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@@ -38,29 +38,6 @@
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/* Used to re-create the window with OpenGL ES capability */
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extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
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-/*************************************************************************************************
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- * Bootstrap data *
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- *************************************************************************************************/
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-
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-static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags);
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-
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-SDL_RenderDriver GLES2_RenderDriver = {
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- GLES2_CreateRenderer,
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- {
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- "opengles2",
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- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
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- 4,
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- {
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- SDL_PIXELFORMAT_ARGB8888,
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- SDL_PIXELFORMAT_ABGR8888,
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- SDL_PIXELFORMAT_RGB888,
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- SDL_PIXELFORMAT_BGR888
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- },
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- 0,
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- 0
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- }
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-};
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-
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/*************************************************************************************************
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* Context structures *
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*************************************************************************************************/
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@@ -88,7 +65,6 @@ typedef struct GLES2_TextureData
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GLenum texture_v;
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GLenum texture_u;
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GLES2_FBOList *fbo;
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- Uint32 last_cmd_generation; /* last command queue generation this texture was in. */
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} GLES2_TextureData;
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typedef struct GLES2_ShaderCacheEntry
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@@ -97,7 +73,6 @@ typedef struct GLES2_ShaderCacheEntry
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GLES2_ShaderType type;
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const GLES2_ShaderInstance *instance;
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int references;
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- Uint8 modulation_r, modulation_g, modulation_b, modulation_a;
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struct GLES2_ShaderCacheEntry *prev;
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struct GLES2_ShaderCacheEntry *next;
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} GLES2_ShaderCacheEntry;
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@@ -114,8 +89,7 @@ typedef struct GLES2_ProgramCacheEntry
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GLES2_ShaderCacheEntry *vertex_shader;
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GLES2_ShaderCacheEntry *fragment_shader;
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GLuint uniform_locations[16];
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- Uint8 color_r, color_g, color_b, color_a;
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- Uint8 modulation_r, modulation_g, modulation_b, modulation_a;
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+ Uint32 color;
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GLfloat projection[4][4];
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struct GLES2_ProgramCacheEntry *prev;
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struct GLES2_ProgramCacheEntry *next;
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@@ -159,47 +133,22 @@ typedef enum
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GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
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} GLES2_ImageSource;
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-typedef enum
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+typedef struct
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{
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- GLES2_RENDERCMD_VIEWPORT,
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- GLES2_RENDERCMD_CLIPRECT,
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- GLES2_RENDERCMD_CLEAR,
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- GLES2_RENDERCMD_ATTR,
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- GLES2_RENDERCMD_DRAW
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-} GLES2_RenderCommandType;
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-
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-typedef struct GLES2_RenderCommand
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-{
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- GLES2_RenderCommandType cmd;
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- union {
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- SDL_Rect viewport;
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- struct {
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- SDL_bool enabled;
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- SDL_Rect rect;
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- } cliprect;
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- struct {
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- Uint8 r, g, b, a;
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- } clear;
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- struct {
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- GLES2_Attribute attr;
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- GLsizei offset;
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- GLsizei count;
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- } attr;
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- struct {
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- GLenum mode;
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- GLint first;
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- GLsizei count;
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- Uint8 attrs;
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- Uint8 r, g, b, a;
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- SDL_BlendMode blend;
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- GLES2_ImageSource imgsrc;
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- SDL_Texture *texture;
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- } draw;
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- } data;
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- struct GLES2_RenderCommand *next;
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-} GLES2_RenderCommand;
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-
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-typedef struct GLES2_DriverContext
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+ SDL_Rect viewport;
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+ SDL_Texture *texture;
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+ SDL_BlendMode blend;
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+ SDL_bool cliprect_enabled;
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+ SDL_Rect cliprect;
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+ SDL_bool texturing;
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+ SDL_bool is_copy_ex;
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+ Uint32 color;
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+ Uint32 clear_color;
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+ GLES2_ProgramCacheEntry *program;
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+ GLfloat projection[4][4];
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+} GLES2_DrawStateCache;
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+
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+typedef struct GLES2_RenderData
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{
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SDL_GLContext *context;
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@@ -215,65 +164,18 @@ typedef struct GLES2_DriverContext
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GLenum *shader_formats;
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GLES2_ShaderCache shader_cache;
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GLES2_ProgramCache program_cache;
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- GLES2_ProgramCacheEntry *current_program;
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Uint8 clear_r, clear_g, clear_b, clear_a;
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- GLuint vertex_buffers[4];
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- GLsizeiptr vertex_buffer_size[4];
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+ GLuint vertex_buffers[8];
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+ GLsizeiptr vertex_buffer_size[8];
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int current_vertex_buffer;
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- GLES2_RenderCommand *render_commands;
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- GLES2_RenderCommand *render_commands_tail;
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- GLES2_RenderCommand *render_commands_pool;
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- int current_vertex_data;
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- Uint32 command_generation;
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- GLfloat *vertex_data;
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- GLsizeiptr vertex_data_allocation;
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-} GLES2_DriverContext;
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+ GLES2_DrawStateCache drawstate;
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+} GLES2_RenderData;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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static const float inv255f = 1.0f / 255.0f;
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-static GLES2_RenderCommand *
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-GLES2_AllocateRenderCommand(SDL_Renderer *renderer)
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-{
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- GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
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- GLES2_RenderCommand *retval = NULL;
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-
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- /* !!! FIXME: are there threading limitations in SDL's render API? */
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- retval = data->render_commands_pool;
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- if (retval != NULL) {
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- data->render_commands_pool = retval->next;
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- retval->next = NULL;
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- } else {
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- retval = SDL_calloc(1, sizeof (*retval));
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- if (!retval) {
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- SDL_OutOfMemory();
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- return NULL;
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- }
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- }
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-
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- SDL_assert((data->render_commands == NULL) == (data->render_commands_tail == NULL));
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- if (data->render_commands_tail != NULL) {
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- data->render_commands_tail->next = retval;
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- } else {
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- data->render_commands = retval;
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- }
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- data->render_commands_tail = retval;
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-
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- return retval;
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-}
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-
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-static SDL_bool
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-CompareColors(const Uint8 r1, const Uint8 g1, const Uint8 b1, const Uint8 a1,
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- const Uint8 r2, const Uint8 g2, const Uint8 b2, const Uint8 a2)
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-{
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- Uint32 Pixel1, Pixel2;
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- RGBA8888_FROM_RGBA(Pixel1, r1, g1, b1, a1);
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- RGBA8888_FROM_RGBA(Pixel2, r2, g2, b2, a2);
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- return (Pixel1 == Pixel2);
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-}
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-
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SDL_FORCE_INLINE const char*
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GL_TranslateError (GLenum error)
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@@ -294,7 +196,7 @@ GL_TranslateError (GLenum error)
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SDL_FORCE_INLINE void
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GL_ClearErrors(SDL_Renderer *renderer)
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{
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- GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
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+ GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
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if (!data->debug_enabled) {
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return;
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@@ -307,7 +209,7 @@ GL_ClearErrors(SDL_Renderer *renderer)
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SDL_FORCE_INLINE int
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GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
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{
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- GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
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+ GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
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int ret = 0;
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if (!data->debug_enabled) {
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@@ -340,16 +242,7 @@ GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file,
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* Renderer state APIs *
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*************************************************************************************************/
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-static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
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-static void GLES2_WindowEvent(SDL_Renderer * renderer,
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- const SDL_WindowEvent *event);
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-static int GLES2_UpdateViewport(SDL_Renderer * renderer);
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-static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
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-
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-
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-static SDL_GLContext SDL_CurrentContext = NULL;
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-
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-static int GLES2_LoadFunctions(GLES2_DriverContext * data)
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+static int GLES2_LoadFunctions(GLES2_RenderData * data)
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{
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#if SDL_VIDEO_DRIVER_UIKIT
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#define __SDL_NOGETPROCADDR__
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@@ -377,7 +270,7 @@ static int GLES2_LoadFunctions(GLES2_DriverContext * data)
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}
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static GLES2_FBOList *
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-GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h)
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+GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h)
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{
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GLES2_FBOList *result = data->framebuffers;
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while ((result) && ((result->w != w) || (result->h != h)) ) {
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@@ -397,18 +290,15 @@ GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h)
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static int
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GLES2_ActivateRenderer(SDL_Renderer * renderer)
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{
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- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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+ GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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- if (SDL_CurrentContext != data->context) {
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+ if (SDL_GL_GetCurrentContext() != data->context) {
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/* Null out the current program to ensure we set it again */
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- data->current_program = NULL;
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+ data->drawstate.program = NULL;
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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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- SDL_CurrentContext = data->context;
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-
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- GLES2_UpdateViewport(renderer);
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}
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GL_ClearErrors(renderer);
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@@ -419,14 +309,7 @@ GLES2_ActivateRenderer(SDL_Renderer * renderer)
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static void
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GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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-
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- if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
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- event->event == SDL_WINDOWEVENT_SHOWN ||
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- event->event == SDL_WINDOWEVENT_HIDDEN) {
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- /* Rebind the context to the window area */
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- SDL_CurrentContext = NULL;
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- }
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+ GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
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/* According to Apple documentation, we need to finish drawing NOW! */
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@@ -504,1582 +387,1379 @@ GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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return SDL_TRUE;
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}
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-static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, int w, int h);
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-static int
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-GLES2_FlushCommands(SDL_Renderer *renderer)
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+static void
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+GLES2_EvictShader(GLES2_RenderData *data, GLES2_ShaderCacheEntry *entry)
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{
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- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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- const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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- const int vboidx = data->current_vertex_buffer;
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- const GLuint vbo = data->vertex_buffers[vboidx];
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- const GLsizeiptr dataSizeInBytes = data->current_vertex_data * sizeof (float);
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- Uint8 enabled_attrs = (1 << GLES2_ATTRIBUTE_POSITION);
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- GLES2_RenderCommand *cmd;
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- GLES2_RenderCommand *next;
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- SDL_Rect viewport;
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- SDL_Texture *bound_texture = NULL;
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- SDL_BlendMode blend = SDL_BLENDMODE_INVALID;
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- Uint8 clear_r, clear_g, clear_b, clear_a;
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- int drawablew = 0, drawableh = 0;
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- GLfloat projection[4][4];
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- SDL_bool cliprect_enabled = SDL_FALSE;
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- SDL_Rect cliprect;
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-
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- GLES2_ActivateRenderer(renderer);
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-
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- if (data->render_commands == NULL) { /* nothing to do! */
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- SDL_assert(data->current_vertex_data == 0);
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- return 0;
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- }
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-
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- /* cycle through a few VBOs so the GL has some time with the data before we replace it. */
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- data->current_vertex_buffer++;
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- if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
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- data->current_vertex_buffer = 0;
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- }
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- data->current_vertex_data = 0; /* start next VBO at start. */
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- cmd = data->render_commands;
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- data->render_commands = NULL;
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- data->render_commands_tail = NULL;
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-
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- SDL_zero(projection);
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- projection[3][0] = -1.0f;
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- projection[3][1] = renderer->target ? -1.0f : 1.0f;
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- projection[3][3] = 1.0f;
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-
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- if (!renderer->target) {
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- SDL_GL_GetDrawableSize(renderer->window, &drawablew, &drawableh);
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- }
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-
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- /* upload the new VBO data for this set of commands. */
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- data->glBindBuffer(GL_ARRAY_BUFFER, vbo);
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- if (data->vertex_buffer_size[vboidx] < dataSizeInBytes) {
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- data->glBufferData(GL_ARRAY_BUFFER, dataSizeInBytes, data->vertex_data, GL_STREAM_DRAW);
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- data->vertex_buffer_size[vboidx] = dataSizeInBytes;
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- } else {
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- data->glBufferSubData(GL_ARRAY_BUFFER, 0, dataSizeInBytes, data->vertex_data);
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+ /* Unlink the shader from the cache */
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+ if (entry->next) {
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+ entry->next->prev = entry->prev;
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}
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-
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- data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
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- data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
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- data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
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- data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
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-
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- clear_r = renderer->r;
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- clear_g = renderer->g;
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- clear_b = renderer->b;
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- clear_a = renderer->a;
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- data->glClearColor(clear_r * inv255f, clear_g * inv255f, clear_b * inv255f, clear_a * inv255f);
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-
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- SDL_memcpy(&viewport, &renderer->viewport, sizeof (viewport));
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- data->glViewport(viewport.x,
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- (renderer->target) ? viewport.y : (drawableh - viewport.y - viewport.h),
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- viewport.w, viewport.h);
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-
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- SDL_memcpy(&cliprect, &renderer->clip_rect, sizeof (cliprect));
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- cliprect_enabled = renderer->clipping_enabled;
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- if (cliprect_enabled) {
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- data->glEnable(GL_SCISSOR_TEST);
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- } else {
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- data->glDisable(GL_SCISSOR_TEST);
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+ if (entry->prev) {
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+ entry->prev->next = entry->next;
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}
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- if (renderer->target) {
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- data->glScissor(viewport.x + cliprect.x, viewport.y + cliprect.y, cliprect.w, cliprect.h);
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- } else {
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- data->glScissor(viewport.x + cliprect.x, drawableh - viewport.y - cliprect.y - cliprect.h, cliprect.w, cliprect.h);
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+ if (data->shader_cache.head == entry) {
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+ data->shader_cache.head = entry->next;
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}
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+ --data->shader_cache.count;
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- while (cmd != NULL) {
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- switch (cmd->cmd) {
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- case GLES2_RENDERCMD_VIEWPORT:
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- if (SDL_memcmp(&cmd->data.viewport, &viewport, sizeof (SDL_Rect)) != 0) {
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- SDL_memcpy(&viewport, &cmd->data.viewport, sizeof (SDL_Rect));
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- data->glViewport(viewport.x,
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- (renderer->target) ? viewport.y : (drawableh - viewport.y - viewport.h),
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- viewport.w, viewport.h);
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- }
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- break;
|
|
|
+ /* Deallocate the shader */
|
|
|
+ data->glDeleteShader(entry->id);
|
|
|
+ SDL_free(entry);
|
|
|
+}
|
|
|
|
|
|
- case GLES2_RENDERCMD_CLIPRECT: {
|
|
|
- const SDL_Rect *rect = &cmd->data.cliprect.rect;
|
|
|
- const SDL_bool changed = (SDL_memcmp(&cliprect, rect, sizeof (SDL_Rect)) != 0);
|
|
|
- if (cliprect_enabled != cmd->data.cliprect.enabled) {
|
|
|
- cliprect_enabled = cmd->data.cliprect.enabled;
|
|
|
- if (cliprect_enabled) {
|
|
|
- data->glEnable(GL_SCISSOR_TEST);
|
|
|
- } else {
|
|
|
- data->glDisable(GL_SCISSOR_TEST);
|
|
|
- }
|
|
|
- }
|
|
|
+static GLES2_ProgramCacheEntry *
|
|
|
+GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
|
|
|
+ GLES2_ShaderCacheEntry *fragment)
|
|
|
+{
|
|
|
+ GLES2_ProgramCacheEntry *entry;
|
|
|
+ GLES2_ShaderCacheEntry *shaderEntry;
|
|
|
+ GLint linkSuccessful;
|
|
|
|
|
|
- if (cliprect_enabled && changed) {
|
|
|
- SDL_memcpy(&cliprect, rect, sizeof (SDL_Rect));
|
|
|
- if (renderer->target) {
|
|
|
- data->glScissor(viewport.x + rect->x, viewport.y + rect->y, rect->w, rect->h);
|
|
|
- } else {
|
|
|
- data->glScissor(viewport.x + rect->x, drawableh - viewport.y - rect->y - rect->h, rect->w, rect->h);
|
|
|
- }
|
|
|
- }
|
|
|
- break;
|
|
|
+ /* Check if we've already cached this program */
|
|
|
+ entry = data->program_cache.head;
|
|
|
+ while (entry) {
|
|
|
+ if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ entry = entry->next;
|
|
|
+ }
|
|
|
+ if (entry) {
|
|
|
+ if (data->program_cache.head != entry) {
|
|
|
+ if (entry->next) {
|
|
|
+ entry->next->prev = entry->prev;
|
|
|
}
|
|
|
-
|
|
|
- case GLES2_RENDERCMD_CLEAR:
|
|
|
- if (!CompareColors(clear_r, clear_g, clear_b, clear_a, cmd->data.clear.r, cmd->data.clear.g, cmd->data.clear.b, cmd->data.clear.a)) {
|
|
|
- GLfloat r, g, b, a;
|
|
|
-
|
|
|
- clear_r = cmd->data.clear.r;
|
|
|
- clear_g = cmd->data.clear.g;
|
|
|
- clear_b = cmd->data.clear.b;
|
|
|
- clear_a = cmd->data.clear.a;
|
|
|
-
|
|
|
- r = ((GLfloat) (colorswap ? clear_b : clear_r)) * inv255f;
|
|
|
- g = ((GLfloat) clear_g) * inv255f;
|
|
|
- b = ((GLfloat) (colorswap ? clear_r : clear_b)) * inv255f;
|
|
|
- a = ((GLfloat) clear_a) * inv255f;
|
|
|
-
|
|
|
- data->glClearColor(r, g, b, a);
|
|
|
- }
|
|
|
-
|
|
|
- if (cliprect_enabled) {
|
|
|
- data->glDisable(GL_SCISSOR_TEST);
|
|
|
- }
|
|
|
-
|
|
|
- data->glClear(GL_COLOR_BUFFER_BIT);
|
|
|
-
|
|
|
- if (cliprect_enabled) {
|
|
|
- data->glEnable(GL_SCISSOR_TEST);
|
|
|
- }
|
|
|
- break;
|
|
|
-
|
|
|
- case GLES2_RENDERCMD_ATTR:
|
|
|
- data->glVertexAttribPointer(cmd->data.attr.attr, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.attr.offset);
|
|
|
- break;
|
|
|
-
|
|
|
- case GLES2_RENDERCMD_DRAW: {
|
|
|
- const SDL_bool iscopy = (cmd->data.draw.imgsrc != GLES2_IMAGESOURCE_SOLID);
|
|
|
- if (!viewport.w || !viewport.h) {
|
|
|
- break; /* nothing to draw to. */
|
|
|
- }
|
|
|
-
|
|
|
- if (iscopy && (bound_texture != cmd->data.draw.texture)) {
|
|
|
- GLES2_TextureData *tdata = (GLES2_TextureData *)cmd->data.draw.texture->driverdata;
|
|
|
- if (tdata->yuv) {
|
|
|
- data->glActiveTexture(GL_TEXTURE2);
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
-
|
|
|
- data->glActiveTexture(GL_TEXTURE1);
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
-
|
|
|
- data->glActiveTexture(GL_TEXTURE0);
|
|
|
- }
|
|
|
- if (tdata->nv12) {
|
|
|
- data->glActiveTexture(GL_TEXTURE1);
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
-
|
|
|
- data->glActiveTexture(GL_TEXTURE0);
|
|
|
- }
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
|
- bound_texture = cmd->data.draw.texture;
|
|
|
- }
|
|
|
-
|
|
|
- if (GLES2_SelectProgram(renderer, cmd->data.draw.imgsrc, iscopy ? bound_texture->w : 0, iscopy ? bound_texture->h : 0) == 0) {
|
|
|
- GLES2_ProgramCacheEntry *program = data->current_program;
|
|
|
-
|
|
|
- if (enabled_attrs != cmd->data.draw.attrs) {
|
|
|
- const Uint8 xored = enabled_attrs ^ cmd->data.draw.attrs;
|
|
|
- int attr;
|
|
|
- for (attr = 0; attr < GLES2_ATTRIBUTE_CENTER; attr++) {
|
|
|
- if ((xored & (1 << attr)) != 0) { /* if changed */
|
|
|
- if (cmd->data.draw.attrs & (1 << attr)) {
|
|
|
- data->glEnableVertexAttribArray((GLenum) attr);
|
|
|
- } else {
|
|
|
- data->glDisableVertexAttribArray((GLenum) attr);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- enabled_attrs = cmd->data.draw.attrs;
|
|
|
- }
|
|
|
-
|
|
|
- if (blend != cmd->data.draw.blend) {
|
|
|
- const SDL_BlendMode bm = cmd->data.draw.blend;
|
|
|
- if (bm == SDL_BLENDMODE_NONE) {
|
|
|
- data->glDisable(GL_BLEND);
|
|
|
- } else {
|
|
|
- data->glEnable(GL_BLEND);
|
|
|
- data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(bm)),
|
|
|
- GetBlendFunc(SDL_GetBlendModeDstColorFactor(bm)),
|
|
|
- GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(bm)),
|
|
|
- GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(bm)));
|
|
|
- data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(bm)),
|
|
|
- GetBlendEquation(SDL_GetBlendModeAlphaOperation(bm)));
|
|
|
- }
|
|
|
- blend = bm;
|
|
|
- }
|
|
|
-
|
|
|
- if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
|
|
|
- projection[0][0] = 2.0f / viewport.w;
|
|
|
- projection[1][1] = (renderer->target ? 2.0f : -2.0f) / viewport.h;
|
|
|
- if (SDL_memcmp(program->projection, projection, sizeof (projection)) != 0) {
|
|
|
- data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)projection);
|
|
|
- SDL_memcpy(program->projection, projection, sizeof (projection));
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
|
|
|
- const Uint8 r = colorswap ? cmd->data.draw.b : cmd->data.draw.r;
|
|
|
- const Uint8 g = cmd->data.draw.g;
|
|
|
- const Uint8 b = colorswap ? cmd->data.draw.r : cmd->data.draw.b;
|
|
|
- const Uint8 a = cmd->data.draw.a;
|
|
|
- if (!CompareColors(program->color_r, program->color_g, program->color_b, program->color_a, r, g, b, a)) {
|
|
|
- data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
|
|
|
- program->color_r = r;
|
|
|
- program->color_g = g;
|
|
|
- program->color_b = b;
|
|
|
- program->color_a = a;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- data->glDrawArrays(cmd->data.draw.mode, cmd->data.draw.first, cmd->data.draw.count);
|
|
|
- }
|
|
|
- break;
|
|
|
+ if (entry->prev) {
|
|
|
+ entry->prev->next = entry->next;
|
|
|
}
|
|
|
-
|
|
|
- default: SDL_assert(!"Unknown rendering command"); break;
|
|
|
+ entry->prev = NULL;
|
|
|
+ entry->next = data->program_cache.head;
|
|
|
+ data->program_cache.head->prev = entry;
|
|
|
+ data->program_cache.head = entry;
|
|
|
}
|
|
|
+ return entry;
|
|
|
+ }
|
|
|
+
|
|
|
+ /* Create a program cache entry */
|
|
|
+ entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
|
|
|
+ if (!entry) {
|
|
|
+ SDL_OutOfMemory();
|
|
|
+ return NULL;
|
|
|
+ }
|
|
|
+ entry->vertex_shader = vertex;
|
|
|
+ entry->fragment_shader = fragment;
|
|
|
|
|
|
- /* put this command in the pool for reuse, move on to next one. */
|
|
|
- next = cmd->next;
|
|
|
- cmd->next = data->render_commands_pool;
|
|
|
- data->render_commands_pool = cmd;
|
|
|
- cmd = next;
|
|
|
+ /* Create the program and link it */
|
|
|
+ entry->id = data->glCreateProgram();
|
|
|
+ data->glAttachShader(entry->id, vertex->id);
|
|
|
+ data->glAttachShader(entry->id, fragment->id);
|
|
|
+ data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
|
|
|
+ data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
|
|
|
+ data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
|
|
|
+ data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
|
|
|
+ data->glLinkProgram(entry->id);
|
|
|
+ data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
|
|
|
+ if (!linkSuccessful) {
|
|
|
+ data->glDeleteProgram(entry->id);
|
|
|
+ SDL_free(entry);
|
|
|
+ SDL_SetError("Failed to link shader program");
|
|
|
+ return NULL;
|
|
|
}
|
|
|
|
|
|
- data->command_generation++;
|
|
|
+ /* Predetermine locations of uniform variables */
|
|
|
+ entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
|
|
|
+ data->glGetUniformLocation(entry->id, "u_projection");
|
|
|
+ entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
|
|
|
+ data->glGetUniformLocation(entry->id, "u_texture_v");
|
|
|
+ entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
|
|
|
+ data->glGetUniformLocation(entry->id, "u_texture_u");
|
|
|
+ entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
|
|
|
+ data->glGetUniformLocation(entry->id, "u_texture");
|
|
|
+ entry->uniform_locations[GLES2_UNIFORM_COLOR] =
|
|
|
+ data->glGetUniformLocation(entry->id, "u_color");
|
|
|
|
|
|
- return GL_CheckError("", renderer);
|
|
|
-}
|
|
|
+ entry->color = 0;
|
|
|
|
|
|
-static void
|
|
|
-GLES2_FlushCommandsIfTextureNeeded(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
-{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
- if (tdata->last_cmd_generation == data->command_generation) {
|
|
|
- /* the current command queue depends on this texture, flush the queue now before it changes */
|
|
|
- GLES2_FlushCommands(renderer);
|
|
|
+ data->glUseProgram(entry->id);
|
|
|
+ if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
|
|
|
+ data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
|
|
|
}
|
|
|
-}
|
|
|
-
|
|
|
-static int
|
|
|
-GLES2_UpdateViewport(SDL_Renderer * renderer)
|
|
|
-{
|
|
|
- GLES2_RenderCommand *cmd = GLES2_AllocateRenderCommand(renderer);
|
|
|
- if (cmd == NULL) {
|
|
|
- return -1;
|
|
|
+ if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
|
|
|
+ data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
|
|
|
+ }
|
|
|
+ if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
|
|
|
+ data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
|
|
|
+ }
|
|
|
+ if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
|
|
|
+ data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
|
|
|
+ }
|
|
|
+ if (entry->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
|
|
|
+ data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
}
|
|
|
- cmd->cmd = GLES2_RENDERCMD_VIEWPORT;
|
|
|
- SDL_memcpy(&cmd->data.viewport, &renderer->viewport, sizeof (SDL_Rect));
|
|
|
- return 0;
|
|
|
-}
|
|
|
|
|
|
-static int
|
|
|
-GLES2_UpdateClipRect(SDL_Renderer * renderer)
|
|
|
-{
|
|
|
- GLES2_RenderCommand *cmd = GLES2_AllocateRenderCommand(renderer);
|
|
|
- if (cmd == NULL) {
|
|
|
- return -1;
|
|
|
+ /* Cache the linked program */
|
|
|
+ if (data->program_cache.head) {
|
|
|
+ entry->next = data->program_cache.head;
|
|
|
+ data->program_cache.head->prev = entry;
|
|
|
+ } else {
|
|
|
+ data->program_cache.tail = entry;
|
|
|
}
|
|
|
- cmd->cmd = GLES2_RENDERCMD_CLIPRECT;
|
|
|
- cmd->data.cliprect.enabled = renderer->clipping_enabled;
|
|
|
- SDL_memcpy(&cmd->data.cliprect.rect, &renderer->clip_rect, sizeof (SDL_Rect));
|
|
|
- return 0;
|
|
|
-}
|
|
|
+ data->program_cache.head = entry;
|
|
|
+ ++data->program_cache.count;
|
|
|
|
|
|
-static void
|
|
|
-GLES2_DestroyRenderer(SDL_Renderer *renderer)
|
|
|
-{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
+ /* Increment the refcount of the shaders we're using */
|
|
|
+ ++vertex->references;
|
|
|
+ ++fragment->references;
|
|
|
|
|
|
- /* Deallocate everything */
|
|
|
- if (data) {
|
|
|
- GLES2_RenderCommand *cmd;
|
|
|
-
|
|
|
- GLES2_ActivateRenderer(renderer);
|
|
|
-
|
|
|
- if (data->render_commands_tail != NULL) {
|
|
|
- data->render_commands_tail->next = data->render_commands_pool;
|
|
|
- } else {
|
|
|
- data->render_commands = data->render_commands_pool;
|
|
|
+ /* Evict the last entry from the cache if we exceed the limit */
|
|
|
+ if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
|
|
|
+ shaderEntry = data->program_cache.tail->vertex_shader;
|
|
|
+ if (--shaderEntry->references <= 0) {
|
|
|
+ GLES2_EvictShader(data, shaderEntry);
|
|
|
}
|
|
|
-
|
|
|
- cmd = data->render_commands;
|
|
|
- while (cmd != NULL) {
|
|
|
- GLES2_RenderCommand *next = cmd->next;
|
|
|
- SDL_free(cmd);
|
|
|
- cmd = next;
|
|
|
+ shaderEntry = data->program_cache.tail->fragment_shader;
|
|
|
+ if (--shaderEntry->references <= 0) {
|
|
|
+ GLES2_EvictShader(data, shaderEntry);
|
|
|
}
|
|
|
+ data->glDeleteProgram(data->program_cache.tail->id);
|
|
|
+ data->program_cache.tail = data->program_cache.tail->prev;
|
|
|
+ SDL_free(data->program_cache.tail->next);
|
|
|
+ data->program_cache.tail->next = NULL;
|
|
|
+ --data->program_cache.count;
|
|
|
+ }
|
|
|
+ return entry;
|
|
|
+}
|
|
|
|
|
|
- SDL_free(data->vertex_data);
|
|
|
+static GLES2_ShaderCacheEntry *
|
|
|
+GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type)
|
|
|
+{
|
|
|
+ const GLES2_Shader *shader;
|
|
|
+ const GLES2_ShaderInstance *instance = NULL;
|
|
|
+ GLES2_ShaderCacheEntry *entry = NULL;
|
|
|
+ GLint compileSuccessful = GL_FALSE;
|
|
|
+ int i, j;
|
|
|
|
|
|
- {
|
|
|
- GLES2_ShaderCacheEntry *entry;
|
|
|
- GLES2_ShaderCacheEntry *next;
|
|
|
- entry = data->shader_cache.head;
|
|
|
- while (entry) {
|
|
|
- data->glDeleteShader(entry->id);
|
|
|
- next = entry->next;
|
|
|
- SDL_free(entry);
|
|
|
- entry = next;
|
|
|
+ /* Find the corresponding shader */
|
|
|
+ shader = GLES2_GetShader(type);
|
|
|
+ if (!shader) {
|
|
|
+ SDL_SetError("No shader matching the requested characteristics was found");
|
|
|
+ return NULL;
|
|
|
+ }
|
|
|
+
|
|
|
+ /* Find a matching shader instance that's supported on this hardware */
|
|
|
+ for (i = 0; i < shader->instance_count && !instance; ++i) {
|
|
|
+ for (j = 0; j < data->shader_format_count && !instance; ++j) {
|
|
|
+ if (!shader->instances[i]) {
|
|
|
+ continue;
|
|
|
}
|
|
|
- }
|
|
|
- {
|
|
|
- GLES2_ProgramCacheEntry *entry;
|
|
|
- GLES2_ProgramCacheEntry *next;
|
|
|
- entry = data->program_cache.head;
|
|
|
- while (entry) {
|
|
|
- data->glDeleteProgram(entry->id);
|
|
|
- next = entry->next;
|
|
|
- SDL_free(entry);
|
|
|
- entry = next;
|
|
|
+ if (shader->instances[i]->format != data->shader_formats[j]) {
|
|
|
+ continue;
|
|
|
}
|
|
|
+ instance = shader->instances[i];
|
|
|
}
|
|
|
- if (data->context) {
|
|
|
- while (data->framebuffers) {
|
|
|
- GLES2_FBOList *nextnode = data->framebuffers->next;
|
|
|
- data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
|
|
|
- GL_CheckError("", renderer);
|
|
|
- SDL_free(data->framebuffers);
|
|
|
- data->framebuffers = nextnode;
|
|
|
- }
|
|
|
-
|
|
|
- data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
|
|
|
- GL_CheckError("", renderer);
|
|
|
+ }
|
|
|
+ if (!instance) {
|
|
|
+ SDL_SetError("The specified shader cannot be loaded on the current platform");
|
|
|
+ return NULL;
|
|
|
+ }
|
|
|
|
|
|
- SDL_GL_DeleteContext(data->context);
|
|
|
+ /* Check if we've already cached this shader */
|
|
|
+ entry = data->shader_cache.head;
|
|
|
+ while (entry) {
|
|
|
+ if (entry->instance == instance) {
|
|
|
+ break;
|
|
|
}
|
|
|
+ entry = entry->next;
|
|
|
+ }
|
|
|
+ if (entry) {
|
|
|
+ return entry;
|
|
|
+ }
|
|
|
|
|
|
- SDL_free(data->shader_formats);
|
|
|
- SDL_free(data);
|
|
|
+ /* Create a shader cache entry */
|
|
|
+ entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
|
|
|
+ if (!entry) {
|
|
|
+ SDL_OutOfMemory();
|
|
|
+ return NULL;
|
|
|
}
|
|
|
- SDL_free(renderer);
|
|
|
-}
|
|
|
+ entry->type = type;
|
|
|
+ entry->instance = instance;
|
|
|
|
|
|
-/*************************************************************************************************
|
|
|
- * Texture APIs *
|
|
|
- *************************************************************************************************/
|
|
|
+ /* Compile or load the selected shader instance */
|
|
|
+ entry->id = data->glCreateShader(instance->type);
|
|
|
+ if (instance->format == (GLenum)-1) {
|
|
|
+ data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL);
|
|
|
+ data->glCompileShader(entry->id);
|
|
|
+ data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
|
|
|
+ } else {
|
|
|
+ data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
|
|
|
+ compileSuccessful = GL_TRUE;
|
|
|
+ }
|
|
|
+ if (!compileSuccessful) {
|
|
|
+ char *info = NULL;
|
|
|
+ int length = 0;
|
|
|
+
|
|
|
+ data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
|
|
|
+ if (length > 0) {
|
|
|
+ info = SDL_stack_alloc(char, length);
|
|
|
+ if (info) {
|
|
|
+ data->glGetShaderInfoLog(entry->id, length, &length, info);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (info) {
|
|
|
+ SDL_SetError("Failed to load the shader: %s", info);
|
|
|
+ SDL_stack_free(info);
|
|
|
+ } else {
|
|
|
+ SDL_SetError("Failed to load the shader");
|
|
|
+ }
|
|
|
+ data->glDeleteShader(entry->id);
|
|
|
+ SDL_free(entry);
|
|
|
+ return NULL;
|
|
|
+ }
|
|
|
|
|
|
-static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
|
|
|
-static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
|
- const void *pixels, int pitch);
|
|
|
-static int GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
- const SDL_Rect * rect,
|
|
|
- const Uint8 *Yplane, int Ypitch,
|
|
|
- const Uint8 *Uplane, int Upitch,
|
|
|
- const Uint8 *Vplane, int Vpitch);
|
|
|
-static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
|
- void **pixels, int *pitch);
|
|
|
-static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
|
|
|
-static int GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
|
|
|
-static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
|
|
|
+ /* Link the shader entry in at the front of the cache */
|
|
|
+ if (data->shader_cache.head) {
|
|
|
+ entry->next = data->shader_cache.head;
|
|
|
+ data->shader_cache.head->prev = entry;
|
|
|
+ }
|
|
|
+ data->shader_cache.head = entry;
|
|
|
+ ++data->shader_cache.count;
|
|
|
+ return entry;
|
|
|
+}
|
|
|
|
|
|
static int
|
|
|
-GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
+GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h)
|
|
|
{
|
|
|
- GLES2_DriverContext *renderdata = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
- GLES2_TextureData *data;
|
|
|
- GLenum format;
|
|
|
- GLenum type;
|
|
|
- GLenum scaleMode;
|
|
|
-
|
|
|
- GLES2_ActivateRenderer(renderer);
|
|
|
+ GLES2_ShaderCacheEntry *vertex = NULL;
|
|
|
+ GLES2_ShaderCacheEntry *fragment = NULL;
|
|
|
+ GLES2_ShaderType vtype, ftype;
|
|
|
+ GLES2_ProgramCacheEntry *program;
|
|
|
|
|
|
- /* Determine the corresponding GLES texture format params */
|
|
|
- switch (texture->format)
|
|
|
- {
|
|
|
- case SDL_PIXELFORMAT_ARGB8888:
|
|
|
- case SDL_PIXELFORMAT_ABGR8888:
|
|
|
- case SDL_PIXELFORMAT_RGB888:
|
|
|
- case SDL_PIXELFORMAT_BGR888:
|
|
|
- format = GL_RGBA;
|
|
|
- type = GL_UNSIGNED_BYTE;
|
|
|
+ /* Select an appropriate shader pair for the specified modes */
|
|
|
+ vtype = GLES2_SHADER_VERTEX_DEFAULT;
|
|
|
+ switch (source) {
|
|
|
+ case GLES2_IMAGESOURCE_SOLID:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
|
|
|
break;
|
|
|
- case SDL_PIXELFORMAT_IYUV:
|
|
|
- case SDL_PIXELFORMAT_YV12:
|
|
|
- case SDL_PIXELFORMAT_NV12:
|
|
|
- case SDL_PIXELFORMAT_NV21:
|
|
|
- format = GL_LUMINANCE;
|
|
|
- type = GL_UNSIGNED_BYTE;
|
|
|
+ case GLES2_IMAGESOURCE_TEXTURE_ABGR:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
|
|
|
break;
|
|
|
-#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
|
- case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
|
- format = GL_NONE;
|
|
|
- type = GL_NONE;
|
|
|
+ case GLES2_IMAGESOURCE_TEXTURE_ARGB:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
|
|
|
+ break;
|
|
|
+ case GLES2_IMAGESOURCE_TEXTURE_RGB:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
|
|
|
+ break;
|
|
|
+ case GLES2_IMAGESOURCE_TEXTURE_BGR:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
|
|
|
+ break;
|
|
|
+ case GLES2_IMAGESOURCE_TEXTURE_YUV:
|
|
|
+ switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
|
+ case SDL_YUV_CONVERSION_JPEG:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
|
|
|
+ break;
|
|
|
+ case SDL_YUV_CONVERSION_BT601:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
|
|
|
+ break;
|
|
|
+ case SDL_YUV_CONVERSION_BT709:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
|
+ goto fault;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case GLES2_IMAGESOURCE_TEXTURE_NV12:
|
|
|
+ switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
|
+ case SDL_YUV_CONVERSION_JPEG:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
|
|
|
+ break;
|
|
|
+ case SDL_YUV_CONVERSION_BT601:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
|
|
|
+ break;
|
|
|
+ case SDL_YUV_CONVERSION_BT709:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
|
+ goto fault;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case GLES2_IMAGESOURCE_TEXTURE_NV21:
|
|
|
+ switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
|
+ case SDL_YUV_CONVERSION_JPEG:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
|
|
|
+ break;
|
|
|
+ case SDL_YUV_CONVERSION_BT601:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
|
|
|
+ break;
|
|
|
+ case SDL_YUV_CONVERSION_BT709:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
|
+ goto fault;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
|
|
|
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
|
|
|
break;
|
|
|
-#endif
|
|
|
default:
|
|
|
- return SDL_SetError("Texture format not supported");
|
|
|
+ goto fault;
|
|
|
}
|
|
|
|
|
|
- if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
|
|
|
- texture->access != SDL_TEXTUREACCESS_STATIC) {
|
|
|
- return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
|
|
|
+ /* Load the requested shaders */
|
|
|
+ vertex = GLES2_CacheShader(data, vtype);
|
|
|
+ if (!vertex) {
|
|
|
+ goto fault;
|
|
|
+ }
|
|
|
+ fragment = GLES2_CacheShader(data, ftype);
|
|
|
+ if (!fragment) {
|
|
|
+ goto fault;
|
|
|
}
|
|
|
|
|
|
- /* Allocate a texture struct */
|
|
|
- data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
|
|
|
- if (!data) {
|
|
|
- return SDL_OutOfMemory();
|
|
|
+ /* Check if we need to change programs at all */
|
|
|
+ if (data->drawstate.program &&
|
|
|
+ data->drawstate.program->vertex_shader == vertex &&
|
|
|
+ data->drawstate.program->fragment_shader == fragment) {
|
|
|
+ return 0;
|
|
|
}
|
|
|
- data->texture = 0;
|
|
|
-#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
|
- data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
|
|
|
-#else
|
|
|
- data->texture_type = GL_TEXTURE_2D;
|
|
|
-#endif
|
|
|
- data->pixel_format = format;
|
|
|
- data->pixel_type = type;
|
|
|
- data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
|
|
|
- data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
|
|
|
- data->texture_u = 0;
|
|
|
- data->texture_v = 0;
|
|
|
- scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
|
|
|
|
|
|
- /* Allocate a blob for image renderdata */
|
|
|
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
|
- size_t size;
|
|
|
- data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
|
|
|
- size = texture->h * data->pitch;
|
|
|
- if (data->yuv) {
|
|
|
- /* Need to add size for the U and V planes */
|
|
|
- size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
|
|
|
- }
|
|
|
- if (data->nv12) {
|
|
|
- /* Need to add size for the U/V plane */
|
|
|
- size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
|
|
|
- }
|
|
|
- data->pixel_data = SDL_calloc(1, size);
|
|
|
- if (!data->pixel_data) {
|
|
|
- SDL_free(data);
|
|
|
- return SDL_OutOfMemory();
|
|
|
- }
|
|
|
+ /* Generate a matching program */
|
|
|
+ program = GLES2_CacheProgram(data, vertex, fragment);
|
|
|
+ if (!program) {
|
|
|
+ goto fault;
|
|
|
}
|
|
|
|
|
|
- /* Allocate the texture */
|
|
|
- GL_CheckError("", renderer);
|
|
|
+ /* Select that program in OpenGL */
|
|
|
+ data->glUseProgram(program->id);
|
|
|
|
|
|
- if (data->yuv) {
|
|
|
- renderdata->glGenTextures(1, &data->texture_v);
|
|
|
- if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
- return -1;
|
|
|
- }
|
|
|
- renderdata->glActiveTexture(GL_TEXTURE2);
|
|
|
- renderdata->glBindTexture(data->texture_type, data->texture_v);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
- renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
|
|
|
+ /* Set the current program */
|
|
|
+ data->drawstate.program = program;
|
|
|
|
|
|
- renderdata->glGenTextures(1, &data->texture_u);
|
|
|
- if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
- return -1;
|
|
|
- }
|
|
|
- renderdata->glActiveTexture(GL_TEXTURE1);
|
|
|
- renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
- renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
|
|
|
- if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
|
- return -1;
|
|
|
- }
|
|
|
+ /* Clean up and return */
|
|
|
+ return 0;
|
|
|
+fault:
|
|
|
+ if (vertex && vertex->references <= 0) {
|
|
|
+ GLES2_EvictShader(data, vertex);
|
|
|
}
|
|
|
-
|
|
|
- if (data->nv12) {
|
|
|
- renderdata->glGenTextures(1, &data->texture_u);
|
|
|
- if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
- return -1;
|
|
|
- }
|
|
|
- renderdata->glActiveTexture(GL_TEXTURE1);
|
|
|
- renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
- renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
|
|
|
- if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
|
- return -1;
|
|
|
- }
|
|
|
+ if (fragment && fragment->references <= 0) {
|
|
|
+ GLES2_EvictShader(data, fragment);
|
|
|
}
|
|
|
+ data->drawstate.program = NULL;
|
|
|
+ return -1;
|
|
|
+}
|
|
|
|
|
|
- renderdata->glGenTextures(1, &data->texture);
|
|
|
- if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
+static int
|
|
|
+GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
|
|
|
+{
|
|
|
+ return 0; /* nothing to do in this backend. */
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+GLES2_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);
|
|
|
+ size_t i;
|
|
|
+
|
|
|
+ if (!verts) {
|
|
|
return -1;
|
|
|
}
|
|
|
- texture->driverdata = data;
|
|
|
- renderdata->glActiveTexture(GL_TEXTURE0);
|
|
|
- renderdata->glBindTexture(data->texture_type, data->texture);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
- if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
|
|
|
- renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
|
|
|
- if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
|
- return -1;
|
|
|
- }
|
|
|
- }
|
|
|
|
|
|
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
|
- data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
|
|
|
- } else {
|
|
|
- data->fbo = NULL;
|
|
|
+ cmd->data.draw.count = count;
|
|
|
+ for (i = 0; i < count; i++) {
|
|
|
+ *(verts++) = 0.5f + points[i].x;
|
|
|
+ *(verts++) = 0.5f + points[i].y;
|
|
|
}
|
|
|
|
|
|
- return GL_CheckError("", renderer);
|
|
|
+ return 0;
|
|
|
}
|
|
|
|
|
|
static int
|
|
|
-GLES2_TexSubImage2D(GLES2_DriverContext *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
|
|
|
+GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
|
|
|
{
|
|
|
- Uint8 *blob = NULL;
|
|
|
- Uint8 *src;
|
|
|
- int src_pitch;
|
|
|
- int y;
|
|
|
+ GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
|
|
|
+ size_t i;
|
|
|
|
|
|
- if ((width == 0) || (height == 0) || (bpp == 0)) {
|
|
|
- return 0; /* nothing to do */
|
|
|
+ if (!verts) {
|
|
|
+ return -1;
|
|
|
}
|
|
|
|
|
|
- /* Reformat the texture data into a tightly packed array */
|
|
|
- src_pitch = width * bpp;
|
|
|
- src = (Uint8 *)pixels;
|
|
|
- if (pitch != src_pitch) {
|
|
|
- blob = (Uint8 *)SDL_malloc(src_pitch * height);
|
|
|
- if (!blob) {
|
|
|
- return SDL_OutOfMemory();
|
|
|
- }
|
|
|
- src = blob;
|
|
|
- for (y = 0; y < height; ++y)
|
|
|
- {
|
|
|
- SDL_memcpy(src, pixels, src_pitch);
|
|
|
- src += src_pitch;
|
|
|
- pixels = (Uint8 *)pixels + pitch;
|
|
|
- }
|
|
|
- src = blob;
|
|
|
+ cmd->data.draw.count = count;
|
|
|
+
|
|
|
+ for (i = 0; i < count; i++) {
|
|
|
+ const SDL_FRect *rect = &rects[i];
|
|
|
+ const GLfloat minx = rect->x;
|
|
|
+ const GLfloat maxx = rect->x + rect->w;
|
|
|
+ const GLfloat miny = rect->y;
|
|
|
+ const GLfloat maxy = rect->y + rect->h;
|
|
|
+ *(verts++) = minx;
|
|
|
+ *(verts++) = miny;
|
|
|
+ *(verts++) = maxx;
|
|
|
+ *(verts++) = miny;
|
|
|
+ *(verts++) = minx;
|
|
|
+ *(verts++) = maxy;
|
|
|
+ *(verts++) = maxx;
|
|
|
+ *(verts++) = maxy;
|
|
|
}
|
|
|
|
|
|
- data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
|
|
|
- if (blob) {
|
|
|
- SDL_free(blob);
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+static int
|
|
|
+GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
|
|
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
|
|
+{
|
|
|
+ GLfloat minx, miny, maxx, maxy;
|
|
|
+ GLfloat minu, maxu, minv, maxv;
|
|
|
+ GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
|
|
|
+
|
|
|
+ if (!verts) {
|
|
|
+ return -1;
|
|
|
}
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ *(verts++) = minx;
|
|
|
+ *(verts++) = miny;
|
|
|
+ *(verts++) = maxx;
|
|
|
+ *(verts++) = miny;
|
|
|
+ *(verts++) = minx;
|
|
|
+ *(verts++) = maxy;
|
|
|
+ *(verts++) = maxx;
|
|
|
+ *(verts++) = maxy;
|
|
|
+
|
|
|
+ *(verts++) = minu;
|
|
|
+ *(verts++) = minv;
|
|
|
+ *(verts++) = maxu;
|
|
|
+ *(verts++) = minv;
|
|
|
+ *(verts++) = minu;
|
|
|
+ *(verts++) = maxv;
|
|
|
+ *(verts++) = maxu;
|
|
|
+ *(verts++) = maxv;
|
|
|
+
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
static int
|
|
|
-GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
|
- const void *pixels, int pitch)
|
|
|
+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)
|
|
|
{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
+ /* render expects cos value - 1 (see GLES2_VertexSrc_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;
|
|
|
+ GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 32 * sizeof (GLfloat), 0, &cmd->data.draw.first);
|
|
|
+
|
|
|
+ if (!verts) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
|
|
|
- GLES2_ActivateRenderer(renderer);
|
|
|
+ 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 / texture->w);
|
|
|
+ maxu = (GLfloat) ((srcquad->x + srcquad->w) / texture->w);
|
|
|
+ minv = (GLfloat) (srcquad->y / texture->h);
|
|
|
+ maxv = (GLfloat) ((srcquad->y + srcquad->h) / texture->h);
|
|
|
+
|
|
|
+ cmd->data.draw.count = 1;
|
|
|
+
|
|
|
+ *(verts++) = minx;
|
|
|
+ *(verts++) = miny;
|
|
|
+ *(verts++) = maxx;
|
|
|
+ *(verts++) = miny;
|
|
|
+ *(verts++) = minx;
|
|
|
+ *(verts++) = maxy;
|
|
|
+ *(verts++) = maxx;
|
|
|
+ *(verts++) = maxy;
|
|
|
+
|
|
|
+ *(verts++) = minu;
|
|
|
+ *(verts++) = minv;
|
|
|
+ *(verts++) = maxu;
|
|
|
+ *(verts++) = minv;
|
|
|
+ *(verts++) = minu;
|
|
|
+ *(verts++) = maxv;
|
|
|
+ *(verts++) = maxu;
|
|
|
+ *(verts++) = maxv;
|
|
|
+
|
|
|
+ *(verts++) = s;
|
|
|
+ *(verts++) = c;
|
|
|
+ *(verts++) = s;
|
|
|
+ *(verts++) = c;
|
|
|
+ *(verts++) = s;
|
|
|
+ *(verts++) = c;
|
|
|
+ *(verts++) = s;
|
|
|
+ *(verts++) = c;
|
|
|
+
|
|
|
+ *(verts++) = centerx;
|
|
|
+ *(verts++) = centery;
|
|
|
+ *(verts++) = centerx;
|
|
|
+ *(verts++) = centery;
|
|
|
+ *(verts++) = centerx;
|
|
|
+ *(verts++) = centery;
|
|
|
+ *(verts++) = centerx;
|
|
|
+ *(verts++) = centery;
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
|
|
|
- GLES2_FlushCommandsIfTextureNeeded(renderer, texture);
|
|
|
+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;
|
|
|
+ GLES2_ProgramCacheEntry *program;
|
|
|
|
|
|
- /* Bail out if we're supposed to update an empty rectangle */
|
|
|
- if (rect->w <= 0 || rect->h <= 0) {
|
|
|
- return 0;
|
|
|
+ SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
|
|
|
+
|
|
|
+ if (texture != data->drawstate.texture) {
|
|
|
+ if ((texture != NULL) != data->drawstate.texturing) {
|
|
|
+ if (texture == NULL) {
|
|
|
+ data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
+ data->drawstate.texturing = SDL_FALSE;
|
|
|
+ } else {
|
|
|
+ data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.draw.first + (sizeof (GLfloat) * 8));
|
|
|
+ data->drawstate.texturing = SDL_TRUE;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (texture) {
|
|
|
+ GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
|
|
|
+ if (tdata->yuv) {
|
|
|
+ data->glActiveTexture(GL_TEXTURE2);
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
+
|
|
|
+ data->glActiveTexture(GL_TEXTURE1);
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
+
|
|
|
+ data->glActiveTexture(GL_TEXTURE0);
|
|
|
+ } else if (tdata->nv12) {
|
|
|
+ data->glActiveTexture(GL_TEXTURE1);
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
+
|
|
|
+ data->glActiveTexture(GL_TEXTURE0);
|
|
|
+ }
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
|
+ }
|
|
|
+
|
|
|
+ data->drawstate.texture = texture;
|
|
|
}
|
|
|
|
|
|
- /* Create a texture subimage with the supplied data */
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
|
- GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
- rect->x,
|
|
|
- rect->y,
|
|
|
- rect->w,
|
|
|
- rect->h,
|
|
|
- tdata->pixel_format,
|
|
|
- tdata->pixel_type,
|
|
|
- pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
|
|
|
+ if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
|
|
|
- if (tdata->yuv) {
|
|
|
- /* Skip to the correct offset into the next texture */
|
|
|
- pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
|
|
|
- if (texture->format == SDL_PIXELFORMAT_YV12) {
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
- } else {
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
+ program = data->drawstate.program;
|
|
|
+
|
|
|
+ if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
|
|
|
+ if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection)) != 0) {
|
|
|
+ data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection);
|
|
|
+ SDL_memcpy(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection));
|
|
|
}
|
|
|
- GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
- rect->x / 2,
|
|
|
- rect->y / 2,
|
|
|
- (rect->w + 1) / 2,
|
|
|
- (rect->h + 1) / 2,
|
|
|
- tdata->pixel_format,
|
|
|
- tdata->pixel_type,
|
|
|
- pixels, (pitch + 1) / 2, 1);
|
|
|
+ }
|
|
|
|
|
|
+ if (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
|
|
|
+ if (data->drawstate.color != program->color) {
|
|
|
+ const Uint8 r = (data->drawstate.color >> 16) & 0xFF;
|
|
|
+ const Uint8 g = (data->drawstate.color >> 8) & 0xFF;
|
|
|
+ const Uint8 b = (data->drawstate.color >> 0) & 0xFF;
|
|
|
+ const Uint8 a = (data->drawstate.color >> 24) & 0xFF;
|
|
|
+ data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
|
|
|
+ program->color = data->drawstate.color;
|
|
|
+ }
|
|
|
+ }
|
|
|
|
|
|
- /* 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) {
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
+ const SDL_BlendMode blend = cmd->data.draw.blend;
|
|
|
+ if (blend != data->drawstate.blend) {
|
|
|
+ if (blend == SDL_BLENDMODE_NONE) {
|
|
|
+ data->glDisable(GL_BLEND);
|
|
|
} else {
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
+ data->glEnable(GL_BLEND);
|
|
|
+ data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
|
|
|
+ GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
|
|
|
+ GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
|
|
|
+ GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
|
|
|
+ data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
|
|
|
+ GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
|
|
|
}
|
|
|
- GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
- rect->x / 2,
|
|
|
- rect->y / 2,
|
|
|
- (rect->w + 1) / 2,
|
|
|
- (rect->h + 1) / 2,
|
|
|
- tdata->pixel_format,
|
|
|
- tdata->pixel_type,
|
|
|
- pixels, (pitch + 1) / 2, 1);
|
|
|
+ data->drawstate.blend = blend;
|
|
|
}
|
|
|
|
|
|
- if (tdata->nv12) {
|
|
|
- /* Skip to the correct offset into the next texture */
|
|
|
- pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
- GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
- rect->x / 2,
|
|
|
- rect->y / 2,
|
|
|
- (rect->w + 1) / 2,
|
|
|
- (rect->h + 1) / 2,
|
|
|
- GL_LUMINANCE_ALPHA,
|
|
|
- GL_UNSIGNED_BYTE,
|
|
|
- pixels, 2 * ((pitch + 1) / 2), 2);
|
|
|
+ /* all drawing commands use this */
|
|
|
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.draw.first);
|
|
|
+
|
|
|
+ if (is_copy_ex != was_copy_ex) {
|
|
|
+ if (is_copy_ex) {
|
|
|
+ data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
|
|
|
+ data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
|
|
|
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 16)));
|
|
|
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 24)));
|
|
|
+ } else {
|
|
|
+ data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
|
|
|
+ data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
|
|
|
+ }
|
|
|
+ data->drawstate.is_copy_ex = is_copy_ex;
|
|
|
}
|
|
|
|
|
|
- return GL_CheckError("glTexSubImage2D()", renderer);
|
|
|
+ return 0;
|
|
|
}
|
|
|
|
|
|
static int
|
|
|
-GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
- const SDL_Rect * rect,
|
|
|
- const Uint8 *Yplane, int Ypitch,
|
|
|
- const Uint8 *Uplane, int Upitch,
|
|
|
- const Uint8 *Vplane, int Vpitch)
|
|
|
+SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd)
|
|
|
{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
-
|
|
|
- GLES2_ActivateRenderer(renderer);
|
|
|
-
|
|
|
- GLES2_FlushCommandsIfTextureNeeded(renderer, texture);
|
|
|
-
|
|
|
- /* Bail out if we're supposed to update an empty rectangle */
|
|
|
- if (rect->w <= 0 || rect->h <= 0) {
|
|
|
- return 0;
|
|
|
- }
|
|
|
+ GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
|
|
|
+ GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
+ SDL_Texture *texture = cmd->data.draw.texture;
|
|
|
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
- GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
- rect->x / 2,
|
|
|
- rect->y / 2,
|
|
|
- (rect->w + 1) / 2,
|
|
|
- (rect->h + 1) / 2,
|
|
|
- tdata->pixel_format,
|
|
|
- tdata->pixel_type,
|
|
|
- Vplane, Vpitch, 1);
|
|
|
-
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
- GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
- rect->x / 2,
|
|
|
- rect->y / 2,
|
|
|
- (rect->w + 1) / 2,
|
|
|
- (rect->h + 1) / 2,
|
|
|
- tdata->pixel_format,
|
|
|
- tdata->pixel_type,
|
|
|
- Uplane, Upitch, 1);
|
|
|
-
|
|
|
- data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
|
- GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
- rect->x,
|
|
|
- rect->y,
|
|
|
- rect->w,
|
|
|
- rect->h,
|
|
|
- tdata->pixel_format,
|
|
|
- tdata->pixel_type,
|
|
|
- Yplane, Ypitch, 1);
|
|
|
-
|
|
|
- return GL_CheckError("glTexSubImage2D()", renderer);
|
|
|
-}
|
|
|
-
|
|
|
-static int
|
|
|
-GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
|
- void **pixels, int *pitch)
|
|
|
-{
|
|
|
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
-
|
|
|
- /* Retrieve the buffer/pitch for the specified region */
|
|
|
- *pixels = (Uint8 *)tdata->pixel_data +
|
|
|
- (tdata->pitch * rect->y) +
|
|
|
- (rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
|
- *pitch = tdata->pitch;
|
|
|
-
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-static void
|
|
|
-GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
-{
|
|
|
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
- SDL_Rect rect;
|
|
|
-
|
|
|
- /* We do whole texture updates, at least for now */
|
|
|
- rect.x = 0;
|
|
|
- rect.y = 0;
|
|
|
- rect.w = texture->w;
|
|
|
- rect.h = texture->h;
|
|
|
- GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
|
|
|
-}
|
|
|
-
|
|
|
-static int
|
|
|
-GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
-{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
|
|
|
- GLES2_TextureData *texturedata = NULL;
|
|
|
- GLenum status;
|
|
|
-
|
|
|
- GLES2_FlushCommands(renderer); /* time to send everything to the GPU! */
|
|
|
-
|
|
|
- if (texture == NULL) {
|
|
|
- data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
|
|
|
+ /* Pick an appropriate shader */
|
|
|
+ if (renderer->target) {
|
|
|
+ /* Check if we need to do color mapping between the source and render target textures */
|
|
|
+ if (renderer->target->format != texture->format) {
|
|
|
+ switch (texture->format) {
|
|
|
+ case SDL_PIXELFORMAT_ARGB8888:
|
|
|
+ switch (renderer->target->format) {
|
|
|
+ case SDL_PIXELFORMAT_ABGR8888:
|
|
|
+ case SDL_PIXELFORMAT_BGR888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_RGB888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_ABGR8888:
|
|
|
+ switch (renderer->target->format) {
|
|
|
+ case SDL_PIXELFORMAT_ARGB8888:
|
|
|
+ case SDL_PIXELFORMAT_RGB888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_BGR888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_RGB888:
|
|
|
+ switch (renderer->target->format) {
|
|
|
+ case SDL_PIXELFORMAT_ABGR8888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_ARGB8888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_BGR888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_BGR888:
|
|
|
+ switch (renderer->target->format) {
|
|
|
+ case SDL_PIXELFORMAT_ABGR8888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_ARGB8888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_RGB888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_IYUV:
|
|
|
+ case SDL_PIXELFORMAT_YV12:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_NV12:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_NV21:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ return SDL_SetError("Unsupported texture format");
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
|
|
|
+ }
|
|
|
} else {
|
|
|
- texturedata = (GLES2_TextureData *) texture->driverdata;
|
|
|
- data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
|
|
|
- /* TODO: check if texture pixel format allows this operation */
|
|
|
- data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
|
|
|
- /* Check FBO status */
|
|
|
- status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
- if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
- return SDL_SetError("glFramebufferTexture2D() failed");
|
|
|
+ switch (texture->format) {
|
|
|
+ case SDL_PIXELFORMAT_ARGB8888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_ABGR8888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_RGB888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_BGR888:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_IYUV:
|
|
|
+ case SDL_PIXELFORMAT_YV12:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_NV12:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_NV21:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
|
|
|
+ break;
|
|
|
+ case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
|
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ return SDL_SetError("Unsupported texture format");
|
|
|
}
|
|
|
}
|
|
|
- return 0;
|
|
|
-}
|
|
|
|
|
|
-static void
|
|
|
-GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
-{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
-
|
|
|
- GLES2_ActivateRenderer(renderer);
|
|
|
-
|
|
|
- GLES2_FlushCommandsIfTextureNeeded(renderer, texture);
|
|
|
-
|
|
|
- /* Destroy the texture */
|
|
|
- if (tdata) {
|
|
|
- data->glDeleteTextures(1, &tdata->texture);
|
|
|
- if (tdata->texture_v) {
|
|
|
- data->glDeleteTextures(1, &tdata->texture_v);
|
|
|
- }
|
|
|
- if (tdata->texture_u) {
|
|
|
- data->glDeleteTextures(1, &tdata->texture_u);
|
|
|
- }
|
|
|
- SDL_free(tdata->pixel_data);
|
|
|
- SDL_free(tdata);
|
|
|
- texture->driverdata = NULL;
|
|
|
- }
|
|
|
+ return SetDrawState(data, cmd, sourceType);
|
|
|
}
|
|
|
|
|
|
-/*************************************************************************************************
|
|
|
- * Shader management functions *
|
|
|
- *************************************************************************************************/
|
|
|
-
|
|
|
-static GLES2_ShaderCacheEntry *GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type);
|
|
|
-static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry);
|
|
|
-static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
|
|
|
- GLES2_ShaderCacheEntry *vertex,
|
|
|
- GLES2_ShaderCacheEntry *fragment);
|
|
|
-
|
|
|
-static GLES2_ProgramCacheEntry *
|
|
|
-GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
|
|
|
- GLES2_ShaderCacheEntry *fragment)
|
|
|
+static int
|
|
|
+GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
|
|
|
{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
- GLES2_ProgramCacheEntry *entry;
|
|
|
- GLES2_ShaderCacheEntry *shaderEntry;
|
|
|
- GLint linkSuccessful;
|
|
|
+ GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
|
|
|
+ const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
|
|
|
+ const int vboidx = data->current_vertex_buffer;
|
|
|
+ const GLuint vbo = data->vertex_buffers[vboidx];
|
|
|
+ int drawablew = 0, drawableh = 0;
|
|
|
+ const SDL_bool istarget = renderer->target != NULL;
|
|
|
+ size_t i;
|
|
|
|
|
|
- /* Check if we've already cached this program */
|
|
|
- entry = data->program_cache.head;
|
|
|
- while (entry) {
|
|
|
- if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
|
|
|
- break;
|
|
|
- }
|
|
|
- entry = entry->next;
|
|
|
- }
|
|
|
- if (entry) {
|
|
|
- if (data->program_cache.head != entry) {
|
|
|
- if (entry->next) {
|
|
|
- entry->next->prev = entry->prev;
|
|
|
- }
|
|
|
- if (entry->prev) {
|
|
|
- entry->prev->next = entry->next;
|
|
|
- }
|
|
|
- entry->prev = NULL;
|
|
|
- entry->next = data->program_cache.head;
|
|
|
- data->program_cache.head->prev = entry;
|
|
|
- data->program_cache.head = entry;
|
|
|
- }
|
|
|
- return entry;
|
|
|
+ if (GLES2_ActivateRenderer(renderer) < 0) {
|
|
|
+ return -1;
|
|
|
}
|
|
|
|
|
|
- /* Create a program cache entry */
|
|
|
- entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
|
|
|
- if (!entry) {
|
|
|
- SDL_OutOfMemory();
|
|
|
- return NULL;
|
|
|
+ if (!istarget) {
|
|
|
+ SDL_GL_GetDrawableSize(renderer->window, &drawablew, &drawableh);
|
|
|
}
|
|
|
- entry->vertex_shader = vertex;
|
|
|
- entry->fragment_shader = fragment;
|
|
|
|
|
|
- /* Create the program and link it */
|
|
|
- entry->id = data->glCreateProgram();
|
|
|
- data->glAttachShader(entry->id, vertex->id);
|
|
|
- data->glAttachShader(entry->id, fragment->id);
|
|
|
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
|
|
|
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
|
|
|
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
|
|
|
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
|
|
|
- data->glLinkProgram(entry->id);
|
|
|
- data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
|
|
|
- if (!linkSuccessful) {
|
|
|
- data->glDeleteProgram(entry->id);
|
|
|
- SDL_free(entry);
|
|
|
- SDL_SetError("Failed to link shader program");
|
|
|
- return NULL;
|
|
|
+ /* upload the new VBO data for this set of commands. */
|
|
|
+ data->glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
|
+ if (data->vertex_buffer_size[vboidx] < vertsize) {
|
|
|
+ data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW);
|
|
|
+ data->vertex_buffer_size[vboidx] = vertsize;
|
|
|
+ } else {
|
|
|
+ data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices);
|
|
|
}
|
|
|
|
|
|
- /* Predetermine locations of uniform variables */
|
|
|
- entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
|
|
|
- data->glGetUniformLocation(entry->id, "u_projection");
|
|
|
- entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
|
|
|
- data->glGetUniformLocation(entry->id, "u_texture_v");
|
|
|
- entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
|
|
|
- data->glGetUniformLocation(entry->id, "u_texture_u");
|
|
|
- entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
|
|
|
- data->glGetUniformLocation(entry->id, "u_texture");
|
|
|
- entry->uniform_locations[GLES2_UNIFORM_COLOR] =
|
|
|
- data->glGetUniformLocation(entry->id, "u_color");
|
|
|
-
|
|
|
- entry->modulation_r = entry->modulation_g = entry->modulation_b = entry->modulation_a = 255;
|
|
|
- entry->color_r = entry->color_g = entry->color_b = entry->color_a = 255;
|
|
|
-
|
|
|
- data->glUseProgram(entry->id);
|
|
|
- if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
|
|
|
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
|
|
|
- }
|
|
|
- if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
|
|
|
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
|
|
|
- }
|
|
|
- if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
|
|
|
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
|
|
|
- }
|
|
|
- if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
|
|
|
- data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
|
|
|
- }
|
|
|
- if (entry->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
|
|
|
- data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
+ /* cycle through a few VBOs so the GL has some time with the data before we replace it. */
|
|
|
+ data->current_vertex_buffer++;
|
|
|
+ if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
|
|
|
+ data->current_vertex_buffer = 0;
|
|
|
}
|
|
|
|
|
|
- /* Cache the linked program */
|
|
|
- if (data->program_cache.head) {
|
|
|
- entry->next = data->program_cache.head;
|
|
|
- data->program_cache.head->prev = entry;
|
|
|
- } else {
|
|
|
- data->program_cache.tail = entry;
|
|
|
- }
|
|
|
- data->program_cache.head = entry;
|
|
|
- ++data->program_cache.count;
|
|
|
+ while (cmd) {
|
|
|
+ switch (cmd->command) {
|
|
|
+ case SDL_RENDERCMD_SETDRAWCOLOR: {
|
|
|
+ const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
|
|
|
+ const Uint8 g = cmd->data.color.g;
|
|
|
+ const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
|
|
|
+ const Uint8 a = cmd->data.color.a;
|
|
|
+ data->drawstate.color = ((a << 24) | (r << 16) | (g << 8) | b);
|
|
|
+ break;
|
|
|
+ }
|
|
|
|
|
|
- /* Increment the refcount of the shaders we're using */
|
|
|
- ++vertex->references;
|
|
|
- ++fragment->references;
|
|
|
+ case SDL_RENDERCMD_SETVIEWPORT: {
|
|
|
+ SDL_Rect *viewport = &data->drawstate.viewport;
|
|
|
+ if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
|
|
|
+ SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
|
|
|
+ data->glViewport(viewport->x,
|
|
|
+ istarget ? viewport->y : (drawableh - viewport->y - viewport->h),
|
|
|
+ viewport->w, viewport->h);
|
|
|
+ if (viewport->w && viewport->h) {
|
|
|
+ data->drawstate.projection[0][0] = 2.0f / viewport->w;
|
|
|
+ data->drawstate.projection[1][1] = (renderer->target ? 2.0f : -2.0f) / viewport->h;
|
|
|
+ data->drawstate.projection[3][1] = renderer->target ? -1.0f : 1.0f;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
|
|
|
- /* Evict the last entry from the cache if we exceed the limit */
|
|
|
- if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
|
|
|
- shaderEntry = data->program_cache.tail->vertex_shader;
|
|
|
- if (--shaderEntry->references <= 0) {
|
|
|
- GLES2_EvictShader(renderer, shaderEntry);
|
|
|
- }
|
|
|
- shaderEntry = data->program_cache.tail->fragment_shader;
|
|
|
- if (--shaderEntry->references <= 0) {
|
|
|
- GLES2_EvictShader(renderer, shaderEntry);
|
|
|
- }
|
|
|
- data->glDeleteProgram(data->program_cache.tail->id);
|
|
|
- data->program_cache.tail = data->program_cache.tail->prev;
|
|
|
- SDL_free(data->program_cache.tail->next);
|
|
|
- data->program_cache.tail->next = NULL;
|
|
|
- --data->program_cache.count;
|
|
|
- }
|
|
|
- return entry;
|
|
|
-}
|
|
|
+ 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;
|
|
|
+ if (!data->drawstate.cliprect_enabled) {
|
|
|
+ data->glDisable(GL_SCISSOR_TEST);
|
|
|
+ } else {
|
|
|
+ const SDL_Rect *viewport = &data->drawstate.viewport;
|
|
|
+ data->glEnable(GL_SCISSOR_TEST);
|
|
|
+ if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
|
|
|
+ data->glScissor(viewport->x + rect->x,
|
|
|
+ istarget ? viewport->y + rect->y : drawableh - viewport->y - rect->y - rect->h,
|
|
|
+ rect->w, rect->h);
|
|
|
+ SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
|
|
|
-static GLES2_ShaderCacheEntry *
|
|
|
-GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type)
|
|
|
-{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
- const GLES2_Shader *shader;
|
|
|
- const GLES2_ShaderInstance *instance = NULL;
|
|
|
- GLES2_ShaderCacheEntry *entry = NULL;
|
|
|
- GLint compileSuccessful = GL_FALSE;
|
|
|
- int i, j;
|
|
|
+ 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 = ((a << 24) | (r << 16) | (g << 8) | b);
|
|
|
+ if (color != data->drawstate.clear_color) {
|
|
|
+ const GLfloat fr = ((GLfloat) colorswap ? b : r) * inv255f;
|
|
|
+ const GLfloat fg = ((GLfloat) g) * inv255f;
|
|
|
+ const GLfloat fb = ((GLfloat) colorswap ? r : b) * inv255f;
|
|
|
+ const GLfloat fa = ((GLfloat) a) * inv255f;
|
|
|
+ data->glClearColor(fr, fg, fb, fa);
|
|
|
+ data->drawstate.clear_color = color;
|
|
|
+ }
|
|
|
|
|
|
- /* Find the corresponding shader */
|
|
|
- shader = GLES2_GetShader(type);
|
|
|
- if (!shader) {
|
|
|
- SDL_SetError("No shader matching the requested characteristics was found");
|
|
|
- return NULL;
|
|
|
- }
|
|
|
+ if (data->drawstate.cliprect_enabled) {
|
|
|
+ data->glDisable(GL_SCISSOR_TEST);
|
|
|
+ }
|
|
|
|
|
|
- /* Find a matching shader instance that's supported on this hardware */
|
|
|
- for (i = 0; i < shader->instance_count && !instance; ++i) {
|
|
|
- for (j = 0; j < data->shader_format_count && !instance; ++j) {
|
|
|
- if (!shader->instances[i]) {
|
|
|
- continue;
|
|
|
- }
|
|
|
- if (shader->instances[i]->format != data->shader_formats[j]) {
|
|
|
- continue;
|
|
|
+ data->glClear(GL_COLOR_BUFFER_BIT);
|
|
|
+
|
|
|
+ if (data->drawstate.cliprect_enabled) {
|
|
|
+ data->glEnable(GL_SCISSOR_TEST);
|
|
|
+ }
|
|
|
+ break;
|
|
|
}
|
|
|
- instance = shader->instances[i];
|
|
|
- }
|
|
|
- }
|
|
|
- if (!instance) {
|
|
|
- SDL_SetError("The specified shader cannot be loaded on the current platform");
|
|
|
- return NULL;
|
|
|
- }
|
|
|
|
|
|
- /* Check if we've already cached this shader */
|
|
|
- entry = data->shader_cache.head;
|
|
|
- while (entry) {
|
|
|
- if (entry->instance == instance) {
|
|
|
- break;
|
|
|
- }
|
|
|
- entry = entry->next;
|
|
|
- }
|
|
|
- if (entry) {
|
|
|
- return entry;
|
|
|
- }
|
|
|
+ case SDL_RENDERCMD_DRAW_POINTS: {
|
|
|
+ if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
|
|
|
+ data->glDrawArrays(GL_POINTS, 0, cmd->data.draw.count);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
|
|
|
- /* Create a shader cache entry */
|
|
|
- entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
|
|
|
- if (!entry) {
|
|
|
- SDL_OutOfMemory();
|
|
|
- return NULL;
|
|
|
- }
|
|
|
- entry->type = type;
|
|
|
- entry->instance = instance;
|
|
|
+ case SDL_RENDERCMD_DRAW_LINES: {
|
|
|
+ const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
|
|
|
+ const size_t count = cmd->data.draw.count;
|
|
|
+ if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
|
|
|
+ if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
|
|
|
+ /* GL_LINE_LOOP takes care of the final segment */
|
|
|
+ data->glDrawArrays(GL_LINE_LOOP, 0, count - 1);
|
|
|
+ } else {
|
|
|
+ data->glDrawArrays(GL_LINE_STRIP, 0, count);
|
|
|
+ /* We need to close the endpoint of the line */
|
|
|
+ data->glDrawArrays(GL_POINTS, count - 1, 1);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
|
|
|
- /* Compile or load the selected shader instance */
|
|
|
- entry->id = data->glCreateShader(instance->type);
|
|
|
- if (instance->format == (GLenum)-1) {
|
|
|
- data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL);
|
|
|
- data->glCompileShader(entry->id);
|
|
|
- data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
|
|
|
- } else {
|
|
|
- data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
|
|
|
- compileSuccessful = GL_TRUE;
|
|
|
- }
|
|
|
- if (!compileSuccessful) {
|
|
|
- char *info = NULL;
|
|
|
- int length = 0;
|
|
|
+ case SDL_RENDERCMD_FILL_RECTS: {
|
|
|
+ const size_t count = cmd->data.draw.count;
|
|
|
+ size_t offset = 0;
|
|
|
+ if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
|
|
|
+ for (i = 0; i < count; ++i, offset += 4) {
|
|
|
+ data->glDrawArrays(GL_TRIANGLE_STRIP, offset, 4);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
|
|
|
- data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
|
|
|
- if (length > 0) {
|
|
|
- info = SDL_stack_alloc(char, length);
|
|
|
- if (info) {
|
|
|
- data->glGetShaderInfoLog(entry->id, length, &length, info);
|
|
|
+ case SDL_RENDERCMD_COPY:
|
|
|
+ case SDL_RENDERCMD_COPY_EX: {
|
|
|
+ if (SetCopyState(renderer, cmd) == 0) {
|
|
|
+ data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
+ }
|
|
|
+ break;
|
|
|
}
|
|
|
+
|
|
|
+ case SDL_RENDERCMD_NO_OP:
|
|
|
+ break;
|
|
|
}
|
|
|
- if (info) {
|
|
|
- SDL_SetError("Failed to load the shader: %s", info);
|
|
|
- SDL_stack_free(info);
|
|
|
- } else {
|
|
|
- SDL_SetError("Failed to load the shader");
|
|
|
- }
|
|
|
- data->glDeleteShader(entry->id);
|
|
|
- SDL_free(entry);
|
|
|
- return NULL;
|
|
|
- }
|
|
|
|
|
|
- /* Link the shader entry in at the front of the cache */
|
|
|
- if (data->shader_cache.head) {
|
|
|
- entry->next = data->shader_cache.head;
|
|
|
- data->shader_cache.head->prev = entry;
|
|
|
+ cmd = cmd->next;
|
|
|
}
|
|
|
- data->shader_cache.head = entry;
|
|
|
- ++data->shader_cache.count;
|
|
|
- return entry;
|
|
|
+
|
|
|
+ return GL_CheckError("", renderer);
|
|
|
}
|
|
|
|
|
|
static void
|
|
|
-GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
|
|
|
+GLES2_DestroyRenderer(SDL_Renderer *renderer)
|
|
|
{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
+ GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
|
|
|
|
- /* Unlink the shader from the cache */
|
|
|
- if (entry->next) {
|
|
|
- entry->next->prev = entry->prev;
|
|
|
- }
|
|
|
- if (entry->prev) {
|
|
|
- entry->prev->next = entry->next;
|
|
|
- }
|
|
|
- if (data->shader_cache.head == entry) {
|
|
|
- data->shader_cache.head = entry->next;
|
|
|
- }
|
|
|
- --data->shader_cache.count;
|
|
|
+ /* Deallocate everything */
|
|
|
+ if (data) {
|
|
|
+ GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
- /* Deallocate the shader */
|
|
|
- data->glDeleteShader(entry->id);
|
|
|
- SDL_free(entry);
|
|
|
+ {
|
|
|
+ GLES2_ShaderCacheEntry *entry;
|
|
|
+ GLES2_ShaderCacheEntry *next;
|
|
|
+ entry = data->shader_cache.head;
|
|
|
+ while (entry) {
|
|
|
+ data->glDeleteShader(entry->id);
|
|
|
+ next = entry->next;
|
|
|
+ SDL_free(entry);
|
|
|
+ entry = next;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ {
|
|
|
+ GLES2_ProgramCacheEntry *entry;
|
|
|
+ GLES2_ProgramCacheEntry *next;
|
|
|
+ entry = data->program_cache.head;
|
|
|
+ while (entry) {
|
|
|
+ data->glDeleteProgram(entry->id);
|
|
|
+ next = entry->next;
|
|
|
+ SDL_free(entry);
|
|
|
+ entry = next;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (data->context) {
|
|
|
+ while (data->framebuffers) {
|
|
|
+ GLES2_FBOList *nextnode = data->framebuffers->next;
|
|
|
+ data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
|
|
|
+ GL_CheckError("", renderer);
|
|
|
+ SDL_free(data->framebuffers);
|
|
|
+ data->framebuffers = nextnode;
|
|
|
+ }
|
|
|
+
|
|
|
+ data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
|
|
|
+ GL_CheckError("", renderer);
|
|
|
+
|
|
|
+ SDL_GL_DeleteContext(data->context);
|
|
|
+ }
|
|
|
+
|
|
|
+ SDL_free(data->shader_formats);
|
|
|
+ SDL_free(data);
|
|
|
+ }
|
|
|
+ SDL_free(renderer);
|
|
|
}
|
|
|
|
|
|
static int
|
|
|
-GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, int w, int h)
|
|
|
+GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
- GLES2_ShaderCacheEntry *vertex = NULL;
|
|
|
- GLES2_ShaderCacheEntry *fragment = NULL;
|
|
|
- GLES2_ShaderType vtype, ftype;
|
|
|
- GLES2_ProgramCacheEntry *program;
|
|
|
+ GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
|
|
|
+ GLES2_TextureData *data;
|
|
|
+ GLenum format;
|
|
|
+ GLenum type;
|
|
|
+ GLenum scaleMode;
|
|
|
|
|
|
- /* Select an appropriate shader pair for the specified modes */
|
|
|
- vtype = GLES2_SHADER_VERTEX_DEFAULT;
|
|
|
- switch (source) {
|
|
|
- case GLES2_IMAGESOURCE_SOLID:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
|
|
|
- break;
|
|
|
- case GLES2_IMAGESOURCE_TEXTURE_ABGR:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
|
|
|
- break;
|
|
|
- case GLES2_IMAGESOURCE_TEXTURE_ARGB:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
|
|
|
- break;
|
|
|
- case GLES2_IMAGESOURCE_TEXTURE_RGB:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
|
|
|
- break;
|
|
|
- case GLES2_IMAGESOURCE_TEXTURE_BGR:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
|
|
|
- break;
|
|
|
- case GLES2_IMAGESOURCE_TEXTURE_YUV:
|
|
|
- switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
|
- case SDL_YUV_CONVERSION_JPEG:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
|
|
|
- break;
|
|
|
- case SDL_YUV_CONVERSION_BT601:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
|
|
|
- break;
|
|
|
- case SDL_YUV_CONVERSION_BT709:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
|
|
|
- break;
|
|
|
- default:
|
|
|
- SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
|
- goto fault;
|
|
|
- }
|
|
|
- break;
|
|
|
- case GLES2_IMAGESOURCE_TEXTURE_NV12:
|
|
|
- switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
|
- case SDL_YUV_CONVERSION_JPEG:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
|
|
|
- break;
|
|
|
- case SDL_YUV_CONVERSION_BT601:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
|
|
|
- break;
|
|
|
- case SDL_YUV_CONVERSION_BT709:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
|
|
|
- break;
|
|
|
- default:
|
|
|
- SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
|
- goto fault;
|
|
|
- }
|
|
|
+ GLES2_ActivateRenderer(renderer);
|
|
|
+
|
|
|
+ /* Determine the corresponding GLES texture format params */
|
|
|
+ switch (texture->format)
|
|
|
+ {
|
|
|
+ case SDL_PIXELFORMAT_ARGB8888:
|
|
|
+ case SDL_PIXELFORMAT_ABGR8888:
|
|
|
+ case SDL_PIXELFORMAT_RGB888:
|
|
|
+ case SDL_PIXELFORMAT_BGR888:
|
|
|
+ format = GL_RGBA;
|
|
|
+ type = GL_UNSIGNED_BYTE;
|
|
|
break;
|
|
|
- case GLES2_IMAGESOURCE_TEXTURE_NV21:
|
|
|
- switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
|
|
- case SDL_YUV_CONVERSION_JPEG:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
|
|
|
- break;
|
|
|
- case SDL_YUV_CONVERSION_BT601:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
|
|
|
- break;
|
|
|
- case SDL_YUV_CONVERSION_BT709:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
|
|
|
- break;
|
|
|
- default:
|
|
|
- SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
|
|
- goto fault;
|
|
|
- }
|
|
|
+ case SDL_PIXELFORMAT_IYUV:
|
|
|
+ case SDL_PIXELFORMAT_YV12:
|
|
|
+ case SDL_PIXELFORMAT_NV12:
|
|
|
+ case SDL_PIXELFORMAT_NV21:
|
|
|
+ format = GL_LUMINANCE;
|
|
|
+ type = GL_UNSIGNED_BYTE;
|
|
|
break;
|
|
|
- case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
|
|
|
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
|
|
|
+#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
|
+ case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
|
+ format = GL_NONE;
|
|
|
+ type = GL_NONE;
|
|
|
break;
|
|
|
+#endif
|
|
|
default:
|
|
|
- goto fault;
|
|
|
+ return SDL_SetError("Texture format not supported");
|
|
|
}
|
|
|
|
|
|
- /* Load the requested shaders */
|
|
|
- vertex = GLES2_CacheShader(renderer, vtype);
|
|
|
- if (!vertex) {
|
|
|
- goto fault;
|
|
|
- }
|
|
|
- fragment = GLES2_CacheShader(renderer, ftype);
|
|
|
- if (!fragment) {
|
|
|
- goto fault;
|
|
|
+ if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
|
|
|
+ texture->access != SDL_TEXTUREACCESS_STATIC) {
|
|
|
+ return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
|
|
|
}
|
|
|
|
|
|
- /* Check if we need to change programs at all */
|
|
|
- if (data->current_program &&
|
|
|
- data->current_program->vertex_shader == vertex &&
|
|
|
- data->current_program->fragment_shader == fragment) {
|
|
|
- return 0;
|
|
|
+ /* Allocate a texture struct */
|
|
|
+ data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
|
|
|
+ if (!data) {
|
|
|
+ return SDL_OutOfMemory();
|
|
|
}
|
|
|
+ data->texture = 0;
|
|
|
+#ifdef GL_TEXTURE_EXTERNAL_OES
|
|
|
+ data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
|
|
|
+#else
|
|
|
+ data->texture_type = GL_TEXTURE_2D;
|
|
|
+#endif
|
|
|
+ data->pixel_format = format;
|
|
|
+ data->pixel_type = type;
|
|
|
+ data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
|
|
|
+ data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
|
|
|
+ data->texture_u = 0;
|
|
|
+ data->texture_v = 0;
|
|
|
+ scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
|
|
|
|
|
|
- /* Generate a matching program */
|
|
|
- program = GLES2_CacheProgram(renderer, vertex, fragment);
|
|
|
- if (!program) {
|
|
|
- goto fault;
|
|
|
+ /* Allocate a blob for image renderdata */
|
|
|
+ if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
|
+ size_t size;
|
|
|
+ data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
|
|
|
+ size = texture->h * data->pitch;
|
|
|
+ if (data->yuv) {
|
|
|
+ /* Need to add size for the U and V planes */
|
|
|
+ size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
|
|
|
+ } else if (data->nv12) {
|
|
|
+ /* Need to add size for the U/V plane */
|
|
|
+ size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
|
|
|
+ }
|
|
|
+ data->pixel_data = SDL_calloc(1, size);
|
|
|
+ if (!data->pixel_data) {
|
|
|
+ SDL_free(data);
|
|
|
+ return SDL_OutOfMemory();
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
- /* Select that program in OpenGL */
|
|
|
- data->glUseProgram(program->id);
|
|
|
+ /* Allocate the texture */
|
|
|
+ GL_CheckError("", renderer);
|
|
|
|
|
|
- /* Set the current program */
|
|
|
- data->current_program = program;
|
|
|
+ if (data->yuv) {
|
|
|
+ renderdata->glGenTextures(1, &data->texture_v);
|
|
|
+ if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+ renderdata->glActiveTexture(GL_TEXTURE2);
|
|
|
+ renderdata->glBindTexture(data->texture_type, data->texture_v);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
+ renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
|
|
|
|
|
|
- /* Clean up and return */
|
|
|
- return 0;
|
|
|
-fault:
|
|
|
- if (vertex && vertex->references <= 0) {
|
|
|
- GLES2_EvictShader(renderer, vertex);
|
|
|
- }
|
|
|
- if (fragment && fragment->references <= 0) {
|
|
|
- GLES2_EvictShader(renderer, fragment);
|
|
|
+ renderdata->glGenTextures(1, &data->texture_u);
|
|
|
+ if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+ renderdata->glActiveTexture(GL_TEXTURE1);
|
|
|
+ renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
+ renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
|
|
|
+ if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+ } else if (data->nv12) {
|
|
|
+ renderdata->glGenTextures(1, &data->texture_u);
|
|
|
+ if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+ renderdata->glActiveTexture(GL_TEXTURE1);
|
|
|
+ renderdata->glBindTexture(data->texture_type, data->texture_u);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
+ renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
|
|
|
+ if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
}
|
|
|
- data->current_program = NULL;
|
|
|
- return -1;
|
|
|
-}
|
|
|
|
|
|
+ renderdata->glGenTextures(1, &data->texture);
|
|
|
+ if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+ texture->driverdata = data;
|
|
|
+ renderdata->glActiveTexture(GL_TEXTURE0);
|
|
|
+ renderdata->glBindTexture(data->texture_type, data->texture);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
+ if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
|
|
|
+ renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
|
|
|
+ if (GL_CheckError("glTexImage2D()", renderer) < 0) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+ }
|
|
|
|
|
|
-/*************************************************************************************************
|
|
|
- * Rendering functions *
|
|
|
- *************************************************************************************************/
|
|
|
+ if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
|
+ data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
|
|
|
+ } else {
|
|
|
+ data->fbo = NULL;
|
|
|
+ }
|
|
|
|
|
|
-static int GLES2_RenderClear(SDL_Renderer *renderer);
|
|
|
-static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
|
|
|
-static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
|
|
|
-static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
|
|
|
-static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
|
|
|
- const SDL_FRect *dstrect);
|
|
|
-static int GLES2_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
- const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
|
|
- const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
|
|
|
-static int GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
|
- Uint32 pixel_format, void * pixels, int pitch);
|
|
|
-static void GLES2_RenderPresent(SDL_Renderer *renderer);
|
|
|
+ return GL_CheckError("", renderer);
|
|
|
+}
|
|
|
|
|
|
static int
|
|
|
-GLES2_RenderClear(SDL_Renderer * renderer)
|
|
|
+GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
|
|
|
{
|
|
|
- GLES2_RenderCommand *cmd = GLES2_AllocateRenderCommand(renderer);
|
|
|
- if (cmd == NULL) {
|
|
|
- return -1;
|
|
|
+ Uint8 *blob = NULL;
|
|
|
+ Uint8 *src;
|
|
|
+ int src_pitch;
|
|
|
+ int y;
|
|
|
+
|
|
|
+ if ((width == 0) || (height == 0) || (bpp == 0)) {
|
|
|
+ return 0; /* nothing to do */
|
|
|
}
|
|
|
- cmd->cmd = GLES2_RENDERCMD_CLEAR;
|
|
|
- cmd->data.clear.r = renderer->r;
|
|
|
- cmd->data.clear.g = renderer->g;
|
|
|
- cmd->data.clear.b = renderer->b;
|
|
|
- cmd->data.clear.a = renderer->a;
|
|
|
- return 0;
|
|
|
-}
|
|
|
|
|
|
-static int
|
|
|
-GLES2_AddVertices(SDL_Renderer *renderer, const GLES2_Attribute attr, const float *vertexData, size_t dataSizeInElements)
|
|
|
-{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
- const GLsizeiptr needed = data->current_vertex_data + dataSizeInElements;
|
|
|
- GLES2_RenderCommand *cmd;
|
|
|
- GLfloat *vdata;
|
|
|
-
|
|
|
- if (needed > data->vertex_data_allocation) {
|
|
|
- const GLsizeiptr newsize = data->vertex_data_allocation * 2;
|
|
|
-printf("realloc'ing %p to %d\n", data->vertex_data, (int) newsize);
|
|
|
- void *ptr = SDL_realloc(data->vertex_data, newsize * sizeof (GLfloat));
|
|
|
- if (ptr == NULL) {
|
|
|
- SDL_OutOfMemory();
|
|
|
- return -1;
|
|
|
+ /* Reformat the texture data into a tightly packed array */
|
|
|
+ src_pitch = width * bpp;
|
|
|
+ src = (Uint8 *)pixels;
|
|
|
+ if (pitch != src_pitch) {
|
|
|
+ blob = (Uint8 *)SDL_malloc(src_pitch * height);
|
|
|
+ if (!blob) {
|
|
|
+ return SDL_OutOfMemory();
|
|
|
+ }
|
|
|
+ src = blob;
|
|
|
+ for (y = 0; y < height; ++y)
|
|
|
+ {
|
|
|
+ SDL_memcpy(src, pixels, src_pitch);
|
|
|
+ src += src_pitch;
|
|
|
+ pixels = (Uint8 *)pixels + pitch;
|
|
|
}
|
|
|
- data->vertex_data = (GLfloat *) ptr;
|
|
|
- data->vertex_data_allocation = newsize;
|
|
|
+ src = blob;
|
|
|
}
|
|
|
|
|
|
- cmd = GLES2_AllocateRenderCommand(renderer);
|
|
|
- if (cmd == NULL) {
|
|
|
- return -1;
|
|
|
+ data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
|
|
|
+ if (blob) {
|
|
|
+ SDL_free(blob);
|
|
|
}
|
|
|
-
|
|
|
- vdata = &data->vertex_data[data->current_vertex_data];
|
|
|
- SDL_memcpy(vdata, vertexData, dataSizeInElements * sizeof (GLfloat));
|
|
|
- cmd->cmd = GLES2_RENDERCMD_ATTR;
|
|
|
- cmd->data.attr.attr = attr;
|
|
|
- cmd->data.attr.offset = data->current_vertex_data * sizeof (GLfloat);
|
|
|
- cmd->data.attr.count = dataSizeInElements;
|
|
|
- data->current_vertex_data += dataSizeInElements;
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
static int
|
|
|
-GLES2_AddSolidDrawCommand(SDL_Renderer *renderer, const GLenum mode, const GLint first, const GLsizei count)
|
|
|
+GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
|
+ const void *pixels, int pitch)
|
|
|
{
|
|
|
- GLES2_RenderCommand *cmd = GLES2_AllocateRenderCommand(renderer);
|
|
|
- if (cmd == NULL) {
|
|
|
- return -1;
|
|
|
+ GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
|
+ GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
+
|
|
|
+ GLES2_ActivateRenderer(renderer);
|
|
|
+
|
|
|
+ /* Bail out if we're supposed to update an empty rectangle */
|
|
|
+ if (rect->w <= 0 || rect->h <= 0) {
|
|
|
+ return 0;
|
|
|
}
|
|
|
- cmd->cmd = GLES2_RENDERCMD_DRAW;
|
|
|
- cmd->data.draw.mode = mode;
|
|
|
- cmd->data.draw.first = first;
|
|
|
- cmd->data.draw.count = count;
|
|
|
- cmd->data.draw.attrs = (1 << GLES2_ATTRIBUTE_POSITION);
|
|
|
- cmd->data.draw.r = renderer->r;
|
|
|
- cmd->data.draw.g = renderer->g;
|
|
|
- cmd->data.draw.b = renderer->b;
|
|
|
- cmd->data.draw.a = renderer->a;
|
|
|
- cmd->data.draw.blend = renderer->blendMode;
|
|
|
- cmd->data.draw.imgsrc = GLES2_IMAGESOURCE_SOLID;
|
|
|
- cmd->data.draw.texture = NULL;
|
|
|
- return 0;
|
|
|
+
|
|
|
+ /* Create a texture subimage with the supplied data */
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
|
+ GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
+ rect->x,
|
|
|
+ rect->y,
|
|
|
+ rect->w,
|
|
|
+ rect->h,
|
|
|
+ tdata->pixel_format,
|
|
|
+ tdata->pixel_type,
|
|
|
+ pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
|
|
|
+
|
|
|
+ if (tdata->yuv) {
|
|
|
+ /* Skip to the correct offset into the next texture */
|
|
|
+ pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
|
|
|
+ if (texture->format == SDL_PIXELFORMAT_YV12) {
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
+ } else {
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
+ }
|
|
|
+ GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
+ rect->x / 2,
|
|
|
+ rect->y / 2,
|
|
|
+ (rect->w + 1) / 2,
|
|
|
+ (rect->h + 1) / 2,
|
|
|
+ tdata->pixel_format,
|
|
|
+ tdata->pixel_type,
|
|
|
+ pixels, (pitch + 1) / 2, 1);
|
|
|
+
|
|
|
+
|
|
|
+ /* 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) {
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
+ } else {
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
+ }
|
|
|
+ GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
+ rect->x / 2,
|
|
|
+ rect->y / 2,
|
|
|
+ (rect->w + 1) / 2,
|
|
|
+ (rect->h + 1) / 2,
|
|
|
+ tdata->pixel_format,
|
|
|
+ tdata->pixel_type,
|
|
|
+ pixels, (pitch + 1) / 2, 1);
|
|
|
+ } else if (tdata->nv12) {
|
|
|
+ /* Skip to the correct offset into the next texture */
|
|
|
+ pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
+ GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
+ rect->x / 2,
|
|
|
+ rect->y / 2,
|
|
|
+ (rect->w + 1) / 2,
|
|
|
+ (rect->h + 1) / 2,
|
|
|
+ GL_LUMINANCE_ALPHA,
|
|
|
+ GL_UNSIGNED_BYTE,
|
|
|
+ pixels, 2 * ((pitch + 1) / 2), 2);
|
|
|
+ }
|
|
|
+
|
|
|
+ return GL_CheckError("glTexSubImage2D()", renderer);
|
|
|
}
|
|
|
|
|
|
static int
|
|
|
-GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
|
|
|
+GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
+ const SDL_Rect * rect,
|
|
|
+ const Uint8 *Yplane, int Ypitch,
|
|
|
+ const Uint8 *Uplane, int Upitch,
|
|
|
+ const Uint8 *Vplane, int Vpitch)
|
|
|
{
|
|
|
- GLfloat *vertices = SDL_stack_alloc(GLfloat, count * 2); /* !!! FIXME: We could do this without a stack_alloc... */
|
|
|
- int idx;
|
|
|
- int rc;
|
|
|
+ GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
|
+ GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
|
|
- /* Emit the specified vertices as points */
|
|
|
- for (idx = 0; idx < count; ++idx) {
|
|
|
- vertices[idx * 2] = points[idx].x + 0.5f;
|
|
|
- vertices[(idx * 2) + 1] = points[idx].y + 0.5f;
|
|
|
+ GLES2_ActivateRenderer(renderer);
|
|
|
+
|
|
|
+ /* Bail out if we're supposed to update an empty rectangle */
|
|
|
+ if (rect->w <= 0 || rect->h <= 0) {
|
|
|
+ return 0;
|
|
|
}
|
|
|
|
|
|
- rc = GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2);
|
|
|
- SDL_stack_free(vertices);
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
|
|
+ GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
+ rect->x / 2,
|
|
|
+ rect->y / 2,
|
|
|
+ (rect->w + 1) / 2,
|
|
|
+ (rect->h + 1) / 2,
|
|
|
+ tdata->pixel_format,
|
|
|
+ tdata->pixel_type,
|
|
|
+ Vplane, Vpitch, 1);
|
|
|
+
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture_u);
|
|
|
+ GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
+ rect->x / 2,
|
|
|
+ rect->y / 2,
|
|
|
+ (rect->w + 1) / 2,
|
|
|
+ (rect->h + 1) / 2,
|
|
|
+ tdata->pixel_format,
|
|
|
+ tdata->pixel_type,
|
|
|
+ Uplane, Upitch, 1);
|
|
|
|
|
|
- if (rc == 0) {
|
|
|
- rc = GLES2_AddSolidDrawCommand(renderer, GL_POINTS, 0, count);
|
|
|
- }
|
|
|
+ data->glBindTexture(tdata->texture_type, tdata->texture);
|
|
|
+ GLES2_TexSubImage2D(data, tdata->texture_type,
|
|
|
+ rect->x,
|
|
|
+ rect->y,
|
|
|
+ rect->w,
|
|
|
+ rect->h,
|
|
|
+ tdata->pixel_format,
|
|
|
+ tdata->pixel_type,
|
|
|
+ Yplane, Ypitch, 1);
|
|
|
|
|
|
- return rc;
|
|
|
+ return GL_CheckError("glTexSubImage2D()", renderer);
|
|
|
}
|
|
|
|
|
|
static int
|
|
|
-GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
|
|
|
+GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
|
|
+ void **pixels, int *pitch)
|
|
|
{
|
|
|
- GLfloat *vertices = SDL_stack_alloc(GLfloat, count * 2); /* !!! FIXME: We could do this without a stack_alloc... */
|
|
|
- int idx;
|
|
|
- int rc;
|
|
|
-
|
|
|
- /* Emit a line strip including the specified vertices */
|
|
|
- for (idx = 0; idx < count; ++idx) {
|
|
|
- vertices[idx * 2] = points[idx].x + 0.5f;
|
|
|
- vertices[(idx * 2) + 1] = points[idx].y + 0.5f;
|
|
|
- }
|
|
|
-
|
|
|
- rc = GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_POSITION, vertices, count * 2);
|
|
|
- if (rc == 0) {
|
|
|
- rc = GLES2_AddSolidDrawCommand(renderer, GL_LINE_STRIP, 0, count);
|
|
|
- }
|
|
|
+ GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
|
|
-#if 0 /* !!! FIXME: ugh */
|
|
|
- /* We need to close the endpoint of the line */
|
|
|
- if (count == 2 ||
|
|
|
- points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
|
|
|
- GLES2_DrawVertices(GL_POINTS, count-1, 1);
|
|
|
- }
|
|
|
-#endif
|
|
|
+ /* Retrieve the buffer/pitch for the specified region */
|
|
|
+ *pixels = (Uint8 *)tdata->pixel_data +
|
|
|
+ (tdata->pitch * rect->y) +
|
|
|
+ (rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
|
+ *pitch = tdata->pitch;
|
|
|
|
|
|
- SDL_stack_free(vertices);
|
|
|
- return rc;
|
|
|
+ return 0;
|
|
|
}
|
|
|
|
|
|
-static int
|
|
|
-GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
|
|
|
+static void
|
|
|
+GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
{
|
|
|
- GLfloat vertices[8];
|
|
|
- int idx;
|
|
|
- int rc = 0;
|
|
|
-
|
|
|
- /* Emit a line loop for each rectangle */
|
|
|
- for (idx = 0; (rc == 0) && (idx < count); ++idx) {
|
|
|
- const SDL_FRect *rect = &rects[idx];
|
|
|
-
|
|
|
- GLfloat xMin = rect->x;
|
|
|
- GLfloat xMax = (rect->x + rect->w);
|
|
|
- GLfloat yMin = rect->y;
|
|
|
- GLfloat yMax = (rect->y + rect->h);
|
|
|
-
|
|
|
- vertices[0] = xMin;
|
|
|
- vertices[1] = yMin;
|
|
|
- vertices[2] = xMax;
|
|
|
- vertices[3] = yMin;
|
|
|
- vertices[4] = xMin;
|
|
|
- vertices[5] = yMax;
|
|
|
- vertices[6] = xMax;
|
|
|
- vertices[7] = yMax;
|
|
|
-
|
|
|
- rc = GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8);
|
|
|
- if (rc == 0) {
|
|
|
- rc = GLES2_AddSolidDrawCommand(renderer, GL_TRIANGLE_STRIP, 0, 4);
|
|
|
- }
|
|
|
- }
|
|
|
+ GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
+ SDL_Rect rect;
|
|
|
|
|
|
- return 0;
|
|
|
+ /* We do whole texture updates, at least for now */
|
|
|
+ rect.x = 0;
|
|
|
+ rect.y = 0;
|
|
|
+ rect.w = texture->w;
|
|
|
+ rect.h = texture->h;
|
|
|
+ GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
|
|
|
}
|
|
|
|
|
|
-
|
|
|
static int
|
|
|
-GLES2_AddCopyDrawCommand(SDL_Renderer *renderer, SDL_Texture *texture, const Uint8 attrs)
|
|
|
+GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
{
|
|
|
- GLES2_RenderCommand *cmd = NULL;
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
- GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
+ GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
|
|
|
+ GLES2_TextureData *texturedata = NULL;
|
|
|
+ GLenum status;
|
|
|
|
|
|
- /* Pick an appropriate shader */
|
|
|
- if (renderer->target) {
|
|
|
- /* Check if we need to do color mapping between the source and render target textures */
|
|
|
- if (renderer->target->format != texture->format) {
|
|
|
- switch (texture->format) {
|
|
|
- case SDL_PIXELFORMAT_ARGB8888:
|
|
|
- switch (renderer->target->format) {
|
|
|
- case SDL_PIXELFORMAT_ABGR8888:
|
|
|
- case SDL_PIXELFORMAT_BGR888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_RGB888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
- break;
|
|
|
- }
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_ABGR8888:
|
|
|
- switch (renderer->target->format) {
|
|
|
- case SDL_PIXELFORMAT_ARGB8888:
|
|
|
- case SDL_PIXELFORMAT_RGB888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_BGR888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
- break;
|
|
|
- }
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_RGB888:
|
|
|
- switch (renderer->target->format) {
|
|
|
- case SDL_PIXELFORMAT_ABGR8888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_ARGB8888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_BGR888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
- break;
|
|
|
- }
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_BGR888:
|
|
|
- switch (renderer->target->format) {
|
|
|
- case SDL_PIXELFORMAT_ABGR8888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_ARGB8888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_RGB888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
- break;
|
|
|
- }
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_IYUV:
|
|
|
- case SDL_PIXELFORMAT_YV12:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_NV12:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_NV21:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
|
|
|
- break;
|
|
|
- default:
|
|
|
- return SDL_SetError("Unsupported texture format");
|
|
|
- }
|
|
|
- } else {
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
|
|
|
- }
|
|
|
+ if (texture == NULL) {
|
|
|
+ data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
|
|
|
} else {
|
|
|
- switch (texture->format) {
|
|
|
- case SDL_PIXELFORMAT_ARGB8888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_ABGR8888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_RGB888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_BGR888:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_IYUV:
|
|
|
- case SDL_PIXELFORMAT_YV12:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_NV12:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_NV21:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
|
|
|
- break;
|
|
|
- case SDL_PIXELFORMAT_EXTERNAL_OES:
|
|
|
- sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
|
|
|
- break;
|
|
|
- default:
|
|
|
- return SDL_SetError("Unsupported texture format");
|
|
|
+ texturedata = (GLES2_TextureData *) texture->driverdata;
|
|
|
+ data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
|
|
|
+ /* TODO: check if texture pixel format allows this operation */
|
|
|
+ data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
|
|
|
+ /* Check FBO status */
|
|
|
+ status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
+ return SDL_SetError("glFramebufferTexture2D() failed");
|
|
|
}
|
|
|
}
|
|
|
-
|
|
|
- ((GLES2_TextureData *)texture->driverdata)->last_cmd_generation = data->command_generation;
|
|
|
-
|
|
|
- cmd = GLES2_AllocateRenderCommand(renderer);
|
|
|
- if (cmd == NULL) {
|
|
|
- return -1;
|
|
|
- }
|
|
|
- cmd->cmd = GLES2_RENDERCMD_DRAW;
|
|
|
- cmd->data.draw.mode = GL_TRIANGLE_STRIP;
|
|
|
- cmd->data.draw.first = 0;
|
|
|
- cmd->data.draw.count = 4;
|
|
|
- cmd->data.draw.attrs = attrs | (1 << GLES2_ATTRIBUTE_POSITION) | (1 << GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
- cmd->data.draw.r = texture->r;
|
|
|
- cmd->data.draw.g = texture->g;
|
|
|
- cmd->data.draw.b = texture->b;
|
|
|
- cmd->data.draw.a = texture->a;
|
|
|
- cmd->data.draw.blend = texture->blendMode;
|
|
|
- cmd->data.draw.imgsrc = sourceType;
|
|
|
- cmd->data.draw.texture = texture;
|
|
|
-
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
-static int
|
|
|
-GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
|
|
|
- const SDL_FRect *dstrect)
|
|
|
+static void
|
|
|
+GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
{
|
|
|
- GLfloat vertices[8];
|
|
|
- int rc;
|
|
|
-
|
|
|
- /* Emit the textured quad */
|
|
|
- vertices[0] = dstrect->x;
|
|
|
- vertices[1] = dstrect->y;
|
|
|
- vertices[2] = (dstrect->x + dstrect->w);
|
|
|
- vertices[3] = dstrect->y;
|
|
|
- vertices[4] = dstrect->x;
|
|
|
- vertices[5] = (dstrect->y + dstrect->h);
|
|
|
- vertices[6] = (dstrect->x + dstrect->w);
|
|
|
- vertices[7] = (dstrect->y + dstrect->h);
|
|
|
- rc = GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8);
|
|
|
-
|
|
|
- if (rc == 0) {
|
|
|
- vertices[0] = srcrect->x / (GLfloat)texture->w;
|
|
|
- vertices[1] = srcrect->y / (GLfloat)texture->h;
|
|
|
- vertices[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
|
- vertices[3] = srcrect->y / (GLfloat)texture->h;
|
|
|
- vertices[4] = srcrect->x / (GLfloat)texture->w;
|
|
|
- vertices[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
|
- vertices[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
|
- vertices[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
|
- rc = GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_TEXCOORD, vertices, 8);
|
|
|
-
|
|
|
- if (rc == 0) {
|
|
|
- rc = GLES2_AddCopyDrawCommand(renderer, texture, 0);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return rc;
|
|
|
-}
|
|
|
+ GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
|
+ GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
|
|
|
|
|
-static int
|
|
|
-GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
|
|
|
- const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
|
|
|
-{
|
|
|
- const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
|
|
|
- GLfloat vertices[8];
|
|
|
- int rc;
|
|
|
+ GLES2_ActivateRenderer(renderer);
|
|
|
|
|
|
- vertices[0] = vertices[2] = vertices[4] = vertices[6] = (GLfloat)SDL_sin(radian_angle);
|
|
|
- /* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
|
|
|
- vertices[1] = vertices[3] = vertices[5] = vertices[7] = (GLfloat)SDL_cos(radian_angle) - 1.0f;
|
|
|
- rc = GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_ANGLE, vertices, 8);
|
|
|
-
|
|
|
- /* Calculate the center of rotation */
|
|
|
- if (rc == 0) {
|
|
|
- vertices[0] = vertices[2] = vertices[4] = vertices[6] = (center->x + dstrect->x);
|
|
|
- vertices[1] = vertices[3] = vertices[5] = vertices[7] = (center->y + dstrect->y);
|
|
|
- rc = GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_CENTER, vertices, 8);
|
|
|
-
|
|
|
- if (rc == 0) {
|
|
|
- /* Emit the textured quad */
|
|
|
- vertices[0] = dstrect->x;
|
|
|
- vertices[1] = dstrect->y;
|
|
|
- vertices[2] = (dstrect->x + dstrect->w);
|
|
|
- vertices[3] = dstrect->y;
|
|
|
- vertices[4] = dstrect->x;
|
|
|
- vertices[5] = (dstrect->y + dstrect->h);
|
|
|
- vertices[6] = (dstrect->x + dstrect->w);
|
|
|
- vertices[7] = (dstrect->y + dstrect->h);
|
|
|
- if (flip & SDL_FLIP_HORIZONTAL) {
|
|
|
- const GLfloat tmp = vertices[0];
|
|
|
- vertices[0] = vertices[4] = vertices[2];
|
|
|
- vertices[2] = vertices[6] = tmp;
|
|
|
- }
|
|
|
- if (flip & SDL_FLIP_VERTICAL) {
|
|
|
- const GLfloat tmp = vertices[1];
|
|
|
- vertices[1] = vertices[3] = vertices[5];
|
|
|
- vertices[5] = vertices[7] = tmp;
|
|
|
- }
|
|
|
- rc = GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8);
|
|
|
-
|
|
|
- if (rc == 0) {
|
|
|
- vertices[0] = srcrect->x / (GLfloat)texture->w;
|
|
|
- vertices[1] = srcrect->y / (GLfloat)texture->h;
|
|
|
- vertices[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
|
- vertices[3] = srcrect->y / (GLfloat)texture->h;
|
|
|
- vertices[4] = srcrect->x / (GLfloat)texture->w;
|
|
|
- vertices[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
|
- vertices[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
|
|
|
- vertices[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
|
|
|
- rc = GLES2_AddVertices(renderer, GLES2_ATTRIBUTE_TEXCOORD, vertices, 8);
|
|
|
-
|
|
|
- if (rc == 0) {
|
|
|
- GLES2_AddCopyDrawCommand(renderer, texture, (1 << GLES2_ATTRIBUTE_CENTER) | (1 << GLES2_ATTRIBUTE_ANGLE));
|
|
|
- }
|
|
|
- }
|
|
|
+ /* Destroy the texture */
|
|
|
+ if (tdata) {
|
|
|
+ data->glDeleteTextures(1, &tdata->texture);
|
|
|
+ if (tdata->texture_v) {
|
|
|
+ data->glDeleteTextures(1, &tdata->texture_v);
|
|
|
+ }
|
|
|
+ if (tdata->texture_u) {
|
|
|
+ data->glDeleteTextures(1, &tdata->texture_u);
|
|
|
}
|
|
|
+ SDL_free(tdata->pixel_data);
|
|
|
+ SDL_free(tdata);
|
|
|
+ texture->driverdata = NULL;
|
|
|
}
|
|
|
-
|
|
|
- return rc;
|
|
|
}
|
|
|
|
|
|
static int
|
|
|
GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
|
Uint32 pixel_format, void * pixels, int pitch)
|
|
|
{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
+ GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
|
Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
|
|
|
size_t buflen;
|
|
|
void *temp_pixels;
|
|
@@ -2088,8 +1768,6 @@ GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
|
int w, h, length, rows;
|
|
|
int status;
|
|
|
|
|
|
- GLES2_FlushCommands(renderer); /* we need to render before we read the results. */
|
|
|
-
|
|
|
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
|
|
|
buflen = (size_t) (rect->h * temp_pitch);
|
|
|
if (buflen == 0) {
|
|
@@ -2137,8 +1815,6 @@ GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
|
static void
|
|
|
GLES2_RenderPresent(SDL_Renderer *renderer)
|
|
|
{
|
|
|
- GLES2_FlushCommands(renderer); /* time to send it to the GPU! */
|
|
|
-
|
|
|
/* Tell the video driver to swap buffers */
|
|
|
SDL_GL_SwapWindow(renderer->window);
|
|
|
}
|
|
@@ -2152,7 +1828,7 @@ static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
|
|
|
|
|
|
static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
|
|
|
{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
+ GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
|
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
@@ -2170,7 +1846,7 @@ static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, flo
|
|
|
|
|
|
static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
|
|
|
{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
|
|
+ GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
|
|
|
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
|
|
|
GLES2_ActivateRenderer(renderer);
|
|
|
|
|
@@ -2188,37 +1864,12 @@ static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
|
|
|
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
|
|
|
#endif
|
|
|
|
|
|
-static void
|
|
|
-GLES2_ResetState(SDL_Renderer *renderer)
|
|
|
-{
|
|
|
- GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
|
|
|
-
|
|
|
- if (SDL_CurrentContext == data->context) {
|
|
|
- GLES2_UpdateViewport(renderer);
|
|
|
- } else {
|
|
|
- GLES2_ActivateRenderer(renderer);
|
|
|
- }
|
|
|
-
|
|
|
- data->glActiveTexture(GL_TEXTURE0);
|
|
|
- data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
- data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
-
|
|
|
- data->glClearColor((GLfloat) data->clear_r * inv255f,
|
|
|
- (GLfloat) data->clear_g * inv255f,
|
|
|
- (GLfloat) data->clear_b * inv255f,
|
|
|
- (GLfloat) data->clear_a * inv255f);
|
|
|
-
|
|
|
- data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
|
- data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
-
|
|
|
- GL_CheckError("", renderer);
|
|
|
-}
|
|
|
|
|
|
static SDL_Renderer *
|
|
|
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|
|
{
|
|
|
SDL_Renderer *renderer;
|
|
|
- GLES2_DriverContext *data;
|
|
|
+ GLES2_RenderData *data;
|
|
|
GLint nFormats;
|
|
|
#ifndef ZUNE_HD
|
|
|
GLboolean hasCompiler;
|
|
@@ -2240,6 +1891,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|
|
}
|
|
|
|
|
|
window_flags = SDL_GetWindowFlags(window);
|
|
|
+
|
|
|
/* OpenGL ES 3.0 is a superset of OpenGL ES 2.0 */
|
|
|
if (!(window_flags & SDL_WINDOW_OPENGL) ||
|
|
|
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) {
|
|
@@ -2261,7 +1913,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|
|
goto error;
|
|
|
}
|
|
|
|
|
|
- data = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
|
|
|
+ data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData));
|
|
|
if (!data) {
|
|
|
GLES2_DestroyRenderer(renderer);
|
|
|
SDL_OutOfMemory();
|
|
@@ -2272,15 +1924,6 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|
|
renderer->driverdata = data;
|
|
|
renderer->window = window;
|
|
|
|
|
|
- data->vertex_data_allocation = 512;
|
|
|
- data->vertex_data = (GLfloat *) SDL_malloc(data->vertex_data_allocation * sizeof (GLfloat));
|
|
|
- if (data->vertex_data == NULL) {
|
|
|
- GLES2_DestroyRenderer(renderer);
|
|
|
- SDL_OutOfMemory();
|
|
|
- goto error;
|
|
|
- }
|
|
|
-printf("malloc'd %p\n", data->vertex_data);
|
|
|
-
|
|
|
/* Create an OpenGL ES 2.0 context */
|
|
|
data->context = SDL_GL_CreateContext(window);
|
|
|
if (!data->context) {
|
|
@@ -2371,14 +2014,14 @@ printf("malloc'd %p\n", data->vertex_data);
|
|
|
renderer->LockTexture = GLES2_LockTexture;
|
|
|
renderer->UnlockTexture = GLES2_UnlockTexture;
|
|
|
renderer->SetRenderTarget = GLES2_SetRenderTarget;
|
|
|
- renderer->UpdateViewport = GLES2_UpdateViewport;
|
|
|
- renderer->UpdateClipRect = GLES2_UpdateClipRect;
|
|
|
- renderer->RenderClear = GLES2_RenderClear;
|
|
|
- renderer->RenderDrawPoints = GLES2_RenderDrawPoints;
|
|
|
- renderer->RenderDrawLines = GLES2_RenderDrawLines;
|
|
|
- renderer->RenderFillRects = GLES2_RenderFillRects;
|
|
|
- renderer->RenderCopy = GLES2_RenderCopy;
|
|
|
- renderer->RenderCopyEx = GLES2_RenderCopyEx;
|
|
|
+ renderer->QueueSetViewport = GLES2_QueueSetViewport;
|
|
|
+ renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
|
|
|
+ renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
|
|
|
+ renderer->QueueDrawLines = GLES2_QueueDrawPoints; /* lines and points queue vertices the same way. */
|
|
|
+ renderer->QueueFillRects = GLES2_QueueFillRects;
|
|
|
+ renderer->QueueCopy = GLES2_QueueCopy;
|
|
|
+ renderer->QueueCopyEx = GLES2_QueueCopyEx;
|
|
|
+ renderer->RunCommandQueue = GLES2_RunCommandQueue;
|
|
|
renderer->RenderReadPixels = GLES2_RenderReadPixels;
|
|
|
renderer->RenderPresent = GLES2_RenderPresent;
|
|
|
renderer->DestroyTexture = GLES2_DestroyTexture;
|
|
@@ -2394,7 +2037,20 @@ printf("malloc'd %p\n", data->vertex_data);
|
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_EXTERNAL_OES;
|
|
|
#endif
|
|
|
|
|
|
- GLES2_ResetState(renderer);
|
|
|
+ data->glActiveTexture(GL_TEXTURE0);
|
|
|
+ data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
+ data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
+
|
|
|
+ data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
|
+ data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
+
|
|
|
+ data->drawstate.blend = SDL_BLENDMODE_INVALID;
|
|
|
+ data->drawstate.color = 0xFFFFFFFF;
|
|
|
+ data->drawstate.clear_color = 0xFFFFFFFF;
|
|
|
+ data->drawstate.projection[3][0] = -1.0f;
|
|
|
+ data->drawstate.projection[3][3] = 1.0f;
|
|
|
+
|
|
|
+ GL_CheckError("", renderer);
|
|
|
|
|
|
return renderer;
|
|
|
|
|
@@ -2409,6 +2065,23 @@ error:
|
|
|
return NULL;
|
|
|
}
|
|
|
|
|
|
+SDL_RenderDriver GLES2_RenderDriver = {
|
|
|
+ GLES2_CreateRenderer,
|
|
|
+ {
|
|
|
+ "opengles2",
|
|
|
+ (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
|
|
|
+ 4,
|
|
|
+ {
|
|
|
+ SDL_PIXELFORMAT_ARGB8888,
|
|
|
+ SDL_PIXELFORMAT_ABGR8888,
|
|
|
+ SDL_PIXELFORMAT_RGB888,
|
|
|
+ SDL_PIXELFORMAT_BGR888
|
|
|
+ },
|
|
|
+ 0,
|
|
|
+ 0
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
|
|
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|