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Separate vita piglet renderer. Add proper render initialization and window re-creation.

Ivan Epifanov %!s(int64=4) %!d(string=hai) anos
pai
achega
dbb730d395

+ 1 - 2
Makefile.vita.dolce

@@ -21,8 +21,7 @@ SOURCES = \
 	src/filesystem/vita/*.c \
 	src/render/*.c \
 	src/render/software/*.c \
-	src/render/opengles2/SDL_render_gles2.c \
-	src/render/vita/*.c \
+	src/render/vitagles2/*.c \
 	src/sensor/*.c \
 	src/sensor/dummy/*.c \
 	src/stdlib/*.c \

+ 5 - 1
include/SDL_config_vita.h

@@ -139,8 +139,12 @@
 #define SDL_FILESYSTEM_VITA   1
 
 
-#define SDL_VIDEO_RENDER_OGL_ES2 1
+#define SDL_VIDEO_RENDER_VITA_GLES2 1
+//#define SDL_VIDEO_RENDER_VITA_GXM 1
+
+#if defined(SDL_VIDEO_RENDER_VITA_GLES2)
 #define SDL_VIDEO_OPENGL_ES2 1
+#endif
 
 
 /* VITA doesn't have haptic device (src/haptic/dummy/\*.c) */

+ 8 - 0
src/render/SDL_render.c

@@ -95,6 +95,12 @@ static const SDL_RenderDriver *render_drivers[] = {
 #if SDL_VIDEO_RENDER_OGL_ES2
     &GLES2_RenderDriver,
 #endif
+#if SDL_VIDEO_RENDER_VITA_GLES2
+    &VITA_GLES2_RenderDriver,
+#endif
+#if SDL_VIDEO_RENDER_VITA_GXM
+    &VITA_GXM__RenderDriver,
+#endif
 #if SDL_VIDEO_RENDER_OGL_ES
     &GLES_RenderDriver,
 #endif
@@ -274,7 +280,9 @@ SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const
         while (newsize < needed) {
             newsize *= 2;
         }
+
         ptr = SDL_realloc(renderer->vertex_data, newsize);
+
         if (ptr == NULL) {
             SDL_OutOfMemory();
             return NULL;

+ 2 - 0
src/render/SDL_sysrender.h

@@ -245,6 +245,8 @@ extern SDL_RenderDriver D3D_RenderDriver;
 extern SDL_RenderDriver D3D11_RenderDriver;
 extern SDL_RenderDriver GL_RenderDriver;
 extern SDL_RenderDriver GLES2_RenderDriver;
+extern SDL_RenderDriver VITA_GLES2_RenderDriver;
+extern SDL_RenderDriver VITA_GXM_RenderDriver;
 extern SDL_RenderDriver GLES_RenderDriver;
 extern SDL_RenderDriver DirectFB_RenderDriver;
 extern SDL_RenderDriver METAL_RenderDriver;

+ 77 - 0
src/render/vitagles2/SDL_gles2funcs.h

@@ -0,0 +1,77 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+SDL_PROC(void, glActiveTexture, (GLenum))
+SDL_PROC(void, glAttachShader, (GLuint, GLuint))
+SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
+SDL_PROC(void, glBindTexture, (GLenum, GLuint))
+SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum))
+SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
+SDL_PROC(void, glClear, (GLbitfield))
+SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
+SDL_PROC(void, glCompileShader, (GLuint))
+SDL_PROC(GLuint, glCreateProgram, (void))
+SDL_PROC(GLuint, glCreateShader, (GLenum))
+SDL_PROC(void, glDeleteProgram, (GLuint))
+SDL_PROC(void, glDeleteShader, (GLuint))
+SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
+SDL_PROC(void, glDisable, (GLenum))
+SDL_PROC(void, glDisableVertexAttribArray, (GLuint))
+SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
+SDL_PROC(void, glEnable, (GLenum))
+SDL_PROC(void, glEnableVertexAttribArray, (GLuint))
+SDL_PROC(void, glFinish, (void))
+SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *))
+SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
+SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *))
+SDL_PROC(const GLubyte *, glGetString, (GLenum))
+SDL_PROC(GLenum, glGetError, (void))
+SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
+SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *))
+SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *))
+SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *))
+SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *))
+SDL_PROC(void, glLinkProgram, (GLuint))
+SDL_PROC(void, glPixelStorei, (GLenum, GLint))
+SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
+SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
+SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
+SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
+SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
+SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
+SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
+SDL_PROC(void, glUniform1i, (GLint, GLint))
+SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
+SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *))
+SDL_PROC(void, glUseProgram, (GLuint))
+SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *))
+SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
+SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint))
+SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint))
+SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum))
+SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
+SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *))
+SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*))
+SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *))
+SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *))
+SDL_PROC(void, glBindBuffer, (GLenum, GLuint))
+SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum))
+SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *))

+ 2103 - 0
src/render/vitagles2/SDL_render_gles2vita.c

@@ -0,0 +1,2103 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../../SDL_internal.h"
+
+#if SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED
+
+#include "SDL_assert.h"
+#include "SDL_hints.h"
+#include "SDL_opengles2.h"
+#include "../SDL_sysrender.h"
+#include "../../video/SDL_blit.h"
+#include "SDL_shaders_gles2vita.h"
+
+//#include <psp2/gxm.h>
+//#include <psp2/types.h>
+//#include <psp2/kernel/sysmem.h>
+
+/* To prevent unnecessary window recreation,
+ * these should match the defaults selected in SDL_GL_ResetAttributes
+ */
+#define RENDERER_CONTEXT_MAJOR 2
+#define RENDERER_CONTEXT_MINOR 0
+
+/* Used to re-create the window with OpenGL ES capability */
+extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
+
+/*************************************************************************************************
+ * Context structures                                                                            *
+ *************************************************************************************************/
+
+typedef struct VITA_GLES2_FBOList VITA_GLES2_FBOList;
+
+struct VITA_GLES2_FBOList
+{
+   Uint32 w, h;
+   GLuint FBO;
+   VITA_GLES2_FBOList *next;
+};
+
+typedef struct VITA_GLES2_TextureData
+{
+    GLenum texture;
+    GLenum texture_type;
+    GLenum pixel_format;
+    GLenum pixel_type;
+    void *pixel_data;
+    int pitch;
+    /* YUV texture support */
+    SDL_bool yuv;
+    SDL_bool nv12;
+    GLenum texture_v;
+    GLenum texture_u;
+    VITA_GLES2_FBOList *fbo;
+} VITA_GLES2_TextureData;
+
+typedef struct VITA_GLES2_ShaderCacheEntry
+{
+    GLuint id;
+    VITA_GLES2_ShaderType type;
+    const VITA_GLES2_ShaderInstance *instance;
+    int references;
+    struct VITA_GLES2_ShaderCacheEntry *prev;
+    struct VITA_GLES2_ShaderCacheEntry *next;
+} VITA_GLES2_ShaderCacheEntry;
+
+typedef struct VITA_GLES2_ShaderCache
+{
+    int count;
+    VITA_GLES2_ShaderCacheEntry *head;
+} VITA_GLES2_ShaderCache;
+
+typedef struct VITA_GLES2_ProgramCacheEntry
+{
+    GLuint id;
+    VITA_GLES2_ShaderCacheEntry *vertex_shader;
+    VITA_GLES2_ShaderCacheEntry *fragment_shader;
+    GLuint uniform_locations[16];
+    Uint32 color;
+    GLfloat projection[4][4];
+    struct VITA_GLES2_ProgramCacheEntry *prev;
+    struct VITA_GLES2_ProgramCacheEntry *next;
+} VITA_GLES2_ProgramCacheEntry;
+
+typedef struct VITA_GLES2_ProgramCache
+{
+    int count;
+    VITA_GLES2_ProgramCacheEntry *head;
+    VITA_GLES2_ProgramCacheEntry *tail;
+} VITA_GLES2_ProgramCache;
+
+typedef enum
+{
+    VITA_GLES2_ATTRIBUTE_POSITION = 0,
+    VITA_GLES2_ATTRIBUTE_TEXCOORD = 1,
+    VITA_GLES2_ATTRIBUTE_ANGLE = 2,
+    VITA_GLES2_ATTRIBUTE_CENTER = 3,
+} VITA_GLES2_Attribute;
+
+typedef enum
+{
+    VITA_GLES2_UNIFORM_PROJECTION,
+    VITA_GLES2_UNIFORM_TEXTURE,
+    VITA_GLES2_UNIFORM_COLOR,
+    VITA_GLES2_UNIFORM_TEXTURE_U,
+    VITA_GLES2_UNIFORM_TEXTURE_V
+} VITA_GLES2_Uniform;
+
+typedef enum
+{
+    VITA_GLES2_IMAGESOURCE_INVALID,
+    VITA_GLES2_IMAGESOURCE_SOLID,
+    VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR,
+    VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB,
+    VITA_GLES2_IMAGESOURCE_TEXTURE_RGB,
+    VITA_GLES2_IMAGESOURCE_TEXTURE_BGR,
+    VITA_GLES2_IMAGESOURCE_TEXTURE_YUV,
+    VITA_GLES2_IMAGESOURCE_TEXTURE_NV12,
+    VITA_GLES2_IMAGESOURCE_TEXTURE_NV21,
+    VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
+} VITA_GLES2_ImageSource;
+
+typedef struct
+{
+    SDL_Rect viewport;
+    SDL_bool viewport_dirty;
+    SDL_Texture *texture;
+    SDL_Texture *target;
+    SDL_BlendMode blend;
+    SDL_bool cliprect_enabled_dirty;
+    SDL_bool cliprect_enabled;
+    SDL_bool cliprect_dirty;
+    SDL_Rect cliprect;
+    SDL_bool texturing;
+    SDL_bool is_copy_ex;
+    Uint32 color;
+    Uint32 clear_color;
+    int drawablew;
+    int drawableh;
+    VITA_GLES2_ProgramCacheEntry *program;
+    GLfloat projection[4][4];
+} VITA_GLES2_DrawStateCache;
+
+typedef struct VITA_GLES2_RenderData
+{
+    SDL_GLContext *context;
+
+    SDL_bool debug_enabled;
+
+#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
+#include "SDL_gles2funcs.h"
+#undef SDL_PROC
+
+    VITA_GLES2_FBOList *framebuffers;
+    GLuint window_framebuffer;
+
+    int shader_format_count;
+    GLenum *shader_formats;
+    VITA_GLES2_ShaderCache shader_cache;
+    VITA_GLES2_ProgramCache program_cache;
+    Uint8 clear_r, clear_g, clear_b, clear_a;
+
+    GLuint vertex_buffers[8];
+    size_t vertex_buffer_size[8];
+    int current_vertex_buffer;
+    VITA_GLES2_DrawStateCache drawstate;
+} VITA_GLES2_RenderData;
+
+#define VITA_GLES2_MAX_CACHED_PROGRAMS 8
+
+static const float inv255f = 1.0f / 255.0f;
+
+
+SDL_FORCE_INLINE const char*
+GL_TranslateError (GLenum error)
+{
+#define GL_ERROR_TRANSLATE(e) case e: return #e;
+    switch (error) {
+    GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
+    GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
+    GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
+    GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
+    GL_ERROR_TRANSLATE(GL_NO_ERROR)
+    default:
+        return "UNKNOWN";
+}
+#undef GL_ERROR_TRANSLATE
+}
+
+SDL_FORCE_INLINE void
+GL_ClearErrors(SDL_Renderer *renderer)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
+
+    if (!data->debug_enabled) {
+        return;
+    }
+    while (data->glGetError() != GL_NO_ERROR) {
+        /* continue; */
+    }
+}
+
+SDL_FORCE_INLINE int
+GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
+    int ret = 0;
+
+    if (!data->debug_enabled) {
+        return 0;
+    }
+    /* check gl errors (can return multiple errors) */
+    for (;;) {
+        GLenum error = data->glGetError();
+        if (error != GL_NO_ERROR) {
+            if (prefix == NULL || prefix[0] == '\0') {
+                prefix = "generic";
+            }
+            SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
+            ret = -1;
+        } else {
+            break;
+        }
+    }
+    return ret;
+}
+
+#if 0
+#define GL_CheckError(prefix, renderer)
+#else
+#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
+#endif
+
+/*************************************************************************************************
+ * Renderer state APIs                                                                           *
+ *************************************************************************************************/
+
+static int VITA_GLES2_LoadFunctions(VITA_GLES2_RenderData * data)
+{
+#define SDL_PROC(ret,func,params) data->func=func;
+#include "SDL_gles2funcs.h"
+#undef SDL_PROC
+    return 0;
+}
+
+static VITA_GLES2_FBOList *
+VITA_GLES2_GetFBO(VITA_GLES2_RenderData *data, Uint32 w, Uint32 h)
+{
+   VITA_GLES2_FBOList *result = data->framebuffers;
+   while ((result) && ((result->w != w) || (result->h != h)) ) {
+       result = result->next;
+   }
+   if (result == NULL) {
+       result = SDL_malloc(sizeof(VITA_GLES2_FBOList));
+       result->w = w;
+       result->h = h;
+       data->glGenFramebuffers(1, &result->FBO);
+       result->next = data->framebuffers;
+       data->framebuffers = result;
+   }
+   return result;
+}
+
+static int
+VITA_GLES2_ActivateRenderer(SDL_Renderer * renderer)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
+
+    if (SDL_GL_GetCurrentContext() != data->context) {
+        /* Null out the current program to ensure we set it again */
+        data->drawstate.program = NULL;
+
+        if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
+            return -1;
+        }
+    }
+
+    GL_ClearErrors(renderer);
+
+    return 0;
+}
+
+static void
+VITA_GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
+
+    if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
+        /* According to Apple documentation, we need to finish drawing NOW! */
+        data->glFinish();
+    }
+}
+
+static int
+VITA_GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
+{
+    SDL_GL_GetDrawableSize(renderer->window, w, h);
+    return 0;
+}
+
+static GLenum GetBlendFunc(SDL_BlendFactor factor)
+{
+    switch (factor) {
+    case SDL_BLENDFACTOR_ZERO:
+        return GL_ZERO;
+    case SDL_BLENDFACTOR_ONE:
+        return GL_ONE;
+    case SDL_BLENDFACTOR_SRC_COLOR:
+        return GL_SRC_COLOR;
+    case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
+        return GL_ONE_MINUS_SRC_COLOR;
+    case SDL_BLENDFACTOR_SRC_ALPHA:
+        return GL_SRC_ALPHA;
+    case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
+        return GL_ONE_MINUS_SRC_ALPHA;
+    case SDL_BLENDFACTOR_DST_COLOR:
+        return GL_DST_COLOR;
+    case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
+        return GL_ONE_MINUS_DST_COLOR;
+    case SDL_BLENDFACTOR_DST_ALPHA:
+        return GL_DST_ALPHA;
+    case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
+        return GL_ONE_MINUS_DST_ALPHA;
+    default:
+        return GL_INVALID_ENUM;
+    }
+}
+
+static GLenum GetBlendEquation(SDL_BlendOperation operation)
+{
+    switch (operation) {
+    case SDL_BLENDOPERATION_ADD:
+        return GL_FUNC_ADD;
+    case SDL_BLENDOPERATION_SUBTRACT:
+        return GL_FUNC_SUBTRACT;
+    case SDL_BLENDOPERATION_REV_SUBTRACT:
+        return GL_FUNC_REVERSE_SUBTRACT;
+    default:
+        return GL_INVALID_ENUM;
+    }
+}
+
+static SDL_bool
+VITA_GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
+{
+    SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
+    SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
+    SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
+    SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
+    SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
+    SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
+
+    if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
+        GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
+        GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
+        GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
+        GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
+        GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
+        return SDL_FALSE;
+    }
+    return SDL_TRUE;
+}
+
+
+static void
+VITA_GLES2_EvictShader(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderCacheEntry *entry)
+{
+    /* Unlink the shader from the cache */
+    if (entry->next) {
+        entry->next->prev = entry->prev;
+    }
+    if (entry->prev) {
+        entry->prev->next = entry->next;
+    }
+    if (data->shader_cache.head == entry) {
+        data->shader_cache.head = entry->next;
+    }
+    --data->shader_cache.count;
+
+    /* Deallocate the shader */
+    data->glDeleteShader(entry->id);
+    SDL_free(entry);
+}
+
+static VITA_GLES2_ProgramCacheEntry *
+VITA_GLES2_CacheProgram(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderCacheEntry *vertex,
+                   VITA_GLES2_ShaderCacheEntry *fragment)
+{
+    VITA_GLES2_ProgramCacheEntry *entry;
+    VITA_GLES2_ShaderCacheEntry *shaderEntry;
+    GLint linkSuccessful;
+
+    /* Check if we've already cached this program */
+    entry = data->program_cache.head;
+    while (entry) {
+        if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
+            break;
+        }
+        entry = entry->next;
+    }
+    if (entry) {
+        if (data->program_cache.head != entry) {
+            if (entry->next) {
+                entry->next->prev = entry->prev;
+            }
+            if (entry->prev) {
+                entry->prev->next = entry->next;
+            }
+            entry->prev = NULL;
+            entry->next = data->program_cache.head;
+            data->program_cache.head->prev = entry;
+            data->program_cache.head = entry;
+        }
+        return entry;
+    }
+
+    /* Create a program cache entry */
+    entry = (VITA_GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(VITA_GLES2_ProgramCacheEntry));
+    if (!entry) {
+        SDL_OutOfMemory();
+        return NULL;
+    }
+    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, VITA_GLES2_ATTRIBUTE_POSITION, "a_position");
+    data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
+    data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_ANGLE, "a_angle");
+    data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_CENTER, "a_center");
+    data->glLinkProgram(entry->id);
+    data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
+    if (!linkSuccessful) {
+        data->glDeleteProgram(entry->id);
+        SDL_free(entry);
+        SDL_SetError("Failed to link shader program");
+        return NULL;
+    }
+
+    /* Predetermine locations of uniform variables */
+    entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION] =
+        data->glGetUniformLocation(entry->id, "u_projection");
+    entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V] =
+        data->glGetUniformLocation(entry->id, "u_texture_v");
+    entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U] =
+        data->glGetUniformLocation(entry->id, "u_texture_u");
+    entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE] =
+        data->glGetUniformLocation(entry->id, "u_texture");
+    entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR] =
+        data->glGetUniformLocation(entry->id, "u_color");
+
+    entry->color = 0;
+
+    data->glUseProgram(entry->id);
+    if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V] != -1) {
+        data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V], 2);  /* always texture unit 2. */
+    }
+    if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U] != -1) {
+        data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U], 1);  /* always texture unit 1. */
+    }
+    if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE] != -1) {
+        data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE], 0);  /* always texture unit 0. */
+    }
+    if (entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION] != -1) {
+        data->glUniformMatrix4fv(entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
+    }
+    if (entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR] != -1) {
+        data->glUniform4f(entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f);
+    }
+
+    /* Cache the linked program */
+    if (data->program_cache.head) {
+        entry->next = data->program_cache.head;
+        data->program_cache.head->prev = entry;
+    } else {
+        data->program_cache.tail = entry;
+    }
+    data->program_cache.head = entry;
+    ++data->program_cache.count;
+
+    /* Increment the refcount of the shaders we're using */
+    ++vertex->references;
+    ++fragment->references;
+
+    /* Evict the last entry from the cache if we exceed the limit */
+    if (data->program_cache.count > VITA_GLES2_MAX_CACHED_PROGRAMS) {
+        shaderEntry = data->program_cache.tail->vertex_shader;
+        if (--shaderEntry->references <= 0) {
+            VITA_GLES2_EvictShader(data, shaderEntry);
+        }
+        shaderEntry = data->program_cache.tail->fragment_shader;
+        if (--shaderEntry->references <= 0) {
+            VITA_GLES2_EvictShader(data, shaderEntry);
+        }
+        data->glDeleteProgram(data->program_cache.tail->id);
+        data->program_cache.tail = data->program_cache.tail->prev;
+        if (data->program_cache.tail != NULL) {
+            SDL_free(data->program_cache.tail->next);
+            data->program_cache.tail->next = NULL;
+        }
+        --data->program_cache.count;
+    }
+    return entry;
+}
+
+static VITA_GLES2_ShaderCacheEntry *
+VITA_GLES2_CacheShader(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderType type)
+{
+    const VITA_GLES2_Shader *shader;
+    const VITA_GLES2_ShaderInstance *instance = NULL;
+    VITA_GLES2_ShaderCacheEntry *entry = NULL;
+    GLint compileSuccessful = GL_FALSE;
+    int i, j;
+
+    /* Find the corresponding shader */
+    shader = VITA_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;
+            }
+            if (shader->instances[i]->format != data->shader_formats[j]) {
+                continue;
+            }
+            instance = shader->instances[i];
+        }
+    }
+    if (!instance) {
+        SDL_SetError("The specified shader cannot be loaded on the current platform");
+        return NULL;
+    }
+
+    /* Check if we've already cached this shader */
+    entry = data->shader_cache.head;
+    while (entry) {
+        if (entry->instance == instance) {
+            break;
+        }
+        entry = entry->next;
+    }
+    if (entry) {
+        return entry;
+    }
+
+    /* Create a shader cache entry */
+    entry = (VITA_GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(VITA_GLES2_ShaderCacheEntry));
+    if (!entry) {
+        SDL_OutOfMemory();
+        return NULL;
+    }
+    entry->type = type;
+    entry->instance = instance;
+
+    /* Compile or load the selected shader instance */
+    entry->id = data->glCreateShader(instance->type);
+    if (instance->format == (GLenum)-1) {
+        data->glShaderSource(entry->id, 1, (const char **)(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) {
+        SDL_bool isstack = SDL_FALSE;
+        char *info = NULL;
+        int length = 0;
+
+        data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
+        if (length > 0) {
+            info = SDL_small_alloc(char, length, &isstack);
+            if (info) {
+                data->glGetShaderInfoLog(entry->id, length, &length, info);
+            }
+        }
+        if (info) {
+            SDL_SetError("Failed to load the shader: %s", info);
+            SDL_small_free(info, isstack);
+        } else {
+            SDL_SetError("Failed to load the shader");
+        }
+        data->glDeleteShader(entry->id);
+        SDL_free(entry);
+        return NULL;
+    }
+
+    /* Link the shader entry in at the front of the cache */
+    if (data->shader_cache.head) {
+        entry->next = data->shader_cache.head;
+        data->shader_cache.head->prev = entry;
+    }
+    data->shader_cache.head = entry;
+    ++data->shader_cache.count;
+    return entry;
+}
+
+static int
+VITA_GLES2_SelectProgram(VITA_GLES2_RenderData *data, VITA_GLES2_ImageSource source, int w, int h)
+{
+    VITA_GLES2_ShaderCacheEntry *vertex = NULL;
+    VITA_GLES2_ShaderCacheEntry *fragment = NULL;
+    VITA_GLES2_ShaderType vtype, ftype;
+    VITA_GLES2_ProgramCacheEntry *program;
+
+    /* Select an appropriate shader pair for the specified modes */
+    vtype = VITA_GLES2_SHADER_VERTEX_DEFAULT;
+    switch (source) {
+    case VITA_GLES2_IMAGESOURCE_SOLID:
+        ftype = VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC;
+        break;
+    case VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR:
+        ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
+        break;
+    case VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB:
+        ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
+        break;
+    case VITA_GLES2_IMAGESOURCE_TEXTURE_RGB:
+        ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
+        break;
+    case VITA_GLES2_IMAGESOURCE_TEXTURE_BGR:
+        ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
+        break;
+    case VITA_GLES2_IMAGESOURCE_TEXTURE_YUV:
+        switch (SDL_GetYUVConversionModeForResolution(w, h)) {
+        case SDL_YUV_CONVERSION_JPEG:
+            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
+            break;
+        case SDL_YUV_CONVERSION_BT601:
+            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
+            break;
+        case SDL_YUV_CONVERSION_BT709:
+            ftype = VITA_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 VITA_GLES2_IMAGESOURCE_TEXTURE_NV12:
+        switch (SDL_GetYUVConversionModeForResolution(w, h)) {
+        case SDL_YUV_CONVERSION_JPEG:
+            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
+            break;
+        case SDL_YUV_CONVERSION_BT601:
+            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
+            break;
+        case SDL_YUV_CONVERSION_BT709:
+            ftype = VITA_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 VITA_GLES2_IMAGESOURCE_TEXTURE_NV21:
+        switch (SDL_GetYUVConversionModeForResolution(w, h)) {
+        case SDL_YUV_CONVERSION_JPEG:
+            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
+            break;
+        case SDL_YUV_CONVERSION_BT601:
+            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
+            break;
+        case SDL_YUV_CONVERSION_BT709:
+            ftype = VITA_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 VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
+        ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
+        break;
+    default:
+        goto fault;
+    }
+
+    /* Load the requested shaders */
+    vertex = VITA_GLES2_CacheShader(data, vtype);
+    if (!vertex) {
+        goto fault;
+    }
+    fragment = VITA_GLES2_CacheShader(data, ftype);
+    if (!fragment) {
+        goto fault;
+    }
+
+    /* 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;
+    }
+
+    /* Generate a matching program */
+    program = VITA_GLES2_CacheProgram(data, vertex, fragment);
+    if (!program) {
+        goto fault;
+    }
+
+    /* Select that program in OpenGL */
+    data->glUseProgram(program->id);
+
+    /* Set the current program */
+    data->drawstate.program = program;
+
+    /* Clean up and return */
+    return 0;
+fault:
+    if (vertex && vertex->references <= 0) {
+        VITA_GLES2_EvictShader(data, vertex);
+    }
+    if (fragment && fragment->references <= 0) {
+        VITA_GLES2_EvictShader(data, fragment);
+    }
+    data->drawstate.program = NULL;
+    return -1;
+}
+
+static int
+VITA_GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
+{
+    return 0;  /* nothing to do in this backend. */
+}
+
+static int
+VITA_GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
+{
+
+    GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 4, &cmd->data.draw.first);
+
+    int i;
+
+    if (!verts) {
+        return -1;
+    }
+
+    cmd->data.draw.count = count;
+    for (i = 0; i < count; i++) {
+        *(verts++) = 0.5f + points[i].x;
+        *(verts++) = 0.5f + points[i].y;
+    }
+
+    return 0;
+}
+
+static int
+VITA_GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
+{
+    GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 4, &cmd->data.draw.first);
+
+    int i;
+
+    if (!verts) {
+        return -1;
+    }
+
+    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;
+    }
+
+    return 0;
+}
+
+static int
+VITA_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), 4, &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
+VITA_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)
+{
+    /* render expects cos value - 1 (see VITA_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), 4, &cmd->data.draw.first);
+
+    if (!verts) {
+        return -1;
+    }
+
+    if (flip & SDL_FLIP_HORIZONTAL) {
+        minx = dstrect->x + dstrect->w;
+        maxx = dstrect->x;
+    } else {
+        minx = dstrect->x;
+        maxx = dstrect->x + dstrect->w;
+    }
+
+    if (flip & SDL_FLIP_VERTICAL) {
+        miny = dstrect->y + dstrect->h;
+        maxy = dstrect->y;
+    } else {
+        miny = dstrect->y;
+        maxy = dstrect->y + dstrect->h;
+    }
+
+    minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w);
+    maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w);
+    minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
+    maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
+
+
+    cmd->data.draw.count = 1;
+
+    *(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;
+}
+
+static int
+SetDrawState(VITA_GLES2_RenderData *data, const SDL_RenderCommand *cmd, const VITA_GLES2_ImageSource imgsrc)
+{
+    const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
+    const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
+    SDL_Texture *texture = cmd->data.draw.texture;
+    const SDL_BlendMode blend = cmd->data.draw.blend;
+    VITA_GLES2_ProgramCacheEntry *program;
+
+    SDL_assert((texture != NULL) == (imgsrc != VITA_GLES2_IMAGESOURCE_SOLID));
+
+    if (data->drawstate.viewport_dirty) {
+        const SDL_Rect *viewport = &data->drawstate.viewport;
+        data->glViewport(viewport->x,
+                         data->drawstate.target ? viewport->y : (data->drawstate.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] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h;
+            data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f;
+        }
+        data->drawstate.viewport_dirty = SDL_FALSE;
+    }
+
+    if (data->drawstate.cliprect_enabled_dirty) {
+        if (!data->drawstate.cliprect_enabled) {
+            data->glDisable(GL_SCISSOR_TEST);
+        } else {
+            data->glEnable(GL_SCISSOR_TEST);
+        }
+        data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
+    }
+
+    if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
+        const SDL_Rect *viewport = &data->drawstate.viewport;
+        const SDL_Rect *rect = &data->drawstate.cliprect;
+        data->glScissor(viewport->x + rect->x,
+                        data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
+                        rect->w, rect->h);
+        data->drawstate.cliprect_dirty = SDL_FALSE;
+    }
+
+    if (texture != data->drawstate.texture) {
+        if ((texture != NULL) != data->drawstate.texturing) {
+            if (texture == NULL) {
+                data->glDisableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_TEXCOORD);
+                data->drawstate.texturing = SDL_FALSE;
+            } else {
+                data->glEnableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_TEXCOORD);
+                data->drawstate.texturing = SDL_TRUE;
+            }
+        }
+
+        if (texture) {
+            VITA_GLES2_TextureData *tdata = (VITA_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;
+    }
+
+    if (texture) {
+        data->glVertexAttribPointer(VITA_GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 8)));
+    }
+
+    if (VITA_GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) {
+        return -1;
+    }
+
+    program = data->drawstate.program;
+
+    if (program->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION] != -1) {
+        if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection)) != 0) {
+            data->glUniformMatrix4fv(program->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection);
+            SDL_memcpy(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection));
+        }
+    }
+
+    if (program->uniform_locations[VITA_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[VITA_GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
+            program->color = data->drawstate.color;
+        }
+    }
+
+    if (blend != data->drawstate.blend) {
+        if (blend == SDL_BLENDMODE_NONE) {
+            data->glDisable(GL_BLEND);
+        } else {
+            data->glEnable(GL_BLEND);
+            data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
+                                      GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
+                                      GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
+                                      GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
+            data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
+                                          GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
+        }
+        data->drawstate.blend = blend;
+    }
+
+    /* all drawing commands use this */
+    data->glVertexAttribPointer(VITA_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) VITA_GLES2_ATTRIBUTE_ANGLE);
+            data->glEnableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_CENTER);
+        } else {
+            data->glDisableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_ANGLE);
+            data->glDisableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_CENTER);
+        }
+        data->drawstate.is_copy_ex = is_copy_ex;
+    }
+
+    if (is_copy_ex) {
+        data->glVertexAttribPointer(VITA_GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 16)));
+        data->glVertexAttribPointer(VITA_GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 24)));
+    }
+
+    return 0;
+}
+
+static int
+SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
+    VITA_GLES2_ImageSource sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR;
+    SDL_Texture *texture = cmd->data.draw.texture;
+
+    /* 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 = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
+                    break;
+                case SDL_PIXELFORMAT_RGB888:
+                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR;
+                    break;
+                }
+                break;
+            case SDL_PIXELFORMAT_ABGR8888:
+                switch (renderer->target->format) {
+                case SDL_PIXELFORMAT_ARGB8888:
+                case SDL_PIXELFORMAT_RGB888:
+                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
+                    break;
+                case SDL_PIXELFORMAT_BGR888:
+                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR;
+                    break;
+                }
+                break;
+            case SDL_PIXELFORMAT_RGB888:
+                switch (renderer->target->format) {
+                case SDL_PIXELFORMAT_ABGR8888:
+                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
+                    break;
+                case SDL_PIXELFORMAT_ARGB8888:
+                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_BGR;
+                    break;
+                case SDL_PIXELFORMAT_BGR888:
+                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
+                    break;
+                }
+                break;
+            case SDL_PIXELFORMAT_BGR888:
+                switch (renderer->target->format) {
+                case SDL_PIXELFORMAT_ABGR8888:
+                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_BGR;
+                    break;
+                case SDL_PIXELFORMAT_ARGB8888:
+                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_RGB;
+                    break;
+                case SDL_PIXELFORMAT_RGB888:
+                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
+                    break;
+                }
+                break;
+            case SDL_PIXELFORMAT_IYUV:
+            case SDL_PIXELFORMAT_YV12:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_YUV;
+                break;
+            case SDL_PIXELFORMAT_NV12:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV12;
+                break;
+            case SDL_PIXELFORMAT_NV21:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV21;
+                break;
+            case SDL_PIXELFORMAT_EXTERNAL_OES:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
+                break;
+            default:
+                return SDL_SetError("Unsupported texture format");
+            }
+        } else {
+            sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR;   /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
+        }
+    } else {
+        switch (texture->format) {
+            case SDL_PIXELFORMAT_ARGB8888:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
+                break;
+            case SDL_PIXELFORMAT_ABGR8888:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR;
+                break;
+            case SDL_PIXELFORMAT_RGB888:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_RGB;
+                break;
+            case SDL_PIXELFORMAT_BGR888:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_BGR;
+                break;
+            case SDL_PIXELFORMAT_IYUV:
+            case SDL_PIXELFORMAT_YV12:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_YUV;
+                break;
+            case SDL_PIXELFORMAT_NV12:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV12;
+                break;
+            case SDL_PIXELFORMAT_NV21:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV21;
+                break;
+            case SDL_PIXELFORMAT_EXTERNAL_OES:
+                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
+                break;
+            default:
+                return SDL_SetError("Unsupported texture format");
+        }
+    }
+
+    return SetDrawState(data, cmd, sourceType);
+}
+
+static int
+VITA_GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
+{
+    VITA_GLES2_RenderData *data = (VITA_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];
+    size_t i;
+
+    if (VITA_GLES2_ActivateRenderer(renderer) < 0) {
+        return -1;
+    }
+
+    data->drawstate.target = renderer->target;
+    if (!data->drawstate.target) {
+        SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh);
+    }
+
+    /* 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_DYNAMIC_DRAW);
+        data->vertex_buffer_size[vboidx] = vertsize;
+    } else {
+        data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices);
+    }
+
+    /* 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;
+    }
+
+    data->glDisable(GL_DEPTH_TEST);
+    data->glDisable(GL_CULL_FACE);
+
+    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;
+            }
+
+            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->drawstate.viewport_dirty = SDL_TRUE;
+                }
+                break;
+            }
+
+            case SDL_RENDERCMD_SETCLIPRECT: {
+                const SDL_Rect *rect = &cmd->data.cliprect.rect;
+                if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
+                    data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
+                    data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
+                }
+
+                if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
+                    SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
+                    data->drawstate.cliprect_dirty = SDL_TRUE;
+                }
+                break;
+            }
+
+            case SDL_RENDERCMD_CLEAR: {
+                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;
+                const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
+                if (color != data->drawstate.clear_color) {
+                    const GLfloat fr = ((GLfloat) r) * inv255f;
+                    const GLfloat fg = ((GLfloat) g) * inv255f;
+                    const GLfloat fb = ((GLfloat) b) * inv255f;
+                    const GLfloat fa = ((GLfloat) a) * inv255f;
+                    data->glClearColor(fr, fg, fb, fa);
+                    data->drawstate.clear_color = color;
+                }
+
+                if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
+                    data->glDisable(GL_SCISSOR_TEST);
+                    data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
+                }
+
+                data->glClear(GL_COLOR_BUFFER_BIT);
+                break;
+            }
+
+            case SDL_RENDERCMD_DRAW_POINTS: {
+                if (SetDrawState(data, cmd, VITA_GLES2_IMAGESOURCE_SOLID) == 0) {
+                    data->glDrawArrays(GL_POINTS, 0, (GLsizei) cmd->data.draw.count);
+                }
+                break;
+            }
+
+            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, VITA_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, (GLsizei) (count - 1));
+                    } else {
+                        data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
+                        /* We need to close the endpoint of the line */
+                        data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1);
+                    }
+                }
+                break;
+            }
+
+            case SDL_RENDERCMD_FILL_RECTS: {
+                const size_t count = cmd->data.draw.count;
+                size_t offset = 0;
+                if (SetDrawState(data, cmd, VITA_GLES2_IMAGESOURCE_SOLID) == 0) {
+                    for (i = 0; i < count; ++i, offset += 4) {
+                        data->glDrawArrays(GL_TRIANGLE_STRIP, (GLsizei) offset, 4);
+                    }
+                }
+                break;
+            }
+
+            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;
+        }
+
+        cmd = cmd->next;
+    }
+
+    return GL_CheckError("", renderer);
+}
+
+static void
+VITA_GLES2_DestroyRenderer(SDL_Renderer *renderer)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
+
+    /* Deallocate everything */
+    if (data) {
+        VITA_GLES2_ActivateRenderer(renderer);
+
+        {
+            VITA_GLES2_ShaderCacheEntry *entry;
+            VITA_GLES2_ShaderCacheEntry *next;
+            entry = data->shader_cache.head;
+            while (entry) {
+                data->glDeleteShader(entry->id);
+                next = entry->next;
+                SDL_free(entry);
+                entry = next;
+            }
+        }
+        {
+            VITA_GLES2_ProgramCacheEntry *entry;
+            VITA_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) {
+                VITA_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
+VITA_GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+{
+    VITA_GLES2_RenderData *renderdata = (VITA_GLES2_RenderData *)renderer->driverdata;
+    VITA_GLES2_TextureData *data;
+    GLenum format;
+    GLenum type;
+    GLenum scaleMode;
+
+    VITA_GLES2_ActivateRenderer(renderer);
+
+    renderdata->drawstate.texture = NULL;  /* we trash this state. */
+
+    /* Determine the corresponding GLES texture format params */
+    switch (texture->format)
+    {
+    case SDL_PIXELFORMAT_ARGB8888:
+    case SDL_PIXELFORMAT_ABGR8888:
+    case SDL_PIXELFORMAT_RGB888:
+    case SDL_PIXELFORMAT_BGR888:
+        format = GL_RGBA;
+        type = GL_UNSIGNED_BYTE;
+        break;
+    case SDL_PIXELFORMAT_IYUV:
+    case SDL_PIXELFORMAT_YV12:
+    case SDL_PIXELFORMAT_NV12:
+    case SDL_PIXELFORMAT_NV21:
+        format = GL_LUMINANCE;
+        type = GL_UNSIGNED_BYTE;
+        break;
+    default:
+        return SDL_SetError("Texture format not supported");
+    }
+
+    if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
+        texture->access != SDL_TEXTUREACCESS_STATIC) {
+        return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
+    }
+
+    /* Allocate a texture struct */
+    data = (VITA_GLES2_TextureData *)SDL_calloc(1, sizeof(VITA_GLES2_TextureData));
+    if (!data) {
+        return SDL_OutOfMemory();
+    }
+    data->texture = 0;
+    data->texture_type = GL_TEXTURE_2D;
+    data->pixel_format = format;
+    data->pixel_type = type;
+    data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
+    data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
+    data->texture_u = 0;
+    data->texture_v = 0;
+    scaleMode = (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);
+        } 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();
+        }
+    }
+
+    /* Allocate the texture */
+    GL_CheckError("", renderer);
+
+    if (data->yuv) {
+        renderdata->glGenTextures(1, &data->texture_v);
+        if (GL_CheckError("glGenTexures()", renderer) < 0) {
+            return -1;
+        }
+        renderdata->glActiveTexture(GL_TEXTURE2);
+        renderdata->glBindTexture(data->texture_type, data->texture_v);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+        renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
+
+        renderdata->glGenTextures(1, &data->texture_u);
+        if (GL_CheckError("glGenTexures()", renderer) < 0) {
+            return -1;
+        }
+        renderdata->glActiveTexture(GL_TEXTURE1);
+        renderdata->glBindTexture(data->texture_type, data->texture_u);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+        renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 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;
+        }
+    }
+
+    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;
+        }
+    }
+
+    if (texture->access == SDL_TEXTUREACCESS_TARGET) {
+       data->fbo = VITA_GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
+    } else {
+       data->fbo = NULL;
+    }
+
+    return GL_CheckError("", renderer);
+}
+
+static int
+VITA_GLES2_TexSubImage2D(VITA_GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
+{
+    Uint8 *blob = NULL;
+    Uint8 *src;
+    int src_pitch;
+    int y;
+
+    if ((width == 0) || (height == 0) || (bpp == 0)) {
+        return 0;  /* nothing to do */
+    }
+
+    /* Reformat the texture data into a tightly packed array */
+    src_pitch = width * bpp;
+    src = (Uint8 *)pixels;
+    if (pitch != src_pitch) {
+        blob = (Uint8 *)SDL_malloc(src_pitch * height);
+        if (!blob) {
+            return SDL_OutOfMemory();
+        }
+        src = blob;
+        for (y = 0; y < height; ++y)
+        {
+            SDL_memcpy(src, pixels, src_pitch);
+            src += src_pitch;
+            pixels = (Uint8 *)pixels + pitch;
+        }
+        src = blob;
+    }
+
+    data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
+    if (blob) {
+        SDL_free(blob);
+    }
+    return 0;
+}
+
+static int
+VITA_GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
+                    const void *pixels, int pitch)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
+    VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata;
+
+    VITA_GLES2_ActivateRenderer(renderer);
+
+    /* Bail out if we're supposed to update an empty rectangle */
+    if (rect->w <= 0 || rect->h <= 0) {
+        return 0;
+    }
+
+    data->drawstate.texture = NULL;  /* we trash this state. */
+
+    /* Create a texture subimage with the supplied data */
+    data->glBindTexture(tdata->texture_type, tdata->texture);
+    VITA_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);
+        }
+        VITA_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);
+        }
+        VITA_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);
+        VITA_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
+VITA_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)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
+    VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata;
+
+    VITA_GLES2_ActivateRenderer(renderer);
+
+    /* Bail out if we're supposed to update an empty rectangle */
+    if (rect->w <= 0 || rect->h <= 0) {
+        return 0;
+    }
+
+    data->drawstate.texture = NULL;  /* we trash this state. */
+
+    data->glBindTexture(tdata->texture_type, tdata->texture_v);
+    VITA_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);
+    VITA_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);
+    VITA_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
+VITA_GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
+                  void **pixels, int *pitch)
+{
+    VITA_GLES2_TextureData *tdata = (VITA_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
+VITA_GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+{
+    VITA_GLES2_TextureData *tdata = (VITA_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;
+    VITA_GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
+}
+
+static void
+VITA_GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
+{
+    VITA_GLES2_RenderData *renderdata = (VITA_GLES2_RenderData *) renderer->driverdata;
+    VITA_GLES2_TextureData *data = (VITA_GLES2_TextureData *) texture->driverdata;
+    GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
+
+    if (data->yuv) {
+        renderdata->glActiveTexture(GL_TEXTURE2);
+        renderdata->glBindTexture(data->texture_type, data->texture_v);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
+
+        renderdata->glActiveTexture(GL_TEXTURE1);
+        renderdata->glBindTexture(data->texture_type, data->texture_u);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
+    } else if (data->nv12) {
+        renderdata->glActiveTexture(GL_TEXTURE1);
+        renderdata->glBindTexture(data->texture_type, data->texture_u);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
+        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
+    }
+
+    renderdata->glActiveTexture(GL_TEXTURE0);
+    renderdata->glBindTexture(data->texture_type, data->texture);
+    renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
+    renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
+}
+
+static int
+VITA_GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
+    VITA_GLES2_TextureData *texturedata = NULL;
+    GLenum status;
+
+    data->drawstate.viewport_dirty = SDL_TRUE;
+
+    if (texture == NULL) {
+        data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
+    } else {
+        texturedata = (VITA_GLES2_TextureData *) texture->driverdata;
+        data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
+        /* TODO: check if texture pixel format allows this operation */
+        data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
+        /* Check FBO status */
+        status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
+        if (status != GL_FRAMEBUFFER_COMPLETE) {
+            return SDL_SetError("glFramebufferTexture2D() failed");
+        }
+    }
+    return 0;
+}
+
+static void
+VITA_GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
+    VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata;
+
+    VITA_GLES2_ActivateRenderer(renderer);
+
+    if (data->drawstate.texture == texture) {
+        data->drawstate.texture = NULL;
+    }
+    if (data->drawstate.target == texture) {
+        data->drawstate.target = NULL;
+    }
+
+    /* 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;
+    }
+}
+
+static int
+VITA_GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+                    Uint32 pixel_format, void * pixels, int pitch)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
+    Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
+    size_t buflen;
+    void *temp_pixels;
+    int temp_pitch;
+    Uint8 *src, *dst, *tmp;
+    int w, h, length, rows;
+    int status;
+
+    temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
+    buflen = rect->h * temp_pitch;
+    if (buflen == 0) {
+        return 0;  /* nothing to do. */
+    }
+
+    temp_pixels = SDL_malloc(buflen);
+    if (!temp_pixels) {
+        return SDL_OutOfMemory();
+    }
+
+    SDL_GetRendererOutputSize(renderer, &w, &h);
+
+    data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
+                       rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
+    if (GL_CheckError("glReadPixels()", renderer) < 0) {
+        return -1;
+    }
+
+    /* Flip the rows to be top-down if necessary */
+    if (!renderer->target) {
+        SDL_bool isstack;
+        length = rect->w * SDL_BYTESPERPIXEL(temp_format);
+        src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
+        dst = (Uint8*)temp_pixels;
+        tmp = SDL_small_alloc(Uint8, length, &isstack);
+        rows = rect->h / 2;
+        while (rows--) {
+            SDL_memcpy(tmp, dst, length);
+            SDL_memcpy(dst, src, length);
+            SDL_memcpy(src, tmp, length);
+            dst += temp_pitch;
+            src -= temp_pitch;
+        }
+        SDL_small_free(tmp, isstack);
+    }
+
+    status = SDL_ConvertPixels(rect->w, rect->h,
+                               temp_format, temp_pixels, temp_pitch,
+                               pixel_format, pixels, pitch);
+    SDL_free(temp_pixels);
+
+    return status;
+}
+
+static void
+VITA_GLES2_RenderPresent(SDL_Renderer *renderer)
+{
+    /* Tell the video driver to swap buffers */
+    SDL_GL_SwapWindow(renderer->window);
+}
+
+
+/*************************************************************************************************
+ * Bind/unbinding of textures
+ *************************************************************************************************/
+static int VITA_GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
+static int VITA_GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
+
+static int VITA_GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
+    VITA_GLES2_TextureData *texturedata = (VITA_GLES2_TextureData *)texture->driverdata;
+    VITA_GLES2_ActivateRenderer(renderer);
+
+    data->glBindTexture(texturedata->texture_type, texturedata->texture);
+    data->drawstate.texture = texture;
+
+    if (texw) {
+        *texw = 1.0;
+    }
+    if (texh) {
+        *texh = 1.0;
+    }
+
+    return 0;
+}
+
+static int VITA_GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
+{
+    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
+    VITA_GLES2_TextureData *texturedata = (VITA_GLES2_TextureData *)texture->driverdata;
+    VITA_GLES2_ActivateRenderer(renderer);
+
+    data->glBindTexture(texturedata->texture_type, 0);
+    data->drawstate.texture = NULL;
+
+    return 0;
+}
+
+
+/*************************************************************************************************
+ * Renderer instantiation                                                                        *
+ *************************************************************************************************/
+
+static SDL_Renderer *
+VITA_GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
+{
+    SDL_Renderer *renderer;
+    VITA_GLES2_RenderData *data;
+    GLint nFormats;
+    GLboolean hasCompiler;
+    GLint window_framebuffer;
+    GLint value;
+    Uint32 window_flags = 0;
+
+    window_flags = SDL_GetWindowFlags(window);
+
+    if (!(window_flags & SDL_WINDOW_OPENGL)) {
+        if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
+            goto error;
+        }
+    }
+
+    /* Create the renderer struct */
+    renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
+    if (!renderer) {
+        SDL_OutOfMemory();
+        goto error;
+    }
+
+    data = (VITA_GLES2_RenderData *)SDL_calloc(1, sizeof(VITA_GLES2_RenderData));
+    if (!data) {
+        SDL_free(renderer);
+        SDL_OutOfMemory();
+        goto error;
+    }
+
+    renderer->info = VITA_GLES2_RenderDriver.info;
+    renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
+    renderer->driverdata = data;
+    renderer->window = window;
+
+    /* Create an OpenGL ES 2.0 context */
+    data->context = SDL_GL_CreateContext(window);
+    if (!data->context) {
+        SDL_free(renderer);
+        SDL_free(data);
+        goto error;
+    }
+    if (SDL_GL_MakeCurrent(window, data->context) < 0) {
+        SDL_GL_DeleteContext(data->context);
+        SDL_free(renderer);
+        SDL_free(data);
+        goto error;
+    }
+
+    if (VITA_GLES2_LoadFunctions(data) < 0) {
+        SDL_GL_DeleteContext(data->context);
+        SDL_free(renderer);
+        SDL_free(data);
+        goto error;
+    }
+
+    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+        SDL_GL_SetSwapInterval(1);
+    } else {
+        SDL_GL_SetSwapInterval(0);
+    }
+
+    if (SDL_GL_GetSwapInterval() > 0) {
+        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
+    }
+
+    /* Check for debug output support */
+    if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
+        (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
+        data->debug_enabled = SDL_TRUE;
+    }
+
+    value = 0;
+    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
+    renderer->info.max_texture_width = value;
+    value = 0;
+    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
+    renderer->info.max_texture_height = value;
+
+    data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
+    hasCompiler = GL_TRUE;
+    if (hasCompiler) {
+        ++nFormats;
+    }
+
+    data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
+    if (!data->shader_formats) {
+        VITA_GLES2_DestroyRenderer(renderer);
+        SDL_OutOfMemory();
+        goto error;
+    }
+    data->shader_format_count = nFormats;
+    data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats);
+    if (hasCompiler) {
+        data->shader_formats[nFormats - 1] = (GLenum)-1;
+    }
+
+    /* we keep a few of these and cycle through them, so data can live for a few frames. */
+    data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
+
+    data->framebuffers = NULL;
+    data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
+    data->window_framebuffer = (GLuint)window_framebuffer;
+
+    /* Populate the function pointers for the module */
+    renderer->WindowEvent         = VITA_GLES2_WindowEvent;
+    renderer->GetOutputSize       = VITA_GLES2_GetOutputSize;
+    renderer->SupportsBlendMode   = VITA_GLES2_SupportsBlendMode;
+    renderer->CreateTexture       = VITA_GLES2_CreateTexture;
+    renderer->UpdateTexture       = VITA_GLES2_UpdateTexture;
+    renderer->UpdateTextureYUV    = VITA_GLES2_UpdateTextureYUV;
+    renderer->LockTexture         = VITA_GLES2_LockTexture;
+    renderer->UnlockTexture       = VITA_GLES2_UnlockTexture;
+    renderer->SetTextureScaleMode = VITA_GLES2_SetTextureScaleMode;
+    renderer->SetRenderTarget     = VITA_GLES2_SetRenderTarget;
+
+    renderer->QueueSetViewport    = VITA_GLES2_QueueSetViewport;
+    renderer->QueueSetDrawColor   = VITA_GLES2_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
+    renderer->QueueDrawPoints     = VITA_GLES2_QueueDrawPoints;
+    renderer->QueueDrawLines      = VITA_GLES2_QueueDrawPoints;  /* lines and points queue vertices the same way. */
+    renderer->QueueFillRects      = VITA_GLES2_QueueFillRects;
+    renderer->QueueCopy           = VITA_GLES2_QueueCopy;
+    renderer->QueueCopyEx         = VITA_GLES2_QueueCopyEx;
+    renderer->RunCommandQueue     = VITA_GLES2_RunCommandQueue;
+    renderer->RenderReadPixels    = VITA_GLES2_RenderReadPixels;
+    renderer->RenderPresent       = VITA_GLES2_RenderPresent;
+    renderer->DestroyTexture      = VITA_GLES2_DestroyTexture;
+    renderer->DestroyRenderer     = VITA_GLES2_DestroyRenderer;
+    renderer->GL_BindTexture      = VITA_GLES2_BindTexture;
+    renderer->GL_UnbindTexture    = VITA_GLES2_UnbindTexture;
+
+// TODO. See shaders
+//    renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
+//    renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
+//    renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
+//    renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
+
+    /* Set up parameters for rendering */
+    data->glActiveTexture(GL_TEXTURE0);
+    data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
+    data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+    data->glEnableVertexAttribArray(VITA_GLES2_ATTRIBUTE_POSITION);
+    data->glDisableVertexAttribArray(VITA_GLES2_ATTRIBUTE_TEXCOORD);
+
+    data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+
+    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;
+
+error:
+    return NULL;
+}
+
+SDL_RenderDriver VITA_GLES2_RenderDriver = {
+    VITA_GLES2_CreateRenderer,
+    {
+        "opengles2vita",
+        (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_VITA_GLES2 && !SDL_RENDER_DISABLED */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 148 - 148
src/render/vita/SDL_shaders_gles2_cg.c → src/render/vitagles2/SDL_shaders_gles2vita.c

@@ -20,11 +20,11 @@
 */
 #include "../../SDL_internal.h"
 
-#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
+#if SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED
 
 #include "SDL_video.h"
 #include "SDL_opengles2.h"
-#include "../opengles2/SDL_shaders_gles2.h"
+#include "SDL_shaders_gles2vita.h"
 #include "SDL_stdinc.h"
 
 /* While Vita is gles2-compliant, shaders should be in Cg format, not glsl */
@@ -38,7 +38,7 @@
      value is decremented by 1.0 to get proper output with 0.0 which is
      default value
 */
-static const Uint8 GLES2_VertexSrc_Default_[] = " \
+static const Uint8 VITA_GLES2_VertexSrc_Default_[] = " \
     struct _Output { \
       float2 v_texCoord : TEXCOORD0; \
       float4 position : POSITION; \
@@ -67,14 +67,14 @@ static const Uint8 GLES2_VertexSrc_Default_[] = " \
     } \
 ";
 
-static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
+static const Uint8 VITA_GLES2_FragmentSrc_SolidSrc_[] = " \
     float4 main(uniform float4 u_color : COLOR) : COLOR \
     { \
         return u_color; \
     } \
 ";
 
-static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureABGRSrc_[] = " \
     float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
     { \
         float4 color = tex2D(u_texture, v_texCoord); \
@@ -83,7 +83,7 @@ static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
 ";
 
 /* ARGB to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureARGBSrc_[] = " \
     float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
     { \
         float4 abgr = tex2D(u_texture, v_texCoord); \
@@ -95,7 +95,7 @@ static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
 ";
 
 /* RGB to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureRGBSrc_[] = " \
     float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
     { \
         float4 abgr = tex2D(u_texture, v_texCoord); \
@@ -108,7 +108,7 @@ static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
 ";
 
 /* BGR to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureBGRSrc_[] = " \
     float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
     { \
         float4 abgr = tex2D(u_texture, v_texCoord); \
@@ -219,58 +219,58 @@ static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
 "}"                                                             \
 
 /* YUV to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
         YUV_SHADER_PROLOGUE \
         JPEG_SHADER_CONSTANTS \
         YUV_SHADER_BODY \
 ;
-static const Uint8 GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
         YUV_SHADER_PROLOGUE \
         BT601_SHADER_CONSTANTS \
         YUV_SHADER_BODY \
 ;
-static const Uint8 GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
         YUV_SHADER_PROLOGUE \
         BT709_SHADER_CONSTANTS \
         YUV_SHADER_BODY \
 ;
 
 /* NV12 to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
         YUV_SHADER_PROLOGUE \
         JPEG_SHADER_CONSTANTS \
         NV12_SHADER_BODY \
 ;
-static const Uint8 GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
         YUV_SHADER_PROLOGUE \
         BT601_SHADER_CONSTANTS \
         NV12_SHADER_BODY \
 ;
-static const Uint8 GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
         YUV_SHADER_PROLOGUE \
         BT709_SHADER_CONSTANTS \
         NV12_SHADER_BODY \
 ;
 
 /* NV21 to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
         YUV_SHADER_PROLOGUE \
         JPEG_SHADER_CONSTANTS \
         NV21_SHADER_BODY \
 ;
-static const Uint8 GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
         YUV_SHADER_PROLOGUE \
         BT601_SHADER_CONSTANTS \
         NV21_SHADER_BODY \
 ;
-static const Uint8 GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
         YUV_SHADER_PROLOGUE \
         BT709_SHADER_CONSTANTS \
         NV21_SHADER_BODY \
 ;
 
 /* Custom Android video format texture */
-static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
+static const Uint8 VITA_GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
     #extension GL_OES_EGL_image_external : require\n\
     precision mediump float; \
     uniform samplerExternalOES u_texture; \
@@ -284,116 +284,116 @@ static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
     } \
 ";
 
-static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_VertexSrc_Default = {
     GL_VERTEX_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_VertexSrc_Default_),
-    GLES2_VertexSrc_Default_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_VertexSrc_Default_),
+    VITA_GLES2_VertexSrc_Default_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_SolidSrc = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_SolidSrc_),
-    GLES2_FragmentSrc_SolidSrc_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_SolidSrc_),
+    VITA_GLES2_FragmentSrc_SolidSrc_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureABGRSrc = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureABGRSrc_),
-    GLES2_FragmentSrc_TextureABGRSrc_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureABGRSrc_),
+    VITA_GLES2_FragmentSrc_TextureABGRSrc_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureARGBSrc = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureARGBSrc_),
-    GLES2_FragmentSrc_TextureARGBSrc_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureARGBSrc_),
+    VITA_GLES2_FragmentSrc_TextureARGBSrc_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureRGBSrc = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureRGBSrc_),
-    GLES2_FragmentSrc_TextureRGBSrc_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureRGBSrc_),
+    VITA_GLES2_FragmentSrc_TextureRGBSrc_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureBGRSrc = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureBGRSrc_),
-    GLES2_FragmentSrc_TextureBGRSrc_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureBGRSrc_),
+    VITA_GLES2_FragmentSrc_TextureBGRSrc_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVJPEGSrc = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureYUVJPEGSrc_),
-    GLES2_FragmentSrc_TextureYUVJPEGSrc_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_),
+    VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT601Src = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVBT601Src = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureYUVBT601Src_),
-    GLES2_FragmentSrc_TextureYUVBT601Src_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureYUVBT601Src_),
+    VITA_GLES2_FragmentSrc_TextureYUVBT601Src_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT709Src = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVBT709Src = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureYUVBT709Src_),
-    GLES2_FragmentSrc_TextureYUVBT709Src_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureYUVBT709Src_),
+    VITA_GLES2_FragmentSrc_TextureYUVBT709Src_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12JPEGSrc = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureNV12JPEGSrc_),
-    GLES2_FragmentSrc_TextureNV12JPEGSrc_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_),
+    VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT601Src = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12BT601Src = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureNV12BT601Src_),
-    GLES2_FragmentSrc_TextureNV12BT601Src_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureNV12BT601Src_),
+    VITA_GLES2_FragmentSrc_TextureNV12BT601Src_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT709Src = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21BT709Src = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureNV21BT709Src_),
-    GLES2_FragmentSrc_TextureNV21BT709Src_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureNV21BT709Src_),
+    VITA_GLES2_FragmentSrc_TextureNV21BT709Src_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21JPEGSrc = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureNV21JPEGSrc_),
-    GLES2_FragmentSrc_TextureNV21JPEGSrc_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_),
+    VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT601Src = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21BT601Src = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureNV21BT601Src_),
-    GLES2_FragmentSrc_TextureNV21BT601Src_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureNV21BT601Src_),
+    VITA_GLES2_FragmentSrc_TextureNV21BT601Src_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT709Src = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12BT709Src = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureNV12BT709Src_),
-    GLES2_FragmentSrc_TextureNV12BT709Src_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureNV12BT709Src_),
+    VITA_GLES2_FragmentSrc_TextureNV12BT709Src_
 };
 
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = {
+static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureExternalOESSrc = {
     GL_FRAGMENT_SHADER,
-    GLES2_SOURCE_SHADER,
-    sizeof(GLES2_FragmentSrc_TextureExternalOESSrc_),
-    GLES2_FragmentSrc_TextureExternalOESSrc_
+    VITA_GLES2_SOURCE_SHADER,
+    sizeof(VITA_GLES2_FragmentSrc_TextureExternalOESSrc_),
+    VITA_GLES2_FragmentSrc_TextureExternalOESSrc_
 };
 
 
@@ -401,115 +401,115 @@ static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = {
  * Vertex/fragment shader definitions                                                            *
  *************************************************************************************************/
 
-static GLES2_Shader GLES2_VertexShader_Default = {
+static VITA_GLES2_Shader VITA_GLES2_VertexShader_Default = {
     1,
     {
-        &GLES2_VertexSrc_Default
+        &VITA_GLES2_VertexSrc_Default
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_SolidSrc = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_SolidSrc = {
     1,
     {
-        &GLES2_FragmentSrc_SolidSrc
+        &VITA_GLES2_FragmentSrc_SolidSrc
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureABGRSrc = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureABGRSrc = {
     1,
     {
-        &GLES2_FragmentSrc_TextureABGRSrc
+        &VITA_GLES2_FragmentSrc_TextureABGRSrc
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureARGBSrc = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureARGBSrc = {
     1,
     {
-        &GLES2_FragmentSrc_TextureARGBSrc
+        &VITA_GLES2_FragmentSrc_TextureARGBSrc
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureRGBSrc = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureRGBSrc = {
     1,
     {
-        &GLES2_FragmentSrc_TextureRGBSrc
+        &VITA_GLES2_FragmentSrc_TextureRGBSrc
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureBGRSrc = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureBGRSrc = {
     1,
     {
-        &GLES2_FragmentSrc_TextureBGRSrc
+        &VITA_GLES2_FragmentSrc_TextureBGRSrc
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureYUVJPEGSrc = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVJPEGSrc = {
     1,
     {
-        &GLES2_FragmentSrc_TextureYUVJPEGSrc
+        &VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureYUVBT601Src = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVBT601Src = {
     1,
     {
-        &GLES2_FragmentSrc_TextureYUVBT601Src
+        &VITA_GLES2_FragmentSrc_TextureYUVBT601Src
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureYUVBT709Src = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVBT709Src = {
     1,
     {
-        &GLES2_FragmentSrc_TextureYUVBT709Src
+        &VITA_GLES2_FragmentSrc_TextureYUVBT709Src
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureNV12JPEGSrc = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12JPEGSrc = {
     1,
     {
-        &GLES2_FragmentSrc_TextureNV12JPEGSrc
+        &VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureNV12BT601Src = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12BT601Src = {
     1,
     {
-        &GLES2_FragmentSrc_TextureNV12BT601Src
+        &VITA_GLES2_FragmentSrc_TextureNV12BT601Src
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureNV12BT709Src = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12BT709Src = {
     1,
     {
-        &GLES2_FragmentSrc_TextureNV12BT709Src
+        &VITA_GLES2_FragmentSrc_TextureNV12BT709Src
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureNV21JPEGSrc = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21JPEGSrc = {
     1,
     {
-        &GLES2_FragmentSrc_TextureNV21JPEGSrc
+        &VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureNV21BT601Src = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21BT601Src = {
     1,
     {
-        &GLES2_FragmentSrc_TextureNV21BT601Src
+        &VITA_GLES2_FragmentSrc_TextureNV21BT601Src
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureNV21BT709Src = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21BT709Src = {
     1,
     {
-        &GLES2_FragmentSrc_TextureNV21BT709Src
+        &VITA_GLES2_FragmentSrc_TextureNV21BT709Src
     }
 };
 
-static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = {
+static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureExternalOESSrc = {
     1,
     {
-        &GLES2_FragmentSrc_TextureExternalOESSrc
+        &VITA_GLES2_FragmentSrc_TextureExternalOESSrc
     }
 };
 
@@ -518,46 +518,46 @@ static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = {
  * Shader selector                                                                               *
  *************************************************************************************************/
 
-const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type)
+const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type)
 {
     switch (type) {
-    case GLES2_SHADER_VERTEX_DEFAULT:
-        return &GLES2_VertexShader_Default;
-    case GLES2_SHADER_FRAGMENT_SOLID_SRC:
-        return &GLES2_FragmentShader_SolidSrc;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
-        return &GLES2_FragmentShader_TextureABGRSrc;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
-        return &GLES2_FragmentShader_TextureARGBSrc;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
-        return &GLES2_FragmentShader_TextureRGBSrc;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
-        return &GLES2_FragmentShader_TextureBGRSrc;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
-        return &GLES2_FragmentShader_TextureYUVJPEGSrc;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
-        return &GLES2_FragmentShader_TextureYUVBT601Src;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
-        return &GLES2_FragmentShader_TextureYUVBT709Src;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
-        return &GLES2_FragmentShader_TextureNV12JPEGSrc;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
-        return &GLES2_FragmentShader_TextureNV12BT601Src;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
-        return &GLES2_FragmentShader_TextureNV12BT709Src;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
-        return &GLES2_FragmentShader_TextureNV21JPEGSrc;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
-        return &GLES2_FragmentShader_TextureNV21BT601Src;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
-        return &GLES2_FragmentShader_TextureNV21BT709Src;
-    case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC:
-        return &GLES2_FragmentShader_TextureExternalOESSrc;
+    case VITA_GLES2_SHADER_VERTEX_DEFAULT:
+        return &VITA_GLES2_VertexShader_Default;
+    case VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC:
+        return &VITA_GLES2_FragmentShader_SolidSrc;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
+        return &VITA_GLES2_FragmentShader_TextureABGRSrc;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
+        return &VITA_GLES2_FragmentShader_TextureARGBSrc;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
+        return &VITA_GLES2_FragmentShader_TextureRGBSrc;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
+        return &VITA_GLES2_FragmentShader_TextureBGRSrc;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
+        return &VITA_GLES2_FragmentShader_TextureYUVJPEGSrc;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
+        return &VITA_GLES2_FragmentShader_TextureYUVBT601Src;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
+        return &VITA_GLES2_FragmentShader_TextureYUVBT709Src;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
+        return &VITA_GLES2_FragmentShader_TextureNV12JPEGSrc;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
+        return &VITA_GLES2_FragmentShader_TextureNV12BT601Src;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
+        return &VITA_GLES2_FragmentShader_TextureNV12BT709Src;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
+        return &VITA_GLES2_FragmentShader_TextureNV21JPEGSrc;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
+        return &VITA_GLES2_FragmentShader_TextureNV21BT601Src;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
+        return &VITA_GLES2_FragmentShader_TextureNV21BT709Src;
+    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC:
+        return &VITA_GLES2_FragmentShader_TextureExternalOESSrc;
     default:
         return NULL;
     }
 }
 
-#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
+#endif /* SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED */
 
 /* vi: set ts=4 sw=4 expandtab: */

+ 70 - 0
src/render/vitagles2/SDL_shaders_gles2vita.h

@@ -0,0 +1,70 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../../SDL_internal.h"
+
+#ifndef SDL_shaders_gles2vita_h_
+#define SDL_shaders_gles2vita_h_
+
+#if SDL_VIDEO_RENDER_VITA_GLES2
+
+typedef struct VITA_GLES2_ShaderInstance
+{
+    GLenum type;
+    GLenum format;
+    int length;
+    const void *data;
+} VITA_GLES2_ShaderInstance;
+
+typedef struct VITA_GLES2_Shader
+{
+    int instance_count;
+    const VITA_GLES2_ShaderInstance *instances[4];
+} VITA_GLES2_Shader;
+
+typedef enum
+{
+    VITA_GLES2_SHADER_VERTEX_DEFAULT,
+    VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC,
+    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC
+} VITA_GLES2_ShaderType;
+
+#define VITA_GLES2_SOURCE_SHADER (GLenum)-1
+
+const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type);
+
+#endif /* SDL_VIDEO_RENDER_VITA_GLES2 */
+
+#endif /* SDL_shaders_gles2vita_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 54 - 61
src/video/vita/SDL_vitagl.c

@@ -26,6 +26,7 @@
 #include <string.h>
 
 #include "SDL_error.h"
+#include "SDL_log.h"
 #include "SDL_vitavideo.h"
 #include "SDL_vitagl_c.h"
 
@@ -47,20 +48,20 @@
 int
 VITA_GL_LoadLibrary(_THIS, const char *path)
 {
-  pibInit(PIB_SHACCCG);
+  pibInit(PIB_SHACCCG | PIB_GET_PROC_ADDR_CORE);
   return 0;
 }
 
 void *
 VITA_GL_GetProcAddress(_THIS, const char *proc)
 {
-        return eglGetProcAddress(proc);
+    return eglGetProcAddress(proc);
 }
 
 void
 VITA_GL_UnloadLibrary(_THIS)
 {
-        eglTerminate(_this->gl_data->display);
+    eglTerminate(_this->gl_data->display);
 }
 
 static EGLint width = 960;
@@ -72,80 +73,72 @@ VITA_GL_CreateContext(_THIS, SDL_Window * window)
 
     SDL_WindowData *wdata = (SDL_WindowData *) window->driverdata;
 
-        EGLint attribs[32];
-        EGLDisplay display;
-        EGLContext context;
-        EGLSurface surface;
-        EGLConfig config;
-        EGLint num_configs;
-        int i;
+    EGLint attribs[32];
+    EGLDisplay display;
+    EGLContext context;
+    EGLSurface surface;
+    EGLConfig config;
+    EGLint num_configs;
+    int i;
 
+    EGLCHK(display = eglGetDisplay(0));
 
-    /* EGL init taken from glutCreateWindow() in VITAGL's glut.c. */
-        EGLCHK(display = eglGetDisplay(0));
+    EGLCHK(eglInitialize(display, NULL, NULL));
+    wdata->uses_gles = SDL_TRUE;
+    window->flags |= SDL_WINDOW_FULLSCREEN;
 
-        EGLCHK(eglInitialize(display, NULL, NULL));
-        wdata->uses_gles = SDL_TRUE;
-        window->flags |= SDL_WINDOW_FULLSCREEN;
+    EGLCHK(eglBindAPI(EGL_OPENGL_ES_API));
 
-        EGLCHK(eglBindAPI(EGL_OPENGL_ES_API));
+    i = 0;
+    attribs[i++] = EGL_RED_SIZE;
+    attribs[i++] = 8;
+    attribs[i++] = EGL_GREEN_SIZE;
+    attribs[i++] = 8;
+    attribs[i++] = EGL_BLUE_SIZE;
+    attribs[i++] = 8;
+    attribs[i++] = EGL_DEPTH_SIZE;
+    attribs[i++] = 0;
+    attribs[i++] = EGL_ALPHA_SIZE;
+    attribs[i++] = 8;
+    attribs[i++] = EGL_STENCIL_SIZE;
+    attribs[i++] = 0;;
 
-        /* Setup the config based on SDL's current values. */
-        i = 0;
-        attribs[i++] = EGL_RED_SIZE;
-        attribs[i++] = 8;//_this->gl_config.red_size;
-        attribs[i++] = EGL_GREEN_SIZE;
-        attribs[i++] = 8;//_this->gl_config.green_size;
-        attribs[i++] = EGL_BLUE_SIZE;
-        attribs[i++] = 8;//_this->gl_config.blue_size;
-        attribs[i++] = EGL_DEPTH_SIZE;
-        attribs[i++] = 32;//_this->gl_config.depth_size;
+    attribs[i++] = EGL_SURFACE_TYPE;
+    attribs[i++] = 5;
 
-//        if (_this->gl_config.alpha_size)
-        {
-            attribs[i++] = EGL_ALPHA_SIZE;
-            attribs[i++] = 8;//_this->gl_config.alpha_size;
-        }
-        if (_this->gl_config.stencil_size)
-        {
-            attribs[i++] = EGL_STENCIL_SIZE;
-            attribs[i++] = _this->gl_config.stencil_size;
-        }
-
-        attribs[i++] = EGL_SURFACE_TYPE;
-        attribs[i++] = 5;
+    attribs[i++] = EGL_RENDERABLE_TYPE;
+    attribs[i++] = EGL_OPENGL_ES2_BIT;
 
-        attribs[i++] = EGL_RENDERABLE_TYPE;
-        attribs[i++] = EGL_OPENGL_ES2_BIT;
+    attribs[i++] = EGL_CONFORMANT;
+    attribs[i++] = EGL_OPENGL_ES2_BIT;
 
-        attribs[i++] = EGL_NONE;
+    attribs[i++] = EGL_NONE;
 
-        EGLCHK(eglChooseConfig(display, attribs, &config, 1, &num_configs));
+    EGLCHK(eglChooseConfig(display, attribs, &config, 1, &num_configs));
 
-        if (num_configs == 0)
-        {
-            SDL_SetError("No valid EGL configs for requested mode");
-            return 0;
-        }
-
-        const EGLint contextAttribs[] = {
-            EGL_CONTEXT_CLIENT_VERSION, 2,
-            EGL_NONE
-        };
+    if (num_configs == 0)
+    {
+        SDL_SetError("No valid EGL configs for requested mode");
+        return 0;
+    }
 
-        EGLCHK(surface = eglCreateWindowSurface(display, config, VITA_WINDOW_960X544, NULL));
+    const EGLint contextAttribs[] = {
+        EGL_CONTEXT_CLIENT_VERSION, 2,
+        EGL_NONE
+    };
 
-        EGLCHK(context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs));
+    EGLCHK(surface = eglCreateWindowSurface(display, config, VITA_WINDOW_960X544, NULL));
 
-        EGLCHK(eglMakeCurrent(display, surface, surface, context));
+    EGLCHK(context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs));
 
-        EGLCHK(eglQuerySurface(display, surface, EGL_WIDTH, &width));
-        EGLCHK(eglQuerySurface(display, surface, EGL_HEIGHT, &height));
+    EGLCHK(eglMakeCurrent(display, surface, surface, context));
 
-        _this->gl_data->display = display;
-        _this->gl_data->context = context;
-        _this->gl_data->surface = surface;
+    EGLCHK(eglQuerySurface(display, surface, EGL_WIDTH, &width));
+    EGLCHK(eglQuerySurface(display, surface, EGL_HEIGHT, &height));
 
+    _this->gl_data->display = display;
+    _this->gl_data->context = context;
+    _this->gl_data->surface = surface;
 
     return context;
 }

+ 13 - 14
src/video/vita/SDL_vitavideo.c

@@ -41,9 +41,6 @@
 
 SDL_Window *Vita_Window;
 
-/* unused
-static SDL_bool VITA_initialized = SDL_FALSE;
-*/
 static int
 VITA_Available(void)
 {
@@ -67,15 +64,6 @@ VITA_Create()
     SDL_VideoData *phdata;
     SDL_GLDriverData *gldata;
 
-    int status;
-
-    /* Check if VITA could be initialized */
-    status = VITA_Available();
-    if (status == 0) {
-        /* VITA could not be used */
-        return NULL;
-    }
-
     /* Initialize SDL_VideoDevice structure */
     device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
     if (device == NULL) {
@@ -225,8 +213,8 @@ VITA_CreateWindow(_THIS, SDL_Window * window)
     // Vita can only have one window
     if (Vita_Window != NULL)
     {
-        // Replace this with something else
-        return SDL_OutOfMemory();
+        SDL_SetError("Only one window supported");
+        return -1;
     }
 
     Vita_Window = window;
@@ -292,6 +280,17 @@ VITA_SetWindowGrab(_THIS, SDL_Window * window, SDL_bool grabbed)
 void
 VITA_DestroyWindow(_THIS, SDL_Window * window)
 {
+    SDL_VideoData *videodata = (SDL_VideoData *)_this->driverdata;
+    SDL_WindowData *data;
+
+    data = window->driverdata;
+    if (data) {
+        // TODO: should we destroy egl context? No one sane should recreate ogl window as non-ogl
+        SDL_free(data);
+    }
+
+    window->driverdata = NULL;
+    Vita_Window = NULL;
 }
 
 /*****************************************************************************/