaleMode);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2,
|
|
(texture_h + 1) / 2, 0, format, type, NULL);
|
|
SDL_SetNumberProperty(props, "SDL.texture.opengl.texture_v", data->vtexture);
|
|
}
|
|
|
|
if (texture->format == SDL_PIXELFORMAT_NV12 ||
|
|
texture->format == SDL_PIXELFORMAT_NV21) {
|
|
data->nv12 = SDL_TRUE;
|
|
|
|
data->utexture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture_uv", 0);
|
|
if (data->utexture) {
|
|
data->utexture_external = SDL_TRUE;
|
|
} else {
|
|
renderdata->glGenTextures(1, &data->utexture);
|
|
}
|
|
renderdata->glBindTexture(textype, data->utexture);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
|
|
scaleMode);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
|
|
scaleMode);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w + 1) / 2,
|
|
(texture_h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
|
|
SDL_SetNumberProperty(props, "SDL.texture.opengl.texture_uv", data->utexture);
|
|
}
|
|
#endif
|
|
|
|
if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
|
|
data->shader = SHADER_RGBA;
|
|
} else {
|
|
data->shader = SHADER_RGB;
|
|
}
|
|
|
|
#if SDL_HAVE_YUV
|
|
if (data->yuv || data->nv12) {
|
|
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
|
|
case SDL_YUV_CONVERSION_JPEG:
|
|
if (data->yuv) {
|
|
data->shader = SHADER_YUV_JPEG;
|
|
} else if (texture->format == SDL_PIXELFORMAT_NV12) {
|
|
data->shader = SHADER_NV12_JPEG;
|
|
} else {
|
|
data->shader = SHADER_NV21_JPEG;
|
|
}
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT601:
|
|
if (data->yuv) {
|
|
data->shader = SHADER_YUV_BT601;
|
|
} else if (texture->format == SDL_PIXELFORMAT_NV12) {
|
|
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
|
|
data->shader = SHADER_NV12_RG_BT601;
|
|
} else {
|
|
data->shader = SHADER_NV12_RA_BT601;
|
|
}
|
|
} else {
|
|
data->shader = SHADER_NV21_BT601;
|
|
}
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT709:
|
|
if (data->yuv) {
|
|
data->shader = SHADER_YUV_BT709;
|
|
} else if (texture->format == SDL_PIXELFORMAT_NV12) {
|
|
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
|
|
data->shader = SHADER_NV12_RG_BT709;
|
|
} else {
|
|
data->shader = SHADER_NV12_RA_BT709;
|
|
}
|
|
} else {
|
|
data->shader = SHADER_NV21_BT709;
|
|
}
|
|
break;
|
|
default:
|
|
SDL_assert(!"unsupported YUV conversion mode");
|
|
break;
|
|
}
|
|
}
|
|
#endif /* SDL_HAVE_YUV */
|
|
|
|
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;
|
|
const GLenum textype = renderdata->textype;
|
|
GL_TextureData *data = (GL_TextureData *)texture->driverdata;
|
|
const int texturebpp = SDL_BYTESPERPIXEL(texture->format);
|
|
|
|
SDL_assert_release(texturebpp != 0); /* otherwise, division by zero later. */
|
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
renderdata->drawstate.texture = NULL; /* we trash this state. */
|
|
|
|
renderdata->glBindTexture(textype, data->texture);
|
|
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp));
|
|
renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
|
|
rect->h, data->format, data->formattype,
|
|
pixels);
|
|
#if SDL_HAVE_YUV
|
|
if (data->yuv) {
|
|
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 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(textype, data->vtexture);
|
|
} else {
|
|
renderdata->glBindTexture(textype, data->utexture);
|
|
}
|
|
renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
|
|
(rect->w + 1) / 2, (rect->h + 1) / 2,
|
|
data->format, data->formattype, pixels);
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
|
|
if (texture->format == SDL_PIXELFORMAT_YV12) {
|
|
renderdata->glBindTexture(textype, data->utexture);
|
|
} else {
|
|
renderdata->glBindTexture(textype, data->vtexture);
|
|
}
|
|
renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
|
|
(rect->w + 1) / 2, (rect->h + 1) / 2,
|
|
data->format, data->formattype, pixels);
|
|
}
|
|
|
|
if (data->nv12) {
|
|
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
|
|
renderdata->glBindTexture(textype, data->utexture);
|
|
renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
|
|
(rect->w + 1) / 2, (rect->h + 1) / 2,
|
|
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
|
|
}
|
|
#endif
|
|
return GL_CheckError("glTexSubImage2D()", renderer);
|
|
}
|
|
|
|
#if SDL_HAVE_YUV
|
|
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;
|
|
const GLenum textype = renderdata->textype;
|
|
GL_TextureData *data = (GL_TextureData *)texture->driverdata;
|
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
renderdata->drawstate.texture = NULL; /* we trash this state. */
|
|
|
|
renderdata->glBindTexture(textype, data->texture);
|
|
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
|
|
renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
|
|
rect->h, data->format, data->formattype,
|
|
Yplane);
|
|
|
|
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Upitch);
|
|
renderdata->glBindTexture(textype, data->utexture);
|
|
renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
|
|
(rect->w + 1) / 2, (rect->h + 1) / 2,
|
|
data->format, data->formattype, Uplane);
|
|
|
|
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Vpitch);
|
|
renderdata->glBindTexture(textype, data->vtexture);
|
|
renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
|
|
(rect->w + 1) / 2, (rect->h + 1) / 2,
|
|
data->format, data->formattype, Vplane);
|
|
|
|
return GL_CheckError("glTexSubImage2D()", renderer);
|
|
}
|
|
|
|
static int GL_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
|
|
const SDL_Rect *rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *UVplane, int UVpitch)
|
|
{
|
|
GL_RenderData *renderdata = (GL_RenderData *)renderer->driverdata;
|
|
const GLenum textype = renderdata->textype;
|
|
GL_TextureData *data = (GL_TextureData *)texture->driverdata;
|
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
renderdata->drawstate.texture = NULL; /* we trash this state. */
|
|
|
|
renderdata->glBindTexture(textype, data->texture);
|
|
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
|
|
renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
|
|
rect->h, data->format, data->formattype,
|
|
Yplane);
|
|
|
|
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, UVpitch / 2);
|
|
renderdata->glBindTexture(textype, data->utexture);
|
|
renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
|
|
(rect->w + 1) / 2, (rect->h + 1) / 2,
|
|
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, UVplane);
|
|
|
|
return GL_CheckError("glTexSubImage2D()", renderer);
|
|
}
|
|
#endif
|
|
|
|
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 void GL_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
|
|
{
|
|
GL_RenderData *renderdata = (GL_RenderData *)renderer->driverdata;
|
|
const GLenum textype = renderdata->textype;
|
|
GL_TextureData *data = (GL_TextureData *)texture->driverdata;
|
|
GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
|
|
|
|
renderdata->glBindTexture(textype, data->texture);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
|
|
|
|
#if SDL_HAVE_YUV
|
|
if (texture->format == SDL_PIXELFORMAT_YV12 ||
|
|
texture->format == SDL_PIXELFORMAT_IYUV) {
|
|
renderdata->glBindTexture(textype, data->utexture);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
|
|
|
|
renderdata->glBindTexture(textype, data->vtexture);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
|
|
}
|
|
|
|
if (texture->format == SDL_PIXELFORMAT_NV12 ||
|
|
texture->format == SDL_PIXELFORMAT_NV21) {
|
|
renderdata->glBindTexture(textype, data->utexture);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
|
|
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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");
|
|
}
|
|
|
|
data->drawstate.viewport_dirty = SDL_TRUE;
|
|
|
|
if (!texture) {
|
|
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, data->textype, 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;
|
|
}
|
|
|
|
/* !!! FIXME: all these Queue* calls set up the vertex buffer the way the immediate mode
|
|
!!! FIXME: renderer wants it, but this might want to operate differently if we move to
|
|
!!! FIXME: VBOs at some point. */
|
|
static int GL_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
|
|
{
|
|
return 0; /* nothing to do in this backend. */
|
|
}
|
|
|
|
static int GL_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
|
|
{
|
|
GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * 2 * sizeof(GLfloat), 0, &cmd->data.draw.first);
|
|
int i;
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
cmd->data.draw.count = count;
|
|
for (i = 0; i < count; i++) {
|
|
*(verts++) = 0.5f + points[i].x;
|
|
*(verts++) = 0.5f + points[i].y;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int GL_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
|
|
{
|
|
int i;
|
|
GLfloat prevx, prevy;
|
|
const size_t vertlen = (sizeof(GLfloat) * 2) * count;
|
|
GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
cmd->data.draw.count = count;
|
|
|
|
/* 0.5f offset to hit the center of the pixel. */
|
|
prevx = 0.5f + points->x;
|
|
prevy = 0.5f + points->y;
|
|
*(verts++) = prevx;
|
|
*(verts++) = prevy;
|
|
|
|
/* bump the end of each line segment out a quarter of a pixel, to provoke
|
|
the diamond-exit rule. Without this, you won't just drop the last
|
|
pixel of the last line segment, but you might also drop pixels at the
|
|
edge of any given line segment along the way too. */
|
|
for (i = 1; i < count; i++) {
|
|
const GLfloat xstart = prevx;
|
|
const GLfloat ystart = prevy;
|
|
const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
|
|
const GLfloat yend = points[i].y + 0.5f;
|
|
/* bump a little in the direction we are moving in. */
|
|
const GLfloat deltax = xend - xstart;
|
|
const GLfloat deltay = yend - ystart;
|
|
const GLfloat angle = SDL_atan2f(deltay, deltax);
|
|
prevx = xend + (SDL_cosf(angle) * 0.25f);
|
|
prevy = yend + (SDL_sinf(angle) * 0.25f);
|
|
*(verts++) = prevx;
|
|
*(verts++) = prevy;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
|
|
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
|
|
int num_vertices, const void *indices, int num_indices, int size_indices,
|
|
float scale_x, float scale_y)
|
|
{
|
|
GL_TextureData *texturedata = NULL;
|
|
int i;
|
|
int count = indices ? num_indices : num_vertices;
|
|
GLfloat *verts;
|
|
size_t sz = 2 * sizeof(GLfloat) + 4 * sizeof(Uint8) + (texture ? 2 : 0) * sizeof(GLfloat);
|
|
|
|
verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first);
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
if (texture) {
|
|
texturedata = (GL_TextureData *)texture->driverdata;
|
|
}
|
|
|
|
cmd->data.draw.count = count;
|
|
size_indices = indices ? size_indices : 0;
|
|
|
|
for (i = 0; i < count; i++) {
|
|
int j;
|
|
float *xy_;
|
|
if (size_indices == 4) {
|
|
j = ((const Uint32 *)indices)[i];
|
|
} else if (size_indices == 2) {
|
|
j = ((const Uint16 *)indices)[i];
|
|
} else if (size_indices == 1) {
|
|
j = ((const Uint8 *)indices)[i];
|
|
} else {
|
|
j = i;
|
|
}
|
|
|
|
xy_ = (float *)((char *)xy + j * xy_stride);
|
|
|
|
*(verts++) = xy_[0] * scale_x;
|
|
*(verts++) = xy_[1] * scale_y;
|
|
|
|
/* Not really a float, but it is still 4 bytes and will be cast to the
|
|
right type in the graphics driver. */
|
|
SDL_memcpy(verts, ((char *)color + j * color_stride), sizeof(*color));
|
|
++verts;
|
|
|
|
if (texture) {
|
|
float *uv_ = (float *)((char *)uv + j * uv_stride);
|
|
*(verts++) = uv_[0] * texturedata->texw;
|
|
*(verts++) = uv_[1] * texturedata->texh;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
|
|
{
|
|
const SDL_BlendMode blend = cmd->data.draw.blend;
|
|
SDL_bool vertex_array;
|
|
SDL_bool color_array;
|
|
SDL_bool texture_array;
|
|
|
|
if (data->drawstate.viewport_dirty) {
|
|
const SDL_bool istarget = data->drawstate.target != NULL;
|
|
const SDL_Rect *viewport = &data->drawstate.viewport;
|
|
data->glMatrixMode(GL_PROJECTION);
|
|
data->glLoadIdentity();
|
|
data->glViewport(viewport->x,
|
|
istarget ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
|
|
viewport->w, viewport->h);
|
|
if (viewport->w && viewport->h) {
|
|
data->glOrtho((GLdouble)0, (GLdouble)viewport->w,
|
|
(GLdouble)istarget ? 0 : viewport->h,
|
|
(GLdouble)istarget ? viewport->h : 0,
|
|
0.0, 1.0);
|
|
}
|
|
data->glMatrixMode(GL_MODELVIEW);
|
|
data->drawstate.viewport_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (data->drawstate.cliprect_enabled_dirty) {
|
|
if (!data->drawstate.cliprect_enabled) {
|
|
data->glDisable(GL_SCISSOR_TEST);
|
|
} else {
|
|
data->glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
|
|
const SDL_Rect *viewport = &data->drawstate.viewport;
|
|
const SDL_Rect *rect = &data->drawstate.cliprect;
|
|
data->glScissor(viewport->x + rect->x,
|
|
data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
|
|
rect->w, rect->h);
|
|
data->drawstate.cliprect_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (blend != data->drawstate.blend) {
|
|
if (blend == SDL_BLENDMODE_NONE) {
|
|
data->glDisable(GL_BLEND);
|
|
} else {
|
|
data->glEnable(GL_BLEND);
|
|
data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
|
|
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
|
|
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
|
|
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
|
|
data->glBlendEquation(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
|
|
}
|
|
data->drawstate.blend = blend;
|
|
}
|
|
|
|
if (data->shaders && (shader != data->drawstate.shader)) {
|
|
GL_SelectShader(data->shaders, shader);
|
|
data->drawstate.shader = shader;
|
|
}
|
|
|
|
if (data->drawstate.texturing_dirty || ((cmd->data.draw.texture != NULL) != data->drawstate.texturing)) {
|
|
if (!cmd->data.draw.texture) {
|
|
data->glDisable(data->textype);
|
|
data->drawstate.texturing = SDL_FALSE;
|
|
} else {
|
|
data->glEnable(data->textype);
|
|
data->drawstate.texturing = SDL_TRUE;
|
|
}
|
|
data->drawstate.texturing_dirty = SDL_FALSE;
|
|
}
|
|
|
|
vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS || cmd->command == SDL_RENDERCMD_DRAW_LINES || cmd->command == SDL_RENDERCMD_GEOMETRY;
|
|
color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
|
|
texture_array = cmd->data.draw.texture != NULL;
|
|
|
|
if (vertex_array != data->drawstate.vertex_array) {
|
|
if (vertex_array) {
|
|
data->glEnableClientState(GL_VERTEX_ARRAY);
|
|
} else {
|
|
data->glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
data->drawstate.vertex_array = vertex_array;
|
|
}
|
|
|
|
if (color_array != data->drawstate.color_array) {
|
|
if (color_array) {
|
|
data->glEnableClientState(GL_COLOR_ARRAY);
|
|
} else {
|
|
data->glDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
data->drawstate.color_array = color_array;
|
|
}
|
|
|
|
/* This is a little awkward but should avoid texcoord arrays getting into
|
|
a bad state if SDL_GL_BindTexture/UnbindTexture are called. */
|
|
if (texture_array != data->drawstate.texture_array) {
|
|
if (texture_array) {
|
|
data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
} else {
|
|
data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
data->drawstate.texture_array = texture_array;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
|
|
{
|
|
SDL_Texture *texture = cmd->data.draw.texture;
|
|
const GL_TextureData *texturedata = (GL_TextureData *)texture->driverdata;
|
|
|
|
SetDrawState(data, cmd, texturedata->shader);
|
|
|
|
if (texture != data->drawstate.texture) {
|
|
const GLenum textype = data->textype;
|
|
#if SDL_HAVE_YUV
|
|
if (texturedata->yuv) {
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE2_ARB);
|
|
}
|
|
data->glBindTexture(textype, texturedata->vtexture);
|
|
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE1_ARB);
|
|
}
|
|
data->glBindTexture(textype, texturedata->utexture);
|
|
}
|
|
if (texturedata->nv12) {
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE1_ARB);
|
|
}
|
|
data->glBindTexture(textype, texturedata->utexture);
|
|
}
|
|
#endif
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE0_ARB);
|
|
}
|
|
data->glBindTexture(textype, texturedata->texture);
|
|
|
|
data->drawstate.texture = texture;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void GL_InvalidateCachedState(SDL_Renderer *renderer)
|
|
{
|
|
GL_DrawStateCache *cache = &((GL_RenderData *)renderer->driverdata)->drawstate;
|
|
cache->viewport_dirty = SDL_TRUE;
|
|
cache->texture = NULL;
|
|
cache->drawablew = 0;
|
|
cache->drawableh = 0;
|
|
cache->blend = SDL_BLENDMODE_INVALID;
|
|
cache->shader = SHADER_INVALID;
|
|
cache->cliprect_enabled_dirty = SDL_TRUE;
|
|
cache->cliprect_dirty = SDL_TRUE;
|
|
cache->texturing_dirty = SDL_TRUE;
|
|
cache->vertex_array = SDL_FALSE; /* !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. */
|
|
cache->color_array = SDL_FALSE; /* !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. */
|
|
cache->texture_array = SDL_FALSE; /* !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. */
|
|
cache->color_dirty = SDL_TRUE;
|
|
cache->clear_color_dirty = SDL_TRUE;
|
|
}
|
|
|
|
static int GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
|
|
{
|
|
/* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */
|
|
GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
|
|
|
|
if (GL_ActivateRenderer(renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
data->drawstate.target = renderer->target;
|
|
if (!data->drawstate.target) {
|
|
int w, h;
|
|
SDL_GetWindowSizeInPixels(renderer->window, &w, &h);
|
|
if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) {
|
|
data->drawstate.viewport_dirty = SDL_TRUE; // if the window dimensions changed, invalidate the current viewport, etc.
|
|
data->drawstate.cliprect_dirty = SDL_TRUE;
|
|
data->drawstate.drawablew = w;
|
|
data->drawstate.drawableh = h;
|
|
}
|
|
}
|
|
|
|
#ifdef __MACOS__
|
|
// On macOS on older systems, the OpenGL view change and resize events aren't
|
|
// necessarily synchronized, so just always reset it.
|
|
// Workaround for: https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6
|
|
data->drawstate.viewport_dirty = SDL_TRUE;
|
|
#endif
|
|
|
|
while (cmd) {
|
|
switch (cmd->command) {
|
|
case SDL_RENDERCMD_SETDRAWCOLOR:
|
|
{
|
|
const Uint8 r = cmd->data.color.r;
|
|
const Uint8 g = cmd->data.color.g;
|
|
const Uint8 b = cmd->data.color.b;
|
|
const Uint8 a = cmd->data.color.a;
|
|
const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
|
|
if ((data->drawstate.color_dirty) || (color != data->drawstate.color)) {
|
|
data->glColor4ub((GLubyte)r, (GLubyte)g, (GLubyte)b, (GLubyte)a);
|
|
data->drawstate.color = color;
|
|
data->drawstate.color_dirty = SDL_FALSE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_SETVIEWPORT:
|
|
{
|
|
SDL_Rect *viewport = &data->drawstate.viewport;
|
|
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
|
|
SDL_copyp(viewport, &cmd->data.viewport.rect);
|
|
data->drawstate.viewport_dirty = SDL_TRUE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_SETCLIPRECT:
|
|
{
|
|
const SDL_Rect *rect = &cmd->data.cliprect.rect;
|
|
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
|
|
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
|
|
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
|
|
}
|
|
|
|
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) {
|
|
SDL_copyp(&data->drawstate.cliprect, rect);
|
|
data->drawstate.cliprect_dirty = SDL_TRUE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_CLEAR:
|
|
{
|
|
const Uint8 r = cmd->data.color.r;
|
|
const Uint8 g = cmd->data.color.g;
|
|
const Uint8 b = cmd->data.color.b;
|
|
const Uint8 a = cmd->data.color.a;
|
|
const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
|
|
if ((data->drawstate.clear_color_dirty) || (color != data->drawstate.clear_color)) {
|
|
const GLfloat fr = ((GLfloat)r) * inv255f;
|
|
const GLfloat fg = ((GLfloat)g) * inv255f;
|
|
const GLfloat fb = ((GLfloat)b) * inv255f;
|
|
const GLfloat fa = ((GLfloat)a) * inv255f;
|
|
data->glClearColor(fr, fg, fb, fa);
|
|
data->drawstate.clear_color = color;
|
|
data->drawstate.clear_color_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
|
|
data->glDisable(GL_SCISSOR_TEST);
|
|
data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
|
|
}
|
|
|
|
data->glClear(GL_COLOR_BUFFER_BIT);
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_FILL_RECTS: /* unused */
|
|
break;
|
|
|
|
case SDL_RENDERCMD_COPY: /* unused */
|
|
break;
|
|
|
|
case SDL_RENDERCMD_COPY_EX: /* unused */
|
|
break;
|
|
|
|
case SDL_RENDERCMD_DRAW_LINES:
|
|
{
|
|
if (SetDrawState(data, cmd, SHADER_SOLID) == 0) {
|
|
size_t count = cmd->data.draw.count;
|
|
const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first);
|
|
|
|
/* SetDrawState handles glEnableClientState. */
|
|
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
|
|
|
|
if (count > 2) {
|
|
/* joined lines cannot be grouped */
|
|
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
|
|
} else {
|
|
/* let's group non joined lines */
|
|
SDL_RenderCommand *finalcmd = cmd;
|
|
SDL_RenderCommand *nextcmd = cmd->next;
|
|
SDL_BlendMode thisblend = cmd->data.draw.blend;
|
|
|
|
while (nextcmd) {
|
|
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
|
|
if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
|
|
break; /* can't go any further on this draw call, different render command up next. */
|
|
} else if (nextcmd->data.draw.count != 2) {
|
|
break; /* can't go any further on this draw call, those are joined lines */
|
|
} else if (nextcmd->data.draw.blend != thisblend) {
|
|
break; /* can't go any further on this draw call, different blendmode copy up next. */
|
|
} else {
|
|
finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
|
|
count += nextcmd->data.draw.count;
|
|
}
|
|
nextcmd = nextcmd->next;
|
|
}
|
|
|
|
data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
|
|
cmd = finalcmd; /* skip any copy commands we just combined in here. */
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_DRAW_POINTS:
|
|
case SDL_RENDERCMD_GEOMETRY:
|
|
{
|
|
/* as long as we have the same copy command in a row, with the
|
|
same texture, we can combine them all into a single draw call. */
|
|
SDL_Texture *thistexture = cmd->data.draw.texture;
|
|
SDL_BlendMode thisblend = cmd->data.draw.blend;
|
|
const SDL_RenderCommandType thiscmdtype = cmd->command;
|
|
SDL_RenderCommand *finalcmd = cmd;
|
|
SDL_RenderCommand *nextcmd = cmd->next;
|
|
size_t count = cmd->data.draw.count;
|
|
int ret;
|
|
while (nextcmd) {
|
|
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
|
|
if (nextcmdtype != thiscmdtype) {
|
|
break; /* can't go any further on this draw call, different render command up next. */
|
|
} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
|
|
break; /* can't go any further on this draw call, different texture/blendmode copy up next. */
|
|
} else {
|
|
finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
|
|
count += nextcmd->data.draw.count;
|
|
}
|
|
nextcmd = nextcmd->next;
|
|
}
|
|
|
|
if (thistexture) {
|
|
ret = SetCopyState(data, cmd);
|
|
} else {
|
|
ret = SetDrawState(data, cmd, SHADER_SOLID);
|
|
}
|
|
|
|
if (ret == 0) {
|
|
const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first);
|
|
int op = GL_TRIANGLES; /* SDL_RENDERCMD_GEOMETRY */
|
|
if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
|
|
op = GL_POINTS;
|
|
}
|
|
|
|
if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
|
|
/* SetDrawState handles glEnableClientState. */
|
|
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
|
|
} else {
|
|
/* SetDrawState handles glEnableClientState. */
|
|
if (thistexture) {
|
|
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 0);
|
|
data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 5, verts + 2);
|
|
data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 3);
|
|
} else {
|
|
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 3, verts + 0);
|
|
data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 3, verts + 2);
|
|
}
|
|
}
|
|
|
|
data->glDrawArrays(op, 0, (GLsizei)count);
|
|
|
|
/* Restore previously set color when we're done. */
|
|
if (thiscmdtype != SDL_RENDERCMD_DRAW_POINTS) {
|
|
Uint32 color = data->drawstate.color;
|
|
GLubyte a = (GLubyte)((color >> 24) & 0xFF);
|
|
GLubyte r = (GLubyte)((color >> 16) & 0xFF);
|
|
GLubyte g = (GLubyte)((color >> 8) & 0xFF);
|
|
GLubyte b = (GLubyte)((color >> 0) & 0xFF);
|
|
data->glColor4ub(r, g, b, a);
|
|
}
|
|
}
|
|
|
|
cmd = finalcmd; /* skip any copy commands we just combined in here. */
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_NO_OP:
|
|
break;
|
|
}
|
|
|
|
cmd = cmd->next;
|
|
}
|
|
|
|
/* Turn off vertex array state when we're done, in case external code
|
|
relies on it being off. */
|
|
if (data->drawstate.vertex_array) {
|
|
data->glDisableClientState(GL_VERTEX_ARRAY);
|
|
data->drawstate.vertex_array = SDL_FALSE;
|
|
}
|
|
if (data->drawstate.color_array) {
|
|
data->glDisableClientState(GL_COLOR_ARRAY);
|
|
data->drawstate.color_array = SDL_FALSE;
|
|
}
|
|
if (data->drawstate.texture_array) {
|
|
data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
data->drawstate.texture_array = SDL_FALSE;
|
|
}
|
|
|
|
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);
|
|
|
|
if (!convert_format(data, temp_format, &internalFormat, &format, &type)) {
|
|
return SDL_SetError("Texture format %s not supported by OpenGL",
|
|
SDL_GetPixelFormatName(temp_format));
|
|
}
|
|
|
|
if (rect->w == 0 || rect->h == 0) {
|
|
return 0; /* nothing to do. */
|
|
}
|
|
|
|
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
|
|
temp_pixels = SDL_malloc((size_t)rect->h * temp_pitch);
|
|
if (!temp_pixels) {
|
|
return -1;
|
|
}
|
|
|
|
SDL_GetCurrentRenderOutputSize(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) {
|
|
SDL_bool isstack;
|
|
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
|
|
src = (Uint8 *)temp_pixels + (rect->h - 1) * temp_pitch;
|
|
dst = (Uint8 *)temp_pixels;
|
|
tmp = SDL_small_alloc(Uint8, length, &isstack);
|
|
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_small_free(tmp, isstack);
|
|
}
|
|
|
|
status = SDL_ConvertPixels(rect->w, rect->h,
|
|
temp_format, temp_pixels, temp_pitch,
|
|
pixel_format, pixels, pitch);
|
|
SDL_free(temp_pixels);
|
|
|
|
return status;
|
|
}
|
|
|
|
static int GL_RenderPresent(SDL_Renderer *renderer)
|
|
{
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
return 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 (renderdata->drawstate.texture == texture) {
|
|
renderdata->drawstate.texture = NULL;
|
|
}
|
|
if (renderdata->drawstate.target == texture) {
|
|
renderdata->drawstate.target = NULL;
|
|
}
|
|
|
|
if (!data) {
|
|
return;
|
|
}
|
|
if (data->texture && !data->texture_external) {
|
|
renderdata->glDeleteTextures(1, &data->texture);
|
|
}
|
|
#if SDL_HAVE_YUV
|
|
if (data->yuv) {
|
|
if (!data->utexture_external) {
|
|
renderdata->glDeleteTextures(1, &data->utexture);
|
|
}
|
|
if (!data->vtexture_external) {
|
|
renderdata->glDeleteTextures(1, &data->vtexture);
|
|
}
|
|
}
|
|
if (data->nv12) {
|
|
if (!data->utexture_external) {
|
|
renderdata->glDeleteTextures(1, &data->utexture);
|
|
}
|
|
}
|
|
#endif
|
|
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) {
|
|
if (data->context) {
|
|
/* make sure we delete the right resources! */
|
|
GL_ActivateRenderer(renderer);
|
|
}
|
|
|
|
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;
|
|
const GLenum textype = data->textype;
|
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
data->glEnable(textype);
|
|
#if SDL_HAVE_YUV
|
|
if (texturedata->yuv) {
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE2_ARB);
|
|
}
|
|
data->glBindTexture(textype, texturedata->vtexture);
|
|
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE1_ARB);
|
|
}
|
|
data->glBindTexture(textype, texturedata->utexture);
|
|
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE0_ARB);
|
|
}
|
|
}
|
|
if (texturedata->nv12) {
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE1_ARB);
|
|
}
|
|
data->glBindTexture(textype, texturedata->utexture);
|
|
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE0_ARB);
|
|
}
|
|
}
|
|
#endif
|
|
data->glBindTexture(textype, texturedata->texture);
|
|
|
|
data->drawstate.texturing = SDL_TRUE;
|
|
data->drawstate.texture = 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;
|
|
const GLenum textype = data->textype;
|
|
#if SDL_HAVE_YUV
|
|
GL_TextureData *texturedata = (GL_TextureData *)texture->driverdata;
|
|
#endif
|
|
|
|
GL_ActivateRenderer(renderer);
|
|
|
|
#if SDL_HAVE_YUV
|
|
if (texturedata->yuv) {
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE2_ARB);
|
|
}
|
|
data->glBindTexture(textype, 0);
|
|
data->glDisable(textype);
|
|
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE1_ARB);
|
|
}
|
|
data->glBindTexture(textype, 0);
|
|
data->glDisable(textype);
|
|
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE0_ARB);
|
|
}
|
|
}
|
|
if (texturedata->nv12) {
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE1_ARB);
|
|
}
|
|
data->glBindTexture(textype, 0);
|
|
data->glDisable(textype);
|
|
|
|
if (data->GL_ARB_multitexture_supported) {
|
|
data->glActiveTextureARB(GL_TEXTURE0_ARB);
|
|
}
|
|
}
|
|
#endif
|
|
data->glBindTexture(textype, 0);
|
|
data->glDisable(textype);
|
|
|
|
data->drawstate.texturing = SDL_FALSE;
|
|
data->drawstate.texture = NULL;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int GL_SetVSync(SDL_Renderer *renderer, const int vsync)
|
|
{
|
|
int retval;
|
|
int interval = 0;
|
|
if (vsync) {
|
|
retval = SDL_GL_SetSwapInterval(1);
|
|
} else {
|
|
retval = SDL_GL_SetSwapInterval(0);
|
|
}
|
|
if (retval != 0) {
|
|
return retval;
|
|
}
|
|
|
|
retval = SDL_GL_GetSwapInterval(&interval);
|
|
if (retval < 0) {
|
|
return retval;
|
|
}
|
|
|
|
if (interval != 0) {
|
|
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
|
|
} else {
|
|
renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
|
|
}
|
|
return retval;
|
|
}
|
|
|
|
static SDL_bool GL_IsProbablyAccelerated(const GL_RenderData *data)
|
|
{
|
|
/*const char *vendor = (const char *) data->glGetString(GL_VENDOR);*/
|
|
const char *renderer = (const char *)data->glGetString(GL_RENDERER);
|
|
|
|
#if defined(__WINDOWS__) || defined(__WINGDK__)
|
|
if (SDL_strcmp(renderer, "GDI Generic") == 0) {
|
|
return SDL_FALSE; /* Microsoft's fallback software renderer. Fix your system! */
|
|
}
|
|
#endif
|
|
|
|
#ifdef __APPLE__
|
|
if (SDL_strcmp(renderer, "Apple Software Renderer") == 0) {
|
|
return SDL_FALSE; /* (a probably very old) Apple software-based OpenGL. */
|
|
}
|
|
#endif
|
|
|
|
if (SDL_strcmp(renderer, "Software Rasterizer") == 0) {
|
|
return SDL_FALSE; /* (a probably very old) Software Mesa, or some other generic thing. */
|
|
}
|
|
|
|
/* !!! FIXME: swrast? llvmpipe? softpipe? */
|
|
|
|
return SDL_TRUE;
|
|
}
|
|
|
|
static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
|
|
{
|
|
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;
|
|
const char *hint;
|
|
SDL_bool non_power_of_two_supported = 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);
|
|
|
|
#ifndef SDL_VIDEO_VITA_PVR_OGL
|
|
SDL_SyncWindow(window);
|
|
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_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL) < 0) {
|
|
goto error;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer));
|
|
if (!renderer) {
|
|
goto error;
|
|
}
|
|
|
|
data = (GL_RenderData *)SDL_calloc(1, sizeof(*data));
|
|
if (!data) {
|
|
SDL_free(renderer);
|
|
goto error;
|
|
}
|
|
|
|
renderer->WindowEvent = GL_WindowEvent;
|
|
renderer->SupportsBlendMode = GL_SupportsBlendMode;
|
|
renderer->CreateTexture = GL_CreateTexture;
|
|
renderer->UpdateTexture = GL_UpdateTexture;
|
|
#if SDL_HAVE_YUV
|
|
renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
|
|
renderer->UpdateTextureNV = GL_UpdateTextureNV;
|
|
#endif
|
|
renderer->LockTexture = GL_LockTexture;
|
|
renderer->UnlockTexture = GL_UnlockTexture;
|
|
renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
|
|
renderer->SetRenderTarget = GL_SetRenderTarget;
|
|
renderer->QueueSetViewport = GL_QueueSetViewport;
|
|
renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
|
|
renderer->QueueDrawPoints = GL_QueueDrawPoints;
|
|
renderer->QueueDrawLines = GL_QueueDrawLines;
|
|
renderer->QueueGeometry = GL_QueueGeometry;
|
|
renderer->InvalidateCachedState = GL_InvalidateCachedState;
|
|
renderer->RunCommandQueue = GL_RunCommandQueue;
|
|
renderer->RenderReadPixels = GL_RenderReadPixels;
|
|
renderer->RenderPresent = GL_RenderPresent;
|
|
renderer->DestroyTexture = GL_DestroyTexture;
|
|
renderer->DestroyRenderer = GL_DestroyRenderer;
|
|
renderer->SetVSync = GL_SetVSync;
|
|
renderer->GL_BindTexture = GL_BindTexture;
|
|
renderer->GL_UnbindTexture = GL_UnbindTexture;
|
|
renderer->info = GL_RenderDriver.info;
|
|
renderer->info.flags = 0; /* will set some flags below. */
|
|
renderer->driverdata = data;
|
|
GL_InvalidateCachedState(renderer);
|
|
renderer->window = window;
|
|
|
|
data->context = SDL_GL_CreateContext(window);
|
|
if (!data->context) {
|
|
SDL_free(renderer);
|
|
SDL_free(data);
|
|
goto error;
|
|
}
|
|
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
|
|
SDL_GL_DeleteContext(data->context);
|
|
SDL_free(renderer);
|
|
SDL_free(data);
|
|
goto error;
|
|
}
|
|
|
|
if (GL_LoadFunctions(data) < 0) {
|
|
SDL_GL_DeleteContext(data->context);
|
|
SDL_free(renderer);
|
|
SDL_free(data);
|
|
goto error;
|
|
}
|
|
|
|
if (GL_IsProbablyAccelerated(data)) {
|
|
renderer->info.flags |= SDL_RENDERER_ACCELERATED;
|
|
}
|
|
|
|
#ifdef __MACOS__
|
|
/* Enable multi-threaded rendering */
|
|
/* Disabled until Ryan finishes his VBO/PBO code...
|
|
CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
|
|
*/
|
|
#endif
|
|
|
|
if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
|
|
SDL_GL_SetSwapInterval(1);
|
|
} else {
|
|
SDL_GL_SetSwapInterval(0);
|
|
}
|
|
|
|
{
|
|
int interval = 0;
|
|
if (SDL_GL_GetSwapInterval(&interval) < 0) {
|
|
/* Error */
|
|
} else if (interval != 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 **)(char *)&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);
|
|
}
|
|
|
|
hint = SDL_getenv("GL_ARB_texture_non_power_of_two");
|
|
if (!hint || *hint != '0') {
|
|
SDL_bool isGL2 = SDL_FALSE;
|
|
const char *verstr = (const char *)data->glGetString(GL_VERSION);
|
|
if (verstr) {
|
|
char verbuf[16];
|
|
char *ptr;
|
|
SDL_strlcpy(verbuf, verstr, sizeof(verbuf));
|
|
ptr = SDL_strchr(verbuf, '.');
|
|
if (ptr) {
|
|
*ptr = '\0';
|
|
if (SDL_atoi(verbuf) >= 2) {
|
|
isGL2 = SDL_TRUE;
|
|
}
|
|
}
|
|
}
|
|
if (isGL2 || SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
|
|
non_power_of_two_supported = SDL_TRUE;
|
|
}
|
|
}
|
|
|
|
data->textype = GL_TEXTURE_2D;
|
|
if (non_power_of_two_supported) {
|
|
data->GL_ARB_texture_non_power_of_two_supported = SDL_TRUE;
|
|
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
|
|
renderer->info.max_texture_width = value;
|
|
renderer->info.max_texture_height = value;
|
|
} else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
|
|
SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
|
|
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
|
|
data->textype = GL_TEXTURE_RECTANGLE_ARB;
|
|
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");
|
|
#if SDL_HAVE_YUV
|
|
/* 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;
|
|
}
|
|
|
|
/* We support NV12 textures using 2 textures and a shader */
|
|
if (data->shaders && data->num_texture_units >= 2) {
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
|
|
}
|
|
#endif
|
|
#ifdef __MACOS__
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
|
|
#endif
|
|
|
|
renderer->rect_index_order[0] = 0;
|
|
renderer->rect_index_order[1] = 1;
|
|
renderer->rect_index_order[2] = 3;
|
|
renderer->rect_index_order[3] = 1;
|
|
renderer->rect_index_order[4] = 3;
|
|
renderer->rect_index_order[5] = 2;
|
|
|
|
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");
|
|
} else {
|
|
SDL_SetError("Can't create render targets, GL_EXT_framebuffer_object not available");
|
|
SDL_GL_DeleteContext(data->context);
|
|
SDL_free(renderer);
|
|
SDL_free(data);
|
|
goto error;
|
|
}
|
|
|
|
/* Set up parameters for rendering */
|
|
data->glMatrixMode(GL_MODELVIEW);
|
|
data->glLoadIdentity();
|
|
data->glDisable(GL_DEPTH_TEST);
|
|
data->glDisable(GL_CULL_FACE);
|
|
data->glDisable(GL_SCISSOR_TEST);
|
|
data->glDisable(data->textype);
|
|
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
data->glColor4ub(255, 255, 255, 255);
|
|
/* This ended up causing video discrepancies between OpenGL and Direct3D */
|
|
/* data->glEnable(GL_LINE_SMOOTH); */
|
|
|
|
data->drawstate.color = 0xFFFFFFFF;
|
|
data->drawstate.clear_color = 0xFFFFFFFF;
|
|
|
|
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;
|
|
}
|
|
|
|
SDL_RenderDriver GL_RenderDriver = {
|
|
GL_CreateRenderer,
|
|
{ "opengl",
|
|
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
|
|
4,
|
|
{ SDL_PIXELFORMAT_ARGB8888,
|
|
SDL_PIXELFORMAT_ABGR8888,
|
|
SDL_PIXELFORMAT_XRGB8888,
|
|
SDL_PIXELFORMAT_XBGR8888 },
|
|
0,
|
|
0 }
|
|
};
|
|
|
|
#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
|