SDL_render_gles2.c 79 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #include "../../SDL_internal.h"
  19. #if defined(SDL_VIDEO_RENDER_OGL_ES2) && !defined(SDL_RENDER_DISABLED)
  20. #include "SDL_hints.h"
  21. #include "../../video/SDL_sysvideo.h" /* For SDL_GL_SwapWindowWithResult */
  22. #include "SDL_opengles2.h"
  23. #include "../SDL_sysrender.h"
  24. #include "../../video/SDL_blit.h"
  25. #include "SDL_shaders_gles2.h"
  26. /* WebGL doesn't offer client-side arrays, so use Vertex Buffer Objects
  27. on Emscripten, which converts GLES2 into WebGL calls.
  28. In all other cases, attempt to use client-side arrays, as they tend to
  29. be dramatically faster when not batching, and about the same when
  30. we are. */
  31. #if defined(__EMSCRIPTEN__)
  32. #define USE_VERTEX_BUFFER_OBJECTS 1
  33. #else
  34. #define USE_VERTEX_BUFFER_OBJECTS 0
  35. #endif
  36. /* To prevent unnecessary window recreation,
  37. * these should match the defaults selected in SDL_GL_ResetAttributes
  38. */
  39. #define RENDERER_CONTEXT_MAJOR 2
  40. #define RENDERER_CONTEXT_MINOR 0
  41. /*************************************************************************************************
  42. * Context structures *
  43. *************************************************************************************************/
  44. typedef struct GLES2_FBOList GLES2_FBOList;
  45. struct GLES2_FBOList
  46. {
  47. Uint32 w, h;
  48. GLuint FBO;
  49. GLES2_FBOList *next;
  50. };
  51. typedef struct GLES2_TextureData
  52. {
  53. GLuint texture;
  54. GLenum texture_type;
  55. GLenum pixel_format;
  56. GLenum pixel_type;
  57. void *pixel_data;
  58. int pitch;
  59. #if SDL_HAVE_YUV
  60. /* YUV texture support */
  61. SDL_bool yuv;
  62. SDL_bool nv12;
  63. GLuint texture_v;
  64. GLuint texture_u;
  65. #endif
  66. GLES2_FBOList *fbo;
  67. } GLES2_TextureData;
  68. typedef struct GLES2_ProgramCacheEntry
  69. {
  70. GLuint id;
  71. GLuint vertex_shader;
  72. GLuint fragment_shader;
  73. GLuint uniform_locations[16];
  74. GLfloat projection[4][4];
  75. struct GLES2_ProgramCacheEntry *prev;
  76. struct GLES2_ProgramCacheEntry *next;
  77. } GLES2_ProgramCacheEntry;
  78. typedef struct GLES2_ProgramCache
  79. {
  80. int count;
  81. GLES2_ProgramCacheEntry *head;
  82. GLES2_ProgramCacheEntry *tail;
  83. } GLES2_ProgramCache;
  84. typedef enum
  85. {
  86. GLES2_ATTRIBUTE_POSITION = 0,
  87. GLES2_ATTRIBUTE_COLOR = 1,
  88. GLES2_ATTRIBUTE_TEXCOORD = 2,
  89. } GLES2_Attribute;
  90. typedef enum
  91. {
  92. GLES2_UNIFORM_PROJECTION,
  93. GLES2_UNIFORM_TEXTURE,
  94. GLES2_UNIFORM_TEXTURE_U,
  95. GLES2_UNIFORM_TEXTURE_V
  96. } GLES2_Uniform;
  97. typedef enum
  98. {
  99. GLES2_IMAGESOURCE_INVALID,
  100. GLES2_IMAGESOURCE_SOLID,
  101. GLES2_IMAGESOURCE_TEXTURE_ABGR,
  102. GLES2_IMAGESOURCE_TEXTURE_ARGB,
  103. GLES2_IMAGESOURCE_TEXTURE_RGB,
  104. GLES2_IMAGESOURCE_TEXTURE_BGR,
  105. GLES2_IMAGESOURCE_TEXTURE_YUV,
  106. GLES2_IMAGESOURCE_TEXTURE_NV12,
  107. GLES2_IMAGESOURCE_TEXTURE_NV21,
  108. GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
  109. } GLES2_ImageSource;
  110. typedef struct
  111. {
  112. SDL_Rect viewport;
  113. SDL_bool viewport_dirty;
  114. SDL_Texture *texture;
  115. SDL_Texture *target;
  116. SDL_BlendMode blend;
  117. SDL_bool cliprect_enabled_dirty;
  118. SDL_bool cliprect_enabled;
  119. SDL_bool cliprect_dirty;
  120. SDL_Rect cliprect;
  121. SDL_bool texturing;
  122. Uint32 clear_color;
  123. int drawablew;
  124. int drawableh;
  125. GLES2_ProgramCacheEntry *program;
  126. GLfloat projection[4][4];
  127. } GLES2_DrawStateCache;
  128. typedef struct GLES2_RenderData
  129. {
  130. SDL_GLContext *context;
  131. SDL_bool debug_enabled;
  132. SDL_bool GL_EXT_blend_minmax_supported;
  133. #define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
  134. #include "SDL_gles2funcs.h"
  135. #undef SDL_PROC
  136. GLES2_FBOList *framebuffers;
  137. GLuint window_framebuffer;
  138. GLuint shader_id_cache[GLES2_SHADER_COUNT];
  139. GLES2_ProgramCache program_cache;
  140. Uint8 clear_r, clear_g, clear_b, clear_a;
  141. #if USE_VERTEX_BUFFER_OBJECTS
  142. GLuint vertex_buffers[8];
  143. size_t vertex_buffer_size[8];
  144. int current_vertex_buffer;
  145. #endif
  146. GLES2_DrawStateCache drawstate;
  147. GLES2_ShaderIncludeType texcoord_precision_hint;
  148. } GLES2_RenderData;
  149. #define GLES2_MAX_CACHED_PROGRAMS 8
  150. static const float inv255f = 1.0f / 255.0f;
  151. SDL_FORCE_INLINE const char *
  152. GL_TranslateError(GLenum error)
  153. {
  154. #define GL_ERROR_TRANSLATE(e) \
  155. case e: \
  156. return #e;
  157. switch (error) {
  158. GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
  159. GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
  160. GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
  161. GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
  162. GL_ERROR_TRANSLATE(GL_NO_ERROR)
  163. default:
  164. return "UNKNOWN";
  165. }
  166. #undef GL_ERROR_TRANSLATE
  167. }
  168. SDL_FORCE_INLINE void
  169. GL_ClearErrors(SDL_Renderer *renderer)
  170. {
  171. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  172. if (!data->debug_enabled) {
  173. return;
  174. }
  175. while (data->glGetError() != GL_NO_ERROR) {
  176. /* continue; */
  177. }
  178. }
  179. SDL_FORCE_INLINE int
  180. GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
  181. {
  182. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  183. int ret = 0;
  184. if (!data->debug_enabled) {
  185. return 0;
  186. }
  187. /* check gl errors (can return multiple errors) */
  188. for (;;) {
  189. GLenum error = data->glGetError();
  190. if (error != GL_NO_ERROR) {
  191. if (!prefix || prefix[0] == '\0') {
  192. prefix = "generic";
  193. }
  194. SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
  195. ret = -1;
  196. } else {
  197. break;
  198. }
  199. }
  200. return ret;
  201. }
  202. #if 0
  203. #define GL_CheckError(prefix, renderer)
  204. #else
  205. #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
  206. #endif
  207. /*************************************************************************************************
  208. * Renderer state APIs *
  209. *************************************************************************************************/
  210. static int GLES2_LoadFunctions(GLES2_RenderData *data)
  211. {
  212. #ifdef SDL_VIDEO_DRIVER_UIKIT
  213. #define __SDL_NOGETPROCADDR__
  214. #elif defined(SDL_VIDEO_DRIVER_ANDROID)
  215. #define __SDL_NOGETPROCADDR__
  216. #elif defined(SDL_VIDEO_DRIVER_PANDORA)
  217. #define __SDL_NOGETPROCADDR__
  218. #endif
  219. #if defined __SDL_NOGETPROCADDR__
  220. #define SDL_PROC(ret, func, params) data->func = func;
  221. #else
  222. #define SDL_PROC(ret, func, params) \
  223. do { \
  224. data->func = SDL_GL_GetProcAddress(#func); \
  225. if (!data->func) { \
  226. return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
  227. } \
  228. } while (0);
  229. #endif /* __SDL_NOGETPROCADDR__ */
  230. #include "SDL_gles2funcs.h"
  231. #undef SDL_PROC
  232. return 0;
  233. }
  234. static GLES2_FBOList *GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h)
  235. {
  236. GLES2_FBOList *result = data->framebuffers;
  237. while ((result) && ((result->w != w) || (result->h != h))) {
  238. result = result->next;
  239. }
  240. if (!result) {
  241. result = SDL_malloc(sizeof(GLES2_FBOList));
  242. result->w = w;
  243. result->h = h;
  244. data->glGenFramebuffers(1, &result->FBO);
  245. result->next = data->framebuffers;
  246. data->framebuffers = result;
  247. }
  248. return result;
  249. }
  250. static int GLES2_ActivateRenderer(SDL_Renderer *renderer)
  251. {
  252. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  253. if (SDL_GL_GetCurrentContext() != data->context) {
  254. /* Null out the current program to ensure we set it again */
  255. data->drawstate.program = NULL;
  256. if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
  257. return -1;
  258. }
  259. }
  260. GL_ClearErrors(renderer);
  261. return 0;
  262. }
  263. static void GLES2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
  264. {
  265. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  266. if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
  267. /* According to Apple documentation, we need to finish drawing NOW! */
  268. data->glFinish();
  269. }
  270. }
  271. static int GLES2_GetOutputSize(SDL_Renderer *renderer, int *w, int *h)
  272. {
  273. SDL_GL_GetDrawableSize(renderer->window, w, h);
  274. return 0;
  275. }
  276. static GLenum GetBlendFunc(SDL_BlendFactor factor)
  277. {
  278. switch (factor) {
  279. case SDL_BLENDFACTOR_ZERO:
  280. return GL_ZERO;
  281. case SDL_BLENDFACTOR_ONE:
  282. return GL_ONE;
  283. case SDL_BLENDFACTOR_SRC_COLOR:
  284. return GL_SRC_COLOR;
  285. case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
  286. return GL_ONE_MINUS_SRC_COLOR;
  287. case SDL_BLENDFACTOR_SRC_ALPHA:
  288. return GL_SRC_ALPHA;
  289. case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
  290. return GL_ONE_MINUS_SRC_ALPHA;
  291. case SDL_BLENDFACTOR_DST_COLOR:
  292. return GL_DST_COLOR;
  293. case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
  294. return GL_ONE_MINUS_DST_COLOR;
  295. case SDL_BLENDFACTOR_DST_ALPHA:
  296. return GL_DST_ALPHA;
  297. case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
  298. return GL_ONE_MINUS_DST_ALPHA;
  299. default:
  300. return GL_INVALID_ENUM;
  301. }
  302. }
  303. static GLenum GetBlendEquation(SDL_BlendOperation operation)
  304. {
  305. switch (operation) {
  306. case SDL_BLENDOPERATION_ADD:
  307. return GL_FUNC_ADD;
  308. case SDL_BLENDOPERATION_SUBTRACT:
  309. return GL_FUNC_SUBTRACT;
  310. case SDL_BLENDOPERATION_REV_SUBTRACT:
  311. return GL_FUNC_REVERSE_SUBTRACT;
  312. case SDL_BLENDOPERATION_MINIMUM:
  313. return GL_MIN_EXT;
  314. case SDL_BLENDOPERATION_MAXIMUM:
  315. return GL_MAX_EXT;
  316. default:
  317. return GL_INVALID_ENUM;
  318. }
  319. }
  320. static SDL_bool GLES2_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
  321. {
  322. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  323. SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
  324. SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
  325. SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
  326. SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
  327. SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
  328. SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
  329. if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
  330. GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
  331. GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
  332. GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
  333. GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
  334. GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
  335. return SDL_FALSE;
  336. }
  337. if (colorOperation == SDL_BLENDOPERATION_MINIMUM && !data->GL_EXT_blend_minmax_supported) {
  338. return SDL_FALSE;
  339. }
  340. if (colorOperation == SDL_BLENDOPERATION_MAXIMUM && !data->GL_EXT_blend_minmax_supported) {
  341. return SDL_FALSE;
  342. }
  343. return SDL_TRUE;
  344. }
  345. static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
  346. {
  347. GLES2_ProgramCacheEntry *entry;
  348. GLint linkSuccessful;
  349. /* Check if we've already cached this program */
  350. entry = data->program_cache.head;
  351. while (entry) {
  352. if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
  353. break;
  354. }
  355. entry = entry->next;
  356. }
  357. if (entry) {
  358. if (data->program_cache.head != entry) {
  359. if (entry->next) {
  360. entry->next->prev = entry->prev;
  361. }
  362. if (entry->prev) {
  363. entry->prev->next = entry->next;
  364. }
  365. entry->prev = NULL;
  366. entry->next = data->program_cache.head;
  367. data->program_cache.head->prev = entry;
  368. data->program_cache.head = entry;
  369. }
  370. return entry;
  371. }
  372. /* Create a program cache entry */
  373. entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
  374. if (!entry) {
  375. SDL_OutOfMemory();
  376. return NULL;
  377. }
  378. entry->vertex_shader = vertex;
  379. entry->fragment_shader = fragment;
  380. /* Create the program and link it */
  381. entry->id = data->glCreateProgram();
  382. data->glAttachShader(entry->id, vertex);
  383. data->glAttachShader(entry->id, fragment);
  384. data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
  385. data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color");
  386. data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
  387. data->glLinkProgram(entry->id);
  388. data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
  389. if (!linkSuccessful) {
  390. data->glDeleteProgram(entry->id);
  391. SDL_free(entry);
  392. SDL_SetError("Failed to link shader program");
  393. return NULL;
  394. }
  395. /* Predetermine locations of uniform variables */
  396. entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
  397. data->glGetUniformLocation(entry->id, "u_projection");
  398. entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
  399. data->glGetUniformLocation(entry->id, "u_texture_v");
  400. entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
  401. data->glGetUniformLocation(entry->id, "u_texture_u");
  402. entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
  403. data->glGetUniformLocation(entry->id, "u_texture");
  404. data->glUseProgram(entry->id);
  405. if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
  406. data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
  407. }
  408. if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
  409. data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
  410. }
  411. if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
  412. data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
  413. }
  414. if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
  415. data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
  416. }
  417. /* Cache the linked program */
  418. if (data->program_cache.head) {
  419. entry->next = data->program_cache.head;
  420. data->program_cache.head->prev = entry;
  421. } else {
  422. data->program_cache.tail = entry;
  423. }
  424. data->program_cache.head = entry;
  425. ++data->program_cache.count;
  426. /* Evict the last entry from the cache if we exceed the limit */
  427. if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
  428. data->glDeleteProgram(data->program_cache.tail->id);
  429. data->program_cache.tail = data->program_cache.tail->prev;
  430. if (data->program_cache.tail) {
  431. SDL_free(data->program_cache.tail->next);
  432. data->program_cache.tail->next = NULL;
  433. }
  434. --data->program_cache.count;
  435. }
  436. return entry;
  437. }
  438. static GLuint GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type)
  439. {
  440. GLuint id = 0;
  441. GLint compileSuccessful = GL_FALSE;
  442. int attempt, num_src;
  443. const GLchar *shader_src_list[3];
  444. const GLchar *shader_body = GLES2_GetShader(type);
  445. if (!shader_body) {
  446. SDL_SetError("No shader body src");
  447. return 0;
  448. }
  449. for (attempt = 0; attempt < 2 && !compileSuccessful; ++attempt) {
  450. num_src = 0;
  451. shader_src_list[num_src++] = GLES2_GetShaderPrologue(type);
  452. if (shader_type == GL_FRAGMENT_SHADER) {
  453. if (attempt == 0) {
  454. shader_src_list[num_src++] = GLES2_GetShaderInclude(data->texcoord_precision_hint);
  455. } else {
  456. shader_src_list[num_src++] = GLES2_GetShaderInclude(GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION);
  457. }
  458. }
  459. shader_src_list[num_src++] = shader_body;
  460. SDL_assert(num_src <= SDL_arraysize(shader_src_list));
  461. #ifdef DEBUG_PRINT_SHADERS
  462. {
  463. int i;
  464. char *message = NULL;
  465. SDL_asprintf(&message, "Compiling shader:\n");
  466. for (i = 0; i < num_src; ++i) {
  467. char *last_message = message;
  468. SDL_asprintf(&message, "%s%s", last_message, shader_src_list[i]);
  469. SDL_free(last_message);
  470. }
  471. SDL_Log("%s\n", message);
  472. SDL_free(message);
  473. }
  474. #endif
  475. /* Compile */
  476. id = data->glCreateShader(shader_type);
  477. data->glShaderSource(id, num_src, shader_src_list, NULL);
  478. data->glCompileShader(id);
  479. data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful);
  480. }
  481. if (!compileSuccessful) {
  482. SDL_bool isstack = SDL_FALSE;
  483. char *info = NULL;
  484. int length = 0;
  485. data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
  486. if (length > 0) {
  487. info = SDL_small_alloc(char, length, &isstack);
  488. if (info) {
  489. data->glGetShaderInfoLog(id, length, &length, info);
  490. }
  491. }
  492. if (info) {
  493. SDL_SetError("Failed to load the shader %d: %s", type, info);
  494. SDL_small_free(info, isstack);
  495. } else {
  496. SDL_SetError("Failed to load the shader %d", type);
  497. }
  498. data->glDeleteShader(id);
  499. return 0;
  500. }
  501. /* Cache */
  502. data->shader_id_cache[(Uint32)type] = id;
  503. return id;
  504. }
  505. static int GLES2_CacheShaders(GLES2_RenderData *data)
  506. {
  507. int shader;
  508. data->texcoord_precision_hint = GLES2_GetTexCoordPrecisionEnumFromHint();
  509. for (shader = 0; shader < GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; ++shader) {
  510. GLenum shader_type;
  511. if (shader == GLES2_SHADER_VERTEX_DEFAULT) {
  512. shader_type = GL_VERTEX_SHADER;
  513. } else {
  514. shader_type = GL_FRAGMENT_SHADER;
  515. }
  516. if (!GLES2_CacheShader(data, (GLES2_ShaderType)shader, shader_type)) {
  517. return -1;
  518. }
  519. }
  520. return 0;
  521. }
  522. static int GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h)
  523. {
  524. GLuint vertex;
  525. GLuint fragment;
  526. GLES2_ShaderType vtype, ftype;
  527. GLES2_ProgramCacheEntry *program;
  528. /* Select an appropriate shader pair for the specified modes */
  529. vtype = GLES2_SHADER_VERTEX_DEFAULT;
  530. switch (source) {
  531. case GLES2_IMAGESOURCE_SOLID:
  532. ftype = GLES2_SHADER_FRAGMENT_SOLID;
  533. break;
  534. case GLES2_IMAGESOURCE_TEXTURE_ABGR:
  535. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR;
  536. break;
  537. case GLES2_IMAGESOURCE_TEXTURE_ARGB:
  538. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB;
  539. break;
  540. case GLES2_IMAGESOURCE_TEXTURE_RGB:
  541. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB;
  542. break;
  543. case GLES2_IMAGESOURCE_TEXTURE_BGR:
  544. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR;
  545. break;
  546. #if SDL_HAVE_YUV
  547. case GLES2_IMAGESOURCE_TEXTURE_YUV:
  548. switch (SDL_GetYUVConversionModeForResolution(w, h)) {
  549. case SDL_YUV_CONVERSION_JPEG:
  550. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG;
  551. break;
  552. case SDL_YUV_CONVERSION_BT601:
  553. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601;
  554. break;
  555. case SDL_YUV_CONVERSION_BT709:
  556. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709;
  557. break;
  558. default:
  559. SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
  560. goto fault;
  561. }
  562. break;
  563. case GLES2_IMAGESOURCE_TEXTURE_NV12:
  564. switch (SDL_GetYUVConversionModeForResolution(w, h)) {
  565. case SDL_YUV_CONVERSION_JPEG:
  566. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG;
  567. break;
  568. case SDL_YUV_CONVERSION_BT601:
  569. if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
  570. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601;
  571. } else {
  572. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601;
  573. }
  574. break;
  575. case SDL_YUV_CONVERSION_BT709:
  576. if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
  577. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709;
  578. } else {
  579. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709;
  580. }
  581. break;
  582. default:
  583. SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
  584. goto fault;
  585. }
  586. break;
  587. case GLES2_IMAGESOURCE_TEXTURE_NV21:
  588. switch (SDL_GetYUVConversionModeForResolution(w, h)) {
  589. case SDL_YUV_CONVERSION_JPEG:
  590. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG;
  591. break;
  592. case SDL_YUV_CONVERSION_BT601:
  593. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601;
  594. break;
  595. case SDL_YUV_CONVERSION_BT709:
  596. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709;
  597. break;
  598. default:
  599. SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
  600. goto fault;
  601. }
  602. break;
  603. #endif /* SDL_HAVE_YUV */
  604. case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
  605. ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES;
  606. break;
  607. default:
  608. goto fault;
  609. }
  610. /* Load the requested shaders */
  611. vertex = data->shader_id_cache[(Uint32)vtype];
  612. if (!vertex) {
  613. vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER);
  614. if (!vertex) {
  615. goto fault;
  616. }
  617. }
  618. fragment = data->shader_id_cache[(Uint32)ftype];
  619. if (!fragment) {
  620. fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER);
  621. if (!fragment) {
  622. goto fault;
  623. }
  624. }
  625. /* Check if we need to change programs at all */
  626. if (data->drawstate.program &&
  627. data->drawstate.program->vertex_shader == vertex &&
  628. data->drawstate.program->fragment_shader == fragment) {
  629. return 0;
  630. }
  631. /* Generate a matching program */
  632. program = GLES2_CacheProgram(data, vertex, fragment);
  633. if (!program) {
  634. goto fault;
  635. }
  636. /* Select that program in OpenGL */
  637. data->glUseProgram(program->id);
  638. /* Set the current program */
  639. data->drawstate.program = program;
  640. /* Clean up and return */
  641. return 0;
  642. fault:
  643. data->drawstate.program = NULL;
  644. return -1;
  645. }
  646. static int GLES2_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
  647. {
  648. return 0; /* nothing to do in this backend. */
  649. }
  650. static int GLES2_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
  651. {
  652. const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
  653. SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
  654. int i;
  655. SDL_Color color;
  656. color.r = cmd->data.draw.r;
  657. color.g = cmd->data.draw.g;
  658. color.b = cmd->data.draw.b;
  659. color.a = cmd->data.draw.a;
  660. if (!verts) {
  661. return -1;
  662. }
  663. if (colorswap) {
  664. Uint8 r = color.r;
  665. color.r = color.b;
  666. color.b = r;
  667. }
  668. cmd->data.draw.count = count;
  669. for (i = 0; i < count; i++) {
  670. verts->position.x = 0.5f + points[i].x;
  671. verts->position.y = 0.5f + points[i].y;
  672. verts->color = color;
  673. verts++;
  674. }
  675. return 0;
  676. }
  677. static int GLES2_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
  678. {
  679. const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
  680. int i;
  681. GLfloat prevx, prevy;
  682. SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
  683. SDL_Color color;
  684. color.r = cmd->data.draw.r;
  685. color.g = cmd->data.draw.g;
  686. color.b = cmd->data.draw.b;
  687. color.a = cmd->data.draw.a;
  688. if (!verts) {
  689. return -1;
  690. }
  691. if (colorswap) {
  692. Uint8 r = color.r;
  693. color.r = color.b;
  694. color.b = r;
  695. }
  696. cmd->data.draw.count = count;
  697. /* 0.5f offset to hit the center of the pixel. */
  698. prevx = 0.5f + points->x;
  699. prevy = 0.5f + points->y;
  700. verts->position.x = prevx;
  701. verts->position.y = prevy;
  702. verts->color = color;
  703. verts++;
  704. /* bump the end of each line segment out a quarter of a pixel, to provoke
  705. the diamond-exit rule. Without this, you won't just drop the last
  706. pixel of the last line segment, but you might also drop pixels at the
  707. edge of any given line segment along the way too. */
  708. for (i = 1; i < count; i++) {
  709. const GLfloat xstart = prevx;
  710. const GLfloat ystart = prevy;
  711. const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
  712. const GLfloat yend = points[i].y + 0.5f;
  713. /* bump a little in the direction we are moving in. */
  714. const GLfloat deltax = xend - xstart;
  715. const GLfloat deltay = yend - ystart;
  716. const GLfloat angle = SDL_atan2f(deltay, deltax);
  717. prevx = xend + (SDL_cosf(angle) * 0.25f);
  718. prevy = yend + (SDL_sinf(angle) * 0.25f);
  719. verts->position.x = prevx;
  720. verts->position.y = prevy;
  721. verts->color = color;
  722. verts++;
  723. }
  724. return 0;
  725. }
  726. static int GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
  727. const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
  728. int num_vertices, const void *indices, int num_indices, int size_indices,
  729. float scale_x, float scale_y)
  730. {
  731. int i;
  732. const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
  733. int count = indices ? num_indices : num_vertices;
  734. cmd->data.draw.count = count;
  735. size_indices = indices ? size_indices : 0;
  736. if (texture) {
  737. SDL_Vertex *verts = (SDL_Vertex *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
  738. if (!verts) {
  739. return -1;
  740. }
  741. for (i = 0; i < count; i++) {
  742. int j;
  743. float *xy_;
  744. SDL_Color col_;
  745. float *uv_;
  746. if (size_indices == 4) {
  747. j = ((const Uint32 *)indices)[i];
  748. } else if (size_indices == 2) {
  749. j = ((const Uint16 *)indices)[i];
  750. } else if (size_indices == 1) {
  751. j = ((const Uint8 *)indices)[i];
  752. } else {
  753. j = i;
  754. }
  755. xy_ = (float *)((char *)xy + j * xy_stride);
  756. col_ = *(SDL_Color *)((char *)color + j * color_stride);
  757. uv_ = (float *)((char *)uv + j * uv_stride);
  758. verts->position.x = xy_[0] * scale_x;
  759. verts->position.y = xy_[1] * scale_y;
  760. if (colorswap) {
  761. Uint8 r = col_.r;
  762. col_.r = col_.b;
  763. col_.b = r;
  764. }
  765. verts->color = col_;
  766. verts->tex_coord.x = uv_[0];
  767. verts->tex_coord.y = uv_[1];
  768. verts++;
  769. }
  770. } else {
  771. SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
  772. if (!verts) {
  773. return -1;
  774. }
  775. for (i = 0; i < count; i++) {
  776. int j;
  777. float *xy_;
  778. SDL_Color col_;
  779. if (size_indices == 4) {
  780. j = ((const Uint32 *)indices)[i];
  781. } else if (size_indices == 2) {
  782. j = ((const Uint16 *)indices)[i];
  783. } else if (size_indices == 1) {
  784. j = ((const Uint8 *)indices)[i];
  785. } else {
  786. j = i;
  787. }
  788. xy_ = (float *)((char *)xy + j * xy_stride);
  789. col_ = *(SDL_Color *)((char *)color + j * color_stride);
  790. verts->position.x = xy_[0] * scale_x;
  791. verts->position.y = xy_[1] * scale_y;
  792. if (colorswap) {
  793. Uint8 r = col_.r;
  794. col_.r = col_.b;
  795. col_.b = r;
  796. }
  797. verts->color = col_;
  798. verts++;
  799. }
  800. }
  801. return 0;
  802. }
  803. static int SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc, void *vertices)
  804. {
  805. SDL_Texture *texture = cmd->data.draw.texture;
  806. const SDL_BlendMode blend = cmd->data.draw.blend;
  807. GLES2_ProgramCacheEntry *program;
  808. int stride;
  809. SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
  810. if (data->drawstate.viewport_dirty) {
  811. const SDL_Rect *viewport = &data->drawstate.viewport;
  812. data->glViewport(viewport->x,
  813. data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
  814. viewport->w, viewport->h);
  815. if (viewport->w && viewport->h) {
  816. data->drawstate.projection[0][0] = 2.0f / viewport->w;
  817. data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h;
  818. data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f;
  819. }
  820. data->drawstate.viewport_dirty = SDL_FALSE;
  821. }
  822. if (data->drawstate.cliprect_enabled_dirty) {
  823. if (!data->drawstate.cliprect_enabled) {
  824. data->glDisable(GL_SCISSOR_TEST);
  825. } else {
  826. data->glEnable(GL_SCISSOR_TEST);
  827. }
  828. data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
  829. }
  830. if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
  831. const SDL_Rect *viewport = &data->drawstate.viewport;
  832. const SDL_Rect *rect = &data->drawstate.cliprect;
  833. data->glScissor(viewport->x + rect->x,
  834. data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
  835. rect->w, rect->h);
  836. data->drawstate.cliprect_dirty = SDL_FALSE;
  837. }
  838. if ((texture != NULL) != data->drawstate.texturing) {
  839. if (!texture) {
  840. data->glDisableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD);
  841. data->drawstate.texturing = SDL_FALSE;
  842. } else {
  843. data->glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD);
  844. data->drawstate.texturing = SDL_TRUE;
  845. }
  846. }
  847. if (texture) {
  848. stride = sizeof(SDL_Vertex);
  849. } else {
  850. stride = sizeof(SDL_VertexSolid);
  851. }
  852. if (texture) {
  853. SDL_Vertex *verts = (SDL_Vertex *)(((Uint8 *)vertices) + cmd->data.draw.first);
  854. data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->tex_coord);
  855. }
  856. if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) {
  857. return -1;
  858. }
  859. program = data->drawstate.program;
  860. if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
  861. if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection)) != 0) {
  862. data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection);
  863. SDL_memcpy(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection));
  864. }
  865. }
  866. if (blend != data->drawstate.blend) {
  867. if (blend == SDL_BLENDMODE_NONE) {
  868. data->glDisable(GL_BLEND);
  869. } else {
  870. data->glEnable(GL_BLEND);
  871. data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
  872. GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
  873. GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
  874. GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
  875. data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
  876. GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
  877. }
  878. data->drawstate.blend = blend;
  879. }
  880. /* all drawing commands use this */
  881. {
  882. SDL_VertexSolid *verts = (SDL_VertexSolid *)(((Uint8 *)vertices) + cmd->data.draw.first);
  883. data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->position);
  884. data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE /* Normalized */, stride, (const GLvoid *)&verts->color);
  885. }
  886. return 0;
  887. }
  888. static int SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertices)
  889. {
  890. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  891. GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
  892. SDL_Texture *texture = cmd->data.draw.texture;
  893. int ret;
  894. /* Pick an appropriate shader */
  895. if (renderer->target) {
  896. /* Check if we need to do color mapping between the source and render target textures */
  897. if (renderer->target->format != texture->format) {
  898. switch (texture->format) {
  899. case SDL_PIXELFORMAT_BGRA32:
  900. switch (renderer->target->format) {
  901. case SDL_PIXELFORMAT_RGBA32:
  902. case SDL_PIXELFORMAT_RGBX32:
  903. sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
  904. break;
  905. case SDL_PIXELFORMAT_BGRX32:
  906. sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
  907. break;
  908. }
  909. break;
  910. case SDL_PIXELFORMAT_RGBA32:
  911. switch (renderer->target->format) {
  912. case SDL_PIXELFORMAT_BGRA32:
  913. case SDL_PIXELFORMAT_BGRX32:
  914. sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
  915. break;
  916. case SDL_PIXELFORMAT_RGBX32:
  917. sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
  918. break;
  919. }
  920. break;
  921. case SDL_PIXELFORMAT_BGRX32:
  922. switch (renderer->target->format) {
  923. case SDL_PIXELFORMAT_RGBA32:
  924. sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
  925. break;
  926. case SDL_PIXELFORMAT_BGRA32:
  927. sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
  928. break;
  929. case SDL_PIXELFORMAT_RGBX32:
  930. sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
  931. break;
  932. }
  933. break;
  934. case SDL_PIXELFORMAT_RGBX32:
  935. switch (renderer->target->format) {
  936. case SDL_PIXELFORMAT_RGBA32:
  937. sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
  938. break;
  939. case SDL_PIXELFORMAT_BGRA32:
  940. sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
  941. break;
  942. case SDL_PIXELFORMAT_BGRX32:
  943. sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
  944. break;
  945. }
  946. break;
  947. #if SDL_HAVE_YUV
  948. case SDL_PIXELFORMAT_IYUV:
  949. case SDL_PIXELFORMAT_YV12:
  950. sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
  951. break;
  952. case SDL_PIXELFORMAT_NV12:
  953. sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
  954. break;
  955. case SDL_PIXELFORMAT_NV21:
  956. sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
  957. break;
  958. #endif
  959. case SDL_PIXELFORMAT_EXTERNAL_OES:
  960. sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
  961. break;
  962. default:
  963. return SDL_SetError("Unsupported texture format");
  964. }
  965. } else {
  966. sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
  967. }
  968. } else {
  969. switch (texture->format) {
  970. case SDL_PIXELFORMAT_BGRA32:
  971. sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
  972. break;
  973. case SDL_PIXELFORMAT_RGBA32:
  974. sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
  975. break;
  976. case SDL_PIXELFORMAT_BGRX32:
  977. sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
  978. break;
  979. case SDL_PIXELFORMAT_RGBX32:
  980. sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
  981. break;
  982. #if SDL_HAVE_YUV
  983. case SDL_PIXELFORMAT_IYUV:
  984. case SDL_PIXELFORMAT_YV12:
  985. sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
  986. break;
  987. case SDL_PIXELFORMAT_NV12:
  988. sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
  989. break;
  990. case SDL_PIXELFORMAT_NV21:
  991. sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
  992. break;
  993. #endif
  994. case SDL_PIXELFORMAT_EXTERNAL_OES:
  995. sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
  996. break;
  997. default:
  998. return SDL_SetError("Unsupported texture format");
  999. }
  1000. }
  1001. ret = SetDrawState(data, cmd, sourceType, vertices);
  1002. if (texture != data->drawstate.texture) {
  1003. GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
  1004. #if SDL_HAVE_YUV
  1005. if (tdata->yuv) {
  1006. data->glActiveTexture(GL_TEXTURE2);
  1007. data->glBindTexture(tdata->texture_type, tdata->texture_v);
  1008. data->glActiveTexture(GL_TEXTURE1);
  1009. data->glBindTexture(tdata->texture_type, tdata->texture_u);
  1010. data->glActiveTexture(GL_TEXTURE0);
  1011. } else if (tdata->nv12) {
  1012. data->glActiveTexture(GL_TEXTURE1);
  1013. data->glBindTexture(tdata->texture_type, tdata->texture_u);
  1014. data->glActiveTexture(GL_TEXTURE0);
  1015. }
  1016. #endif
  1017. data->glBindTexture(tdata->texture_type, tdata->texture);
  1018. data->drawstate.texture = texture;
  1019. }
  1020. return ret;
  1021. }
  1022. static int GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
  1023. {
  1024. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  1025. const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
  1026. #if USE_VERTEX_BUFFER_OBJECTS
  1027. const int vboidx = data->current_vertex_buffer;
  1028. const GLuint vbo = data->vertex_buffers[vboidx];
  1029. #endif
  1030. if (GLES2_ActivateRenderer(renderer) < 0) {
  1031. return -1;
  1032. }
  1033. data->drawstate.target = renderer->target;
  1034. if (!data->drawstate.target) {
  1035. int w, h;
  1036. SDL_GL_GetDrawableSize(renderer->window, &w, &h);
  1037. if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) {
  1038. data->drawstate.viewport_dirty = SDL_TRUE; // if the window dimensions changed, invalidate the current viewport, etc.
  1039. data->drawstate.cliprect_dirty = SDL_TRUE;
  1040. data->drawstate.drawablew = w;
  1041. data->drawstate.drawableh = h;
  1042. }
  1043. }
  1044. #if USE_VERTEX_BUFFER_OBJECTS
  1045. /* upload the new VBO data for this set of commands. */
  1046. data->glBindBuffer(GL_ARRAY_BUFFER, vbo);
  1047. if (data->vertex_buffer_size[vboidx] < vertsize) {
  1048. data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW);
  1049. data->vertex_buffer_size[vboidx] = vertsize;
  1050. } else {
  1051. data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices);
  1052. }
  1053. /* cycle through a few VBOs so the GL has some time with the data before we replace it. */
  1054. data->current_vertex_buffer++;
  1055. if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
  1056. data->current_vertex_buffer = 0;
  1057. }
  1058. vertices = NULL; /* attrib pointers will be offsets into the VBO. */
  1059. #endif
  1060. while (cmd) {
  1061. switch (cmd->command) {
  1062. case SDL_RENDERCMD_SETDRAWCOLOR:
  1063. {
  1064. break;
  1065. }
  1066. case SDL_RENDERCMD_SETVIEWPORT:
  1067. {
  1068. SDL_Rect *viewport = &data->drawstate.viewport;
  1069. if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
  1070. SDL_copyp(viewport, &cmd->data.viewport.rect);
  1071. data->drawstate.viewport_dirty = SDL_TRUE;
  1072. }
  1073. break;
  1074. }
  1075. case SDL_RENDERCMD_SETCLIPRECT:
  1076. {
  1077. const SDL_Rect *rect = &cmd->data.cliprect.rect;
  1078. if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
  1079. data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
  1080. data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
  1081. }
  1082. if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) {
  1083. SDL_copyp(&data->drawstate.cliprect, rect);
  1084. data->drawstate.cliprect_dirty = SDL_TRUE;
  1085. }
  1086. break;
  1087. }
  1088. case SDL_RENDERCMD_CLEAR:
  1089. {
  1090. const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
  1091. const Uint8 g = cmd->data.color.g;
  1092. const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
  1093. const Uint8 a = cmd->data.color.a;
  1094. const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
  1095. if (color != data->drawstate.clear_color) {
  1096. const GLfloat fr = ((GLfloat)r) * inv255f;
  1097. const GLfloat fg = ((GLfloat)g) * inv255f;
  1098. const GLfloat fb = ((GLfloat)b) * inv255f;
  1099. const GLfloat fa = ((GLfloat)a) * inv255f;
  1100. data->glClearColor(fr, fg, fb, fa);
  1101. data->drawstate.clear_color = color;
  1102. }
  1103. if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
  1104. data->glDisable(GL_SCISSOR_TEST);
  1105. data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
  1106. }
  1107. data->glClear(GL_COLOR_BUFFER_BIT);
  1108. break;
  1109. }
  1110. case SDL_RENDERCMD_FILL_RECTS: /* unused */
  1111. break;
  1112. case SDL_RENDERCMD_COPY: /* unused */
  1113. break;
  1114. case SDL_RENDERCMD_COPY_EX: /* unused */
  1115. break;
  1116. case SDL_RENDERCMD_DRAW_LINES:
  1117. {
  1118. if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices) == 0) {
  1119. size_t count = cmd->data.draw.count;
  1120. if (count > 2) {
  1121. /* joined lines cannot be grouped */
  1122. data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
  1123. } else {
  1124. /* let's group non joined lines */
  1125. SDL_RenderCommand *finalcmd = cmd;
  1126. SDL_RenderCommand *nextcmd = cmd->next;
  1127. SDL_BlendMode thisblend = cmd->data.draw.blend;
  1128. while (nextcmd) {
  1129. const SDL_RenderCommandType nextcmdtype = nextcmd->command;
  1130. if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
  1131. break; /* can't go any further on this draw call, different render command up next. */
  1132. } else if (nextcmd->data.draw.count != 2) {
  1133. break; /* can't go any further on this draw call, those are joined lines */
  1134. } else if (nextcmd->data.draw.blend != thisblend) {
  1135. break; /* can't go any further on this draw call, different blendmode copy up next. */
  1136. } else {
  1137. finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
  1138. count += nextcmd->data.draw.count;
  1139. }
  1140. nextcmd = nextcmd->next;
  1141. }
  1142. data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
  1143. cmd = finalcmd; /* skip any copy commands we just combined in here. */
  1144. }
  1145. }
  1146. break;
  1147. }
  1148. case SDL_RENDERCMD_DRAW_POINTS:
  1149. case SDL_RENDERCMD_GEOMETRY:
  1150. {
  1151. /* as long as we have the same copy command in a row, with the
  1152. same texture, we can combine them all into a single draw call. */
  1153. SDL_Texture *thistexture = cmd->data.draw.texture;
  1154. SDL_BlendMode thisblend = cmd->data.draw.blend;
  1155. const SDL_RenderCommandType thiscmdtype = cmd->command;
  1156. SDL_RenderCommand *finalcmd = cmd;
  1157. SDL_RenderCommand *nextcmd = cmd->next;
  1158. size_t count = cmd->data.draw.count;
  1159. int ret;
  1160. while (nextcmd) {
  1161. const SDL_RenderCommandType nextcmdtype = nextcmd->command;
  1162. if (nextcmdtype != thiscmdtype) {
  1163. break; /* can't go any further on this draw call, different render command up next. */
  1164. } else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
  1165. break; /* can't go any further on this draw call, different texture/blendmode copy up next. */
  1166. } else {
  1167. finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
  1168. count += nextcmd->data.draw.count;
  1169. }
  1170. nextcmd = nextcmd->next;
  1171. }
  1172. if (thistexture) {
  1173. ret = SetCopyState(renderer, cmd, vertices);
  1174. } else {
  1175. ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices);
  1176. }
  1177. if (ret == 0) {
  1178. int op = GL_TRIANGLES; /* SDL_RENDERCMD_GEOMETRY */
  1179. if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
  1180. op = GL_POINTS;
  1181. }
  1182. data->glDrawArrays(op, 0, (GLsizei)count);
  1183. }
  1184. cmd = finalcmd; /* skip any copy commands we just combined in here. */
  1185. break;
  1186. }
  1187. case SDL_RENDERCMD_NO_OP:
  1188. break;
  1189. }
  1190. cmd = cmd->next;
  1191. }
  1192. return GL_CheckError("", renderer);
  1193. }
  1194. static void GLES2_DestroyRenderer(SDL_Renderer *renderer)
  1195. {
  1196. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  1197. /* Deallocate everything */
  1198. if (data) {
  1199. GLES2_ActivateRenderer(renderer);
  1200. {
  1201. int i;
  1202. for (i = 0; i < GLES2_SHADER_COUNT; i++) {
  1203. GLuint id = data->shader_id_cache[i];
  1204. if (id) {
  1205. data->glDeleteShader(id);
  1206. }
  1207. }
  1208. }
  1209. {
  1210. GLES2_ProgramCacheEntry *entry;
  1211. GLES2_ProgramCacheEntry *next;
  1212. entry = data->program_cache.head;
  1213. while (entry) {
  1214. data->glDeleteProgram(entry->id);
  1215. next = entry->next;
  1216. SDL_free(entry);
  1217. entry = next;
  1218. }
  1219. }
  1220. if (data->context) {
  1221. while (data->framebuffers) {
  1222. GLES2_FBOList *nextnode = data->framebuffers->next;
  1223. data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
  1224. GL_CheckError("", renderer);
  1225. SDL_free(data->framebuffers);
  1226. data->framebuffers = nextnode;
  1227. }
  1228. #if USE_VERTEX_BUFFER_OBJECTS
  1229. data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
  1230. GL_CheckError("", renderer);
  1231. #endif
  1232. SDL_GL_DeleteContext(data->context);
  1233. }
  1234. SDL_free(data);
  1235. }
  1236. SDL_free(renderer);
  1237. }
  1238. static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
  1239. {
  1240. GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
  1241. GLES2_TextureData *data;
  1242. GLenum format;
  1243. GLenum type;
  1244. GLenum scaleMode;
  1245. GLES2_ActivateRenderer(renderer);
  1246. renderdata->drawstate.texture = NULL; /* we trash this state. */
  1247. /* Determine the corresponding GLES texture format params */
  1248. switch (texture->format) {
  1249. case SDL_PIXELFORMAT_BGRA32:
  1250. case SDL_PIXELFORMAT_RGBA32:
  1251. case SDL_PIXELFORMAT_BGRX32:
  1252. case SDL_PIXELFORMAT_RGBX32:
  1253. format = GL_RGBA;
  1254. type = GL_UNSIGNED_BYTE;
  1255. break;
  1256. #if SDL_HAVE_YUV
  1257. case SDL_PIXELFORMAT_IYUV:
  1258. case SDL_PIXELFORMAT_YV12:
  1259. case SDL_PIXELFORMAT_NV12:
  1260. case SDL_PIXELFORMAT_NV21:
  1261. format = GL_LUMINANCE;
  1262. type = GL_UNSIGNED_BYTE;
  1263. break;
  1264. #endif
  1265. #ifdef GL_TEXTURE_EXTERNAL_OES
  1266. case SDL_PIXELFORMAT_EXTERNAL_OES:
  1267. format = GL_NONE;
  1268. type = GL_NONE;
  1269. break;
  1270. #endif
  1271. default:
  1272. return SDL_SetError("Texture format not supported");
  1273. }
  1274. if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
  1275. texture->access != SDL_TEXTUREACCESS_STATIC) {
  1276. return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
  1277. }
  1278. /* Allocate a texture struct */
  1279. data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
  1280. if (!data) {
  1281. return SDL_OutOfMemory();
  1282. }
  1283. data->texture = 0;
  1284. #ifdef GL_TEXTURE_EXTERNAL_OES
  1285. data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
  1286. #else
  1287. data->texture_type = GL_TEXTURE_2D;
  1288. #endif
  1289. data->pixel_format = format;
  1290. data->pixel_type = type;
  1291. #if SDL_HAVE_YUV
  1292. data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
  1293. data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
  1294. data->texture_u = 0;
  1295. data->texture_v = 0;
  1296. #endif
  1297. scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
  1298. /* Allocate a blob for image renderdata */
  1299. if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
  1300. size_t size;
  1301. data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
  1302. size = (size_t)texture->h * data->pitch;
  1303. #if SDL_HAVE_YUV
  1304. if (data->yuv) {
  1305. /* Need to add size for the U and V planes */
  1306. size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
  1307. } else if (data->nv12) {
  1308. /* Need to add size for the U/V plane */
  1309. size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
  1310. }
  1311. #endif
  1312. data->pixel_data = SDL_calloc(1, size);
  1313. if (!data->pixel_data) {
  1314. SDL_free(data);
  1315. return SDL_OutOfMemory();
  1316. }
  1317. }
  1318. /* Allocate the texture */
  1319. GL_CheckError("", renderer);
  1320. #if SDL_HAVE_YUV
  1321. if (data->yuv) {
  1322. renderdata->glGenTextures(1, &data->texture_v);
  1323. if (GL_CheckError("glGenTexures()", renderer) < 0) {
  1324. return -1;
  1325. }
  1326. renderdata->glActiveTexture(GL_TEXTURE2);
  1327. renderdata->glBindTexture(data->texture_type, data->texture_v);
  1328. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
  1329. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
  1330. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1331. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1332. renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
  1333. renderdata->glGenTextures(1, &data->texture_u);
  1334. if (GL_CheckError("glGenTexures()", renderer) < 0) {
  1335. return -1;
  1336. }
  1337. renderdata->glActiveTexture(GL_TEXTURE1);
  1338. renderdata->glBindTexture(data->texture_type, data->texture_u);
  1339. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
  1340. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
  1341. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1342. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1343. renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
  1344. if (GL_CheckError("glTexImage2D()", renderer) < 0) {
  1345. return -1;
  1346. }
  1347. } else if (data->nv12) {
  1348. renderdata->glGenTextures(1, &data->texture_u);
  1349. if (GL_CheckError("glGenTexures()", renderer) < 0) {
  1350. return -1;
  1351. }
  1352. renderdata->glActiveTexture(GL_TEXTURE1);
  1353. renderdata->glBindTexture(data->texture_type, data->texture_u);
  1354. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
  1355. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
  1356. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1357. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1358. 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);
  1359. if (GL_CheckError("glTexImage2D()", renderer) < 0) {
  1360. return -1;
  1361. }
  1362. }
  1363. #endif
  1364. renderdata->glGenTextures(1, &data->texture);
  1365. if (GL_CheckError("glGenTexures()", renderer) < 0) {
  1366. return -1;
  1367. }
  1368. texture->driverdata = data;
  1369. renderdata->glActiveTexture(GL_TEXTURE0);
  1370. renderdata->glBindTexture(data->texture_type, data->texture);
  1371. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
  1372. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
  1373. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1374. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1375. if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
  1376. renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
  1377. if (GL_CheckError("glTexImage2D()", renderer) < 0) {
  1378. return -1;
  1379. }
  1380. }
  1381. if (texture->access == SDL_TEXTUREACCESS_TARGET) {
  1382. data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
  1383. } else {
  1384. data->fbo = NULL;
  1385. }
  1386. return GL_CheckError("", renderer);
  1387. }
  1388. static int GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
  1389. {
  1390. Uint8 *blob = NULL;
  1391. Uint8 *src;
  1392. size_t src_pitch;
  1393. int y;
  1394. if ((width == 0) || (height == 0) || (bpp == 0)) {
  1395. return 0; /* nothing to do */
  1396. }
  1397. /* Reformat the texture data into a tightly packed array */
  1398. src_pitch = (size_t)width * bpp;
  1399. src = (Uint8 *)pixels;
  1400. if (pitch != src_pitch) {
  1401. blob = (Uint8 *)SDL_malloc(src_pitch * height);
  1402. if (!blob) {
  1403. return SDL_OutOfMemory();
  1404. }
  1405. src = blob;
  1406. for (y = 0; y < height; ++y) {
  1407. SDL_memcpy(src, pixels, src_pitch);
  1408. src += src_pitch;
  1409. pixels = (Uint8 *)pixels + pitch;
  1410. }
  1411. src = blob;
  1412. }
  1413. data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
  1414. if (blob) {
  1415. SDL_free(blob);
  1416. }
  1417. return 0;
  1418. }
  1419. static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
  1420. const void *pixels, int pitch)
  1421. {
  1422. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  1423. GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
  1424. GLES2_ActivateRenderer(renderer);
  1425. /* Bail out if we're supposed to update an empty rectangle */
  1426. if (rect->w <= 0 || rect->h <= 0) {
  1427. return 0;
  1428. }
  1429. data->drawstate.texture = NULL; /* we trash this state. */
  1430. /* Create a texture subimage with the supplied data */
  1431. data->glBindTexture(tdata->texture_type, tdata->texture);
  1432. GLES2_TexSubImage2D(data, tdata->texture_type,
  1433. rect->x,
  1434. rect->y,
  1435. rect->w,
  1436. rect->h,
  1437. tdata->pixel_format,
  1438. tdata->pixel_type,
  1439. pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
  1440. #if SDL_HAVE_YUV
  1441. if (tdata->yuv) {
  1442. /* Skip to the correct offset into the next texture */
  1443. pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
  1444. if (texture->format == SDL_PIXELFORMAT_YV12) {
  1445. data->glBindTexture(tdata->texture_type, tdata->texture_v);
  1446. } else {
  1447. data->glBindTexture(tdata->texture_type, tdata->texture_u);
  1448. }
  1449. GLES2_TexSubImage2D(data, tdata->texture_type,
  1450. rect->x / 2,
  1451. rect->y / 2,
  1452. (rect->w + 1) / 2,
  1453. (rect->h + 1) / 2,
  1454. tdata->pixel_format,
  1455. tdata->pixel_type,
  1456. pixels, (pitch + 1) / 2, 1);
  1457. /* Skip to the correct offset into the next texture */
  1458. pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
  1459. if (texture->format == SDL_PIXELFORMAT_YV12) {
  1460. data->glBindTexture(tdata->texture_type, tdata->texture_u);
  1461. } else {
  1462. data->glBindTexture(tdata->texture_type, tdata->texture_v);
  1463. }
  1464. GLES2_TexSubImage2D(data, tdata->texture_type,
  1465. rect->x / 2,
  1466. rect->y / 2,
  1467. (rect->w + 1) / 2,
  1468. (rect->h + 1) / 2,
  1469. tdata->pixel_format,
  1470. tdata->pixel_type,
  1471. pixels, (pitch + 1) / 2, 1);
  1472. } else if (tdata->nv12) {
  1473. /* Skip to the correct offset into the next texture */
  1474. pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
  1475. data->glBindTexture(tdata->texture_type, tdata->texture_u);
  1476. GLES2_TexSubImage2D(data, tdata->texture_type,
  1477. rect->x / 2,
  1478. rect->y / 2,
  1479. (rect->w + 1) / 2,
  1480. (rect->h + 1) / 2,
  1481. GL_LUMINANCE_ALPHA,
  1482. GL_UNSIGNED_BYTE,
  1483. pixels, 2 * ((pitch + 1) / 2), 2);
  1484. }
  1485. #endif
  1486. return GL_CheckError("glTexSubImage2D()", renderer);
  1487. }
  1488. #if SDL_HAVE_YUV
  1489. static int GLES2_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
  1490. const SDL_Rect *rect,
  1491. const Uint8 *Yplane, int Ypitch,
  1492. const Uint8 *Uplane, int Upitch,
  1493. const Uint8 *Vplane, int Vpitch)
  1494. {
  1495. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  1496. GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
  1497. GLES2_ActivateRenderer(renderer);
  1498. /* Bail out if we're supposed to update an empty rectangle */
  1499. if (rect->w <= 0 || rect->h <= 0) {
  1500. return 0;
  1501. }
  1502. data->drawstate.texture = NULL; /* we trash this state. */
  1503. data->glBindTexture(tdata->texture_type, tdata->texture_v);
  1504. GLES2_TexSubImage2D(data, tdata->texture_type,
  1505. rect->x / 2,
  1506. rect->y / 2,
  1507. (rect->w + 1) / 2,
  1508. (rect->h + 1) / 2,
  1509. tdata->pixel_format,
  1510. tdata->pixel_type,
  1511. Vplane, Vpitch, 1);
  1512. data->glBindTexture(tdata->texture_type, tdata->texture_u);
  1513. GLES2_TexSubImage2D(data, tdata->texture_type,
  1514. rect->x / 2,
  1515. rect->y / 2,
  1516. (rect->w + 1) / 2,
  1517. (rect->h + 1) / 2,
  1518. tdata->pixel_format,
  1519. tdata->pixel_type,
  1520. Uplane, Upitch, 1);
  1521. data->glBindTexture(tdata->texture_type, tdata->texture);
  1522. GLES2_TexSubImage2D(data, tdata->texture_type,
  1523. rect->x,
  1524. rect->y,
  1525. rect->w,
  1526. rect->h,
  1527. tdata->pixel_format,
  1528. tdata->pixel_type,
  1529. Yplane, Ypitch, 1);
  1530. return GL_CheckError("glTexSubImage2D()", renderer);
  1531. }
  1532. static int GLES2_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
  1533. const SDL_Rect *rect,
  1534. const Uint8 *Yplane, int Ypitch,
  1535. const Uint8 *UVplane, int UVpitch)
  1536. {
  1537. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  1538. GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
  1539. GLES2_ActivateRenderer(renderer);
  1540. /* Bail out if we're supposed to update an empty rectangle */
  1541. if (rect->w <= 0 || rect->h <= 0) {
  1542. return 0;
  1543. }
  1544. data->drawstate.texture = NULL; /* we trash this state. */
  1545. data->glBindTexture(tdata->texture_type, tdata->texture_u);
  1546. GLES2_TexSubImage2D(data, tdata->texture_type,
  1547. rect->x / 2,
  1548. rect->y / 2,
  1549. (rect->w + 1) / 2,
  1550. (rect->h + 1) / 2,
  1551. GL_LUMINANCE_ALPHA,
  1552. GL_UNSIGNED_BYTE,
  1553. UVplane, UVpitch, 2);
  1554. data->glBindTexture(tdata->texture_type, tdata->texture);
  1555. GLES2_TexSubImage2D(data, tdata->texture_type,
  1556. rect->x,
  1557. rect->y,
  1558. rect->w,
  1559. rect->h,
  1560. tdata->pixel_format,
  1561. tdata->pixel_type,
  1562. Yplane, Ypitch, 1);
  1563. return GL_CheckError("glTexSubImage2D()", renderer);
  1564. }
  1565. #endif
  1566. static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
  1567. void **pixels, int *pitch)
  1568. {
  1569. GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
  1570. /* Retrieve the buffer/pitch for the specified region */
  1571. *pixels = (Uint8 *)tdata->pixel_data +
  1572. (tdata->pitch * rect->y) +
  1573. (rect->x * SDL_BYTESPERPIXEL(texture->format));
  1574. *pitch = tdata->pitch;
  1575. return 0;
  1576. }
  1577. static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
  1578. {
  1579. GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
  1580. SDL_Rect rect;
  1581. /* We do whole texture updates, at least for now */
  1582. rect.x = 0;
  1583. rect.y = 0;
  1584. rect.w = texture->w;
  1585. rect.h = texture->h;
  1586. GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
  1587. }
  1588. static void GLES2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
  1589. {
  1590. GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
  1591. GLES2_TextureData *data = (GLES2_TextureData *)texture->driverdata;
  1592. GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
  1593. #if SDL_HAVE_YUV
  1594. if (data->yuv) {
  1595. renderdata->glActiveTexture(GL_TEXTURE2);
  1596. renderdata->glBindTexture(data->texture_type, data->texture_v);
  1597. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
  1598. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
  1599. renderdata->glActiveTexture(GL_TEXTURE1);
  1600. renderdata->glBindTexture(data->texture_type, data->texture_u);
  1601. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
  1602. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
  1603. } else if (data->nv12) {
  1604. renderdata->glActiveTexture(GL_TEXTURE1);
  1605. renderdata->glBindTexture(data->texture_type, data->texture_u);
  1606. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
  1607. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
  1608. }
  1609. #endif
  1610. renderdata->glActiveTexture(GL_TEXTURE0);
  1611. renderdata->glBindTexture(data->texture_type, data->texture);
  1612. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
  1613. renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
  1614. }
  1615. static int GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
  1616. {
  1617. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  1618. GLES2_TextureData *texturedata = NULL;
  1619. GLenum status;
  1620. data->drawstate.viewport_dirty = SDL_TRUE;
  1621. if (!texture) {
  1622. data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
  1623. } else {
  1624. texturedata = (GLES2_TextureData *)texture->driverdata;
  1625. data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
  1626. /* TODO: check if texture pixel format allows this operation */
  1627. data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
  1628. /* Check FBO status */
  1629. status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
  1630. if (status != GL_FRAMEBUFFER_COMPLETE) {
  1631. return SDL_SetError("glFramebufferTexture2D() failed");
  1632. }
  1633. }
  1634. return 0;
  1635. }
  1636. static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
  1637. {
  1638. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  1639. GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
  1640. GLES2_ActivateRenderer(renderer);
  1641. if (data->drawstate.texture == texture) {
  1642. data->drawstate.texture = NULL;
  1643. }
  1644. if (data->drawstate.target == texture) {
  1645. data->drawstate.target = NULL;
  1646. }
  1647. /* Destroy the texture */
  1648. if (tdata) {
  1649. data->glDeleteTextures(1, &tdata->texture);
  1650. #if SDL_HAVE_YUV
  1651. if (tdata->texture_v) {
  1652. data->glDeleteTextures(1, &tdata->texture_v);
  1653. }
  1654. if (tdata->texture_u) {
  1655. data->glDeleteTextures(1, &tdata->texture_u);
  1656. }
  1657. #endif
  1658. SDL_free(tdata->pixel_data);
  1659. SDL_free(tdata);
  1660. texture->driverdata = NULL;
  1661. }
  1662. }
  1663. static int GLES2_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
  1664. Uint32 pixel_format, void *pixels, int pitch)
  1665. {
  1666. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  1667. Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32;
  1668. size_t buflen;
  1669. void *temp_pixels;
  1670. int temp_pitch;
  1671. Uint8 *src, *dst, *tmp;
  1672. int w, h, length, rows;
  1673. int status;
  1674. temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
  1675. buflen = (size_t)rect->h * temp_pitch;
  1676. if (buflen == 0) {
  1677. return 0; /* nothing to do. */
  1678. }
  1679. temp_pixels = SDL_malloc(buflen);
  1680. if (!temp_pixels) {
  1681. return SDL_OutOfMemory();
  1682. }
  1683. SDL_GetRendererOutputSize(renderer, &w, &h);
  1684. data->glReadPixels(rect->x, renderer->target ? rect->y : (h - rect->y) - rect->h,
  1685. rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
  1686. if (GL_CheckError("glReadPixels()", renderer) < 0) {
  1687. return -1;
  1688. }
  1689. /* Flip the rows to be top-down if necessary */
  1690. if (!renderer->target) {
  1691. SDL_bool isstack;
  1692. length = rect->w * SDL_BYTESPERPIXEL(temp_format);
  1693. src = (Uint8 *)temp_pixels + (rect->h - 1) * temp_pitch;
  1694. dst = (Uint8 *)temp_pixels;
  1695. tmp = SDL_small_alloc(Uint8, length, &isstack);
  1696. rows = rect->h / 2;
  1697. while (rows--) {
  1698. SDL_memcpy(tmp, dst, length);
  1699. SDL_memcpy(dst, src, length);
  1700. SDL_memcpy(src, tmp, length);
  1701. dst += temp_pitch;
  1702. src -= temp_pitch;
  1703. }
  1704. SDL_small_free(tmp, isstack);
  1705. }
  1706. status = SDL_ConvertPixels(rect->w, rect->h,
  1707. temp_format, temp_pixels, temp_pitch,
  1708. pixel_format, pixels, pitch);
  1709. SDL_free(temp_pixels);
  1710. return status;
  1711. }
  1712. static int GLES2_RenderPresent(SDL_Renderer *renderer)
  1713. {
  1714. /* Tell the video driver to swap buffers */
  1715. return SDL_GL_SwapWindowWithResult(renderer->window);
  1716. }
  1717. static int GLES2_SetVSync(SDL_Renderer *renderer, const int vsync)
  1718. {
  1719. int retval;
  1720. if (vsync) {
  1721. retval = SDL_GL_SetSwapInterval(1);
  1722. } else {
  1723. retval = SDL_GL_SetSwapInterval(0);
  1724. }
  1725. if (retval != 0) {
  1726. return retval;
  1727. }
  1728. if (SDL_GL_GetSwapInterval() > 0) {
  1729. renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
  1730. } else {
  1731. renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
  1732. }
  1733. return retval;
  1734. }
  1735. /*************************************************************************************************
  1736. * Bind/unbinding of textures
  1737. *************************************************************************************************/
  1738. static int GLES2_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh);
  1739. static int GLES2_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture);
  1740. static int GLES2_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh)
  1741. {
  1742. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  1743. GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
  1744. GLES2_ActivateRenderer(renderer);
  1745. #if SDL_HAVE_YUV
  1746. if (texturedata->yuv) {
  1747. data->glActiveTexture(GL_TEXTURE2);
  1748. data->glBindTexture(texturedata->texture_type, texturedata->texture_v);
  1749. data->glActiveTexture(GL_TEXTURE1);
  1750. data->glBindTexture(texturedata->texture_type, texturedata->texture_u);
  1751. data->glActiveTexture(GL_TEXTURE0);
  1752. } else if (texturedata->nv12) {
  1753. data->glActiveTexture(GL_TEXTURE1);
  1754. data->glBindTexture(texturedata->texture_type, texturedata->texture_u);
  1755. data->glActiveTexture(GL_TEXTURE0);
  1756. }
  1757. #endif
  1758. data->glBindTexture(texturedata->texture_type, texturedata->texture);
  1759. data->drawstate.texture = texture;
  1760. if (texw) {
  1761. *texw = 1.0;
  1762. }
  1763. if (texh) {
  1764. *texh = 1.0;
  1765. }
  1766. return 0;
  1767. }
  1768. static int GLES2_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture)
  1769. {
  1770. GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
  1771. GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
  1772. GLES2_ActivateRenderer(renderer);
  1773. data->glBindTexture(texturedata->texture_type, 0);
  1774. data->drawstate.texture = NULL;
  1775. return 0;
  1776. }
  1777. /*************************************************************************************************
  1778. * Renderer instantiation *
  1779. *************************************************************************************************/
  1780. static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
  1781. {
  1782. SDL_Renderer *renderer;
  1783. GLES2_RenderData *data;
  1784. Uint32 window_flags = 0; /* -Wconditional-uninitialized */
  1785. GLint window_framebuffer;
  1786. GLint value;
  1787. int profile_mask = 0, major = 0, minor = 0;
  1788. SDL_bool changed_window = SDL_FALSE;
  1789. if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask) < 0) {
  1790. goto error;
  1791. }
  1792. if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major) < 0) {
  1793. goto error;
  1794. }
  1795. if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor) < 0) {
  1796. goto error;
  1797. }
  1798. window_flags = SDL_GetWindowFlags(window);
  1799. /* OpenGL ES 3.0 is a superset of OpenGL ES 2.0 */
  1800. if (!(window_flags & SDL_WINDOW_OPENGL) ||
  1801. profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) {
  1802. changed_window = SDL_TRUE;
  1803. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  1804. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
  1805. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
  1806. if (SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL) < 0) {
  1807. goto error;
  1808. }
  1809. }
  1810. /* Create the renderer struct */
  1811. renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
  1812. if (!renderer) {
  1813. SDL_OutOfMemory();
  1814. goto error;
  1815. }
  1816. data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData));
  1817. if (!data) {
  1818. SDL_free(renderer);
  1819. SDL_OutOfMemory();
  1820. goto error;
  1821. }
  1822. renderer->info = GLES2_RenderDriver.info;
  1823. renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
  1824. renderer->driverdata = data;
  1825. renderer->window = window;
  1826. /* Create an OpenGL ES 2.0 context */
  1827. data->context = SDL_GL_CreateContext(window);
  1828. if (!data->context) {
  1829. SDL_free(renderer);
  1830. SDL_free(data);
  1831. goto error;
  1832. }
  1833. if (SDL_GL_MakeCurrent(window, data->context) < 0) {
  1834. SDL_GL_DeleteContext(data->context);
  1835. SDL_free(renderer);
  1836. SDL_free(data);
  1837. goto error;
  1838. }
  1839. if (GLES2_LoadFunctions(data) < 0) {
  1840. SDL_GL_DeleteContext(data->context);
  1841. SDL_free(renderer);
  1842. SDL_free(data);
  1843. goto error;
  1844. }
  1845. if (GLES2_CacheShaders(data) < 0) {
  1846. SDL_GL_DeleteContext(data->context);
  1847. SDL_free(renderer);
  1848. SDL_free(data);
  1849. goto error;
  1850. }
  1851. #ifdef __WINRT__
  1852. /* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync
  1853. * is turned on. Not doing so will freeze the screen's contents to that
  1854. * of the first drawn frame.
  1855. */
  1856. flags |= SDL_RENDERER_PRESENTVSYNC;
  1857. #endif
  1858. if (flags & SDL_RENDERER_PRESENTVSYNC) {
  1859. SDL_GL_SetSwapInterval(1);
  1860. } else {
  1861. SDL_GL_SetSwapInterval(0);
  1862. }
  1863. if (SDL_GL_GetSwapInterval() > 0) {
  1864. renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
  1865. }
  1866. /* Check for debug output support */
  1867. if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
  1868. (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
  1869. data->debug_enabled = SDL_TRUE;
  1870. }
  1871. value = 0;
  1872. data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
  1873. renderer->info.max_texture_width = value;
  1874. value = 0;
  1875. data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
  1876. renderer->info.max_texture_height = value;
  1877. #if USE_VERTEX_BUFFER_OBJECTS
  1878. /* we keep a few of these and cycle through them, so data can live for a few frames. */
  1879. data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
  1880. #endif
  1881. data->framebuffers = NULL;
  1882. data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
  1883. data->window_framebuffer = (GLuint)window_framebuffer;
  1884. /* Populate the function pointers for the module */
  1885. renderer->WindowEvent = GLES2_WindowEvent;
  1886. renderer->GetOutputSize = GLES2_GetOutputSize;
  1887. renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
  1888. renderer->CreateTexture = GLES2_CreateTexture;
  1889. renderer->UpdateTexture = GLES2_UpdateTexture;
  1890. #if SDL_HAVE_YUV
  1891. renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
  1892. renderer->UpdateTextureNV = GLES2_UpdateTextureNV;
  1893. #endif
  1894. renderer->LockTexture = GLES2_LockTexture;
  1895. renderer->UnlockTexture = GLES2_UnlockTexture;
  1896. renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
  1897. renderer->SetRenderTarget = GLES2_SetRenderTarget;
  1898. renderer->QueueSetViewport = GLES2_QueueSetViewport;
  1899. renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
  1900. renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
  1901. renderer->QueueDrawLines = GLES2_QueueDrawLines;
  1902. renderer->QueueGeometry = GLES2_QueueGeometry;
  1903. renderer->RunCommandQueue = GLES2_RunCommandQueue;
  1904. renderer->RenderReadPixels = GLES2_RenderReadPixels;
  1905. renderer->RenderPresent = GLES2_RenderPresent;
  1906. renderer->DestroyTexture = GLES2_DestroyTexture;
  1907. renderer->DestroyRenderer = GLES2_DestroyRenderer;
  1908. renderer->SetVSync = GLES2_SetVSync;
  1909. renderer->GL_BindTexture = GLES2_BindTexture;
  1910. renderer->GL_UnbindTexture = GLES2_UnbindTexture;
  1911. #if SDL_HAVE_YUV
  1912. renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
  1913. renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
  1914. renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
  1915. renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
  1916. #endif
  1917. #ifdef GL_TEXTURE_EXTERNAL_OES
  1918. if (GLES2_CacheShader(data, GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, GL_FRAGMENT_SHADER)) {
  1919. renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_EXTERNAL_OES;
  1920. }
  1921. #endif
  1922. renderer->rect_index_order[0] = 0;
  1923. renderer->rect_index_order[1] = 1;
  1924. renderer->rect_index_order[2] = 3;
  1925. renderer->rect_index_order[3] = 1;
  1926. renderer->rect_index_order[4] = 3;
  1927. renderer->rect_index_order[5] = 2;
  1928. if (SDL_GL_ExtensionSupported("GL_EXT_blend_minmax")) {
  1929. data->GL_EXT_blend_minmax_supported = SDL_TRUE;
  1930. }
  1931. /* Set up parameters for rendering */
  1932. data->glActiveTexture(GL_TEXTURE0);
  1933. data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
  1934. data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  1935. data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
  1936. data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_COLOR);
  1937. data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
  1938. data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
  1939. data->drawstate.blend = SDL_BLENDMODE_INVALID;
  1940. data->drawstate.clear_color = 0xFFFFFFFF;
  1941. data->drawstate.projection[3][0] = -1.0f;
  1942. data->drawstate.projection[3][3] = 1.0f;
  1943. GL_CheckError("", renderer);
  1944. return renderer;
  1945. error:
  1946. if (changed_window) {
  1947. /* Uh oh, better try to put it back... */
  1948. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
  1949. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
  1950. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
  1951. SDL_RecreateWindow(window, window_flags);
  1952. }
  1953. return NULL;
  1954. }
  1955. SDL_RenderDriver GLES2_RenderDriver = {
  1956. GLES2_CreateRenderer,
  1957. { "opengles2",
  1958. (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
  1959. 4,
  1960. { SDL_PIXELFORMAT_RGBA32,
  1961. SDL_PIXELFORMAT_BGRA32,
  1962. SDL_PIXELFORMAT_BGRX32,
  1963. SDL_PIXELFORMAT_RGBX32 },
  1964. 0,
  1965. 0 }
  1966. };
  1967. #endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
  1968. /* vi: set ts=4 sw=4 expandtab: */