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@@ -0,0 +1,2103 @@
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+/*
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+ Simple DirectMedia Layer
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+ Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely, subject to the following restrictions:
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+
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+ 1. The origin of this software must not be misrepresented; you must not
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+ claim that you wrote the original software. If you use this software
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+ in a product, an acknowledgment in the product documentation would be
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+ appreciated but is not required.
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+ 2. Altered source versions must be plainly marked as such, and must not be
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+ misrepresented as being the original software.
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+ 3. This notice may not be removed or altered from any source distribution.
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+*/
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+#include "../../SDL_internal.h"
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+
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+#if SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED
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+
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+#include "SDL_assert.h"
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+#include "SDL_hints.h"
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+#include "SDL_opengles2.h"
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+#include "../SDL_sysrender.h"
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+#include "../../video/SDL_blit.h"
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+#include "SDL_shaders_gles2vita.h"
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+
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+//#include <psp2/gxm.h>
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+//#include <psp2/types.h>
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+//#include <psp2/kernel/sysmem.h>
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+
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+/* To prevent unnecessary window recreation,
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+ * these should match the defaults selected in SDL_GL_ResetAttributes
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+ */
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+#define RENDERER_CONTEXT_MAJOR 2
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+#define RENDERER_CONTEXT_MINOR 0
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+
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+/* Used to re-create the window with OpenGL ES capability */
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+extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
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+
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+/*************************************************************************************************
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+ * Context structures *
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+ *************************************************************************************************/
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+
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+typedef struct VITA_GLES2_FBOList VITA_GLES2_FBOList;
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+
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+struct VITA_GLES2_FBOList
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+{
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+ Uint32 w, h;
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+ GLuint FBO;
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+ VITA_GLES2_FBOList *next;
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+};
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+
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+typedef struct VITA_GLES2_TextureData
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+{
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+ GLenum texture;
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+ GLenum texture_type;
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+ GLenum pixel_format;
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+ GLenum pixel_type;
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+ void *pixel_data;
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+ int pitch;
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+ /* YUV texture support */
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+ SDL_bool yuv;
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+ SDL_bool nv12;
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+ GLenum texture_v;
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+ GLenum texture_u;
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+ VITA_GLES2_FBOList *fbo;
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+} VITA_GLES2_TextureData;
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+
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+typedef struct VITA_GLES2_ShaderCacheEntry
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+{
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+ GLuint id;
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+ VITA_GLES2_ShaderType type;
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+ const VITA_GLES2_ShaderInstance *instance;
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+ int references;
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+ struct VITA_GLES2_ShaderCacheEntry *prev;
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+ struct VITA_GLES2_ShaderCacheEntry *next;
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+} VITA_GLES2_ShaderCacheEntry;
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+
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+typedef struct VITA_GLES2_ShaderCache
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+{
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+ int count;
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+ VITA_GLES2_ShaderCacheEntry *head;
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+} VITA_GLES2_ShaderCache;
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+
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+typedef struct VITA_GLES2_ProgramCacheEntry
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+{
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+ GLuint id;
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+ VITA_GLES2_ShaderCacheEntry *vertex_shader;
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+ VITA_GLES2_ShaderCacheEntry *fragment_shader;
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+ GLuint uniform_locations[16];
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+ Uint32 color;
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+ GLfloat projection[4][4];
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+ struct VITA_GLES2_ProgramCacheEntry *prev;
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+ struct VITA_GLES2_ProgramCacheEntry *next;
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+} VITA_GLES2_ProgramCacheEntry;
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+
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+typedef struct VITA_GLES2_ProgramCache
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+{
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+ int count;
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+ VITA_GLES2_ProgramCacheEntry *head;
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+ VITA_GLES2_ProgramCacheEntry *tail;
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+} VITA_GLES2_ProgramCache;
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+
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+typedef enum
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+{
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+ VITA_GLES2_ATTRIBUTE_POSITION = 0,
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+ VITA_GLES2_ATTRIBUTE_TEXCOORD = 1,
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+ VITA_GLES2_ATTRIBUTE_ANGLE = 2,
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+ VITA_GLES2_ATTRIBUTE_CENTER = 3,
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+} VITA_GLES2_Attribute;
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+
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+typedef enum
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+{
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+ VITA_GLES2_UNIFORM_PROJECTION,
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+ VITA_GLES2_UNIFORM_TEXTURE,
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+ VITA_GLES2_UNIFORM_COLOR,
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+ VITA_GLES2_UNIFORM_TEXTURE_U,
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+ VITA_GLES2_UNIFORM_TEXTURE_V
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+} VITA_GLES2_Uniform;
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+
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+typedef enum
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+{
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+ VITA_GLES2_IMAGESOURCE_INVALID,
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+ VITA_GLES2_IMAGESOURCE_SOLID,
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+ VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR,
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+ VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB,
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+ VITA_GLES2_IMAGESOURCE_TEXTURE_RGB,
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+ VITA_GLES2_IMAGESOURCE_TEXTURE_BGR,
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+ VITA_GLES2_IMAGESOURCE_TEXTURE_YUV,
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+ VITA_GLES2_IMAGESOURCE_TEXTURE_NV12,
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+ VITA_GLES2_IMAGESOURCE_TEXTURE_NV21,
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+ VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
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+} VITA_GLES2_ImageSource;
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+
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+typedef struct
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+{
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+ SDL_Rect viewport;
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+ SDL_bool viewport_dirty;
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+ SDL_Texture *texture;
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+ SDL_Texture *target;
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+ SDL_BlendMode blend;
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+ SDL_bool cliprect_enabled_dirty;
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+ SDL_bool cliprect_enabled;
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+ SDL_bool cliprect_dirty;
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+ SDL_Rect cliprect;
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+ SDL_bool texturing;
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+ SDL_bool is_copy_ex;
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+ Uint32 color;
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+ Uint32 clear_color;
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+ int drawablew;
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+ int drawableh;
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+ VITA_GLES2_ProgramCacheEntry *program;
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+ GLfloat projection[4][4];
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+} VITA_GLES2_DrawStateCache;
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+
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+typedef struct VITA_GLES2_RenderData
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+{
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+ SDL_GLContext *context;
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+
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+ SDL_bool debug_enabled;
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+
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+#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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+#include "SDL_gles2funcs.h"
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+#undef SDL_PROC
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+
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+ VITA_GLES2_FBOList *framebuffers;
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+ GLuint window_framebuffer;
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+
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+ int shader_format_count;
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+ GLenum *shader_formats;
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+ VITA_GLES2_ShaderCache shader_cache;
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+ VITA_GLES2_ProgramCache program_cache;
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+ Uint8 clear_r, clear_g, clear_b, clear_a;
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+
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+ GLuint vertex_buffers[8];
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+ size_t vertex_buffer_size[8];
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+ int current_vertex_buffer;
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+ VITA_GLES2_DrawStateCache drawstate;
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+} VITA_GLES2_RenderData;
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+
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+#define VITA_GLES2_MAX_CACHED_PROGRAMS 8
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+
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+static const float inv255f = 1.0f / 255.0f;
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+
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+
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+SDL_FORCE_INLINE const char*
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+GL_TranslateError (GLenum error)
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+{
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+#define GL_ERROR_TRANSLATE(e) case e: return #e;
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+ switch (error) {
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+ GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
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+ GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
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+ GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
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+ GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
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+ GL_ERROR_TRANSLATE(GL_NO_ERROR)
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+ default:
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+ return "UNKNOWN";
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+}
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+#undef GL_ERROR_TRANSLATE
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+}
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+
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+SDL_FORCE_INLINE void
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+GL_ClearErrors(SDL_Renderer *renderer)
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+{
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+ VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
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+
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+ if (!data->debug_enabled) {
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+ return;
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+ }
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+ while (data->glGetError() != GL_NO_ERROR) {
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+ /* continue; */
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+ }
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+}
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+
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+SDL_FORCE_INLINE int
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+GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
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+{
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+ VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
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+ int ret = 0;
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+
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+ if (!data->debug_enabled) {
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+ return 0;
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+ }
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+ /* check gl errors (can return multiple errors) */
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+ for (;;) {
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+ GLenum error = data->glGetError();
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+ if (error != GL_NO_ERROR) {
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+ if (prefix == NULL || prefix[0] == '\0') {
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+ prefix = "generic";
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+ }
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+ SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
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+ ret = -1;
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+ } else {
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+ break;
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+ }
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+ }
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+ return ret;
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+}
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+
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+#if 0
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+#define GL_CheckError(prefix, renderer)
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+#else
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+#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
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+#endif
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+
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+/*************************************************************************************************
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+ * Renderer state APIs *
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+ *************************************************************************************************/
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+
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+static int VITA_GLES2_LoadFunctions(VITA_GLES2_RenderData * data)
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+{
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+#define SDL_PROC(ret,func,params) data->func=func;
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+#include "SDL_gles2funcs.h"
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+#undef SDL_PROC
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+ return 0;
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+}
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+
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+static VITA_GLES2_FBOList *
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+VITA_GLES2_GetFBO(VITA_GLES2_RenderData *data, Uint32 w, Uint32 h)
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+{
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+ VITA_GLES2_FBOList *result = data->framebuffers;
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+ while ((result) && ((result->w != w) || (result->h != h)) ) {
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+ result = result->next;
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+ }
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+ if (result == NULL) {
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+ result = SDL_malloc(sizeof(VITA_GLES2_FBOList));
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+ result->w = w;
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+ result->h = h;
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+ data->glGenFramebuffers(1, &result->FBO);
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+ result->next = data->framebuffers;
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+ data->framebuffers = result;
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+ }
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+ return result;
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+}
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+
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+static int
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+VITA_GLES2_ActivateRenderer(SDL_Renderer * renderer)
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+{
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+ VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
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+
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+ if (SDL_GL_GetCurrentContext() != data->context) {
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+ /* Null out the current program to ensure we set it again */
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+ data->drawstate.program = NULL;
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+
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+ if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
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+ return -1;
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+ }
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+ }
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+
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+ GL_ClearErrors(renderer);
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+
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+ return 0;
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+}
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+
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+static void
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+VITA_GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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+{
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+ VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
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+
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+ if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
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+ /* According to Apple documentation, we need to finish drawing NOW! */
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+ data->glFinish();
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+ }
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+}
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+
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+static int
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+VITA_GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
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+{
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+ SDL_GL_GetDrawableSize(renderer->window, w, h);
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+ return 0;
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+}
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+
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+static GLenum GetBlendFunc(SDL_BlendFactor factor)
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+{
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+ switch (factor) {
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+ case SDL_BLENDFACTOR_ZERO:
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+ return GL_ZERO;
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+ case SDL_BLENDFACTOR_ONE:
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+ return GL_ONE;
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+ case SDL_BLENDFACTOR_SRC_COLOR:
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+ return GL_SRC_COLOR;
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+ case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
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+ return GL_ONE_MINUS_SRC_COLOR;
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+ case SDL_BLENDFACTOR_SRC_ALPHA:
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+ return GL_SRC_ALPHA;
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+ case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
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+ return GL_ONE_MINUS_SRC_ALPHA;
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+ case SDL_BLENDFACTOR_DST_COLOR:
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+ return GL_DST_COLOR;
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+ case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
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+ return GL_ONE_MINUS_DST_COLOR;
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+ case SDL_BLENDFACTOR_DST_ALPHA:
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+ return GL_DST_ALPHA;
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+ case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
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+ return GL_ONE_MINUS_DST_ALPHA;
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+ default:
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+ return GL_INVALID_ENUM;
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+ }
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+}
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+
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+static GLenum GetBlendEquation(SDL_BlendOperation operation)
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+{
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+ switch (operation) {
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+ case SDL_BLENDOPERATION_ADD:
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+ return GL_FUNC_ADD;
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+ case SDL_BLENDOPERATION_SUBTRACT:
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+ return GL_FUNC_SUBTRACT;
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+ case SDL_BLENDOPERATION_REV_SUBTRACT:
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+ return GL_FUNC_REVERSE_SUBTRACT;
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+ default:
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+ return GL_INVALID_ENUM;
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+ }
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+}
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+
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+static SDL_bool
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+VITA_GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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+{
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+ SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
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+ SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
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+ SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
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+ SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
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+ SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
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+ SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
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+
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+ if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
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+ GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
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+ GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
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+ GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
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+ GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
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+ GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
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+ return SDL_FALSE;
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+ }
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+ return SDL_TRUE;
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+}
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+
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+
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+static void
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+VITA_GLES2_EvictShader(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderCacheEntry *entry)
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+{
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+ /* Unlink the shader from the cache */
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+ if (entry->next) {
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+ entry->next->prev = entry->prev;
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+ }
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+ if (entry->prev) {
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+ entry->prev->next = entry->next;
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+ }
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+ if (data->shader_cache.head == entry) {
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+ data->shader_cache.head = entry->next;
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+ }
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+ --data->shader_cache.count;
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+
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+ /* Deallocate the shader */
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+ data->glDeleteShader(entry->id);
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+ SDL_free(entry);
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+}
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+
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|
|
+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: */
|