|
@@ -91,8 +91,6 @@ typedef enum
|
|
|
GLES2_ATTRIBUTE_POSITION = 0,
|
|
|
GLES2_ATTRIBUTE_COLOR = 1,
|
|
|
GLES2_ATTRIBUTE_TEXCOORD = 2,
|
|
|
- GLES2_ATTRIBUTE_ANGLE = 3,
|
|
|
- GLES2_ATTRIBUTE_CENTER = 4,
|
|
|
} GLES2_Attribute;
|
|
|
|
|
|
typedef enum
|
|
@@ -129,7 +127,6 @@ typedef struct
|
|
|
SDL_bool cliprect_dirty;
|
|
|
SDL_Rect cliprect;
|
|
|
SDL_bool texturing;
|
|
|
- SDL_bool is_copy_ex;
|
|
|
Uint32 clear_color;
|
|
|
int drawablew;
|
|
|
int drawableh;
|
|
@@ -422,8 +419,6 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
|
|
|
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
|
|
|
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color");
|
|
|
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
|
|
|
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
|
|
|
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
|
|
|
data->glLinkProgram(entry->id);
|
|
|
data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
|
|
|
if (!linkSuccessful) {
|
|
@@ -780,203 +775,6 @@ GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
-static int
|
|
|
-GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
|
|
- const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
|
|
-{
|
|
|
- const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
|
|
|
- int color;
|
|
|
- GLfloat minx, miny, maxx, maxy;
|
|
|
- GLfloat minu, maxu, minv, maxv;
|
|
|
- const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
|
|
|
- GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
|
|
|
-
|
|
|
- if (!verts) {
|
|
|
- return -1;
|
|
|
- }
|
|
|
-
|
|
|
- if (colorswap == 0) {
|
|
|
- color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
|
|
|
- } else {
|
|
|
- color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | (cmd->data.draw.a << 24);
|
|
|
- }
|
|
|
-
|
|
|
- cmd->data.draw.count = 1;
|
|
|
-
|
|
|
- minx = dstrect->x;
|
|
|
- miny = dstrect->y;
|
|
|
- maxx = dstrect->x + dstrect->w;
|
|
|
- maxy = dstrect->y + dstrect->h;
|
|
|
-
|
|
|
- minu = (GLfloat) srcrect->x / texture->w;
|
|
|
- maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
|
|
|
- minv = (GLfloat) srcrect->y / texture->h;
|
|
|
- maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
|
|
|
-
|
|
|
- /* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more
|
|
|
- vertices, but we can then draw unconnected pieces in a single draw
|
|
|
- call if there are several draws in a row using the same texture
|
|
|
- (such as a particle system or texture atlas). */
|
|
|
- *(verts++) = minx;
|
|
|
- *(verts++) = miny;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = minu;
|
|
|
- *(verts++) = minv;
|
|
|
-
|
|
|
- *(verts++) = maxx;
|
|
|
- *(verts++) = miny;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = maxu;
|
|
|
- *(verts++) = minv;
|
|
|
-
|
|
|
- *(verts++) = minx;
|
|
|
- *(verts++) = maxy;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = minu;
|
|
|
- *(verts++) = maxv;
|
|
|
-
|
|
|
-
|
|
|
- *(verts++) = maxx;
|
|
|
- *(verts++) = miny;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = maxu;
|
|
|
- *(verts++) = minv;
|
|
|
-
|
|
|
- *(verts++) = minx;
|
|
|
- *(verts++) = maxy;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = minu;
|
|
|
- *(verts++) = maxv;
|
|
|
-
|
|
|
- *(verts++) = maxx;
|
|
|
- *(verts++) = maxy;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = maxu;
|
|
|
- *(verts++) = maxv;
|
|
|
-
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-static int
|
|
|
-GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
|
|
- const SDL_Rect * srcquad, const SDL_FRect * dstrect,
|
|
|
- const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
|
|
|
-{
|
|
|
- const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
|
|
|
- int color;
|
|
|
- /* render expects cos value - 1 (see GLES2_Vertex_Default) */
|
|
|
- const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
|
|
|
- const GLfloat s = (GLfloat) SDL_sin(radian_angle);
|
|
|
- const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
|
|
|
- const GLfloat centerx = center->x + dstrect->x;
|
|
|
- const GLfloat centery = center->y + dstrect->y;
|
|
|
- GLfloat minx, miny, maxx, maxy;
|
|
|
- GLfloat minu, maxu, minv, maxv;
|
|
|
- const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + (2 + 2 + 2) * sizeof (float));
|
|
|
- GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
|
|
|
-
|
|
|
- if (!verts) {
|
|
|
- return -1;
|
|
|
- }
|
|
|
-
|
|
|
- if (colorswap == 0) {
|
|
|
- color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
|
|
|
- } else {
|
|
|
- color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | (cmd->data.draw.a << 24);
|
|
|
- }
|
|
|
-
|
|
|
- if (flip & SDL_FLIP_HORIZONTAL) {
|
|
|
- minx = dstrect->x + dstrect->w;
|
|
|
- maxx = dstrect->x;
|
|
|
- } else {
|
|
|
- minx = dstrect->x;
|
|
|
- maxx = dstrect->x + dstrect->w;
|
|
|
- }
|
|
|
-
|
|
|
- if (flip & SDL_FLIP_VERTICAL) {
|
|
|
- miny = dstrect->y + dstrect->h;
|
|
|
- maxy = dstrect->y;
|
|
|
- } else {
|
|
|
- miny = dstrect->y;
|
|
|
- maxy = dstrect->y + dstrect->h;
|
|
|
- }
|
|
|
-
|
|
|
- minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w);
|
|
|
- maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w);
|
|
|
- minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
|
|
|
- maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
|
|
|
-
|
|
|
- cmd->data.draw.count = 1;
|
|
|
-
|
|
|
- /* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more
|
|
|
- vertices, but we can then draw unconnected pieces in a single draw
|
|
|
- call if there are several draws in a row using the same texture
|
|
|
- (such as a particle system or texture atlas). */
|
|
|
-
|
|
|
- *(verts++) = minx;
|
|
|
- *(verts++) = miny;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = minu;
|
|
|
- *(verts++) = minv;
|
|
|
- *(verts++) = s;
|
|
|
- *(verts++) = c;
|
|
|
- *(verts++) = centerx;
|
|
|
- *(verts++) = centery;
|
|
|
-
|
|
|
- *(verts++) = maxx;
|
|
|
- *(verts++) = miny;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = maxu;
|
|
|
- *(verts++) = minv;
|
|
|
- *(verts++) = s;
|
|
|
- *(verts++) = c;
|
|
|
- *(verts++) = centerx;
|
|
|
- *(verts++) = centery;
|
|
|
-
|
|
|
- *(verts++) = minx;
|
|
|
- *(verts++) = maxy;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = minu;
|
|
|
- *(verts++) = maxv;
|
|
|
- *(verts++) = s;
|
|
|
- *(verts++) = c;
|
|
|
- *(verts++) = centerx;
|
|
|
- *(verts++) = centery;
|
|
|
-
|
|
|
- *(verts++) = maxx;
|
|
|
- *(verts++) = miny;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = maxu;
|
|
|
- *(verts++) = minv;
|
|
|
- *(verts++) = s;
|
|
|
- *(verts++) = c;
|
|
|
- *(verts++) = centerx;
|
|
|
- *(verts++) = centery;
|
|
|
-
|
|
|
- *(verts++) = minx;
|
|
|
- *(verts++) = maxy;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = minu;
|
|
|
- *(verts++) = maxv;
|
|
|
- *(verts++) = s;
|
|
|
- *(verts++) = c;
|
|
|
- *(verts++) = centerx;
|
|
|
- *(verts++) = centery;
|
|
|
-
|
|
|
- *(verts++) = maxx;
|
|
|
- *(verts++) = maxy;
|
|
|
- *((int *)verts++) = color;
|
|
|
- *(verts++) = maxu;
|
|
|
- *(verts++) = maxv;
|
|
|
- *(verts++) = s;
|
|
|
- *(verts++) = c;
|
|
|
- *(verts++) = centerx;
|
|
|
- *(verts++) = centery;
|
|
|
-
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-#if SDL_HAVE_RENDER_GEOMETRY
|
|
|
static int
|
|
|
GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
|
|
|
const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
|
|
@@ -1037,13 +835,10 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
|
|
|
|
|
|
return 0;
|
|
|
}
|
|
|
-#endif
|
|
|
|
|
|
static int
|
|
|
SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc)
|
|
|
{
|
|
|
- const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
|
|
|
- const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
|
|
|
SDL_Texture *texture = cmd->data.draw.texture;
|
|
|
const SDL_BlendMode blend = cmd->data.draw.blend;
|
|
|
GLES2_ProgramCacheEntry *program;
|
|
@@ -1121,10 +916,6 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
|
|
|
stride += sizeof (GLfloat) * 2; /* tex coord */
|
|
|
}
|
|
|
|
|
|
- if (is_copy_ex) {
|
|
|
- stride += sizeof (GLfloat) * (2 /* angle sin/cos */ + 2 /* center */);
|
|
|
- }
|
|
|
-
|
|
|
if (texture) {
|
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1)));
|
|
|
}
|
|
@@ -1161,22 +952,6 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
|
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) cmd->data.draw.first);
|
|
|
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE /* Normalized */, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * 2));
|
|
|
|
|
|
- if (is_copy_ex != was_copy_ex) {
|
|
|
- if (is_copy_ex) {
|
|
|
- data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
|
|
|
- data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
|
|
|
- } else {
|
|
|
- data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
|
|
|
- data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
|
|
|
- }
|
|
|
- data->drawstate.is_copy_ex = is_copy_ex;
|
|
|
- }
|
|
|
-
|
|
|
- if (is_copy_ex) {
|
|
|
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1 + 2)));
|
|
|
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1 + 2 + 2)));
|
|
|
- }
|
|
|
-
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
@@ -1414,15 +1189,21 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|
|
break;
|
|
|
}
|
|
|
|
|
|
- case SDL_RENDERCMD_COPY:
|
|
|
- case SDL_RENDERCMD_COPY_EX: {
|
|
|
+ case SDL_RENDERCMD_COPY: /* unused */
|
|
|
+ break;
|
|
|
+
|
|
|
+ case SDL_RENDERCMD_COPY_EX: /* unused */
|
|
|
+ break;
|
|
|
+
|
|
|
+ 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;
|
|
|
const SDL_RenderCommandType thiscmdtype = cmd->command;
|
|
|
SDL_RenderCommand *finalcmd = cmd;
|
|
|
SDL_RenderCommand *nextcmd = cmd->next;
|
|
|
- int quads = 1;
|
|
|
+ size_t count = cmd->data.draw.count;
|
|
|
+ int ret;
|
|
|
while (nextcmd != NULL) {
|
|
|
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
|
|
|
if (nextcmdtype != thiscmdtype) {
|
|
@@ -1434,26 +1215,12 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|
|
break; /* can't go any further on this draw call, different texture copy up next. */
|
|
|
} else {
|
|
|
finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
|
|
|
- quads++;
|
|
|
+ count += cmd->data.draw.count;
|
|
|
}
|
|
|
nextcmd = nextcmd->next;
|
|
|
}
|
|
|
|
|
|
- if (SetCopyState(renderer, cmd) == 0) {
|
|
|
- data->glDrawArrays(GL_TRIANGLES, 0, quads * 6);
|
|
|
- }
|
|
|
-
|
|
|
- cmd = finalcmd; /* skip any copy commands we just combined in here. */
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- case SDL_RENDERCMD_GEOMETRY: {
|
|
|
-#if SDL_HAVE_RENDER_GEOMETRY
|
|
|
- SDL_Texture *texture = cmd->data.draw.texture;
|
|
|
- const size_t count = cmd->data.draw.count;
|
|
|
- int ret;
|
|
|
-
|
|
|
- if (texture) {
|
|
|
+ if (thistexture) {
|
|
|
ret = SetCopyState(renderer, cmd);
|
|
|
} else {
|
|
|
ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID);
|
|
@@ -1462,7 +1229,8 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|
|
if (ret == 0) {
|
|
|
data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
|
|
|
}
|
|
|
-#endif
|
|
|
+
|
|
|
+ cmd = finalcmd; /* skip any copy commands we just combined in here. */
|
|
|
break;
|
|
|
}
|
|
|
|
|
@@ -2278,11 +2046,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|
|
renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
|
|
|
renderer->QueueDrawLines = GLES2_QueueDrawLines;
|
|
|
renderer->QueueFillRects = GLES2_QueueFillRects;
|
|
|
- renderer->QueueCopy = GLES2_QueueCopy;
|
|
|
- renderer->QueueCopyEx = GLES2_QueueCopyEx;
|
|
|
-#if SDL_HAVE_RENDER_GEOMETRY
|
|
|
renderer->QueueGeometry = GLES2_QueueGeometry;
|
|
|
-#endif
|
|
|
renderer->RunCommandQueue = GLES2_RunCommandQueue;
|
|
|
renderer->RenderReadPixels = GLES2_RenderReadPixels;
|
|
|
renderer->RenderPresent = GLES2_RenderPresent;
|